Growth Strategy
Product
Existing New
Market
New Product
A product new to the world, the market, the producer, the seller, or some combination of these.
Categories of New Products Defined According to Their Degree of Newness to the Company and Customers in the Target Market
High
20%
10%
26%
26%
11%
7%
Cost reductions
Low
Continuous Innovation
A new product entry that is an improved or modified version of an existing product rather than a totally new product. A continuous innovation has the least disruptive influence on established consumption patterns.
A new product entry that is sufficiently innovative to have some disruptive effects on established consumption practices.
Discontinuous Innovation
A dramatically new product entry that requires the establishment of new consumption practices.
Continuous Innovations
Hold button Hold button Line-in-use indicator Line-in-use indicator Redial button Redial button Auto dialing feature Auto dialing feature Touch-tone service Touch-tone service 800 Numbers 800 Numbers 900 Numbers 900 Numbers Silent alert Silent alert Message displays Message displays Build-in alarm clock Build-in alarm clock Interchangeable fashion Interchangeable fashion color cases color cases Plain paper fax Speed dial buttons Delayed send Copy function Paper cutter
Telephone
Pager
Nationwide paging service Stock market quotation devices Sports scores delivery Two-way paging Pager watch Fax modem Mobile fax machines Home office systems (combined fax, copier, computer printer)
Fax Machine
Long-term commitment
Company-specific approach
Capitalize on experience
Establish an environment
NewNew-Product Strategy Idea Generation Idea Screening Business Analysis Development Test Marketing Commercialization New Product
Idea Screening
The first filter in the product development process, which eliminates ideas that are inconsistent with the organizations new-product strategy or are inappropriate for some other reason.
Screening
Business Analysis
Demand Considerations in Business Analysis Stage Cost
Sales Profitability
Concept Test
A test to evaluate a new-product idea, usually before any prototype has been created.
Concept Test
Test Marketing
The limited introduction of a product and a marketing program to determine the reactions of potential customers in a market situation.
Test Marketing
Commercialization
Production Inventory Buildup Distribution Shipments Sales Training Trade Announcements Customer Advertising
Idea Generation
Sales force, Customers, Employees, R&D specialists, The competition, Suppliers, Retailers, Independent inventors Screening separates ideas with commercial potential from those that cannot meet company objectives
Screening
Business Analysis The business analysis consists of assessing the new products market potential, growth rate, likely competitive strengths, and compatibility of the proposed product with organizational resources
Development Converting an idea into a physical product Requires interaction among many of the firms departments Prototypes may go through many changes Test Marketing Introduction of a trial version of a new product supported by a complete marketing campaign to a selected city of television coverage are Commercialization is stage, the firm establishes marketing strategies, and funds outlays for production and marketing
Ballpoint pens
Commercial jets
Credit cards
Visa/MasterCard (1966) American Express (1968) Pepsis Patio Cola (1963) Cokes Tab (1964) Diet Pepsi (1964) Diet Coke (1982)
Diet soda
A GALLERY OF FIRST-MOVERS AND FAST FOLLOWERS Imitators/fast followers Miller Lite (1975) Natural light (1977) Coors light (1978) Bud light (1982)
Comments The first movers entered 9 years before Miller and 16 years before Budweiser, but financial problems drove both out of business. Marketing and distribution determined the outcome. Costly legal battles, again requiring access to capital, were commonplace
PC operating systems
CP/M (1974)
The first mover set the early industry standard but did not upgrade for the IBM PC. Microsoft bought an imitative upgrade and became the new standard. Windows entered later and borrowed heavily from predecessors (and competitor Apple), then emerged as the leading interface The market went from boom to bust to boom. The bust occurred when home computers seemed likely to make video games obsolete. Kids lost interest when games lacked challenge. Price competition ruled. Nintendo rekindled interest with better games and restored market order with managed competition. Microsoft entered with its Xbox when perceived gaming to be a possible component of its wired world
Video games