After showing that the costs of most electronic products are from electronic components, these slides show how the iPhone and iPad became economically feasible through improvements in microprocessors, flash memory, and displays.
Dominant issues and conceptual approaches in mobile business researchJoseph Budu
My paper presentation at the 12 International Conference on Mobile Business (ICMB) Berlin, Germany
Access the full paper here: http://aisel.aisnet.org/icmb2013/4/
Technological Environment means the development in the field of technology which affects business by new inventions of productions and other improvements in techniques to perform the business work.
Technology comprises of both machines (hard technology) and scientific thinking (soft technology) used to solve problems and promote progress. It consists of not only knowledge and methods required to carry on and improve production and distribution of goods and services but also entrepreneurial expertise and professional know how. Technology includes inventions and innovations.
Industrial Revolution 4 Viewpoint. How it might affect SME competitiveness and ways to Overcome it.
Coursework for the International Business Consultancy Module at Oxford Brookes University.
Dominant issues and conceptual approaches in mobile business researchJoseph Budu
My paper presentation at the 12 International Conference on Mobile Business (ICMB) Berlin, Germany
Access the full paper here: http://aisel.aisnet.org/icmb2013/4/
Technological Environment means the development in the field of technology which affects business by new inventions of productions and other improvements in techniques to perform the business work.
Technology comprises of both machines (hard technology) and scientific thinking (soft technology) used to solve problems and promote progress. It consists of not only knowledge and methods required to carry on and improve production and distribution of goods and services but also entrepreneurial expertise and professional know how. Technology includes inventions and innovations.
Industrial Revolution 4 Viewpoint. How it might affect SME competitiveness and ways to Overcome it.
Coursework for the International Business Consultancy Module at Oxford Brookes University.
Most of construction projects posses a project based organizational structure, where knowledge
acquired by humans migrate with them outside their organizational bodies once they leave their employer.
Hence, organizational learning and building corporate knowledge that has a life span greater than the
employees‟ turnover are of paramount importance to construction firms. It is considered the means by which
previously acquired experiences from previous projects can be used in decision making processes in similar
projects, wherever similar contexts and conditions are encountered.
The Industry Foundation Classes (IFCs) is an initiative to standardize communication between multidisciplinary
software applications through the use of a common Building Information Model (BIM). It facilitates data
communication between software applications and heterogeneous IT platforms, without human intervention.
This paper addresses the problem of organizational learning within the AEC-FM (Architectural, Engineering,
Construction and Facilities Management) domain. It focuses on the design process and its activities. It proposes
a novel approach for utilizing the object oriented features of the IFC/BIM model to structure captured contextual
information about such objects in a manner that facilitates organizational learning. Furthermore, advanced
object versioning techniques are implemented to capture contextual snapshots of design phases at certain stages
within a well defined workflow. This leads to a BIM based information management system that can achieve a
competitive advantage through organizational learning.
Innovation is a productive process which relies on human resources and investment
in capital assets procurement, machinery and/or equipments intended for technological
development and innovation activities. If the production function at the microeconomic
level is the relationship between productive factors and output, capital allocated to ICT
can be taken as another productive factor, in the same way as capital, work and human
capital. The relative ease of access to ICT, due to their fast price reduction and quality
increase, and to the fact that they are considered general purpose technologies, have led
various scholars to propose that ICT, due to their effect on cost reductions of coordination
among individuals and firms, may produce a change in firm structure. Likewise, innovation
also has an effect on productivity, mainly through total factor productivity but also by
interacting with other factors such as capital or human capital. This innovation refers
to technologically new processes and products, either at firm, local, country or global
level. The emphasis on novelty does not mean to make more of the same, but to expand
human knowledge frontier, observing that what is novel may also be applied at firm or
country level. Therefore, when we speak about innovation, we must understand that what
is new for a particular country may not be new at international level.
What affects digitalization process in developing economies? An evidence from...journalBEEI
The main objective of this paper is to investigate the SMEs’ leader perspective about the basic factors influencing the transformation into digitalization by SMEs they lead, using technological, organizational, and environmental (TOE) Model. The data were collected from 61 SMEs leaders in Oman, to achieve the study objective TOE model has been adopted. Internal consistency and data normality, and factor analysis were implemented. Structural equation modeling (SEM) used to test the proposed hypotheses. The outcomes of SEM indicate that TOE factors are significantly affects the ability of SMEs to digitalize their business process. The study findings come in the context of Omani definition of SMEs. More, no control was made for industry type to which SMEs participants are belong. Leaders of SMEs should frame strategies to simplify the digital transformation of their enterprises and attempt to provide organizational and technological facilities that will smooth their digitalization which will improve SMEs capabilities, as well as, increasing the international competitiveness of the SMEs. To the best of the authors' knowledge, this study is one of the first that investigated the digital transformation among SMEs from the leaders’ perspective in Oman.
Technological Environment - International Business - Manu Melwin Joymanumelwin
Technological change can have impact on the decisions taken by international business. Technological change can involve:
New process of production: new ways of doing things which rises productivity of factor inputs, as with use of robotics in car assembly techniques which has dramatically raised output per assembly line worker. For example around 80% of technological change has been process innovation.
New products: For example, online banking and many new financial services are direct result of advances in micro processor based technologies.
hi frndzz..This presentation is all abt impact of technology in business environment....
(Note : Dont go with text desription bcz some of the ppt r in .jpeg(pic) format)
Rapid Improvements with No Commercial Production: How do the Improvements Occ...Jeffrey Funk
This paper empirically examines 13 technologies in which significant cost and performance improvements occurred even while no commercial production occurred. Since the literature emphasizes cost reductions through increases in cumulative production, this paper explores cost and performance improvements from a new perspective. The results demonstrate that learning in these pre-commercial production cases arises through mechanisms utilized in deliberate R&D efforts. We identity three mechanisms - materials creation, process changes, and reductions in feature scale – that enable these improvements to occur and use them to extend models of learning and invention. These mechanisms can also apply during post commercial time periods and further research is needed to quantify the relative contributions of these three mechanisms and those of production-based learning in a variety of technologies.
Computational mechanics CM is concerned with the use of computational techniques to characterize, predict, and simulate physical phenomena and engineering systems governed by the principles of mechanics. Over the years, CM has made a significant contribution in the design and development of new products and systems. This paper provides a brief, clear introduction to computational mechanics. Matthew N. O. Sadiku | Adedamola Omotoso | Sarhan M. Musa "Computational Mechanics" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Volume-3 | Issue-2 , February 2019, URL: https://www.ijtsrd.com/papers/ijtsrd21422.pdf
Paper URL: https://www.ijtsrd.com/engineering/other/21422/computational-mechanics/matthew-n-o-sadiku
Creative destrution, Economic Feasibility, and Creative Destruction: The Case...Jeffrey Funk
This paper shows how new forms of electronic products and services such as smart phones, tablet computers and ride sharing become economically feasible and thus candidates for commercialization and creative destruction as improvements in standard electronic components such as microprocessors, memory, and displays occur. Unlike the predominant viewpoint in which commercialization is reached as advances in science facilitate design changes that enable improvements in performance and cost, most new forms of electronic products and services are not invented in a scientific sense and the cost and performance of them are primarily driven by improvements in standard components. They become candidates for commercialization as the cost and performance of standard components reach the levels necessary for the final products and services to have the required levels of performance and cost. This suggests that when managers, policy makers, engineers, and entrepreneurs consider the choice and timing of commercializing new electronic products and services, they should understand the composition of new technologies, the impact of components on a technology's cost, performance and design, and the rates of improvement in the components.
