Innovation & Vision
The Role of Vision in Design
At the staff and director level, designers don't just solve today's problems—they envision tomorrow's possibilities. Vision is about seeing what doesn't exist yet and making it real.
Vision vs Execution
| Execution | Vision |
|---|---|
| Improve existing features | Imagine new categories |
| Optimize current metrics | Define new success measures |
| Solve known problems | Identify future opportunities |
| 1-2 year roadmap | 5-10 year vision |
Visionary Product Examples
Example: iPhone (2007)
Context: Smartphones existed (BlackBerry, Palm) but were clunky
Steve Jobs' Vision: "An iPod, a phone, and an internet communicator"
Revolutionary Decisions:
- No physical keyboard: Everyone said it was crazy
- Multi-touch screen: New interaction paradigm
- App Store: Platform, not just device
- Beautiful design: Premium materials, obsessive details
Impact: Created smartphone category, changed computing forever, $3T company
Lesson: Vision requires conviction to ignore conventional wisdom
Example: Figma's Browser-Based Vision
2012 Context: Design tools were native apps (Photoshop, Sketch)
Dylan Field's Vision: "Design tools should work like Google Docs—collaborative, in browser"
Challenges:
- Everyone said browser was too slow
- WebGL was immature
- Designers loved native apps
Conviction: Spent 3 years building before public launch
Result: Became industry standard, $20B acquisition, proved vision right
Creating Vision
Vision Creation Process
- Observe Trends: What's changing in technology, society, behavior?
- Identify Gaps: What needs aren't being met?
- Imagine Possibilities: What could exist in 5-10 years?
- Define Point of View: What do you uniquely believe?
- Create Artifacts: Videos, prototypes, narratives
- Test and Refine: Get feedback, iterate
- Build Coalition: Get others to believe
Example: Airbnb's "Belong Anywhere" Vision
Original: "Rent air mattresses in your apartment"
Evolved Vision: "Create a world where anyone can belong anywhere"
How They Got There:
- Observed: People wanted authentic travel experiences, not hotels
- Insight: Travel is about connection, not just accommodation
- Vision: Platform for belonging, not just booking
Vision Artifacts:
- Video showing hosts and guests forming friendships
- Concept designs for "Experiences" (before it existed)
- Narrative about creating global community
Impact: Vision guided every product decision, from design to features to brand
Innovation Frameworks
The Innovation Matrix
| Existing Markets | New Markets | |
|---|---|---|
| Existing Technology | Incremental Innovation Improve current products Example: iPhone 14 → 15 |
Market Innovation Apply tech to new market Example: iPad (tablet market) |
| New Technology | Technological Innovation New tech, same market Example: Touch ID → Face ID |
Radical Innovation New tech, new market Example: Apple Watch (wearables) |
Example: Netflix's Evolution
1997: DVD by mail (incremental innovation on Blockbuster)
2007: Streaming (technological innovation—new tech, same market)
2013: Original content (market innovation—became studio)
2016: Global expansion (market innovation—190 countries)
Lesson: Continuous innovation across all quadrants
Moonshot Thinking
10x vs 10% Thinking
10% Improvement: Optimize existing solutions
10x Improvement: Rethink the problem entirely
Example: Making cars 10% more efficient vs inventing electric cars
Example: Google's Self-Driving Cars
10% Thinking: Improve GPS navigation, traffic alerts
10x Thinking: Eliminate human drivers entirely
Vision: "Reduce traffic deaths to zero, give people time back"
Approach:
- Started with "impossible" goal
- Built team of best engineers and designers
- Invested billions over 10+ years
- Accepted high failure risk
Status: Waymo now operates robotaxis in multiple cities
Moonshot Criteria
- Huge Problem: Affects millions/billions of people
- Radical Solution: 10x better, not 10%
- Breakthrough Technology: Something recently became possible
Design Fiction & Speculative Design
What is Design Fiction?
Creating artifacts from imagined futures to explore possibilities and implications of new technologies or social changes.
