Innovation vs. Best Practice
Eric Reiss
@elreiss
UX Sofia
Sofia, Bulgaria
What is it?
Why bother?
Who cares?
Source: Financial Times, 6 October 2010
in·no·va·tion
noun
1 : the introduction of something new
2 : a new idea, method, or device
best prac·tice
noun
1 : best way of doing a thing
2 : a tested idea, method, or device
Best practices represent
short-term solutions.
Innovation builds
long-term success.
If you always do it for the experts,
You will never build our industry!
And if you do it for yourself,
you’re doing it for the wrong reason!
Three bad reasons to innovate
To differentiate your product/service
To be “original”
To satisfy your ego
“pushing the envelope” ≠ innovation
“chindogu” ≠ innovation
being “original” ≠ innovation
satisfying your ego ≠ innovation
Rosser Reeves
“Do you want art? Or do you want the
f*cking sales curve to go up?”
Experiment
Invention
Invention
Innovation
15 April 1912
to solve a problem!
There is only one reason to innovate…
Law of Innovation #1
If an innovation does not solve
a problem, it will create one.
Let’s look at mouthwash...
Law of Innovation #2
Problems do not exist in isolation.
Solutions often have unintended
consequences.
Enfield M1853
• Technological
• Social
• Political
Gus the cat
People
Processes
Technologies
User Centered Design
Users
Innovate >
User Driven Design
Users
Innovate >
Important note:
Unhappy customers are dangerous
Law of Innovation #3
Invention may be accidental.
Innovation is always planned.
Fact:
Innovators often break the established rules.
Law of Innovation #4
Innovators understand the rules.
This is the difference between
innovation and idiocy.
Law of Innovation #5
Intuitive solutions do not
need instructions.
Intuition Instruction
Website Driving a car
Low High
Barrier to entry
Incremental Distruptive
Type of innovation
R
“My problem is greater than the
effort needed to learn the system”
OIeturn n nvestment
Best practice is not the same as
tradition or habit.
Highland Park High School Math Club - 1969
Invention
Innovation Lifecycle
Innovation
Best practice
Habit
Innovation
Best practice
Fashion
Old-fashioned
Time
Progress
What are the warning signs of
fad and fashion?
Watch out if...
Your solution is only being used in your
local market
Your solution is only being used by a single
branch ...
Do we have a digital revolution?
Do we have disruptive innovation?
Do we need to start from scratch?
No! We apply old skills in new ways
Law of Innovation #6
Innovation almost always
represents the combination of
two well-known technologies to
create a new, u...
Technology Benefit
Technology Benefit
The UX Maturity Continuum
• Immature
• Feature-centric
• “This is cool”
• Mature
• User-centric
• “This...
A hexagon
Foundation
Foundation
Platform
Quickwins
Foundation
Platform
Quickwins
• Useful
• Affordable
• Easy to adopt
• Business critical
• Addictive
• Intrinsic value
Foundation
Platform
Quickwins
• Showcase
• Conduit
• Social system
• Well-defined market
• Multi-channel capability
• Cros...
Foundation
Platform
Quickwins
• Incentives
• Rewards
• Cross-sales
• Subscriptions
• Upgrades
• Scalability
6 7
13
• Scores above 11 generally indicate a
good chance of success.
• It is impossible to achieve a perfect
score of 18.
• This...
“It’s amazing how much we can
accomplish when you don’t care
who gets the credit.”
Harry S. Truman
If we do not demand good design,
we will never receive it.
Don’t just prevent bad things from happening,
you can make wond...
благодаря!
You can (usually) find Eric at:
The FatDUX Group ApS
Strandøre 15
DK-2100 Copenhagen
Denmark
Office: (+45) 39 29 67 77
Mob...
Innovation, apps and the monetization hexagon, UX Sofia 2014
Innovation, apps and the monetization hexagon, UX Sofia 2014
Innovation, apps and the monetization hexagon, UX Sofia 2014
Innovation, apps and the monetization hexagon, UX Sofia 2014
Innovation, apps and the monetization hexagon, UX Sofia 2014
Innovation, apps and the monetization hexagon, UX Sofia 2014
Innovation, apps and the monetization hexagon, UX Sofia 2014
Innovation, apps and the monetization hexagon, UX Sofia 2014
Innovation, apps and the monetization hexagon, UX Sofia 2014
Innovation, apps and the monetization hexagon, UX Sofia 2014
Innovation, apps and the monetization hexagon, UX Sofia 2014
Innovation, apps and the monetization hexagon, UX Sofia 2014
Innovation, apps and the monetization hexagon, UX Sofia 2014
Innovation, apps and the monetization hexagon, UX Sofia 2014
Innovation, apps and the monetization hexagon, UX Sofia 2014
Innovation, apps and the monetization hexagon, UX Sofia 2014
Innovation, apps and the monetization hexagon, UX Sofia 2014
Innovation, apps and the monetization hexagon, UX Sofia 2014
Innovation, apps and the monetization hexagon, UX Sofia 2014
Innovation, apps and the monetization hexagon, UX Sofia 2014
Innovation, apps and the monetization hexagon, UX Sofia 2014
Innovation, apps and the monetization hexagon, UX Sofia 2014
Innovation, apps and the monetization hexagon, UX Sofia 2014
Innovation, apps and the monetization hexagon, UX Sofia 2014
Innovation, apps and the monetization hexagon, UX Sofia 2014
Innovation, apps and the monetization hexagon, UX Sofia 2014
Innovation, apps and the monetization hexagon, UX Sofia 2014
Innovation, apps and the monetization hexagon, UX Sofia 2014
Innovation, apps and the monetization hexagon, UX Sofia 2014
Innovation, apps and the monetization hexagon, UX Sofia 2014
Innovation, apps and the monetization hexagon, UX Sofia 2014
Innovation, apps and the monetization hexagon, UX Sofia 2014
Innovation, apps and the monetization hexagon, UX Sofia 2014
Innovation, apps and the monetization hexagon, UX Sofia 2014
Innovation, apps and the monetization hexagon, UX Sofia 2014
Innovation, apps and the monetization hexagon, UX Sofia 2014
Innovation, apps and the monetization hexagon, UX Sofia 2014
Innovation, apps and the monetization hexagon, UX Sofia 2014
Innovation, apps and the monetization hexagon, UX Sofia 2014
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 success?

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

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Transcript of "Innovation, apps and the monetization hexagon, UX Sofia 2014"

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