How and When do New Technologies Become Economically FeasibleJeffrey Funk
These slides contrast two processes by which new technologies become economically feasible. Some technologies become economically feasible as advances in science facilitate the creation of new concepts and improvements in the resulting technologies. Other technologies become economically feasible as improvements in electronic components (e.g., Moore's Law), smart phones, and the Internet experience improvements.
Most of construction projects posses a project based organizational structure, where knowledge
acquired by humans migrate with them outside their organizational bodies once they leave their employer.
Hence, organizational learning and building corporate knowledge that has a life span greater than the
employees‟ turnover are of paramount importance to construction firms. It is considered the means by which
previously acquired experiences from previous projects can be used in decision making processes in similar
projects, wherever similar contexts and conditions are encountered.
The Industry Foundation Classes (IFCs) is an initiative to standardize communication between multidisciplinary
software applications through the use of a common Building Information Model (BIM). It facilitates data
communication between software applications and heterogeneous IT platforms, without human intervention.
This paper addresses the problem of organizational learning within the AEC-FM (Architectural, Engineering,
Construction and Facilities Management) domain. It focuses on the design process and its activities. It proposes
a novel approach for utilizing the object oriented features of the IFC/BIM model to structure captured contextual
information about such objects in a manner that facilitates organizational learning. Furthermore, advanced
object versioning techniques are implemented to capture contextual snapshots of design phases at certain stages
within a well defined workflow. This leads to a BIM based information management system that can achieve a
competitive advantage through organizational learning.
Innovation is a productive process which relies on human resources and investment
in capital assets procurement, machinery and/or equipments intended for technological
development and innovation activities. If the production function at the microeconomic
level is the relationship between productive factors and output, capital allocated to ICT
can be taken as another productive factor, in the same way as capital, work and human
capital. The relative ease of access to ICT, due to their fast price reduction and quality
increase, and to the fact that they are considered general purpose technologies, have led
various scholars to propose that ICT, due to their effect on cost reductions of coordination
among individuals and firms, may produce a change in firm structure. Likewise, innovation
also has an effect on productivity, mainly through total factor productivity but also by
interacting with other factors such as capital or human capital. This innovation refers
to technologically new processes and products, either at firm, local, country or global
level. The emphasis on novelty does not mean to make more of the same, but to expand
human knowledge frontier, observing that what is novel may also be applied at firm or
country level. Therefore, when we speak about innovation, we must understand that what
is new for a particular country may not be new at international level.
What affects digitalization process in developing economies? An evidence from...journalBEEI
The main objective of this paper is to investigate the SMEs’ leader perspective about the basic factors influencing the transformation into digitalization by SMEs they lead, using technological, organizational, and environmental (TOE) Model. The data were collected from 61 SMEs leaders in Oman, to achieve the study objective TOE model has been adopted. Internal consistency and data normality, and factor analysis were implemented. Structural equation modeling (SEM) used to test the proposed hypotheses. The outcomes of SEM indicate that TOE factors are significantly affects the ability of SMEs to digitalize their business process. The study findings come in the context of Omani definition of SMEs. More, no control was made for industry type to which SMEs participants are belong. Leaders of SMEs should frame strategies to simplify the digital transformation of their enterprises and attempt to provide organizational and technological facilities that will smooth their digitalization which will improve SMEs capabilities, as well as, increasing the international competitiveness of the SMEs. To the best of the authors' knowledge, this study is one of the first that investigated the digital transformation among SMEs from the leaders’ perspective in Oman.
Technological Environment - International Business - Manu Melwin Joymanumelwin
Technological change can have impact on the decisions taken by international business. Technological change can involve:
New process of production: new ways of doing things which rises productivity of factor inputs, as with use of robotics in car assembly techniques which has dramatically raised output per assembly line worker. For example around 80% of technological change has been process innovation.
New products: For example, online banking and many new financial services are direct result of advances in micro processor based technologies.
hi frndzz..This presentation is all abt impact of technology in business environment....
(Note : Dont go with text desription bcz some of the ppt r in .jpeg(pic) format)
Rapid Improvements with No Commercial Production: How do the Improvements Occ...Jeffrey Funk
This paper empirically examines 13 technologies in which significant cost and performance improvements occurred even while no commercial production occurred. Since the literature emphasizes cost reductions through increases in cumulative production, this paper explores cost and performance improvements from a new perspective. The results demonstrate that learning in these pre-commercial production cases arises through mechanisms utilized in deliberate R&D efforts. We identity three mechanisms - materials creation, process changes, and reductions in feature scale – that enable these improvements to occur and use them to extend models of learning and invention. These mechanisms can also apply during post commercial time periods and further research is needed to quantify the relative contributions of these three mechanisms and those of production-based learning in a variety of technologies.
Computational mechanics CM is concerned with the use of computational techniques to characterize, predict, and simulate physical phenomena and engineering systems governed by the principles of mechanics. Over the years, CM has made a significant contribution in the design and development of new products and systems. This paper provides a brief, clear introduction to computational mechanics. Matthew N. O. Sadiku | Adedamola Omotoso | Sarhan M. Musa "Computational Mechanics" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Volume-3 | Issue-2 , February 2019, URL: https://www.ijtsrd.com/papers/ijtsrd21422.pdf
Paper URL: https://www.ijtsrd.com/engineering/other/21422/computational-mechanics/matthew-n-o-sadiku
Creative destrution, Economic Feasibility, and Creative Destruction: The Case...Jeffrey Funk
This paper shows how new forms of electronic products and services such as smart phones, tablet computers and ride sharing become economically feasible and thus candidates for commercialization and creative destruction as improvements in standard electronic components such as microprocessors, memory, and displays occur. Unlike the predominant viewpoint in which commercialization is reached as advances in science facilitate design changes that enable improvements in performance and cost, most new forms of electronic products and services are not invented in a scientific sense and the cost and performance of them are primarily driven by improvements in standard components. They become candidates for commercialization as the cost and performance of standard components reach the levels necessary for the final products and services to have the required levels of performance and cost. This suggests that when managers, policy makers, engineers, and entrepreneurs consider the choice and timing of commercializing new electronic products and services, they should understand the composition of new technologies, the impact of components on a technology's cost, performance and design, and the rates of improvement in the components.
How and When do New Technologies Become Economically FeasibleJeffrey Funk
These slides contrast two processes by which new technologies become economically feasible. Some technologies become economically feasible as advances in science facilitate the creation of new concepts and improvements in the resulting technologies. Other technologies become economically feasible as improvements in electronic components (e.g., Moore's Law), smart phones, and the Internet experience improvements.
Understanding consumer's acceptance of technology based innovations in retailingMinor33
La disponibilidad de un gran número de estudios sobre el Modelo de Aceptación de Tecnología (TAM) para predecir la aceptación de los consumidores y el uso de las innovaciones en los puntos de venta motiva redactar el presente.
Technology change & the rise of new industriesJeffrey Funk
Using an analysis of many existing and emerging industries, this book (to be published by Stanford University Press) shows how one can analyze the timing of new industry formation. It does this by analyzing the improvements in cost and performance that have enabled new technologies to become economically feasible.
Current Trends in Product Development during COVID-19vivatechijri
This paper will summarize the authors´ experience over the last decades, from new methods developed
and used within Product Development, as well as current trends. Hence, a general and broad overview is
presented, rather than recent research results. Driving forces in PD are: Technology, Market and Society.
