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

Published in: Business, Technology
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  • Boaz
    First, thanks for taking the time to comment and write.
    I fully agree with you that innovation has no set patterns, templates or rules. Its a chaotic discipline, based on creativity, insight and spirit.

    Yet, this deck tries to realize/demonstrate entrepreneurs with the patterns in which they can tap into innovation. Look at it as 'sparks', helping people gaze into an opportunity from the disruptive point of view. Its a mix of tools, insights and maybe even 'templates' in which former ventures innovated (sometimes even without knowing they are doing so)
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  • Very nice presentation. I think innovation can happen on any vector and not just the ones mentioned, and as creative thinkers, we need to identify the next important vector.
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Innovation

  1. 1. INNOVATION TECHNIQUES IN PRODUCT INNOVATION EREZ YERUSHALMI
  2. 2. PART 1 INNOVATION
  3. 3. 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
  4. 4. DISRUPTION A mean of innovation that “Shutters” an existing market or consumption pattern by providing an alternative mean use need feel pay
  5. 5. INNOVATION THROUGH SOLUTION Disrupt by identifying a resolution for a substantial need, serving as a pain-point for a large audience need
  6. 6. INNOVATION THROUGH ENGAGEMENT Disrupt by introducing new ways to consume or experience an existing product use
  7. 7. INNOVATION THROUGH DESIGN Disrupt by deploying visual design patterns that imply new modes of consumption feel
  8. 8. INNOVATION THROUGH BUSINESS MODEL Disrupt by offering a new-payment-method or revenue-channel for a traditional product pay
  9. 9. PART 2 TOOL BOX
  10. 10. 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
  11. 11. 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
  12. 12. 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
  13. 13. 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
  14. 14. 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
  15. 15. 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
  16. 16. PART 3 TRENDS
  17. 17. EMERGING MARKETS
  18. 18. ED-TECH
  19. 19. E-HEALTH
  20. 20. E-BOOKS
  21. 21. E-COMMERCE
  22. 22. CYBER
  23. 23. BUSINESS INTELLIGENCE
  24. 24. GAMING
  25. 25. BIG DATA
  26. 26. MOBILE MARKETING
  27. 27. INNOVATION TECHNIQUES IN PRODUCT INNOVATION EREZ YERUSHALMI

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