Gartner: 50% of Innovation will be Gamified by 2015 By 2015, 50% of companies that manage innovation and research will use gamification to drive innovation, according to a press release by Gartner. As gamification is just beginning and few public examples exist today, this finding means that the next four years are going to see rapid changes in management of the enterprise. According to Brian Burke, an analyst at Gartner, “Enterprise architects, CIOs and IT planners must be aware of, and lead, the business trend of gamification, educate their business counterparts and collaborate in the evaluation of opportunities within the organization.” The press release sites a few examples where changes are already beginning to take place including the World Bank’s Evoke, but the most interesting example is Idea Street. Idea Street exemplifies some of the more general strengths of gamification, as explained by Gartner: 1. 2. 3. 4. You can find more research on gamification currently underway at Gartner from the press release and on Brian Burke’s blog.
Agility Innovation Specialists Mass Customization & Open Innovation News: OI Market Study How to Plan Innovation When we think about innovation, we typically think about the result, not the process, as if the idea sprang out of the ground fully formed. Innovation is not getting something to market; it's getting the right product or service to market. This requires a commitment to the consumer, not solely to your company's internal capabilities. It is speed to knowledge of what your customers want that matters, not just speed to deployment. True innovation takes a bit of planning. We're all familiar with famous innovators such as Steve Jobs and Howard Schultz, but the truth is we're all innovators. There are four principles necessary to hold to in order to preserve what's essential about a brand without closing minds to the innovative opportunities a new product presents. 1) Define what you're bringing to market, starting with the brand purpose. Identify which trends are indicative of changing consumer needs. How can you affect both consumer behavior and the bottom line?
Global Innovation: A Research Project of TIM @ TUHH [ by Rajnish Tiwari ] Innovation, according to Schumpeter (1934), covers: 1) The introduction of a new good or a new quality of the good 2) The introduction of a new method of production 3) The opening of a new market 4) The conquest of a new source of supply 5) The carrying out of the new organization of an industry The “newness” need not necessarily involve “new” knowledge thereby effectively implying that the “newness” may also concern advancement or modification of existing knowledge. Innovation, according to Rogers (2003), is “an idea, practice, or object that is perceived as new by an individual or other unit of adoption”. The Oslo Manual, developed jointly by Eurostat and the OECD and currently in its 3rd edition, defines innovation as "the implementation of a new or significantly improved product (good or service), or process, a new marketing method, or a new organisational method in business practices, workplace organisation or external relations."