Example: Microsoft's Productivity Future Vision
Concept: Annual videos showing future of work (5-10 years out)
2011 Video Showed:
- Video calls on transparent screens
- Real-time translation
- Holographic collaboration
- Gesture-based interfaces
Purpose:
- Inspire internal teams
- Guide R&D investments
- Shape product roadmap
- Recruit talent excited by vision
Result: Many concepts became real (Teams, HoloLens, Surface Hub)
Balancing Innovation and Execution
The Innovation Portfolio
70% Core: Improve existing products (safe bets)
20% Adjacent: Expand to related areas (moderate risk)
10% Transformational: Moonshots (high risk, high reward)
Example: Amazon's Innovation Approach
Core (70%):
- Improve e-commerce experience
- Faster delivery
- Better recommendations
Adjacent (20%):
- Amazon Prime (subscription)
- Marketplace (third-party sellers)
- Amazon Fresh (groceries)
Transformational (10%):
- AWS (cloud computing—now $80B business)
- Alexa (voice AI)
- Amazon Go (cashierless stores)
Philosophy: "We're willing to be misunderstood for long periods"
Overcoming Innovation Barriers
Common Innovation Killers
- "We've always done it this way": Status quo bias
- "That's impossible": Limiting beliefs
- "Too risky": Fear of failure
- "Not invented here": Rejecting external ideas
- "Let's wait and see": Analysis paralysis
- "We tried that before": Past failure bias
Creating Innovation Culture
- Psychological Safety: Safe to propose wild ideas
- Time for Exploration: 20% time, hack weeks
- Celebrate Failures: Learn from experiments
- Diverse Perspectives: Different backgrounds spark ideas
- Customer Obsession: Innovation serves user needs
- Long-term Thinking: Willing to invest for future
Vision Communication
Vision Artifacts
- Vision Video: Show the future (3-5 min)
- Concept Prototypes: Make it tangible
- Narrative: Tell the story (written doc)
- Principles: Decision-making framework
- Roadmap: Path from here to there
Example: Tesla's Master Plan
2006 - Elon Musk's Master Plan:
- Build expensive sports car (Roadster)
- Use that money to build affordable car (Model S)
- Use that money to build even more affordable car (Model 3)
- Provide solar power
Why It Worked:
- Clear, simple vision
- Logical progression
- Publicly committed
- Executed over 15 years
Result: Most valuable car company, accelerated sustainable transport
Emerging Technology & Design
Technologies Shaping Future Design
- AI/ML: Personalization, automation, generative design
- AR/VR: Spatial computing, immersive experiences
- Voice: Conversational interfaces, ambient computing
- IoT: Connected devices, smart environments
- Blockchain: Decentralization, ownership, trust
- 5G: Real-time everything, edge computing
Example: Notion's AI Integration
Vision: "AI as collaborative partner, not just tool"
Design Approach:
- AI embedded in workflow, not separate feature
- Helps with writing, summarizing, brainstorming
- Learns from your content and style
- Transparent about what AI can/can't do
Impact: Differentiated from competitors, drove growth
Responsible Innovation
Ethical Considerations
- Privacy: How is user data used?
- Addiction: Are we designing for engagement or manipulation?
- Accessibility: Who's excluded by our innovation?
- Bias: What assumptions are we encoding?
