Module Code: H9INN1
Long Title Innovation I
Title Innovation I
Module Level: LEVEL 9
EQF Level: 7
EHEA Level: Second Cycle
Credits: 5
Module Coordinator: Victor Del Rosal
Module Author: Jenette Carson
Departments: School of Computing
Specifications of the qualifications and experience required of staff  
Learning Outcomes
On successful completion of this module the learner will be able to:
# Learning Outcome Description
LO1 Recognise the mindset and the skillset of the innovator, such as empathy, creativity, critical thinking and user-centric approach, needed to create an innovative and feasible project in the context of accelerated socio-economic change and emerging technologies.
LO2 Demonstrate the ability to identify business opportunities and assess their attractiveness using commonly accepted innovation methodologies such as the lean canvas and the business model canvas.
LO3 Distinguish sources of significant competitive advantage including proprietary knowledge and algorithms to create innovative solutions with a focus on the value added to customer segments.
LO4 Design and validate the conceptual business model that addresses a relevant gap in the market, using commonly accepted approaches such as the lean canvas and the business model canvas.
Module Recommendations

This is prior learning (or a practical skill) that is required before enrolment on this module. While the prior learning is expressed as named NCI module(s) it also allows for learning (in another module or modules) which is equivalent to the learning specified in the named module(s).

67498 H9INN1 Innovation I
Co-requisite Modules
No Co-requisite modules listed
Entry requirements  

Module Content & Assessment

Indicative Content
Defining InnovationInnovator mindset and skillset; introduction to Innovation Methodologies
Empathy. User-centric design. 4 C’s and 21st Century skills. Contrast and comparison of the lean canvas and the business model canvas
The Lean canvas and Emerging technologiesTypes of Innovation
Lean canvas (9 sections). Emerging technologies. Social and economic change and opportunities
Customer Segmentation
Ethnographic research. User-centric analysis . Customer persona. Customer/user journey. Price sensitivity analysis. Ethical Considerations of Customer Segmentation
Problem definition
Root cause analysis. Customer/problem fit. Urgency of pain points. Industry and trend analysis
Creative Idea Generation
Idea generation tool. Problem/emerging technology matrix. VC investment trends and priorities. Industry forecast analysis
Unique Value Proposition
Features vs. benefits comparison. Benefit vs. technology matrix
Early adopters value mapping
Early adopter value matrix. Priority customer/user map. Early adopter vs. early majority feature and benefit analysis
Feature design. Feature prioritisation . Emerging technology landscape. Solution benchmarking
Business Model
Business Model Archetypes. Assessing financial viability and attractiveness. Competitor benchmarking
Minimum Viable Product
Types of MVPs. Key validation goals . MVP hypothesis design
Unfair AdvantageOrganisational innovation readiness
Sources of competitive advantage. Intellectual Property. Organising for innovation
Final Presentations
Dragon Dens type format
Assessment Breakdown%


Full Time

Assessment Type: Formative Assessment % of total: Non-Marked
Assessment Date: n/a Outcome addressed: 1,2,3,4
Non-Marked: Yes
Assessment Description:
Formative assessment will be provided on the in-class individual or group activities. Feedback will be provided in written or oral format, or on-line through Moodle. In addition, in class discussions will be undertaken as part of the practical approach to learning.
Assessment Type: Formative Assessment % of total: Non-Marked
Assessment Date: Week 4 Outcome addressed: 1,2,3,4
Non-Marked: Yes
Assessment Description:
Problem Definition and Customer Segmentation exercise. Goal: identify an attractive customer segment-problem combination to address. Following the lean canvas and market segmentation methodologies this submission will concentrate on identifying a highly focused (hyper-focused) customer segment and a highly urgent problem to solve for.
Assessment Type: Continuous Assessment % of total: 100
Assessment Date: n/a Outcome addressed: 1,2,3,4
Non-Marked: No
Assessment Description:
Minimum Viable Product (MVP) presentation. This is an expanded and annotated version of the final (Dragons’ Den) slide deck presentation. It must address the first 5 sections of the lean canvas as well as other key elements of the business model. Key criteria for marking include urgency of customer needs, technical feasibility. Financial viability is not assessed at this stage. The CA is marked with the corresponding sections of the innovation marking rubric. Harvard referencing must be followed.
No End of Module Assessment
No Workplace Assessment
Reassessment Requirement
Coursework Only
This module is reassessed solely on the basis of re-submitted coursework. There is no repeat written examination.
Reassessment Description
If a pass grade is not achieved, learners must undertake a continuous assessment that assesses all learning outcomes. (This may be the submission of the Minimum Viable Product (MVP) slide deck. This is an expanded and annotated version of the slide deck presentation, addressing the first 5 sections of the lean canvas). A live pitch will not be necessary, only a report submission will be required.

NCIRL reserves the right to alter the nature and timings of assessment


Module Workload

Module Target Workload Hours 0 Hours
Workload: Full Time
Workload Type Workload Description Hours Frequency Average Weekly Learner Workload
Lecture Classroom & Demonstrations (hours) 24 Every Week 24.00
Tutorial Other hours (Practical/Tutorial) 24 Every Week 24.00
Independent Learning Independent learning (hours) 77 Every Week 77.00
Total Weekly Contact Hours 48.00

Module Resources

Recommended Book Resources
  • Ash Maurya. (2012), Running Lean, "O'Reilly Media, Inc.", p.207, [ISBN: 1449305172].
  • Victor Del Rosal. (2015), Disruption, CreateSpace, p.184, [ISBN: 1514173948].
  • Peter Thiel,Blake Masters. (2015), Zero to One, Virgin Books, p.210, [ISBN: 0753555204].
  • Michael Lewrick,Patrick Link,Larry Leifer. (2018), The Design Thinking Playbook, John Wiley & Sons, p.352, [ISBN: 9781119467472].
Supplementary Book Resources
  • Clayton M. Christensen. (2011), The Innovator's Dilemma, HarperBusiness, p.336, [ISBN: 0062060244].
  • Adam M. Grant,Sheryl Sandberg. (2016), Originals, Viking, p.322, [ISBN: 0525429565].
  • Andrew Romans. (2013), THE ENTREPRENEURIAL BIBLE TO VENTURE CAPITAL: Inside Secrets from the Leaders in the Startup Game, McGraw Hill Professional, p.256, [ISBN: 0071830359].
This module does not have any article/paper resources
Other Resources
Discussion Note: