1. Structure Innovating innovation – principles, process & techniques Innovation for 2010 – which trends to (un)pick? The direction of innovation
Trends: you get out what you put in Reports Charts Analysis nVision Forecasts Consultancy Trends Ideas Observations Bespoke research Futureproofing Innovation
Rules of engagement Consumer and future focused Building on existing knowledge and robust, quantified insight Interactive and engaging Holistic and catholic Iterative and challenging (open and flexible) Visual and inspiring Empowering Multi-disciplinary and collaborative Effectively championed and ideas followed up
2. The trends Innovating innovation – principles, process & techniques Innovation for 2010 – which trends to (un)pick? The direction of innovation
Central Scenario: the many areas to look at in society The Pursuit of Experiences Social Change The Responsible Consumer Consumption DecisionsTechnological Innovation Demographic Indicators
[Insert Image or coloured box here] Trend 1: Games, People - Play!
17384: Graphics from nVision for Yasmine Baladi-home nVision/Experian forecast, August 2009-based projection (based on Q1 2009 data) Source: Experian/nVision Base: UK Leisure = lifestage Leisure expenditure, in and out of home, in billions, at constant 2005 prices
Nintendo has helped to make games socially acceptable. They brought the Wii into the living room whereas historically games consoles have been in bedrooms. Now grandparents can play with their grandchildren, girls can play, boys can play. People are thinking, hang on, maybe this is a good thing after all. Ian Livingstone, Eidos UK Gaming: Sub-culture no more Source: Guardian Unlimited / VGChartz.com
New Play Destinations: Social Gaming on the Internet... And on the go.
3. The future Innovating innovation – principles, process & techniques Innovation for 2010 – which trends to (un)pick? The direction of innovation
Some predictions for 2020 “The answer to collective creativity requirements cannot be found without transforming the way we think about management organised in professional networks, and the ways of organising access to shared material or immaterial resources” Denis Ettighoffer, Technopolis Institute, France “Traditionally, innovation has happened within organisations within the context of a relative hierarchy. The simple solution of course is that you make organisations more flat and enable people to talk to people they would not otherwise talk to, then the organisation as a whole would become more innovative.” Dr Carsten Sørensen, London School of Economics (UK) shorter hours, remote options, shift and swop with colleagues, holidays, spot bonuses, internal mobility, peer recognition.... Flexible working Collaboration – cross teams, countries, consumers even industries Open, creative IT systems with the training needed for all to embrace Flatter internal structures New job titles Premium rewards for innovation Old school innovation hierarchies Traditional office IT, closed systems Traditional monetary rewards for ideas
Collaboration and innovation Source: Google/Future Foundation Base: 700 respondents aged 18+, UK, 2010
Leading the way StaffConsumer Broader businessCross-industry
Who’s who in innovation Collaborative innovation director Chief ideas officer Ideas editor Creative archivist Collaboration officer iCulturist Talent management strategist