Ecological, economic and social sustainability require recycling, reuse, energy conservation and new business
concepts. Customization is carried out by modular architecture, combining customer specific products with
volume production of components and sub-systems. PD integrates “hard” properties (engineering), with “soft”
properties (industrial design). Fundamental PD characteristics are: Iteration, Integration (technical and
organizational), and Innovation. Globally distributed industrial partners co-operate using Internet. Iteration:
modeling/simulation, virtual prototyping and additive manufacturing speed up process loops. Structured PD:
Initial specification of “what” – functional requirements, then “how” - generation of design solutions.
Interdependencies analysis is important to simplify the product´s structure. The V-model for specification and
verification is commonly used. A 3-stage industrial process separates strategy, core technology development, and
product design for market introduction.
By 2014, there were 6.6 billion mobile phone subscriptions in the world, and of those, 2.3 billion had active mobile broadband subscriptions that would enable users to access the mobile web.a Mobile payment systems offered the potential of enabling all of these users to perform financial transactions on their phones, similar to how they would perform those transactions using personal computers. However, in 2015, there was no dominant mobile payment system, and a battle among competing mobile payment mechanisms and standards was unfolding. In the United States, several large players, including Apple, Samsung, and a joint venture called Softcard between Google, AT&T, T-Mobile, and Verizon Wireless, had
developed systems based on Near Field Communication (NFC) chips in smartphones. NFC chips enable communication between a mobile device and a point-of-sale system just by having the devices in close proximity.b The systems being developed by Apple, Samsung, and Softcard transferred the customer’s information wirelessly and then used merchant banks and credit card systems such as Visa or MasterCard to complete the transaction. These systems were thus very much like existing ways of
using credit cards but enabled completion of the purchase without contact.
By 2014, there were 6.6 billion mobile phone subscriptions in the world, and of those, 2.3 billion had active mobile broadband subscriptions that would enable users to access the mobile web.a Mobile payment systems offered the potential of enabling all of these users to perform financial transactions on their phones, similar to how they would perform those transactions using personal computers. However, in 2015, there was no dominant mobile payment system, and a battle among competing mobile payment mechanisms and standards was unfolding. In the United States, several large players, including Apple, Samsung, and a joint venture called Softcard between Google, AT&T, T-Mobile, and Verizon Wireless, had
developed systems based on Near Field Communication (NFC) chips in smartphones. NFC chips enable communication between a mobile device and a point-of-sale system just by having the devices in close proximity.b The systems being developed by Apple, Samsung, and Softcard transferred the customer’s information wirelessly and then used merchant banks and credit card systems such as Visa or MasterCard to complete the transaction. These systems were thus very much like existing ways of
using credit cards but enabled completion of the purchase without contact.
Achieving Cost Optimization via IT IntegrationOnur Tamur
IT-enabled manufacturing systems are highly valued in current business world because of the benefits they provide in process optimization and cost reduction and these systems are increasing their dominance in the industrial markets thanks to the continuous technological improvements in IT sector. Even though automation systems require high amount of capital investment, they usually pay back in a short period of time depending on the values enabled to their users. Thus, major firms are eager to adopt automated systems in their manufacturing facilities to able to benefit from these opportunities and guarantee steady growth.
This study is started by the case study of Sel Hoses in collaboration with Tampere University of Technology. Sel Hoses is a Turkish hose manufacturer that is one of the biggest suppliers of industrial hoses to European markets and recognized as a high quality and low cost manufacturer. The industry is eager to adopt automated cutting process in their manufacturing plants to lower labour costs and optimize the cutting process by lowering the waste of hoses and Sel Hoses will play a key role in this implementation if they launch the barcode system on their hose reels. Thus, the objective of this research is understand the waste reduction opportunities in hose cutting process by using PC controlled systems and how this project can be undertaken by following a hand-on approach within the value network to increase the overall value generated by the major project stakeholders.
The paper gives an insight into different theories that are applied to understand the cost dynamics of the industry and evaluate the investment decision in terms of the beneficial return. The above mentioned theories combined with extensive brainstorming with industry leaders provide managers a helpful tool to evaluate the long term growth potential of the industry and follow a collaborative strategy to bring value to the whole business network. Hence, this research attempts to identify the waste reduction possibilities in hose cutting process by using automated systems which will lead to lower material costs and process optimization.
The "Unproductive Bubble:" Unprofitable startups, small markets for new digit...Jeffrey Funk
This article will show that the current bubble has produced few profitable startups and involved few if any new digital technologies, nor technologies involving recent scientific advances, and thus it is unlikely that much that is productive will be left once the dust settles. There is a growth in old technologies such as e-commerce but little in new technologies such as AI. The startup losses are also much larger than in the past suggesting that fewer of today’s startups will still exist in a few years than those of 20 years ago.
Commercialization of Science: What has changed and what can be done to revit...Jeffrey Funk
This paper several changes that I believe may have reduced America’s ability to develop science-based technologies. I make no claims about the completeness. I begin with the growth of university research and then cover several changes it engendered, including an obsession with papers, hyper-specialization of researchers, and huge bureaucracies, also using the words of Nobel Laureates and other scientists to make my points.
2000, 2008, 2022: It is hard to avoid the parallels How Big Will the 2022 S...Jeffrey Funk
These slides summarize the recent share price declines for new startups, declines that are driven by huge annual and cumulative losses and it contrasts today's bubble with those of 2000 and 2008. It shows that today's bubble involves bigger startup losses than those of the 2000 bubble and that the markets of new technologies have not grown to the extent that those of past decades did. Many hedge funds, VCs, and pension funds are heavily invested in these startups. Some of them are also highly leveraged.
The Slow Growth of AI: The State of AI and Its ApplicationsJeffrey Funk
The failure of IBM Watson, disappointments of self-driving vehicles, slow diffusion of medical imaging, small markets for AI software, and scorching criticisms of Google’s research papers provide evidence for hype and disappointment in AI, which is consistent with negative social impact of Big Data and AI algorithms. There are some successes, but they are much smaller than the predictions, with virtual applications (advertising, news, retail sales, finance and e-commerce) having the largest success, building from previous Big Data usage in the past. Looking forward, AI will augment not replace workers just as past technologies did on farms, factories, and offices. Robotic process automation and natural language processing are likely to play important roles in this augmentation with RPA automating repetitive work, natural language processing summarizing information, and RPA also putting the information in the right bins for engineers, accountants, researchers, journalists, and lawyers. Big challenges include reductions in training time depending on faster computers, exponentially rising demands on computers for high accuracies in image recognition, a slowdown in supercomputer improvements, datasets riddled with errors, and reproducibility problems.
Behind the Slow Growth of AI: Failed Moonshots, Unprofitable Startups, Error...Jeffrey Funk
Smaller than expected markets, money-losing startups, failure of Watson, slow-diffusion of self-driving vehicles and medical imaging, and scorching criticisms of Google’s research papers are some of the examples used to characterize the hype of AI. There are some successes, but they are much smaller than the predictions, with advertising, news, and e-commerce having the biggest success stories. Looking forward, #AI will augment not replace workers just as past technologies did on farms, factories, and offices. Robotic process automation and natural language processing are likely to play important roles in this augmentation with #RPA automating repetitive work, natural language processing categorizing information, and RPA also putting the information in the right bins for engineers, accountants, researchers, journalists, and lawyers. The big challenges include exponentially rising demands on computers for high accuracies in images, a slowdown in supercomputer improvements, datasets riddled with errors, and reproducibility problems. See either this podcast or my slides, whose URL is shown in comments. #technolgy #innovation #venturecapital #ipo #artificialintelligence
The Troubled Future of Startups and Innovation: Webinar for London FuturistsJeffrey Funk
These slides show how the most successful startups of today (Unicorns) are not doing as well as the most successful of 20 to 50 years ago. Today's startups are doing worse in terms of time to profitability and time to top 100 market capitalization status. Only one Unicorn founded since 2000 has achieved top 100 market capitalization status while six, nine, and eight from the 70s, 80s, and 90s did so. It is also unlikely that few or any of today's Unicorns will achieve this status because their market capitalizations are too low, share prices increases since IPO are too small, and profits remain elusive. Only 14 of 45 had share price increases greater than the Nasdaq and only 6 of 45 had profits in 2019. The reasons for the worse performance of today's Unicorns than those of 20 to 50 years ago include no breakthrough technologies, hyper-growth strategies, and the targeting of regulated industries. The slides conclude with speculations on why few breakthrough technologies, including science-based technologies from universities are emerging. We need to think back to the division of labor that existed a half a century ago.
