On the interplay between people driven innovation and technology driven innovation

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    SP MacGregor (spmacg@mac.com)

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    On the interplay between people driven innovation and technology driven innovation - Presentation Transcript

    1. On the interplay between people-driven innovation and technology-driven innovation Visiting lecture Copenhagen Business School April 2008 Dr. Steven MacGregor Total fitness for business SL Sennse innovation consultants
    2. Preamble
    3. A simple product close to the Danish peoples’ hearts: The Bicycle (Steven MacGregor, Reinventing the Wheel: Pushing the Limits in High Performance Bike Design, Business Week Online, January 2006: http://www.businessweek.com/innovate/content/jan2006/id20060126_768347.htm )
    4. The bicycle as we know it today is around 120 years old From Da Vinci to Armstrong – more than 500 years in development!
    5. However, large changes have taken place in the last 30 years In fact, so many changes that the UCI have changed the rules for the hour record
    6. However, the man who affected the most change was the Italian Moser – at times crazy but he forced the cycling world to think in more depth about weight, position, aerodynamics etc. In their attempt to break the hour record some professional cyclists produced innovations – the scot Obree had a very unique approach…
    7. The bicycle is not just a product, it is a system It is similar to a computer in the number of components, level of complexity, and variety of companies who produce each part For the processor we have the wheels The operating system could be the gearing mechanism The frame could be the computer (housing) in itself
    8. Improvements
    9. Innovation in bicycles: summary
      • The design principle has remained the same for 120 years, though large changes have taken place in the past 30
      • The source of most of the innovations is mechanical and material
      • Professional riders are instrumental in the impact and diffusion of change
      • The environment (here the UCI regulations) is key in the evolution and rate of change
      • The bicycle, like many other products, has a level of complexity greater than the common perception
    10. Is this a primarily technological case on innovation or a people case?
      • Kicking off with TDI...
      • Maturity is a critical concept for TDI
      • [industry, technology, product]
    11. Industry life-cycle Industries are made up of firms with some activity in common Experiments, Disruption/Discontinuity Incremental innovation Dominant design emerges/standards Maturity
      • Diversity of pioneering designs: experiments, design improvements
      • Initially a few firms commercialise inventions
      Early experimental period New products crude and expensive Successful products attract imitators Experiments, Disruption/Discontinuity Incremental innovation Dominant design emerges/standards Maturity
    12. Dominant design Introduced by Abernathy & Utterback (1978) to describe emergence of a broadly accepted core design principle from a number of competing principles Once a dominant design emerges, innovative activity is directed to improving the process by which it is delivered Examples: QWERTY keyboard, IBM PC May exist for some time, even if it does not represent the best technical solution (VHS v Betamax) Experiments, Disruption/Discontinuity Incremental innovation Dominant design emerges/standards Maturity
    13. To understand fully the dominant design we look at some theory regarding standards
      • Sources of value
      With strong network effects, market share itself creates value. If network effects are important, value may have two roots: Great product value : Consumer values the product because it is intrinsically valuable to them. Key question: What would this be worth to me if i were the only buyer in the world? Network value : Consumer values the product because of the size of the network. Key question: How many other people are likely to buy this product?
      • Tipping
      Will all markets eventually converge to a single standard? Markets ‘tip’ when one standard becomes the preferred choice of nearly every consumer Examples: Windows, VHS Not all markets ‘tip’, that is, multiple standards exist Examples: UNIX v Windows servers, Nintendo v Sony video games If network effects are important, markets may ‘tip’
      • How are standards established?
