Time To “Disrupt”
“Disrupt”, and the following parts of speech are one of the most common words circulating the tech and business arena today, a religious byword becoming progressively cliché.
The theory of disruptive innovation was first coined by Harvard professor Clayton M. Christensen in his research on the disk-drive industry and later popularized by his book The Innovator’s Dilemma, published in 1997. So much of what we’ve experienced with apps that disrupt is similar to great filmmakers raising the bar of expectation and storytelling. Disruption is primarily seen on consumer-facing platforms. Recently, PokemonGo swept the nation encouraging socialization and improving the experience of engagement. However, web applications thanks to WebGL libraries such as ThreeJS are increasingly disrupting the way businesses operate.
Today, companies take advantage of mobile apps to improve nearly any business function. A study conducted by Good Technology found that enterprise-level adoption of mobile apps grew 160 percent from fourth-quarter 2014 to first-quarter 2015, and a 2015 report from mobile application management software provider Apperian found that over half of companies surveyed planned to roll out mobile apps to more than 2,000 users.
These organizations are relying on new tools to improve communication, collaboration, and work in the same way user rely on apps like Uber and Airbnb to improve the business of life.
Qualities of Disruption
The same attributes that make consumer-facing apps so useful — and so disruptive — are being employed by B2B platform providers to completely change the way business is done across nearly every industry. Apps have driven improvements in the areas of employee effectiveness and efficiency, communication and collaboration, and employee happiness and retention. They have also helped businesses increase revenue and limit employee turnover.
Whether it’s developed for companies or consumers, a disruptive app exhibits these three themes:
- The Pie