Guide to Invention

The essential aspects of invention are divided into 10 Projects, each with a checklist to help you turn each Project into practical activity. In your own interests you must prioritise Projects 1-3, but circumstances may justify changing the running order thereafter, or working on two or more Projects at the same time.

PROJECT 1

Is your idea really an invention?

To count as an invention, your idea must contain at least one original inventive step.

PROJECT 2

Competition & market potential

Thinking of your idea not as an invention but as a business opportunity starts here.

PROJECT 3

Grow it – or throw it?

You must decide whether there’s enough justification to take your idea any further.

PROJECT 4

Proving your idea

To prove that your inventive step works means a series of increasingly polished prototypes.

PROJECT 5

Protect your idea & yourself

Legally protect your intellectual property (IP) so that you can safely disclose it, profit from it and defend it.

PROJECT 6

Exploitation routes

3 choices: royalties from a company (licensing), or become an entrepreneur, or form a joint venture.

PROJECT 7

Raising people and finance

This Project is about improving the resources available to help you exploit your idea.

PROJECT 8

Business or project plan

Producing one isn’t many people’s idea of fun, but there are some things you just can’t do without.

PROJECT 9

Finding companies

The first step for a licensing deal is finding the right companies to approach.

PROJECT 10

Dealing with companies

If you’re aiming for a licensing agreement with a company, this is the last lap.

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