Where are the Next Googles and Amazons? They should be here by nowJeffrey Funk
Great startups aren’t being founded like they were in the 1970s (Microsoft, Apple, Oracle, Genentech, Home Depot, EMC), 1980s (Cisco, Dell, Adobe, Qualcomm, Amgen, Gilead Sciences), and 1990s (Amazon, Google, Netflix, Salesforce.com, PayPal). All of these startups reached the top 100 for market capitalization, but Facebook is the only startup founded since 2000 which has entered the top 100. Tesla and Uber are often discussed as highly successful but they have many times higher cumulative losses than did Amazon at its time of peak losses and neither has had a profitable year despite being older than Amazon was when it achieved profits. Furthermore, few of the recent Unicorn IPOs have experienced shareprice increases greater than those of the Nasdaq (14 of 45), only 3 of these 14 have profits, and only six of them have a
market capitalization over $30 (Zoom), $20 (Square), and $10 billion (Twilio, DocuSign, Okta). America’s venture capital system isn’t working as well as it once did, and the coronavirus will make things worse before the VC system gets better.
Start-up losses are mounting and innovation is slowing, but venture capitalists, entrepreneurs, consultants, university researchers, and business schools are hyping new technologies more than ever before. This hype is facilitated by changes in online media, including the rise of social media. This paper describes how the professional incentives of experts and the changes in online media have increased hype and how this hype makes it harder for policy makers, managers, scientists, engineers, professors, and students to understand new technologies and make good decisions. We need less hype and more level-headed economic analysis and this paper describes how this economic analysis can be done. Here is a link to the journal, Issues in Science & Technology: www.issues.org
Irrational Exuberance: A Tech Crash is ComingJeffrey Funk
These slides apply Nobel Laureate Robert Schiller's concept of irrational exuberance (and a book) title to the current speculative bubble of 2019. Over investments in startups and a lack of profitability in them are finally starting to catch up with the venture capital industry and the tech sector that relies on it. Investments by US venture capitalists have risen about six times since 2001 causing the total invested in 2018 to exceed by 40% the peak of 2000, the last big year of the dotcom bubble. But the number of IPOs has never returned to the peak years of 1993 to 2000; only about 250 were carried out between 2015 and 2017 vs. about 1,200 between 1995 and 1997.
The reason is simple: startups are taking longer to go public because they are not profitable. Consider the data. The median time to IPO has risen from 2.8 years in 1998 to 7.7 years in 2016 and the ones going public are less profitable than they were in the past. Although only 22% of startups going public in 1980 were unprofitable, 82% were unprofitable in 2018. The same high percentages of unprofitability have only been achieved twice before, in 1998 and 1999 right before the dotcom bubble burst. Furthermore, startups that have recently done high profile IPOs such as Snap, Dropbox, Blue Apron, Fitbit, Trivago, Box, and Cloudera are still not profitable.
Ride Sharing, Congestion, and the Need for Real SharingJeffrey Funk
Current ride sharing services are not financially sustainable. Although they provide more convenience than do taxi services, they are experiencing massive losses because they have the same cost structure as do taxis and thus must compete through subsidies and lower wages. After all, they use the same vehicles, roads, and drivers, and only GPS algorithms and phones are new.
They also increase congestion. Just as more private vehicles or taxis on the road will increase congestion, more ride sharing vehicles also increase congestion.
These slides describe new ways to use the technologies of ride sharing to reduce congestion along with costs while at the same time keeping travel time low. This can be done through changing public transportation systems or allowing private companies to offer competing services. For instance, current bus services, whether they are private or public, need to use the algorithms, GPS, phones and other technologies of ride sharing to revise routes, schedules and the premises that currently underpin public transportation. There is no reason a bus should be certain size, stop every 200 meters, or follow the same route all day. Algorithms and phones enable new types of routes in which designers simultaneously minimize time travel and maximize number of passengers transported per vehicle.hour.
Using the percent of top managers in IPOs (initial public offering) as a proxy for an industry’s/technology’s scientific intensity, this paper shows that the percentage of IPOs and of venture capital financing for science-based technologies has been declining for decades. Second, the percentage of PhDs among the top managers in science intensive industries is also declining, suggesting that their scientific intensities are falling. Third, the age of these top managers rose during the same period suggesting that the importance of experiential knowledge has increased even as the importance of PhDs and thus educational knowledge has decreased. Fourth, the numbers of IPOs and of venture capital funding are not increasing for newer science-based industries such as superconductors, solar cells, nanotechnology, and GMOs. Fifth, there are extreme diseconomies of scale in the universities that produce the PhD-holding top managers, suggesting that universities are far less effective at doing research than are companies. These results provide a new understanding of science and technology, and they offer new prescriptions for reversing slowing productivity growth.
This paper addresses the types of knowledge that are needed in entrepreneurial firms using a unique data base of executives and directors for all IPOs filed between 1990 and 2010. Using highest educational degrees as a proxy for educational knowledge, it shows that 85% of those with PhDs are concentrated in the life sciences and ICT (information and communication technology) industries and second, that those in the ICT industries are concentrated at lower layers in a “digital stack” of industries, ranging from semiconductors and other electronics at the bottom layer to computing and Internet infrastructure at the middle layer and Internet content, commerce, and services in the top layer. Third, industries with fewer PhDs have more bachelor’s and MBA degrees suggesting that PhDs are being replaced by them and not M.S. degrees. Fourth, age is higher for industries with the most PhDs thus suggesting a greater need for experiential knowledge in industries with greater needs for educational knowledge. Fifth, the number of Nobel Prizes tracks industries with high fractions of PhDs.
beyond patents:scholars of innovation use patenting as an indicator of innova...Jeffrey Funk
This paper discusses the problems with using patents as a measure of innovation and papers as a measure of science. It also uses data to show the problems. for example, the number of patent applications and awards have grown by six times since 1984 while productivity growth has slowed.
These slides discuss how to put context back into learning. Farm and other work at home once provided a context for learning, but this context has become much weaker as work at home as mostly disappeared Students once learned mostly from parents because they worked on farms, fixed things at home, and prepared meals. These activities provided a "context" for school learning, a context that has been mostly lost. These slides discuss how this context can be put back into learning and the implications for the types of people best suited for teaching and the way to train them.
These slides show that the demand for most professions is growing steadily in spite of continued improvements in productivity enhancing tools for them. They also show that AI will have a largely incremental effect on the professions, in combination with Moore's Law, cloud computing, and Big Data. They do this accounting, legal, architects, journalists, and engineers.
Solow's Computer Paradox and the Impact of AIJeffrey Funk
These slides show why IT has not delivered large improvements in productivity and why new forms of IT like AI will also not deliver large improvements, except in selected sectors. The main reason is that the improvements in AI are over-hyped and because most sectors do not have large inefficiencies in the organization of people, machinery, and materials.
