Topic 5: Innovation and design
Act of insight
(innovation
strategies)
Often referred to as the “eureka moment”, a sudden image of a
potential solution is formed in the mind, usually after a period of
thinking about a problem.
Adaptation
(innovation
strategies)
A solution to a problem in one field is used to provide a new idea for
a design problem in another.
Analogy
(innovation
strategies)
An idea from one context is used to stimulate ideas for solving a
problem in another context.
Architectural
innovation
The technology of the components stays the same, but the
configuration of the components is changed to produce a new
design.
Chance (innovation
strategies)
An unexpected discovery leads to a new idea.
Competition Any company or product that can fulfil similar functions for a similar
market.
Configurational
innovation
A change is made in both technology and organization.
Copyright © A legal right that grants the creator of an original work exclusive
ownership for its use and distribution. Usually for a limited time and
within geographical boundaries, copyright allows the creator to
receive compensation for their intellectual effort.
Design protection A simple and cost-effective way to protect an innovative shape,
appearance or ornamentation.
Design specification A list of requirements, constraints and considerations that a yet-to-
be-designed product must fulfil.
Diffusion (Markets) The wide acceptance (and sale) of a product.
Disruptive
innovation
A product or type of technology that challenges existing companies
to ignore or embrace technical change
Drivers for
invention
These include personal motivation to express creativity/for personal
interest, scientific or technical curiosity, constructive discontent,
desire to make money, desire to help others.
Early adopters The second fastest category to adopt an innovation.
Early majority The third fastest group to adopt an innovation, tends to take more
time to consider adopting new innovations and is inclined to draw
from feedback from early adopters before taking the risk of
purchasing new products/systems.
Entrepreneur An influential individual who can take an invention to market, often
by financing the development, production and diffusion of a
product into the marketplace.
First to market The first product of its type to be released on the market.
Functional Over time, products wear out and break down. If parts are no longer
obsolescence available, the product can no longer work in the way it originally did.
Also, if a service vital to its functioning is no longer available, it can
become obsolete.
Innovation The business of putting an invention in the marketplace and making
it a success.
Innovators The first individuals to adopt an innovation. They are willing to take
risks.
Intellectual
Property (IP)
A legal term for intangible property such as "creations of the mind"
such as inventions and designs that are used in a commercial
setting. Intellectual property is protected by law.
Invention The process of discovering a principle. A technical advance in a
particular field often resulting in a novel product.
Laggards The last to adopt an innovation. They tend to prefer traditions and
are unwilling to take risks.
Late majority The fourth fastest group to adopt an innovation. They do so after it
has been established in the marketplace and are seldom willing to
take risks with new innovation.
Lone inventor An individual working outside or inside an organization who is
committed to the invention of a novel product and often becomes
isolated because he or she is engrossed with ideas that imply
change and are resisted by others.
Market analysis An appraisal of economic viability of the proposed design from a
market perspective, taking into account fixed and variable costs and
pricing. It is typically a summary about potential users and the
market.
Market pull
(innovation
strategies)
A new idea is needed as a result of demand from the marketplace.
Modular innovation The basic configuration stays the same, but one or more key
components are changed.
Multi-disciplinary
approach
On occasion, the inventor is also the product champion and/or
entrepreneur. This requires specific skill sets and actions to fulfil
these roles and the reason inventors often take on multiple roles.
Effective design draws from multiple areas of expertise, and this can
be utilised at different stages of product development.
Patent An agreement from a government office to give someone the right
to make or sell a new invention for a certain number of years.
Patent pending An indication that an application for a patent has been applied for
but has not yet been processed. The marking serves to notify those
copying the invention that they may be liable for damages
(including back-dated royalties), once a patent is issued.
Planned
obsolescence
A product becomes outdated as a conscious act either to ensure a
continuing market or to ensure that safety factors and new
technologies can be incorporated into later versions of the product.
Process innovation An improvement in the organization and/or method of manufacture
that often leads to reduced costs or benefits to consumers.
Product champion An influential individual, usually working within an organization,
who develops an enthusiasm for a particular idea or invention and
“champions” it within that organization.
Product
generations
A business practice in which a company releases a new group of
products that have advanced features compared to an earlier group.
Product life cycle A tool for mapping out the four stages of a product's commercial
life: Launch; Growth; Maturity; Decline.
Product versioning A business practice in which a company produces different models
of the same product, and then charges different prices for each
model.
Radical innovation A high risk innovation strategy that introduces a new idea, system or
product that is very different from the existing paradigm.
research methods A thorough analysis of competing designs is required to establish
the market need. Methods include user research, user trial, literature
search, expert appraisal, performance test.
Rogers’
characteristics of
innovation and
consumers
Five characteristics identified by Rogers that impact on consumer
adoption of an innovation: Relative advantage; Compatibility;
Complexity; Observability; Trial-ability.
Service Mark (SM) A trademark used to identify a service rather than a product.
Shelved technology Technology that is shelved for various reasons. Sometimes shelved
technologies will be rediscovered or taken off the shelf.
Social roots of
consumerism
Consumerism is concerned with protecting customers from all
organisations where there is an exchange relationship. The roots of
consumerism can be traces through: disillusionment with the
system; the performance gap; the consumer information gap;
antagonism toward advertising; impersonal and unresponsive
marketing institutions; intrusions of privacy; declining living
standards; special problems of the disadvantaged; different views of
the marketplace.
Style (fashion)
obsolescence
Fashions and trends change over time, which can result in a product
no longer being desirable. However, as evidenced by the concept of
retro styling and the cyclic nature of fashion, products can become
desirable again.
Suppression
(Markets)
A process where a new idea or adoption of a product by the market
is actively slowed.
Sustaining
innovation
A new or improved product that meets the needs of consumers and
sustains manufacturers
Target audience A specific group of people within the target market at which a
product or the marketing message of a product is aimed at.
Target market When determining the target market, market sectors and segments
need to be identified.
Technological
obsolescence
When a new technology supersedes an existing technology, the
existing technology quickly falls out of use and is no longer
incorporated into new products. Consumers instead opt for the
newer, more efficient technology in their products.
Technology push
(innovation
strategies)
Scientific research leads to advances in technology that underpin
new ideas.
Technology transfer
(innovation
strategies)
Technological advances that form the basis of new designs may be
applied to the development of different types of products/systems,
for example, laser technology.
Trademark ® or TM A trademark is a symbol, word, or words legally registered or
established by use as representing a company or product.
User need The essential requirements that a product must satisfy in relation to
the user.