This document outlines techniques for product innovation. It discusses paradigms like disruption which involves providing an alternative that shutters an existing market. Disruption can be achieved through solutions, engagement, design, or business models. The document also provides a toolbox of techniques like missing link, cloning, polar swap, and gamification. It applies game mechanics to increase engagement. Tinkering is discussed as disassembling a product and restructuring it. The document concludes by discussing trends in emerging markets, education technology, e-health, e-books, e-commerce, cybersecurity, business intelligence, gaming, big data, and mobile marketing.
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. DISRUPTION
A mean of innovation that “Shutters” an
existing market or consumption pattern by
providing an alternative mean
use
need
feel
pay
24. 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
25.
26.
27.
28.
29. 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
30.
31.
32.
33. 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
34.
35.
36.
37. 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
38.
39.
40. 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
41.
42.
43.
44. 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