What does innovation today tell us about tomorrow?Jeffrey Funk
This paper was published in Issues in Science and Technology. It distinguished between the Silicon Valley and science-based process of technology change. It shows that more new products and services are emerging from the latter than the former.
Designing Roads for AVs (autonomous vehicles)Jeffrey Funk
Autonomous vehicles (AVs) represent one of the most promising new technologies for smart cities and for humans in general. The problem is that cities will not realize the full benefits from AVs until roads are designed for them. Until this occurs, their main benefit will be the elimination of the driver and steering wheel, which will reduce the cost and increase the capacity of taxis; but even this impact will not occur for many years because of safety concerns. Thus, in the near term, the main benefit of AVs will be free time for the driver to do emails and other smart phone related tasks.
A better solution is to design roads for AVs or in other words, to constrain the environment for AVs in order to simplify the engineering problem for them. For example, designing roads so that all vehicles can be controlled by a combination of wireless communication, RFID tags, and magnets will reduce the cost of AVs and increase their benefits. Only AVs would be allowed on these roads, they are checked for autonomous capability at the entrance, and control is returned to the driver when an AV leaves the road. Existing cars can be retrofitted with wireless modules that enable cars to be controlled by a central system, thus enabling cars to travel closely together. The magnets and RFID tags create an invisible railway that keeps the AVs in their lanes while wireless communication is used for lane changing and exiting a highway (Chang et al, 2014; Le Quesne et al, 2014). These wireless modules, magnets and RFID tags will be much cheaper than the expensive LIDAR that is needed when AVs are mixed with conventional vehicles on a road.
The benefits from dedicating roads to AVs include higher vehicle densities, less congestion, faster travel times, and higher fuel efficiencies. These seemingly contradicting goals can be achieved because AVs can have shorter inter-vehicle distances even at high speeds thus enabling higher densities, lower congestion, and lower travel times. The less congestion and thus fewer instances of slow moving or stopped vehicles enable the vehicles to travel at those speeds at which higher fuel efficiencies can be achieved (Funk, 2015). In combination with new forms of multiple passenger ride sharing, the higher fuel efficiencies will also reduce carbon emissions and thus help fight climate change.
The challenge is to develop a robust system that can be easily deployed in various cities and that will be compatible with vehicles containing the proper subsystems. Such a system can be developed in much the same way that new cellular systems are developed and tested. Suppliers of mobile phone infrastructure, automobiles, sensors, LIDAR, 3D vision systems, and other components must work with city governments and universities to develop and test a robust architecture followed by the development of a detail design.
MIT's Poor Predictions About TechnologyJeffrey Funk
These slides analyze the 40 predictions of breakthrough technologies that were made betwee 2001 and 2005 by MIT’s Technology Review. Most of them are science-based technologies, and none of the science-based technologies predicted between 2001 and 2005 have markets larger than $10 billion. Among its 40 predictions, only four have markets larger than $10 billion and these technologies have little to do with recent advances in science and instead were enabled by Moore’s Law and improvements in Internet services. MIT also missed many technologies that have achieved market sales greater than $100 billion such as smart phones, cloud computing, and the Internet of Things and other technologies with sales greater than $50 billion such as e-commerce for apparel and tablet computers.
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Technology Change, Creative Destruction, and Economic Feasibilty
1. Technology change, economic feasibility, and
creative destruction: the case of new electronic
products and services
Jeffrey Funk*
Independent Technology Consultant, Department of Engineering and Technology Management, National
University of Singapore, 7 Engineering, Block E3A, Fourth Floor, 117574, Singapore. e-mail:
jeffreyleefunk@gmail.com
*Main author for correspondence.
Abstract
This article shows how new forms of electronic products and services become economically feasible
and thus candidates for commercialization and creative destruction as improvements in standard
electronic components such as microprocessors, memory, and displays occur. Unlike the predomin-
ant viewpoint in which commercialization is reached, as advances in science facilitate design changes
that enable improvements in performance and cost, most new forms of electronic products and ser-
vices are not invented in a scientific sense, and the cost and performance of them are primarily driven
by improvements in standard components. They become candidates for commercialization, as the
cost and performance of standard components reach the levels necessary for the final products and
services to have the required levels of performance and cost. This suggests that when managers, pol-
icy makers, engineers, and entrepreneurs consider the choice and timing of commercializing new
electronic products and services, they should understand the composition of new technologies, the
impact of components on a technology’s cost, performance and design, and the rates of improvement
in the components.
JEL classification: O31, O32, O33.
1. Introduction
Although different terms are used, most economic (Schumpeter, 1934; Rosenberg, 1974, 1982, 1994; Acemoglu and
Robinson, 2012), marketing (Chandy and Tellis, 1998), and management (Christensen, 1997; Adner, 2002) scholars
agree that creative destruction is an essential part of economic and firm growth. Technologies such as steam engines,
electricity, automobiles, aircraft, integrated circuits (ICs), computers, and the Internet destroyed an existing order of
firms and created a new one in the form of new products, services, and systems. These new forms of products, ser-
vices, and systems have enabled dramatic improvements in economic productivity (Solow, 1957) and thus living
standards, and have created winners and losers at the individual, firm, and country level (Acemoglu and Robinson,
2012).
But how should firms, entrepreneurs, governments, and universities search for these new technologies? Where
should they look, what should they monitor, and how can managers and policy makers use this information to “look
VC The Author 2017. Published by Oxford University Press on behalf of Associazione ICC. All rights reserved.
Industrial and Corporate Change, 2017, 1–18
doi: 10.1093/icc/dtx021
Original article
2. forward and reason back,” to identify commercially viable technologies and develop good strategies for them?
(Yoffie and Cusumano, 2015). These questions suggest a more fundamental question: What is the long-term evolu-
tionary process (Nelson and Winter, 1982; Ziman, 2000; Murmann, 2004) by which new technologies become eco-
nomically feasible and thus candidates for commercialization and creative destruction? There may be multiple
processes depending on a technology’s paradigm (Dosi, 1982), and thus, different types of technologies may have dif-
ferent directions and rates of change, types of problems to solve, and ways of achieving improvements (Dosi, 1982;
Dosi and Nelson, 2010).
The predominant viewpoint is that new technologies proceed through distinct stages of invention (Arthur, 2007),
commercialization, and diffusion (Rogers, 1983) in which advances in science facilitate design changes that enable
improvements in performance and cost (Rosenberg, 1974, 1982, 1994; Balconi et al., 2012). Advances in science—
new explanations of natural or artificial phenomena—play an important role in this process because they facilitate
the new product and process designs that lead to improvements along cost and performance trajectories (Dosi, 1982)
over the many decades before commercialization occurs (Rosenberg, 1974; Arthur, 2009; Balconi et al., 2012; Funk
and Magee, 2015). Following commercialization and implementation (Geels, 2002, 2004; Ansari and Garud, 2008),
costs continue to fall as diffusion occurs, production is expanded, and R&D is increased, thus leading to improve-
ments in performance and cost along an experience curve (Dutton and Thomas, 1984; Lieberman, 1984;
Balasubramanian and Lieberman, 2010).
This article considers important types of products and services for which an alternative process is more appropri-
ate than is the predominant viewpoint of invention, commercialization, and diffusion. Most new forms of computers,
smart phones and apps, game consoles and content, Internet services and content, wearable computing, and other
electronic products and services, even when they are considered radical innovations that lead to creative destruction,
do not directly involve advances in science in their overall designs, and thus, they are not invented in a scientific
sense. Second, anecdotal evidence (Dedrick et al., 2009; Funk, 2013a) suggests that the cost of most electronic prod-
ucts and services is impacted more by standard components such as microprocessors, memory, and displays than by
assembly costs, and thus, cumulative production and experience curves are not useful for analyzing their cost and
performance. Third, many of these standard components have experienced very rapid rates of improvements of
greater than 30% per year over the past 50 years (Funk and Magee, 2015).
