INNOVATION
TECHNIQUES IN PRODUCT INNOVATION

EREZ YERUSHALMI
PART 1

INNOVATION
PARADIGM SHIFT
An aspect of media covering on-demand
access to content any time, anywhere, on
any digital devices

Technology making
way to Product
innovation

Massive
market
saturation

Low Entry
Barrier
DISRUPTION

A mean of innovation that “Shutters” an
existing market or consumption pattern by
providing an alternative mean

use

need

feel

pay
INNOVATION THROUGH

SOLUTION
Disrupt by identifying a resolution for a
substantial need, serving as a pain-point
for a large audience

need
INNOVATION THROUGH

ENGAGEMENT
Disrupt by introducing new ways to
consume or experience an existing product

use
INNOVATION THROUGH

DESIGN
Disrupt by deploying visual design
patterns that imply new modes of
consumption

feel
INNOVATION THROUGH

BUSINESS MODEL
Disrupt by offering a new-payment-method
or revenue-channel for a traditional product

pay
PART 2

TOOL BOX
MISSING LINK
Identify 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 DISTRIBUTION
Provide new ways to get,
buy or send a product to
kill the monopoly

KILL BARRIERS
Provide a solution that
crosses platforms to kill the
technology
CLONING
Identify a highly successful product
and clone it a completely new lowcompetition market

Clone the product
into a new
geographic market

Clone the product and
aim it at a new platform
or target audience
POLAR SWAP
Take a traditional business channel
and swap its business direction
To create new opportunities

Swap B2B
Take a business that sells
to Businesses and start
selling its products to
consumers

Swap B2C
Take a consumer oriented
business model or service
and apply it towards
Businesses

Swap C2C
Create a marketplace that
enables Businesses to trade
with other of their kind
GAMIFICATION
Apply game mechanics on real-world &
virtual sectors, in order to increase
engagement or retention

INCENTIVES
Rewards
Bonuses
Virtual Currency
Collections

STATUS
Titles
Levels
Leaderboards
Achievements

COOPERATION
Use game mechanics in
order to create feeling of a
world that continues to live
when I am gone
TINKERING
Disassemble an existing product into its
components and restructure it in a new way
that was never experienced before

ELIMINATE
Eliminate a material,
matter, size or part in
order to create
innovation

SUBSTITUTE
Replace an aspect,
material or feature of an
existing product,
making it disruptive

PUT TO OTHER USE
Take an existing product
and use it in a new sector
or towards a different
usage
SENSE OF DESTINY

Empower your target audience
with the feeling they are making a real
difference in the Reality around them

PHILANTHROPIC
Make users feel they are
part of something “big” - a
greater goal, bigger than
themselves

EGOISTIC
Make users feel their selfidentity is in stake and
that destiny is under their
control
PART 3

TRENDS
EMERGING
MARKETS
ED-TECH
E-HEALTH
E-BOOKS
E-COMMERCE
CYBER
BUSINESS
INTELLIGENCE
GAMING
BIG DATA
MOBILE
MARKETING
INNOVATION
TECHNIQUES IN PRODUCT INNOVATION

EREZ YERUSHALMI

Innovation

  • 1.
    INNOVATION TECHNIQUES IN PRODUCTINNOVATION EREZ YERUSHALMI
  • 2.
  • 3.
    PARADIGM SHIFT An aspectof media covering on-demand access to content any time, anywhere, on any digital devices Technology making way to Product innovation Massive market saturation Low Entry Barrier
  • 4.
    DISRUPTION A mean ofinnovation that “Shutters” an existing market or consumption pattern by providing an alternative mean use need feel pay
  • 5.
    INNOVATION THROUGH SOLUTION Disrupt byidentifying a resolution for a substantial need, serving as a pain-point for a large audience need
  • 12.
    INNOVATION THROUGH ENGAGEMENT Disrupt byintroducing new ways to consume or experience an existing product use
  • 15.
    INNOVATION THROUGH DESIGN Disrupt bydeploying visual design patterns that imply new modes of consumption feel
  • 19.
    INNOVATION THROUGH BUSINESS MODEL Disruptby offering a new-payment-method or revenue-channel for a traditional product pay
  • 23.
  • 24.
    MISSING LINK Identify amarket 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 DISTRIBUTION Provide new ways to get, buy or send a product to kill the monopoly KILL BARRIERS Provide a solution that crosses platforms to kill the technology
  • 29.
    CLONING Identify a highlysuccessful product and clone it a completely new lowcompetition market Clone the product into a new geographic market Clone the product and aim it at a new platform or target audience
  • 33.
    POLAR SWAP Take atraditional business channel and swap its business direction To create new opportunities Swap B2B Take a business that sells to Businesses and start selling its products to consumers Swap B2C Take a consumer oriented business model or service and apply it towards Businesses Swap C2C Create a marketplace that enables Businesses to trade with other of their kind
  • 37.
    GAMIFICATION Apply game mechanicson real-world & virtual sectors, in order to increase engagement or retention INCENTIVES Rewards Bonuses Virtual Currency Collections STATUS Titles Levels Leaderboards Achievements COOPERATION Use game mechanics in order to create feeling of a world that continues to live when I am gone
  • 40.
    TINKERING Disassemble an existingproduct into its components and restructure it in a new way that was never experienced before ELIMINATE Eliminate a material, matter, size or part in order to create innovation SUBSTITUTE Replace an aspect, material or feature of an existing product, making it disruptive PUT TO OTHER USE Take an existing product and use it in a new sector or towards a different usage
  • 44.
    SENSE OF DESTINY Empoweryour target audience with the feeling they are making a real difference in the Reality around them PHILANTHROPIC Make users feel they are part of something “big” - a greater goal, bigger than themselves EGOISTIC Make users feel their selfidentity is in stake and that destiny is under their control
  • 48.
  • 49.
  • 50.
  • 51.
  • 52.
  • 53.
  • 54.
  • 55.
  • 56.
  • 57.
  • 58.
  • 59.
    INNOVATION TECHNIQUES IN PRODUCTINNOVATION EREZ YERUSHALMI