Innovation
- can be seen as a cycle of creative destruction
- two aspects that make systems prone to creative destruction
- fragile interdependencies
- e.g. reliance on some vendor-lock like Flash
- cascade effects
- often start small, but eventually gain momentum e. g. evolution of mobile data, smartphones,...
- innovation opportunities exist when Customers exhibit compensatory behavior
- anticipation of what is the next struggle Customers face after they have sorted out the current one is a key to a successful and continuous innovation
- is about helping customers make progress – get them to the better version of live they aspire for
- progress recognizes that tasks and activities are only means to an end
- Innovate the System of progress, not its parts
- it isn't customer's job to know what they want, often they don't know what they want until you slow then
- Good innovations solve problems that formerly had only inadequate solutions— or no solution
- STEM (science/technology/engineering/mathematics) became more useful with arts in it → STEAM
- artists excel at making unlikely connections all the time
Quotes
- "Good innovations solve problems that formerly had only inadequate solutions — or no solution."
- "don't build better cameras, make better photographers"
- "yesterday people wanted fridges and dishwashers, today they want organic Kale smoothies an accumulating likes"
- thus Customer Needs are only bound to their imagination and existing experience
- "Change is driven by how people use technology"
- "product innovation isn't about new products that solve new problems. Product innovation is about new products that solve existing problems better than they're currently solved."
- "When people tell you something’s wrong or doesn’t work for them, they are almost always right. When they tell you exactly what they think is wrong and how to fix it, they are almost always wrong."
Articles