WiReD
 
 
 
The Faster a New Technology Takes Off, the Harder It  Falls
 
    *   By Larry Downes and Paul Nunes 
    *   01.03.14


 
 
First, a eulogy: The bell curve is dead. 
That familiar model for technology adoption (first popularized  by the 
noted sociologist Everett Rogers) — with clearly defined market segments  
adopting new technologies in predictable groupings — no longer applies.  
Following 
this work, Geoffrey Moore wrote in 1991’s Crossing the Chasm  that 
successful new product introductions followed Rogers’s five discrete  stages, 
moving 
from early adopters to mainstream users only after crossing a  sales “chasm”
 in which the marketing message changes from the new and exciting  to the 
familiar and incremental. 
But today, new products and services enter the market better  and cheaper 
right from the start. So producers can’t rely on a class of early  adopters 
and high margins to build up a war chest to spend on marketing to  larger and 
later markets. For better and for worse, thanks to near-perfect  market 
information, consumers are too savvy for that. Everyone knows right away  when 
some new offering gets it right — or, conversely, gets it wrong. 
The bell curve, once useful as a model of product adoption, has  lost its 
value as a planning tool. This kind of disruption has its own unique  life 
cycle, and with it its own best practices for marketing and sales, product  
enhancement, and eventual product replacement. 
 (http://www.wired.com/opinion/wp-content/uploads/2014/01/bbd1.jpg)  
Markets take off suddenly, or they don’t take off at all. Since  adoption 
is increasingly all-at-once or never, saturation is reached much sooner  in 
the life of a successful new product. So even those who launch these “Big  
Bang Disruptors” — new products and services that enter the market better and 
 cheaper than established products seemingly overnight — need to prepare to 
scale  down just as quickly as they scaled up, ready with their next 
disruptor (or to  exit the market and take their assets to another industry). 
While every Big Bang Disruptor has its own unique trajectory,  the examples 
in our study suggest a new model for the adoption of better and  cheaper 
innovations, one that is radically different from the traditional view  of and 
Rogers and Geoffrey Moore. The life cycle of Big Bang Disruption looks  l
ess like a gently sloping bell curve and more like a cliff: as dangerous to  
competitors on its way up as it is to innovators on the way down. 
 
(http://www.wired.com/opinion/wp-content/uploads/2014/01/sharkfin-downesnunes.jpg)
  
We call it, for obvious reasons, “the shark fin.” 
The process of Big Bang Disruption begins as a series of  low-level, often 
unrelated experiments with different combinations of component  
technologies. This relative calm may give incumbents the false sense that  
nothing is 
happening, or in any event that whatever might be happening is not  doing so 
quickly enough to warrant a competitive response. 
Yet when the right combination of technologies is assembled  and paired 
with the right business model, takeoff is immediate. Customers from a  wide 
range of segments, including mass market consumers, adopt the disruptor as  
quickly as its producers can supply it. Market penetration is often nearly  
instantaneous. 
Next, as the disruptor quickly approaches saturation, adoption  drops at 
nearly the same pace with which it took off, leading to a period of  rapid if 
uneven decline. During this period, early warning systems, careful  
planning, and the agility to quickly scale up and then down are essential both  
to 
capitalize on the opportunity of a Big Bang Disruptor as well as to survive  
the chaos it can bring to existing markets. 
The Rise and Fall of Microsoft’s Kinect
One example of this process was the introduction of an add-on  device for 
Microsoft’s Xbox 360: the Kinect. It initially sold for $150, but it  
revolutionized home gaming — capturing the imagination of diehard players and  
casual gamers alike. And while it appeared to come out of nowhere, antecedents  
could be seen in and out of the gaming industry. Integrating motion and 
other  sensors with facial recognition, for example, had long been in 
development in  many industries, especially in security systems. 
Speech recognition, likewise, had already been used in  products and 
services supporting hands-free computing tasks such as automated  phone support 
and in applications including GM’s in-vehicle OnStar system and  the popular 
Siri, which Apple acquired in 2010. Facial recognition had been used  for 
high-end military applications for years and was the subject of extensive  
experiments by the advertising industry. 
Even other game consoles, notably Sony’s PlayStation 3, had  experimented 
with handheld controllers fitted with motion sensors. Sony’s add-on  device, 
the Move, sold fifteen million units in its first two years. 
No one, however, had ever put all these components together or  integrated 
them with a catalog of new games designed specifically to take  advantage of 
the powerful hardware and software Microsoft used for Kinect. The  new 
device looked less like its predecessors than it did a technology from the  
future. 
Kinect was an enormous hit, selling eight million units in  just the first 
sixty days. According to Guinness World Records, that made Kinect  the 
fastest-selling consumer electronic device in history. A little over a year  
after launch, twenty-four million Kinects had been sold, pushing sales of Xbox  
360 consoles and games along with it. In 2010, Microsoft took the top spot 
in  the fiercely competitive console market for the first time since Xbox 360’
s  launch in 2001. 
For Big Bang Disruptors, however, catastrophic success  invariably leads to 
rapid market saturation — and with it decline and sunset.  Within six 
months, the pace of Kinect sales dropped precipitously. Though  stragglers 
continued to buy the product in peaks and valleys over the next year,  the 
product 
had largely fulfilled its mission in its first ten months. For  Microsoft — 
and other game developers — it was time for another innovation. 
 
(http://www.wired.com/opinion/wp-content/uploads/2014/01/kinectsales-downesnunes.jpg)
  
Big Bang Disruptors like the Kinect, however, can have second  lives as new 
innovators deconstruct them and recombine their parts into  something new. 
Kinect continues to find unexpected uses outside of gaming,  thanks in part 
to Microsoft’s willingness to make its developer tools and  interfaces 
widely available. Telemedicine researchers in the UK, for example,  have 
adapted 
Kinect for remote tracking of hand and finger movements to guide  patients 
recovering from strokes. Kinect’s technology is also being used in the  
construction of miniature satellites, where Kinect will handle in-orbit  
docking. 
 
(http://www.wired.com/opinion/wp-content/uploads/2014/01/bigbangdisruption.jpg) 
 
Farther afield, the economies of scale that comes from  production of 
millions of Kinect units has made it cost-effective to use some of  its 
components for a fast-evolving market of health, fitness, and monitoring  
devices. 
Companies including Fitbit, Jawbone, and Nike, as well as other  startups, are 
selling low-cost wearable computers that use accelerometers and  other 
sensor technology to track and record an increasingly wide range of vital  
signs 
and measurements, including steps taken, calories burned, heart rate,  
temperature, and sleep patterns. 
With the shark fin, companies that have long operated as the  flippers of 
their industry, controlling its speed, direction, and destination,  suddenly 
find themselves the pinball, bouncing around at the whim of forces  outside 
their control. To ensure their future as the former and not the latter,  
they need to understand where Big Bang Disruptors come from, how they enter and 
 exit the market, and what they leave in their wake. 
This is the first book selected for  the inaugural Book Club at _CES_ 
(http://www.wired.com/gadgetlab/ces-2014/) , as their book of the year. It will 
be released January  7.  
Excerpted from _Big Bang Disruption: Strategy in the Age of Devastating  
Innovation_ 
(http://www.accenture.com/microsites/bigbangdisruption/Pages/index.aspx)  by 
Larry Downes and Paul Nunes, in agreement  with Portfolio, an 
imprint of Penguin Random House. Copyright 2014 by Lawrence  Downes and Paul 
Nunes.

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Radical Centrism website and blog: http://RadicalCentrism.org

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