3. • Develop and test-drive an innovation
acceleration methodology & tool,
• that combines collaborative and open ideation
• with lead users idea validation.
Objective
4. Nimble Bee position in Accelerate
• #1 - Acceleration problem to be solved for
customers
– Speed up the innovation process @ customers by
enabling more iterations in shorter time with
higher output quality
– Solution: acceleration by leveraging an
innovation ecosystem of design
students/universities and lead users.
5. CUSTOMER COMMUNITY
Target consumer community
COMPANY
Challenge &
expert reviews
UNIVERSITIES
Solution teams
COGNISTREAMER - Project facilitator
Nimble Bee Ecosystem
6.
7. • Serious challenges: Challenged based innovation
sponsored by companies providing real (strategic)
challenges
• Design for collaboration: ‘coopetition’ model among
designers + consumer-designer sparring
• Direct Market Connection: targeted and moderated
lead user communities
Key Enablers
8. Nimble Bee position in Accelerate
• #1 - Acceleration problem to be solved for
customers
• #2 - The acceleration problem for
cognistreamer itself
– Scalability & sustainability of the business model
– Solution: replace the manual innnovation
management by a automated process (= Virtual
Innovation Assistant)
11. • Goal is to develop a new tool, but to start currently
from the existing CogniStreamer toolset to run the
first experiments
– Idea Generation: CogniStreamer Innovation Portal
– Lead User Validation: CogniStreamer XL
• Both being adapted to facilitate the new approach
and future scaling of the model
Tool perspective
18. Key Learnings
• Arrow’s Information Paradox
– Legal Framework!
• Investment Cost and Risk of Participation
– Reduce complexity of the challenge
– Seek win-win with micro-communities
– Provide design tools
• Lead users’ concept of value well aligned with
the company’s
19. Key Learnings
• Rewards & Incentives
– Financial rewards do not stimulate early
collaboration
• Collaboration vs. competition
– 19/20 finalists were design students!
– Guidance by design teachers: 5/6 winners from
same design school
– Real added value during open iterations with
lead-users
20. Key Learnings
• Outcome
• “90% of designs could also have been created by
internal R&D, but NOT within the same time and
budget frame.
• this also means that 10% of designs were truly
innovative! (benchmark internal R&D = 6%)
• One innovation with disruptive potential (team effort)!