Technology Entrepreneurship

Technology Entrepreneurship

Author: Natasha Evers

Publisher: Bloomsbury Publishing

Published: 2020-12-12

Total Pages: 494

ISBN-13: 1350304867

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This second edition of the critically acclaimed core textbook provides students from technology and science based backgrounds with the theoretical knowledge and practical skills required to transform innovative ideas into commercially viable businesses for profit or social ends. Blending theory, policy and practice in a manner that is accessible to readers with little prior knowledge of business commercialisation, it offers a framework for understanding the entrepreneurial process for technological ideas. The book provides students with comprehensive guidance on the specialized field of 'technopreneurship'. It provides the tools and frameworks required for managing, commercialising and marketing technological innovation. With real life examples and case studies from a range of countries and industries, it will equip students with the understanding required to successfully launch their product. This text caters for undergraduate and postgraduate students studying technology entrepreneurship modules on engineering, science and computing technology programmes. New to this edition: -All chapters updated to reflect the evolution of theory and practice in the field -New cases on digital entrepreneurship, growth and scaling -Extended geographical coverage of case studies -Entrepreneurial practices updated to include recent research -Strategic context of business models, business growth and scaling, digital entrepreneurship, entrepreneurial marketing, organization design and crowdfunding developed and updated.


Bringing Innovation to School

Bringing Innovation to School

Author: Suzie Boss

Publisher: Solution Tree Press

Published: 2012-07-02

Total Pages: 80

ISBN-13: 1936765284

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Are you preparing a new generation of innovators? Activate your students’ creativity and problem-solving potential with breakthrough learning projects. Across all grades and content areas, student-driven, collaborative projects will teach students how to generate innovative ideas and then put them into action. You’ll take learning to new heights and help students master core content.


The Other Side of Innovation

The Other Side of Innovation

Author: Vijay Govindarajan

Publisher: Harvard Business Press

Published: 2010-09-02

Total Pages: 240

ISBN-13: 1422162303

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In their first book, Ten Rules for Strategic Innovators, the authors provided a better model for executing disruptive innovation. They laid out a three-part plan for launching high-risk/high-reward innovation efforts: (1) borrow assets from the existing firms, (2) unlearn and unload certain processes and systems that do not serve the new entity, and (3) learn and build all new capabilities and skills. In their study of the Ten Rules in action, Govindarajan and Trimble observed many other kinds of innovation that were less risky but still critical to the company's ongoing success. In case after case, senior executives expected leaders of innovation initiatives to grapple with forces of resistence, namely incentives to keep doing what the company has always done--rather than develop new competence and knowledge. But where to begin? In this book, the authors argue that the most successful everyday innovators break down the process into six manageable steps: 1. Divide the labor 2. Assemble the dedicated team 3. Manage the partnership 4. Formalize the experiment 5. Break down the hypothesis 6. Seek the truth. The Other Side of Innovation codifies this staged approach in a variety of contexts. It delivers a proven step-by-step guide to executing (launching, managing, and measuring) more modest but necessary innovations within large firms without disrupting their bread-and-butter business.


Bringing Innovation to Market

Bringing Innovation to Market

Author: Jagdish N. Sheth

Publisher:

Published: 1987-10-02

Total Pages: 280

ISBN-13:

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An incisive primer on how to make sure new technology-based products succeed. Explains the role of discontinuity and ways to deal with it when adopting a marketing strategy. It helps marketers plan for and manage discontinuity and identify their optimum marketing strategy. With a 10-Point Product Test Screen for assessing a product's chances in the marketplace, plus scores of actual examples, this is a book that can help every innovator reach a marketing breakthrough.


Inside Real Innovation

Inside Real Innovation

Author: Eugene Fitzgerald

Publisher: World Scientific

Published: 2011

Total Pages: 247

ISBN-13: 9814327980

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This break-through innovation book gives a 'ground-floor' view of the innovation process. It is written by practitioners of innovation, whose expertise scales from universities to start-ups to corporations and governments, allowing the authors to avoid the usual high-level-only descriptions of generic innovation. Organized in three parts, the first part develops the detailed iterative innovation process and debunks the widely held concept of linear innovation (research->development->product) as the actual innovation process. With the reader armed with the true innovation process, the second part analyzes, using the lens of iterative innovation, a real fundamental innovation advance which transpired over a 20-year period. In the last part of the book, the authors use this new interpretation of how innovation evolves to accurately portray modern US innovation history, and define the underlying crisis in our innovation pipeline. This part finishes with practical guides for all innovation stakeholders: individual innovators, investors, universities, corporations, and governments. The book is sufficiently self-contained and can be read by anyone interested in any aspect or impact of innovation.


The Innovation Mode

The Innovation Mode

Author: George Krasadakis

Publisher: Springer Nature

Published: 2020-07-29

Total Pages: 316

ISBN-13: 3030451399

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This book presents unique insights and advice on defining and managing the innovation transformation journey. Using novel ideas, examples and best practices, it empowers management executives at all levels to drive cultural, technological and organizational changes toward innovation. Covering modern innovation techniques, tools, programs and strategies, it focuses on the role of the latest technologies (e.g., artificial intelligence to discover, handle and manage ideas), methodologies (including Agile Engineering and Rapid Prototyping) and combinations of these (like hackathons or gamification). At the same time, it highlights the importance of culture and provides suggestions on how to build it. In the era of AI and the unprecedented pace of technology evolution, companies need to become truly innovative in order to survive. The transformation toward an innovation-led company is difficult – it requires a strong leadership and culture, advanced technologies and well-designed programs. The book is based on the author’s long-term experience and novel ideas, and reflects two decades of startup, consulting and corporate leadership experience. It is intended for business, technology, and innovation leaders.