      • Standards ‘win’ when a critical mass of consumers have adopted them or when a critical mass of key players believe that the standards will be adopted
      • Or by:
      • The shear power of the concept, design or delivery of the product,
      • Coming to market ahead of competition,
      • Building expectations
      • Very aggressive pricing “giving the product away”
      • Developing, or encouraging the development of complementary products and services
      • Displacing an established standard
      Overcoming switching costs
      • Raise the benefits:
      • introduce an incredible product
      • build network effects – invest in complementary goods and services, build market share
      • Reduce the costs:
      • make your standard ‘backwards compatible’
      • lower product cost
    14. Innovation profile/path Effort shifts from product to process innovation Competition increases, pressure to reduce costs and improve production processes Many failures and mergers Increasing efforts to streamline production Production process innovation increase Experiments, Disruption/Discontinuity Incremental innovation Dominant design emerges/standards Maturity
    15. Innovation profile/path
    16. Innovation profile/path Utterback, 1994
    17. Industry decline Costs fall, but competition and declining demand erode profits Dominant firms become inflexible and vulnerable to new competition If core technology and/or dominant product are displaced, industry may be in terminal decline (Rustbelt phenomena) Experiments, Disruption/Discontinuity Incremental innovation Dominant design emerges/standards Maturity
    18. Utterback, 1994
    19. What are key developments as industry matures?
      • Demand
        • Lower relative growth of new demand
      • Supply
        • Productivity reach limits, reduced rate of innovation
      • Competition
        • Intensifies, becomes more international
      • Profit margins fall
    20. READY FOR A BIG !!* DISRUPTION @@!!
    21. Technology offers more clues to this disruption – how does it behave over time?
    22. Technology S Curves
      • Introduced by Foster (1986) to describe how the performance of a technology varies over time (more strictly how it varies with increased R&D effort or investment)
      • Tech performance increases with effort but eventually hits an upper limit or plateau where further improvement would either be impossible or prohibitively expensive
      • To achieve higher performance requires a discontinuous switch to a different technology, in turn following its own S curve
      • New S curve may start at a performance level below the old one but has potential to overtake its predecessor
    23. Emerging Take-off Maturity Incremental and radical change Shape influenced by: Market demand Scientific knowledge Investment/innovation Disruption occurs when an innovation emerges which offers superior performance along a new dimension, even if performance on conventional measures is initially poor. Incumbents will tend to dismiss the new innovation as no importance, yet it may create a new market which eventually supersedes existing one Discontinuity Time Performance MAJOR TRANSITIONS: provide extreme challenges and major opportunities e.g. Music: LP’s, CD’s, Internet?
    24. Functional challenges across time… Ferment Takeoff Maturity Discontinuity Technical work Will it work? Exploration, fun, creativity key Can we make 100, 000? And service them? We need to be responsive & flexible but controlled Will it work? Exploration, fun, creativity key Marketing challenge Who needs this? Do we have any reference customers? Stay close to your customer – really close Who needs this? Capturing value Speed, IP, Differentiation, Frontier performance key We can sell it, make it, service it, ship it. Most of the time We may not be leading edge but you’d rather buy from us because. . . Speed, IP, Differentiation, Frontier performance key Organisational challenge “ Entrepreneurial Energy” critical “ Co-ordination & Control” critical “ Entrepreneurial Energy” critical
      • Can you think of any industries, products that represent discontinuities?
      • Can you sketch the relevant S curve?
      Disruption/Discontinuities: Exercise
    25. Some examples Propeller based planes to. . . Carbon copying to. . . Vinyl/audio cassettes to. . . JETS PHOTOCOPYING CDs Industry Discontinuities Typewriters Manual to electric; to dedicated word processors; to personal computers Lighting Oil lamps to gas; to incandescent lamps; to fluorescent lamps Refrigeration Harvested natural ice to mechanically made ice; to refrigeration; to asceptic packaging Imaging Daguerreotype to tintype; to wet plate photography; to dry plate; to roll film; to electronic imaging; to digital electronic imaging
    26. Uniqueness and complimentary assets: exploitation & protection Uniqueness: controlling the knowledge generated by an innovation – sources: IP protection, secrecy, speed Complimentary assets: controlling the assets necessary to exploit the knowledge generated by innovation. high uniqueness, low comp assets low uniqueness, high comp assets If our innovations were instantly available to our competitors would we still make money? Why? Competencies and resources: manufacturing exp., brand name, relationships Capturing innovation value Time Performance
    27. Finally, maturity @ the product level DIFFUSION
      • From Rogers (1962) examination of how innovations spread through social systems
      • 5 way classification for describing types of adopter
      • Based on the normal distribution (bell curve)
      • Plotted cumulatively, looks like an S curve
      Diffusion
      • Market dynamics: Adopter groups
      • Adopters differ by, for example, social, economic status – particularly
      • resources, affinity for risk, knowledge, complementary assets, interest
      • in the product. Roger’s characterisation of adopters includes:
      • Innovators: Venturesome
      • Early adopters: Respectable
      • Early majority: Deliberate
      • Late majority: Sceptical
      • Laggards: Traditional
      • Managing the market: Who buys a technology as it evolves?
