Innovation, apps and the monetization hexagon, UX Sofia 2014
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Innovation, apps and the monetization hexagon, UX Sofia 2014

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Everyone talks about innovation. But what is it? Everyone is developing apps. But will they gain traction in the marketplace? We all want to monetize our creations, but is there a recipe for......

Everyone talks about innovation. But what is it? Everyone is developing apps. But will they gain traction in the marketplace? We all want to monetize our creations, but is there a recipe for success?

Perhaps there is. Introducing the monetization hexagon - an 18-point evaluation model for predicting the success of an online app or offline service.

More in: Design , Technology
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  • 1. Innovation vs. Best Practice Eric Reiss @elreiss UX Sofia Sofia, Bulgaria What is it? Why bother? Who cares?
  • 2. Source: Financial Times, 6 October 2010
  • 3. in·no·va·tion noun 1 : the introduction of something new 2 : a new idea, method, or device
  • 4. best prac·tice noun 1 : best way of doing a thing 2 : a tested idea, method, or device
  • 5. Best practices represent short-term solutions. Innovation builds long-term success.
  • 6. If you always do it for the experts, You will never build our industry!
  • 7. And if you do it for yourself, you’re doing it for the wrong reason!
  • 8. Three bad reasons to innovate To differentiate your product/service To be “original” To satisfy your ego
  • 9. “pushing the envelope” ≠ innovation
  • 10. “chindogu” ≠ innovation
  • 11. being “original” ≠ innovation
  • 12. satisfying your ego ≠ innovation
  • 13. Rosser Reeves “Do you want art? Or do you want the f*cking sales curve to go up?”
  • 14. Experiment
  • 15. Invention
  • 16. Invention
  • 17. Innovation 15 April 1912
  • 18. to solve a problem! There is only one reason to innovate…
  • 19. Law of Innovation #1 If an innovation does not solve a problem, it will create one.
  • 20. Let’s look at mouthwash...
  • 21. Law of Innovation #2 Problems do not exist in isolation. Solutions often have unintended consequences.
  • 22. Enfield M1853 • Technological • Social • Political
  • 23. Gus the cat
  • 24. People Processes Technologies
  • 25. User Centered Design Users Innovate >
  • 26. User Driven Design Users Innovate >
  • 27. Important note: Unhappy customers are dangerous
  • 28. Law of Innovation #3 Invention may be accidental. Innovation is always planned.
  • 29. Fact: Innovators often break the established rules.
  • 30. Law of Innovation #4 Innovators understand the rules. This is the difference between innovation and idiocy.
  • 31. Law of Innovation #5 Intuitive solutions do not need instructions.
  • 32. Intuition Instruction Website Driving a car Low High Barrier to entry
  • 33. Incremental Distruptive Type of innovation
  • 34. R “My problem is greater than the effort needed to learn the system” OIeturn n nvestment
  • 35. Best practice is not the same as tradition or habit.
  • 36. Highland Park High School Math Club - 1969
  • 37. Invention Innovation Lifecycle Innovation Best practice Habit Innovation Best practice Fashion Old-fashioned Time Progress
  • 38. What are the warning signs of fad and fashion?
  • 39. Watch out if... Your solution is only being used in your local market Your solution is only being used by a single branch or industry Your solution looks like something you also did last week
  • 40. Do we have a digital revolution? Do we have disruptive innovation? Do we need to start from scratch?
  • 41. No! We apply old skills in new ways
  • 42. Law of Innovation #6 Innovation almost always represents the combination of two well-known technologies to create a new, useful synthesis.
  • 43. Technology Benefit
  • 44. Technology Benefit The UX Maturity Continuum • Immature • Feature-centric • “This is cool” • Mature • User-centric • “This is valuable”
  • 45. A hexagon
  • 46. Foundation
  • 47. Foundation Platform Quickwins
  • 48. Foundation Platform Quickwins • Useful • Affordable • Easy to adopt • Business critical • Addictive • Intrinsic value
  • 49. Foundation Platform Quickwins • Showcase • Conduit • Social system • Well-defined market • Multi-channel capability • Cross-channel conversions
  • 50. Foundation Platform Quickwins • Incentives • Rewards • Cross-sales • Subscriptions • Upgrades • Scalability
  • 51. 6 7 13
  • 52. • Scores above 11 generally indicate a good chance of success. • It is impossible to achieve a perfect score of 18. • This model seems to work well for both business and entertainment apps Two observations
  • 53. “It’s amazing how much we can accomplish when you don’t care who gets the credit.” Harry S. Truman
  • 54. If we do not demand good design, we will never receive it. Don’t just prevent bad things from happening, you can make wonderful things happen!
  • 55. благодаря!
  • 56. You can (usually) find Eric at: The FatDUX Group ApS Strandøre 15 DK-2100 Copenhagen Denmark Office: (+45) 39 29 67 77 Mobil: (+45) 20 12 88 44 Twitter: @elreiss er@fatdux.com www.fatdux.com