This article proceeds as follows. It first surveys the literature on how new technologies become economically feas-
ible and thus become candidates for commercialization and creative destruction. Second, the methods of finding and
analyzing cost data and characterizing the improvements in performance and cost of products are summarized.
Third, it shows that the costs of most electronic products primarily depend on the cost of standard components such
as microprocessors, memory, and displays. Fourth, it analyzes two recently introduced electronic products, the
iPhone and the iPad, that have led to creative destructions in hardware and app-based services. Fifth, using longitu-
dinal data on the iPhone, iPad, and their components, it works backward to understand the process by which they
and their associated services became economically feasible. Sixth, it uses this analysis to propose an evolutionary pro-
cess by which electronic products and services become economically feasible.
2. Literature review
New technologies must provide certain levels of performance and price before they will become economically feasible
and thus candidates for commercialization. This can be graphically represented with demand and supply curves in
Figure 1. For simplification, this figure focuses on the typical movements of a supply curve over time, as a new tech-
nology becomes cheaper. In particular, the price (and thus the cost) of a new technology must fall below a maximum
threshold of price before users will consider purchasing products based on the new technology (see the arrow in
Figure 1). If performance instead of price is plotted on the y-axis, one can also represent minimum thresholds of per-
formance in Figure 1; the performance of a new technology must exceed this performance before users will consider
purchasing products based on the new technology (Green and Wind, 1973; Lancaster, 1979; Adner, 2002, 2004;
Adner and Zemsky, 2005). Since multiple dimensions of performance are typically relevant for a new technology,
multiple figures can also be used or the multiple dimensions can be combined into a single value proposition (Chandy
and Tellis, 1998), which should be superior to the one for the previous technology. One can also define minimum lev-
els of performance and maximum levels of price for each user represented by the demand curve in Figure 1 where
2 J. Funk
3. each user may have different needs and willingness to pay partly because they are using the technology for different
applications.
But how does a technology reach the point at which performance exceeds the minimum threshold of performance
and at which price falls below the maximum threshold of price for the early users represented by the demand curve in
Figure 1? Answering these questions requires an understanding of technology paradigms (Dosi, 1982), including the
directions and rates of change, the problems being solved, and the way improvements are being achieved (Dosi,
1982: Dosi and Nelson, 2010). More generally speaking, what is the long-term evolutionary process (Nelson and
Winter, 1982; Ziman, 2000; Murmann, 2004) by which this occurs, and how can managers (and policy makers) use
this information to “look forward and reason back” (Yoffie and Cusumano, 2015) to develop good strategies for
new technologies, including the timing of the commercialization.
As noted in the introduction, the predominant viewpoint is that improvements occur as new technologies proceed
through distinct stages of invention (Arthur, 2007), commercialization, and diffusion (Rogers, 1983) in which ad-
vances in science facilitate improvements in the overall design (Rosenberg, 1974; Arthur, 2009; Balconi et al., 2012),
particularly before commercialization. For example, the creation of new materials that better exploited physical phe-
nomena (Funk, 2013b) enabled rapid improvements over many decades in the performance and cost of quantum dot
solar cells and displays; organic transistors, solar cells, and displays; and quantum computers. Also before commer-
cialization, reductions in the scale of transistors and memory cells enabled rapid improvements in superconducting
Josephson junctions and resistive RAM (Funk and Magee, 2015). Consistent with other research (Rosenberg, 1974;
Dosi, 1982; Arthur, 2009; Balconi et al., 2012), advances in science facilitated the use of new materials and the re-
ductions in scale (Funk and Magee, 2015).
The creation and demonstration (i.e., invention) of new concepts is also sometimes facilitated by advances in sci-
ence. This is because a new explanation of physical or artificial phenomenon often forms the basis for a new concept
(Arthur, 2007, 2009), sometimes through combinatorial search and recursion (Fleming, 2001; Fleming and
Sorenson, 2001; Arthur, 2007). Thus, although some old technologies (e.g., the steam engine) were commercialized
before most advances in science occurred, the concepts for more recent technologies were mostly based on advances
in science. In addition to the examples mentioned in the previous paragraph, other examples include radio (Lewis,
QuanƟty
Price
q
Demand
Curve
Supply Curve
Typical movement of
supply curve over Ɵme
Maximum
threshold
of price
Figure 1. Supply and demand curves and maximum threshold of price.
Technology change, economic feasibility, and creative destruction 3
4. 1991), television (Bilby, 1986), semiconductors (Tilton, 1971), lasers, light-emitting diodes (Orton, 2009), and liquid
crystal displays (LCDs, Castellano, 2005).
After a technology is commercialized and implementation problems are solved (Geels, 2002, 2004; Ansari and
Garud, 2008), the predominant viewpoint is that another set of dynamics begins to operate; costs fall as learning is
done in factories (Wright 1936; Argote and Epple 1990) and as R&D spending is increased (Schmookler, 1966;
Sinclair et al., 2000). The former is called the learning curve (Arrow 1962; Thornton and Thompson, 2001), and the
latter is called the experience curve. In the latter, some argue that all of the cost and performance improvements can
be explained in a model linking cumulative production with the improvements (Dutton and Thomas, 1984;
Lieberman, 1984; Balasubramanian and Lieberman, 2010) in which changes in the product design are defined as
novel combinations of components (Basalla, 1995; Iansiti, 1995).
Consider automobiles. Improvements in the acceleration of automobiles, the comfort and safety of the ride, the
aesthetics of the interior and exterior, and the durability of the automobile came from novel combinations of mech-
anical components at the system level over many decades (Abernathy and Clark, 1985). These novel designs largely
involve unique rather than standard components. For example, one comprehensive study of 29 new automobile prod-
ucts found that standard components only represented about 6% of the material costs (Clark and Fujimoto, 1991).
The argument linking cumulative production with improvements in performance and/or cost is also implicit in
Christensen’s (1997) analyses of hard disk drives, computers, and other “disruptive” technologies. Although he plots
performance vs. time (and not cumulative production), his models imply that the introduction and production of a
low-end product leads to increases in R&D spending, the increased R&D spending purportedly leads to rapid im-
provements in the low-end product, and these rapid improvements cause the new product to replace the dominant
product.
The literature on general purpose technologies (David, 1990; Bresnahan and Trajtenberg, 1995; Helpman,
2003; Lipsey et al., 2005; Jovanovic and Rousseau, 2005) suggests an alternative long-term evolutionary process
(Nelson and Winter, 1982; Ziman, 2000; Murmann, 2004) by which new technologies become economically feas-
ible and thus candidates for commercialization and creative destruction. Many of the recently defined GPTs are
electronic components or electronic products/systems. Examples of the former include ICs, and lasers and ex-
amples of the latter include computers and the Internet (David, 1990; Bresnahan and Trajtenberg, 1995;
Helpman, 2003; Lipsey et al., 2005). Building from the concept of a GPT, some papers and books have analyzed
the relationship between computers (Nordhaus, 2007), telecom, the productivity of higher-level systems (Cortada,
2004, 2005), and economic growth (Oliner and Sichel, 2002; Oliner et al., 2007; Jorgenson et al., 2008), where it
is recognized that improvements in standard ICs are the sources of the improvement in computers by computer sci-
entists (Smith, 1988), economists (Bresnahan and Trajtenberg, 1995), and management scholars (Baldwin and
Clark, 2000; Funk, 2013a, Funk, 2013b). The large impact of ICs on the performance and cost of electronic prod-
ucts and services suggests these electronic products have a different type of technology paradigm (Dosi, 1982)
than do other products and services.
