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30 Innovation Labs Must-Know Terms

30 Innovation Labs Must-Know Terms

In today’s fast-paced world, innovation is key to success. But with so many terms and concepts floating around, it can be hard to keep up. That’s where we come in – our team at Innovation Labs has compiled a list of 30 must-know terms that will help you navigate the world of innovation.

 

 



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  1. Innovation Lab: A dedicated space or entity focused on fostering and implementing innovative ideas and solutions, often involving technology and design thinking.

     

  2. Design Thinking: A methodology used for solving complex problems and finding desirable solutions by focusing on a human-centered approach.

     

  3. Hackathon: An event, typically lasting several days, in which a large number of people meet to engage in collaborative computer programming or product development.

     

  4. Prototype: An early sample or model built to test a concept or process.

     

  5. Agile Methodology: A set of principles for software development under which requirements and solutions evolve through the collaborative effort of self-organizing cross-functional teams.

     

  6. Lean Startup: A methodology for developing businesses and products that aims to shorten product development cycles by adopting a combination of business-hypothesis-driven experimentation, iterative product releases, and validated learning.

     

  7. User Experience (UX): The overall experience of a person using a product, especially in terms of how easy and pleasing it is to use.

     

  8. Minimum Viable Product (MVP): The version of a new product that allows a team to collect the maximum amount of validated learning about customers with the least effort.

     

  9. Ideation: The creative process of generating, developing, and communicating new ideas.

     

  10. Disruptive Innovation: An innovation that significantly alters the way that consumers, industries, or businesses operate.

     

  11. Open Innovation: The practice of businesses and organizations sourcing ideas from external sources as well as internal ones.

     

  12. Crowdsourcing: The practice of obtaining information or input into a task or project by enlisting the services of a large number of people, either paid or unpaid, typically via the Internet.

     

  13. Brainstorming: A group creativity technique designed to generate a large number of ideas for the solution to a problem.

     

  14. Co-Creation: A business strategy focusing on customer experience and interactive relationships where customers are involved in the creation of the value.

     

  15. Foresight: The practice of predicting and planning for future challenges and opportunities.

     

  16. Human-Centered Design: An approach to problem-solving that develops solutions by involving the human perspective in all steps of the problem-solving process.

     

  17. Incubator: A supportive environment that accelerates the growth and success of startups and early-stage companies by providing resources such as space, mentorship, and funding.

     

  18. Digital Transformation: The integration of digital technology into all areas of a business, fundamentally changing how businesses operate and deliver value to customers.

     

  19. Intrapreneurship: The act of behaving like an entrepreneur while working within a large organization.

     

  20. Rapid Prototyping: The fast fabrication of a physical part, model, or assembly using 3D computer-aided design.

     

  21. Scrum: An agile process framework for managing complex knowledge work, with an initial emphasis on software development.

     

  22. Venture Capital: Financing that investors provide to startup companies and small businesses that are believed to have long-term growth potential.

     

  23. Innovation Ecosystem: A community or network of organizations including suppliers, distributors, customers, competitors, government agencies, and so on, involved in the delivery of a specific innovation.

     

  24. Customer Journey Mapping: The process of creating a visual representation of customers’ processes, needs, and perceptions throughout their interaction and relationship with a service or product.

     

  25. Blue Ocean Strategy: A marketing theory in which a business enters a market that has little or no competition.

     

  26. Cross-Functional Team: A group of people with different functional expertise working toward a common goal.

     

  27. Biodesign: The integration of biological processes, organisms, or systems into the design process.

     

  28. Ethnography: A qualitative research method used to study cultures and communities from the inside.

     

  29. Gamification: The application of typical elements of game playing (e.g., point scoring, competition with others, rules of play) to other areas of activity.

     

  30. Technology Transfer: The process of transferring skills, knowledge, technologies, methods of manufacturing, samples of manufacturing, and facilities among governments or universities and other institutions to ensure that scientific and technological developments are accessible to a wider range of users.

 

 

 

 

These terms encompass a broad spectrum of concepts crucial for innovation labs, providing a comprehensive understanding of the methodologies, strategies, and tools used to foster creativity and innovation.



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