Innovation

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Product Innovation The deck describes basic pillars and techniques in conceptualizing and injecting innovation within products (whether digital or tangible). The deck covers elements such as need vs entertainment, design vs utility conceptualization techniques and disruption factors

Transcript of Innovation

INNOVATIONTECHNIQUES IN PRODUCT INNOVATION

EREZ YERUSHALMI

INNOVATION PART 1

PARADIGM SHIFTAn aspect of media covering on-demand

access to content any time, anywhere, on

any digital devices

Low Entry Barrier

Massive market

saturation

Technology making way to Product

innovation

DISRUPTION

use need

feel pay

A mean of innovation that “Shutters” an

existing market or consumption pattern by

providing an alternative mean

INNOVATION THROUGH

SOLUTION Disrupt by identifying a resolution for a

substantial need, serving as a pain-point

for a large audience

need

INNOVATION THROUGH

ENGAGEMENTDisrupt by introducing new ways to

consume or experience an existing product

use

INNOVATION THROUGH

DESIGN

feel

Disrupt by deploying visual design

patterns that imply new modes of

consumption

INNOVATION THROUGH

BUSINESS MODELDisrupt by offering a new-payment-method

or revenue-channel for a traditional product

pay

TOOL BOX PART 2

MISSING LINKIdentify a market or channel dominated by

a monopoly and create an intermediate link

that interacts directly with the consumer

KILL THE $Provide a freemium or

minimal payment to defeat the monopoly

KILL BARRIERSProvide a solution that

crosses platforms to kill the technology

KILL DISTRIBUTIONProvide new ways to get, buy or send a product to

kill the monopoly

CLONINGIdentify a highly successful product

and clone it a completely new low-competition market

Clone the product and aim it at a new platform

or target audience

Clone the product into a new

geographic market

POLAR SWAPTake a traditional business channel

and swap its business direction

To create new opportunities

Swap B2BTake a business that sells to Businesses and start selling its products to

consumers

Swap C2CCreate a marketplace that

enables Businesses to trade with other of their kind

Swap B2CTake a consumer oriented business model or service

and apply it towards Businesses

INCENTIVESRewardsBonuses

Virtual CurrencyCollections

COOPERATIONUse game mechanics in

order to create feeling of a world that continues to live

when I am gone

STATUSTitlesLevels

LeaderboardsAchievements

GAMIFICATIONApply game mechanics on real-world &

virtual sectors, in order to increase engagement or retention

ELIMINATEEliminate a material, matter, size or part in

order to create innovation

PUT TO OTHER USETake an existing product

and use it in a new sector or towards a different

usage

SUBSTITUTE Replace an aspect,

material or feature of an existing product,

making it disruptive

TINKERINGDisassemble an existing product into its

components and restructure it in a new way that was never experienced before

PHILANTHROPIC Make users feel they are

part of something “big” - a greater goal, bigger than

themselves

EGOISTICMake users feel their self-

identity is in stake and that destiny is under their

control

SENSE OF DESTINYEmpower your target audience

with the feeling they are making a real difference in the Reality around them

TRENDSPART 3

EMERGINGMARKETS

ED-TECH

E-HEALTH

E-BOOKS

E-COMMERCE

CYBER

BUSINESSINTELLIGENCE

GAMING

BIG DATA

MOBILEMARKETING

INNOVATIONTECHNIQUES IN PRODUCT INNOVATION

EREZ YERUSHALMI