One reason these ICs and other electronic components are defined as GPTs is because they have experienced rapid
improvements over many decades. For example, the number of transistors per chip for microprocessors and other
ICs, the number of memory bits per dynamic random access memory (DRAMs) and flash memory, and the number
of pixels per camera chip have doubled every 18–24 months for many years, resulting in relatively constant annual
rates of improvement of 30–40% per year (Funk and Magee, 2015). Often called Moore’s law, these improvements
are linked by a common set of product and process design changes that are facilitated by advances in science. As
described in the semiconductor industry’s annual report (International Technology Roadmap for Semiconductors),
there is a common trajectory for many of these ICs in which reductions in the feature size of transistors, memory
cells, and pixels enable increases in the number of transistors, memory bits, or pixels per chip, respectively (ITRS,
many years); this forms the basis for the technology paradigm of ICs (Funk, 2013a).
In summary, these rapid rates of improvements in ICs and other standard electronic components and the literature
on GPTs suggest that some technologies become economically feasible and candidates for commercialization through
a long-term evolutionary process (Nelson and Winter, 1982; Ziman, 2000; Murmann, 2004) that is very different
from the predominant viewpoint of invention, commercialization, and diffusion. The purpose of this article is to ana-
lyze this long-term process. Can we better understand the levels of performance and cost that are needed in these
components before new types of electronic products and services become economically feasible? What other factors
4 J. Funk
5. might impact on these required levels? How can decision makers use knowledge of these factors and the overall pro-
cess of technology change to better search for new types of electronic products and services and commercialize them?
3. Methodology
The first step was to find detailed cost data on electronic products. Such data were found from iSuppli and
TechInsights on 89 products that can be classified as smart phones, tablet computers, eBook readers, game consoles,
MP3 players, large-screen televisions, Internet TVs, and Google Glasses, for the years 2007–2014. Although cost
data for other electronic products such as digital cameras, drones, scanners, 3D printers, and smart watches were
also investigated, data in sufficient detail were not found. For the data that were found, iSuppli and TechInsights
publish cost data, some for clients and some for the public, and the public data include cost data in various levels of
tabular detail. Some tables provide final assembly costs in addition to the cost of materials, some tables provide more
details on materials than do other tables, and one table provided data on licensing costs (5% of the first iPhone,
which can be higher and impact on competition). Most of the tables often provide information on the name of the
component and the identity of the suppliers in addition to the cost data and component details. All of the tables also
include one or multiple “others” categories in which inexpensive components are lumped together. It is assumed that
each line item (component and final assembly) also includes the cost of logistics, production tooling, and inventory.
It is also assumed that the costs are similar across customers of these standard components, although large customers
will obtain standard components both sooner and for less cost than will other customers.
Second, once the data were collected and placed in an excel spreadsheet, components were defined as standard or
non-standard components. Although some scholars might define standard components as ones with standard inter-
faces, this article is more concerned with cost dynamics than with modular design/vertical disintegration, and thus,
standard components are defined as components that are used by multiple suppliers of an end product and/or by mul-
tiple end products from a single supplier. It should be noted that vertical disintegration (Baldwin and Clark, 2000) is
considered a separate (and important) research topic from the one being addressed in this article.
To better explain the definition of standard components used in this article, Table 1 shows the typical data that
are available for electronic products, in this case Apple’s iPhone 5s. It shows the costs for 11 categories of materials
and for assembly and total cost. It also shows the specifications for nine different components, all of which are de-
signed (except for the A7 processor) and manufactured by firms other than Apple. All of these components are used
in other phones or in the cases of the A7 processor and touch screen, and are used in other Apple products such as
iPods and tablet computers. Since the touch screen was unique to the iPhone until the iPad was released in April
2010, the touch screen and its associated circuity (e.g., touch screen controller) are defined as non-standard compo-
nents in the first-generation iPhone and the iPhone 3 but are defined as standard components in the iPhone 5s (see
Table 1) and subsequent iPhones. It is important to recognize that the use of touch screen technologies in the iPhone
and other smart phones (very similar technologies are used) has made touch screen technology a standard component
that is available in a wide variety of electronic products.
Thus, except for the mechanical, electromechanical, and box contents, all of the components in Table 1 can be
defined as standard components and thus provide a lower estimate for the cost of standard components in the Apple
iPhone 5s. It is a lower estimate because some of the mechanical and electromechanical components might also be
standard components. For example, in the more detailed cost breakdowns that are available for some of the other
products, cost data are available for passive electronic components such as filters that are used by many phone sup-
pliers. However, these passive components are placed in the “electro-mechanical” or “other” category for many of
the products by iSuppli and TechInsights, and thus, it is difficult to distinguish between standard passive components
and other components that are unique to the product. This causes this article’s analysis to underestimate the contri-
bution of standard components to costs.
The third step in this article’s analysis was to place the standard components into multiple categories. The infor-
mation from iSuppli and TechInsight provided various levels of detail on the components, their category, and their
specifications. These categories were used to identify a set of component categories that are common to most or all of
the nine product types for which data were collected. For example, returning to Table 1 and beginning with NAND
flash and DRAM, they are defined as one category of memory. This process was repeated for each of the items in
Table 1 and the other 88 products. This process also relied on the author’s knowledge of electronic components and
Technology change, economic feasibility, and creative destruction 5
6. products both as an engineer early in his career and as a researcher and consultant on these products over the past
20 years.
Fourth, detailed information was collected on the evolution over time in the iPhone and iPad, both of which have
led to creative destruction in both hardware and app-based services. Both are radical innovations, since they involve
large changes in both the concepts and architectures. The concept of smart phones involves browsing and apps, while
previous phones involved voice and texting (Yoffie and Kim, 2010; West and Mace, 2010). The concept of tablet
computers involves touch screen browsing, while previous computers involve mouse-based browsing.
Data were collected on the performance measures and how improvements in these measures are characterized.
Which measures of performance are measured and improved? What types of design changes enabled these improve-
ments and how are they different from the design changes that enabled improvements in other products such as auto-
mobiles (Abernathy and Clark, 1985)? Apple’s home pages and other sites were investigated, and it was found that
Wikipedia’s pages on the iPhone and iPad (probably managed by Apple or by an Apple supporter) are consistent
with Apple’s home pages and provide a good summary of how these products were improved.
Fifth, the information on the evolution of the iPhone and iPad was used to better understand how they first
emerged by working backward in time. As we go back in time, the performance of the end products and components
becomes lower, while the prices typically become higher. Building from others (Green and Wind, 1973; Lancaster,
1979; Funk, 2009, 2013a), what was the cost/price and performance in both the end product and the components
that were needed before these end products become economically feasible? Since an ecosystem of apps is considered
an important part of the iPhone’s success, business model, and strategy (Yoffie and Kim, 2010), what was the cost/
price and performance that was needed in the components before Apple’s app-based strategy became economically
feasible? This also enables us to better understand how and when specific apps, i.e., new electronic services, became
economically feasible, many of which have valuations greater than $1 billion and as high as $50 billion (e.g., Uber)
and thus may lead to creative destruction (WSJ, 2015). The next section presents the results beginning with the “first
step” discussed above, which is to understand the cost breakdown of electronic products.