      Units Bought Time Innovators Early Adopters Early Majority Late Majority Laggards 2% 13.5% 34% 34% 16% Diffusion
      • Developed by Moore (1991): Crossing the chasm
      Units Bought Time Innovators Early Adopters Early Majority Laggards Late Majority
    28. With lots of success…
    29. Without success
    30. Will it be a success?
    31. Units Bought Time Innovators Early Adopters Early Majority Late Majority Laggards
      • Crossing the chasm (Moore 1991)
      Los primeros clientes para un nuevo producto o servicio (innovadores o adoptadores iniciales) puede proporcionar ventas prometadoras, pero solo representan el 16% de la población Para éxito comercial real es necesario alcanzar la mayoría de quienes representan el 68% de la población Este grupo puede tener una perspectiva muy distinta del producto - por eso no hay garantia de más ventas Ejemplos : Apple Newton y Zoomer cayeron en el hueco (chasm). Tenian éxito en los primeros segmentos pero no alcanzaron el mass market Palm Pilot cruzó con éxito - más sencillo y robusto
      • Rounding off TDI: Re-visiting the diffusion curve with Moore (2006)
    32.  
      • A technological ecosystem of innovation
      The i-Pod is 5
      • Finishing off with PDI...
      • (experiences from sennse, Barcelona)
      • PDI is an innovation management approach centered on satisfying people’s needs
      P eople* D riven I nnovation ( PDI ) is an innovation management approach where the satisfacti on of people’s needs is a central force that guides a company’s strategy , capabilities and culture to create new products & services. *People refer to main innovation stakeholders from demand-side (buyer, user, etc.) and supply-side (Marketing, R&D, Sales, etc.)
      • PDI companies are those pursuing pull and lead strategies, as they have a high capability to understand people’s needs
      Apple Nike BMW HP Intel PDI companies lead pull follow push low high high low capability to understand people’s needs capability to develop technology
      • PDI requires an innovation value chain that focuses on the front-end of the new product process
      lead pull follow push low high high low capability to understand people’s needs capability to develop technology PDI company new product process focuses on front-end follower company new product process focuses on efficiency
      • PDI companies invest in building advanced capabilities to gain deep people understanding
      • The traditional process centers on execution and is based on generic knowledge
      • Idea generation is based on generic knowledge generated separately from the innovation process
      • Execution is the main focus of the process.
      ideas execution process of a traditional innovation project generic knowledge-base
      • research & expertise
        • markets
        • technology
        • etc.
      test test test
      • The PDI process integrates need research, fostering creativity and execution efficiency
      • Extensive need research of people is integrated into the specific innovation project
      • Solution generation is based upon said specific research, and complemented with generic knowledge.
      • This increases creativity and improves the efficiency of innovation.
      execution process of a PDI project generic knowledge-base solutions generation understanding needs of demand + supply
      • research & expertise
        • markets
        • technology
        • etc.
      • To achieve a high degree innovation, PDI methods aim for deep people understanding which cannot be achieved through traditional methods
      source: Gerald Zaltman, Harvard Business School 95% conscious activity represents 5% of cognition* 5% traditional people research: research of past & conscious memories of a product >> low degree of innovation PDI methods: research of subconscious experience(s) of an activity area >> high degree of innovation
      • PDI methods differ significantly from traditional ones, which is why they require important structural transformation
      traditional methods PDI methods where is people research conducted? real context laboratory what is the primary data type ? audio video numbers texts time dedicated to study one person? + 4 hours from 1 to 120 min. who conducts people research ? the core innovation team (internal or external) a research team separated from core innovation team
      • People Driven Innovation methods are classified in 3 groups: data capture, analysis & decision, solution generation
      • shadowing
      • guerilla observation
      • experience diary
      • etc.