- Environmental Impact: Sustainability considerations
- Social Impact: Unintended consequences
Example: Instagram's Well-Being Features
Problem: Research showed Instagram could harm mental health
Response: Designed features for healthier usage
- Time spent dashboard
- Daily usage reminders
- Mute notifications
- Hide like counts (tested)
- Restrict bullying
Tension: Balancing business (engagement) with user well-being
Lesson: Innovation must consider long-term impact, not just growth
Leading Innovation
Staff/Director Innovation Role
- Set Vision: Paint picture of future
- Allocate Resources: Fund exploration
- Protect Experimentation: Shield teams from pressure to ship
- Connect Dots: See patterns across teams
- Build Conviction: Get organization to believe
- Measure Differently: Learning, not just shipping
Example: Spotify's Innovation Strategy
Structure:
- Core Teams: Improve existing product (70%)
- Innovation Teams: Explore new opportunities (20%)
- R&D Lab: Far-future bets (10%)
Process:
- Innovation teams get 6 months to validate idea
- Success = learning, not shipping
- Failed experiments celebrated
- Successful ones become core teams
Results: Podcasts, Discover Weekly, Wrapped all came from innovation teams
The Future of Product Design
Trends Shaping Design's Future
- AI Augmentation: Designers + AI create faster, better
- No-Code Tools: More people can design
- Spatial Computing: Design beyond screens
- Ethical Design: Well-being over engagement
- Inclusive Design: Designing for everyone by default
- Sustainable Design: Environmental impact matters
- Design as Strategy: Designers in C-suite
Staying Ahead
- Continuous Learning: New tools, technologies, methods
- Experiment: Try emerging technologies
- Network: Learn from other industries
- Question Assumptions: Challenge status quo
- Think Long-term: 5-10 year perspective
📅 Evolution of Innovation in Design
Pre-2000: R&D Labs & Skunkworks
Example: Xerox PARC, Bell Labs
- Innovation in isolated research labs
- Long-term projects (5-10 years)
- Huge budgets, minimal accountability
- Inventions often not commercialized
- Academic approach to innovation
Pre-2023: Lean Startup & Design Sprints
Example: Google X, IDEO innovation
- Rapid prototyping and testing
- 5-day design sprints
- Fail fast, learn quickly
- Innovation teams within companies
- Customer validation required
2023+: AI-Accelerated Innovation
Example: AI-generated concepts, rapid iteration
- AI generates thousands of concepts instantly
- Simulation replaces physical prototyping
- Continuous innovation, not projects
- Open innovation and crowdsourcing
- Innovation democratized to all employees
Fun Fact
The Post-it Note was invented by accident and took 12 years to become a product! In 1968, Spencer Silver at 3M created a weak adhesive by mistake. Nobody wanted it. In 1974, Art Fry used it to bookmark his hymnal. 3M rejected it multiple times. Finally launched in 1980 after secretaries loved free samples. Now it's a $1B+ product line. Lesson: Innovation often comes from accidents, persistence, and finding unexpected use cases!
⚠️ When Theory Meets Reality: The Contradiction
Theory Says: Innovation requires vision, moonshot thinking, and big bets on the future
Reality: WhatsApp was built by 2 guys with no vision for innovation—they just wanted a better address book.
Example: WhatsApp's Accidental Innovation
- Jan Koum wanted to update status next to contacts
- No grand vision, no moonshot thinking
- Accidentally created messaging when users started replying to statuses
- Kept it simple: no ads, no gimmicks, just messaging
- Result: $19B acquisition by Facebook, 2B+ users
Lesson: Not all innovation needs to be visionary. Sometimes solving a simple problem really well is enough. Incremental innovation can be as valuable as moonshots. Don't overthink it—build something useful.
📚 Resources & Further Reading
Books
- Christensen, Clayton M. The Innovator's Dilemma: When New Technologies Cause Great Firms to Fail. Harvard Business Review Press, 1997.
- Isaacson, Walter. Steve Jobs. Simon & Schuster, 2011.
- Thiel, Peter. Zero to One: Notes on Startups, or How to Build the Future. Crown Business, 2014.
- Johnson, Steven. Where Good Ideas Come From: The Natural History of Innovation. Riverhead Books, 2010.
Articles & Papers
- Harvard Business Review. "Disruptive Innovation" by Clayton Christensen. https://hbr.org/
- MIT Sloan. "Innovation Management." https://mitsloan.mit.edu/
Frameworks
- Jobs-to-be-Done Theory
- Disruptive Innovation Framework
- Innovation Ambition Matrix