Making in America

Making in America

Author: Suzanne Berger

Publisher: MIT Press

Published: 2013-08-23

Total Pages: 264

ISBN-13: 0262316846

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How America can rebuild its industrial landscape to sustain an innovative economy. America is the world leader in innovation, but many of the innovative ideas that are hatched in American start-ups, labs, and companies end up going abroad to reach commercial scale. Apple, the superstar of innovation, locates its production in China (yet still reaps most of its profits in the United States). When innovation does not find the capital, skills, and expertise it needs to come to market in the United States, what does it mean for economic growth and job creation? Inspired by the MIT Made in America project of the 1980s, Making in America brings experts from across MIT to focus on a critical problem for the country. MIT scientists, engineers, social scientists, and management experts visited more than 250 firms in the United States, Germany, and China. In companies across America—from big defense contractors to small machine shops and new technology start-ups—these experts tried to learn how we can rebuild the industrial landscape to sustain an innovative economy. At each stop, they asked this basic question: “When you have a new idea, how do you get it into the market?” They found gaping holes and missing pieces in the industrial ecosystem. Even in an Internet-connected world, proximity to innovation and users matters for industry. Making in America describes ways to strengthen this connection, including public-private collaborations, new government-initiated manufacturing innovation institutes, and industry/community college projects. If we can learn from these ongoing experiments in linking innovation to production, American manufacturing could have a renaissance.


Innovation and Marketing in the Video Game Industry

Innovation and Marketing in the Video Game Industry

Author: Mr David Wesley

Publisher: Gower Publishing, Ltd.

Published: 2012-08-28

Total Pages: 288

ISBN-13: 1409459624

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Video games have had a greater impact on our society than almost any other leisure activity. They not only consume a large portion of our free time, they influence cultural trends, drive microprocessor development, and help train pilots and soldiers. Now, with the Nintendo Wii and DS, they are helping people stay fit, facilitating rehabilitation, and creating new learning opportunities. Innovation has played a major role in the long term success of the video game industry, as software developers and hardware engineers attempt to design products that meet the needs of ever widening segments of the population. At the same time, companies with the most advanced products are often proving to be less successful than their competitors. Innovation and Marketing in the Video Game Industry identifies patterns that will help engineers, developers, and marketing executives to formulate better business strategies and successfully bring new products to market. Readers will also discover how some video game companies are challenging normal industry rules by using radical innovations to attract new customers. Finally, this revealing book sheds light on why some innovations have attracted legions of followers among populations that have never before been viewed as gamers, including parents and senior citizens and how video games have come to be used in a variety of socially beneficial ways. David Wesley and Gloria Barczak's comparison of product features, marketing strategies, and the supply chain will appeal to marketing professionals, business managers, and product design engineers in technology intensive industries, to government officials who are under increasing pressure to understand and regulate video games, and to anyone who wants to understand the inner workings of one of the most important industries to emerge in modern times. In addition, as video games become an ever more pervasive aspect of media entertainment, managers from companies of all stripes need to understand video gaming as a way to reach potential customers.


Costovation

Costovation

Author: Stephen Wunker

Publisher: AMACOM

Published: 2018-08-14

Total Pages: 208

ISBN-13: 0814439764

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Wow your customers . . . with "less." Cut costs-it's a common corporate refrain. But if you constantly slash expenditures, what happens to innovation? How can you stay competitive and satisfy customers? Costovation solves the dilemma of how to spend less and innovate more. The book's revolutionary approach broadens the definition of innovation beyond products to the business model itself. With costovation, you let go of assumptions, take a fresh look at the market, and relentlessly focus on what customers really want. Consider Planet Fitness-it grew to 7.3 million members by concentrating on casual exercisers. Those folks don't care about frills. They want easy, low-cost access to good equipment. Although it's inexpensive to run, Planet Fitness ranks highest in gym satisfaction. Gourmet grocer, Picard, sells only frozen food. With less perishable inventory, they compress costs while delighting a discerning but busy clientele. Packed with examples and interactive exercises, the book explores cost innovation strategies that work for big and small companies alike. From open innovation and cost-sharing to simplifying products and turning waste into new offerings-readers learn how rivals are carving out niches, protecting positions, and dominating industries. Innovation and cost-cutting are not opposites. Combined, they expose untapped opportunities to outsmart and underspend competitors.


Technology Entrepreneurship

Technology Entrepreneurship

Author: Thomas N. Duening

Publisher: Academic Press

Published: 2014-08-12

Total Pages: 395

ISBN-13: 0124202349

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The focus of this book is on technology ventures — how they start, operate, and sometimes exit profitably. In short, it covers all the elements required to launch a successful technology company, including discussion of cutting-edge trends such as "entrepreneurial method" and "lean startup," emphasis on the ideation process and development of an effective business plan, coverage of product and market development, intellectual property, structuring your venture, raising capital, sales and marketing, people management, and even strategies for exiting your venture. This is not another armchair book about entrepreneurship. It’s a working guide for engineers and scientists who want to actually be entrepreneurs. An intense focus on product design and development, with customers and markets in mind Extensive discussion of intellectual property development, management, and protection Potent insights into marketing and selling technology products to the global marketplace Techniques for forecasting financials, raising funds, and establishing venture valuation Best practices in venture leadership and managing growth Overview of various exit strategies and how to prepare the venture for exit