      • cultural flow
      • cultural inventory
      • etc.
      • scenarios
      • experience matrix
      • etc.
      • role playing
      • etc.
      • experience workshops
      • metaphor elicitation
      • life style collage
      • etc.
      • participatory innovation
      • body-storming
      • etc.
      PDI - methods (partial list) PDI methods (People Driven Innovation) Directed people activity Natural people activity Data capture methods Analysis & decision methods In - context Out - context Out - context In - context No direct peop le involvement People observation Observation of cultural environments Solution generation methods
      • PDI case
      • To spark transformation towards PDI, sennse applied PDI methods to product area X, identifying 2 new product opportunities
      • established long term innovation strategies for product area X
      • delivered 5 new product innovation opportunities , which enabled new business models & revenue streams
        • >> 2 opportunities were approved for further development in innovation funnel
      • top management decided to start substantial transformation of current innovation system towards PDI
      main results
      • understand client
        • research market and products of area X (area X accounts for 15% of total revenue)
        • analyze client’s innovation system
        • interview client’s innovation stakeholders
      • innovate product area X
        • define goals & requirements
        • define innovation methods & plan
        • conduct PDI research
          • lead user research
          • visual diaries with children
          • experience workshops with children
        • define innovation strategy
        • build innovation framework
        • discover solutions
      • transform project room into innovation show-room
      • video tape all project activities
      main activities
      • The project focused on applying PDI methods to the idea phase of our client’s innovation process
      Generation and selection of ideas Phase A Ideas Generation Analysis and detection of product opportunities Organization R&D&i Handbook PDI applied to idea phase end-user need identification end-user idea generation Generation and selection of ideas Analysis and detection of product opportunities Phase B Evaluation and selection of the ideas Phase A Ideas Generation source: clien t’s “R&D&i” process documentation Tools
      • In this project, sennse applied a mix of PDI methods for capture and analysis of need data
      • shadowing
      • guerilla observation
      • experience diary
      • etc.
      • cultural flow
      • cultural inventory
      • etc.
      • scenarios
      • experience matrix
      • etc.
      • role playing
      • etc.
      • experience workshops
      • metaphor elicitation
      • life style collage
      • etc.
      • participatory innovation
      • body-storming
      • etc.
      PDI - methods (partial list) PDI methods (People Driven Innovation) Directed people activity Natural people activity Data capture methods Analysis & decision methods In - context Out - context Out - context In - context No direct peop le involvement People observation Observation of cultural environments Solution generation methods
      • applied methods
      • more explanation
      • To identify needs relevant for product area X in 2020, we studied lead users and children using PDI methods*
      PDI methods applied key research question # and user type * In addition to PDI methods, sennse conducted traditional research, such as in-depth expert interviews, quantitative market research, competitive research, etc. what is today’s experience with the product area to innovate? shadowing 5 lead users how are 2020 new drivers interacting with technology today? 1. visual diary 2. experience workshop with role playing 6 children (age 10-13)
      • Shadowing of lead users helped capture today’s needs regarding experiences related to the innovation objective
      Video camera Lead user Research set-up for shadowing of lead users 2 Researchers
      • The visual diary for children generated a first understanding of future needs relevant for the project
      Contents / games of diary 1. Everything at home… 2. I like to use, I don’t like to use… 3. My favorite object is… 4. Let’s go to the future… The visual diary kit The visual diary and its content is custom-designed depending on the project objectives. The graphic design has to be attractive, to foster user participation.
      • The experience workshop with role-playing complemented user understanding achieved from the visual diary
      • How they interact with an electronic product today, i.e., a cell phone.
      • How they would interact with an electronic product in 2020.
      • etc.
      Experience workshop children - role playing exercises
    33. On the interplay between people-driven innovation and technology-driven innovation Thanks! Steven MacGregor

    + Macstrong sustainable innovationMacstrong sustainable innovation, 2 years ago

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