Being successful in business is always a good thing, but what happens when plans do not work out as you intend? In this post, we will look at a startup company that had a bit of bad luck and see what we can learn from their mistakes. We will also examine an innovation that has already started to change the way we play and see how companies are working to integrate it into our daily lives.
When Plans Go Wrong
Humans are known to be shortsighted and make mistakes that look obvious in retrospect (Hutchinson, 2012). Since humans run organizations, there are many reasons they may be unsuccessful. Eran Hammer-Lahav had an idea to create a micro-blogging service named Nouncer back in 2006 (Hammer, 2008). In a post, Hammer (2008) himself recounts some of the main issues as to why the Nouncer product failed. Amongst the financial difficulties and problems developing a team, Hammer was late getting Nouncer to market (Hammer, 2008).
Services such as Twitter were launched and became successful while Nouncer was still being developed (Hammer, 2008). Hammer shifted his approach from a customer-facing application to developing more of the backend and infrastructure systems (Hammer, 2008). Hammer (2008) talks about creating the JabAbout application for Facebook which he considered a distraction from the Nouncer project. Although the JabAbout project did not cause the downfall of Nouncer, Hammer (2008) discusses the need to stay focused on your goal and not get distracted by side projects.
Examples of innovations that have had an impact on our life’s in recent years are virtual reality (VR) and augmented reality (AR). Using VR has become a bit more commonplace today with a multitude of applications and video games using the technology. However, the innovation of AR has not been fully integrated into society. Games such as Ingress and Pokemon Go have already shown the masses how AR can be used through a mobile application (Clark, 2019). Companies like North are working to create glasses that will utilize AR for productivity (Ochanji, 2020).
AR can have a significant impact on how we interact with our technology throughout our daily routines. Utilizing AR glasses that will keep us informed about our schedule and the weather (Ochanji, 2020) would help keep us organized, but would also have impacts that need to be considered. Things such as how to interact with the world around us and other humans could be impacted, in both a positive and negative way. Much like VR, if AR consumes all the user’s senses at once, they could become isolated from others. This could be seen as a negative impact when using technology.
On the other side, companies are working to utilize AR in areas such as tourism to help enhance the end-user experience (Kečkeš & Tomičić, 2017). Forces such as technology requirements play a key role in how quickly AR is being adopted (Kečkeš & Tomičić, 2017). Even when the correct technology becomes plentiful, people will still need to be convinced to use AR. Like most technology, newer generations are quick to adopt it but are equally quick to dismiss it if they do not find it useful. Products like Focal from North are working to overcome that issue by seamlessly integrating the technology into our daily lives (Ochanji, 2020).
In summary, games like Pokemon Go has shown us the potential of AR and how it can be used on mobile devices for entertainment (Clark, 2019). Now companies like North are working hard to integrate AR into our daily lives for productivity purposes (Ochanji, 2020). Innovations are important to the future and will help shape the way we live and play. As long as startup companies learn from the mistakes made by Hammer and others, innovations should continue to change the world.
Clark, P. (2019). ‘Pokemon Go’ Creator on Augmented Reality’s Massive Potential. Retrieved from https://variety.com/2019/gaming/features/pokemon-go-creator-on-augmented-realitys-massive-potential-1203169992/
Hammer, E. (2008). The Last AnNounce(r)ment. Retrieved from https://hueniverse.com/the-last-announce-r-ment-5811ade53e5b
Hutchinson, A. (2012) Monitor Group: A Failure of Scenario Planning. Retrieved from https://spendmatters.com/2012/11/13/monitor-group-a-failure-of-scenario-planning/
Kečkeš, A. L., & Tomičić, I. (2017). Augmented Reality in Tourism – Research and Applications Overview. Interdisciplinary Description of Complex Systems, 15(2), 157-168. doi:10.7906/indecs.15.2.5
Ochanji, S. (2020). Next Versions of North Focals Look Even More Like Normal Glasses. Retieved from https://virtualrealitytimes.com/2020/01/21/next-versions-of-north-focals-look-even-more-like-normal-glasses/