<\/span><\/h3>\n\n\n\nInnovations can be distinguished by degree of novelty <\/strong>they introduce over what already exists, in incremental and radical innovations.<\/p>\n\n\n\nIncremental innovations – <\/em><\/strong>They involve an improvement of a process, product or service over what already exists (better performance, performance, design changes, marginal improvements). <\/li>Radical innovations – <\/em><\/strong>They represent a major break with existing products or processes. These innovations in some cases give rise to new industries or market segments. <\/li><\/ul>\n\n\n\n <\/figure>\n\n\n\nWe often think of the terms radical <\/strong>o incremental<\/strong> from the point of view of end users and the impact that the purchase of a new product or service or the implementation of a new process has on us or our company. The distinction we have proposed here takes the perspective of the company and distinguishes changes into:<\/p>\n\n\n\nincremental<\/strong>when the resources and skills base that a company already possesses are not altered. The skills already possessed are fine and one builds on those!<\/li>radicals<\/strong>when companies are asked to invest in the acquisition of new resources and skills. Existing skills are no good, they are obsolete and new ones must be built! <\/li><\/ul>\n\n\n\nThen there are\u00a0architectural innovations<\/strong>concerning systemic products, made up of different components. Innovation in architecture is innovation at the level of one or more system components, but also innovation in the relationships between them. A video game console is a systemic product: each new generation of consoles is usually marked by the introduction of a more powerful microprocessor. Innovation at the level of the individual microprocessor induces innovation in other elements of the system (more powerful graphics card, more sophisticated games\/software, larger memory) and in the relationships between them.\u00a0<\/p>\n\n\n\n