4. Results
Table 2 summarizes the average percentage cost representation of final assembly and of standard components for
nine products. These data demonstrate that final assembly represents a small percentage of costs and that standard
components represent a much larger percentage of costs than does final assembly. Final assembly represents less than
Table 1. Example of cost data published for Apple iPhone 5s
Cost element Details Cost of phone for different amounts of flash memory
16 GB 32 GB 64 GB
NAND flash $9.40 $18.80 $29.00
DRAM 1 GB LPDDR3 $11.00
Display and touch screen 4" retina display w/touch $41.00
Processor 64-bit A7 processorþM7 co-processor $19.00
Camera 3MP (1.5 micron)þ1.2MP $13.00
Wireless section-BB/RF/PA Quallcom MDM9615 þ WTR1605L þ Front End $32.00
User interface and sensors Includes fingerprint sensor assembly $15.00
WLAN/Bluetooth/FM/GPS Murata dual-band wireless-N module $4.20
Power management DialogþQualcomm $7.50
Battery 3.8V1560 mAh $3.60
Mechanical/electromechanical $28.00
Box contents $7.00
Total materials $190.70 $200.10 $210.30
Final assembly $8.00
Total costs $198.70 $208.10 $218.30
Source: (IHS, 2013).
6 J. Funk
7. 6% of total costs for all of the nine product types, and it is less than 3% for laptop computers, game consoles, televi-
sions, and Google Glasses. Standard components represent more than 55% of total cost and more than 60% of ma-
terial costs for all nine product types. They represent more than 80% of total costs and total material costs for smart
phones, tablet computers, eBook readers, and televisions.
Some readers might argue that assembly operations once constituted a large percentage of total costs, but that
learning in these assembly operations has reduced assembly’s contribution for total costs to their current low values.
Although this might be true for products first introduced decades ago such as laptop computers, game consoles, and
small-screen televisions, it is not true for the newer products in Table 2. Apple’s first iPhone is usually defined as the
first successful Internet-compatible smart phone outside of Japan and Korea, and it was introduced in 2007. Tablet
computers and eBook readers were first introduced in about 2008, large-screen televisions were introduced a few
years earlier, and Internet TVs and Google Glass were introduced much more recently. The recent introduction of
these product types and the fact that the data in Table 2 cover 2007–2014 suggest that assembly costs have always
represented a small percentage of total costs, and that standard components have always represented a large percent-
age of total costs.
Table 3 probes deeper. It summarizes the average cost contribution of specific standard component categories for
the nine types of products. All of these categories are mentioned by iSuppli and TechInsights in their cost break-
downs, and this table merely combines some categories into larger categories. An entry of “None” means that the
component is not used in the product, and an entry of “Not Available” means that the component is used in the prod-
uct, but that the data are not available.
Table 2. Cost breakdown for electronic products for assembly and standard components
Type of product Final assembly Standard componentsa
Number of
data points
Average
cost (%)
Standard
deviationc
Number of
data points
Average
costb
(%)
Standard
deviationc
Smart phones 28 4.2 0.011 26, 28 76, 79 0.10, 0.10
Tablet computers 33 3.1 0.010 33, 33 81, 84 0.033, 0.032
eBook readers 6 4.0 0.0064 6, 9 88, 88 0.037, 0.031
Laptop computers 3 2.7 0.0070 Not available
Game consoles 2 2.6 0.0039 2, 2 78, 80 0.19, 0.19
MP3 players 2 3.4 0.0052 2, 9 74, 76 0.0087, 0.081
Large screen televisions 2 2.4 0.0057 2, 2 82, 84 0.041, 0.038
Internet TVs 2 5.7 0.0052 2, 2 57, 61 0.067, 0.075
Google glass 1 2.7 Not applicable 1, 1 62, 64 Not applicable
a
Standard components exclude mechanical components, printed circuit boards, and passive components.
b
Average costs as a percent of total and material costs, and figures are separated by commas.
c
Standard deviations are in decimal form while averages are in percentages.
Table 3. Percentage of standard components for products shown in Table 1
Type of product Number of
data points
Memory
(%)
Microprocessor
(%)
Display
(%)
Camera
(%)
Connectivity and
sensors (%)
Battery
(%)
Power
management (%)
Smart phones 23 15 22 22 8.2 7.9 2.3 3.8
Tablet computers 33 17 6.6 38 2.9 6.3 7.3 2.5
eBook readers 9 10 8.1 42 0.30 8.3 8.3 Not available
Game consoles 2 38 39 None None Not available None 5.8
MP3 players 9 53 9 6 None Not available 4 3.5
Televisions 2 7 4.0 76 None Not available None 3.0
Internet TVs 2 16 31 None None 10.5 None 3.5
Google Glass 1 17 18 3.8 7.2 14 1.5 4.5
Technology change, economic feasibility, and creative destruction 7
8. Looking at Table 3 in more detail, we begin with memory and move to the right. SRAM (static random-access
memory), DRAM, and flash memory are used in most or all of the nine types of products to store audio, graphics,
video, and other data, while hard disks are used in just a few products. Microprocessors are used in all of the prod-
ucts to process audio and video signals. Processors and memory represent the largest percentages of costs in game
consoles (77%) followed by Internet TVs (47%) and smart phones (37%). For smart phones, two different proces-
sors, one for internal processing of music, video, and other applications; and one for interacting with the cellular net-
work, have been used for many years, but they have been integrated into a single chip in some cases (ISSCC, 2013).
The bills of materials from iSuppli and TechInsight suggest that more than 90% of smart phones use one of six stand-
ard processors from five suppliers (Travlos, 2012; Peddie, 2014; Kondajjala, 2012), most of which are based on
ARM cores.
Displays are used in all of the products except game consoles and Internet TV, and displays represent the largest
percentage of costs in large-screen televisions (76%) followed by tablet computers (38%) and eBook readers (42%).
Power management modules are in all of the products, and batteries are in all of the products except game consoles
and televisions, but they represent a small percentage of final costs in all the products. Cameras are in about half the
products as are connectivity and sensors. The category of “connectivity and sensors” includes a large variety of stand-
ard components that do WiFi, FM radio, GPS, and Bluetooth; these functions have been integrated into a single chip
by many suppliers. Sensors include accelerometers, gyroscopes and compasses, among others.
The data in Table 3 suggest that a small number of standard components constitute most of the final cost and
thus probably determine the performance of the final products. Economists would probably call many of the compo-
nents in Table 3, particularly memory, microprocessors, and displays, general purpose technologies. To investigate
the effect of standard components on how and when new forms of electronic products and services become econom-
ically feasible, the evolution of the iPhone and iPad, including smart phone apps are investigated in more detail.
4.1 Smart phones
Table 4 summarizes the evolution of the iPhone. The first iPhone was introduced in 2007, and it is a radical innov-
ation, since it involved large changes in both the concept and architecture, as noted above. The concept of smart
phones involves browsing and apps, while previous phones involved voice and texting (Yoffie and Kim, 2010). The
Table 4. Evolution of iPhone in terms of measures of performance
Measure iPhone iPhone 3G iPhone 4 iPhone 5 iPhone 6
Operating system 1.0 2.0 4.0 6.0 8.0
Flash memory 4, 8, or 16 GB 8 or 16 GB 8, 16, or 64 GB 16, 32 or 64 GB 16, 64, or 128 GB
DRAM 128 MB 128 MB 512 MB 1 GB 1 GB
Application
processor
620 MHz
Samsung
32-bit RISC
ARM
1 GHz dual-core ARM
Cortex-A9
Apple A5
1.3 GHz dual-core
ARMv7s Apple A6
1.4 GHz dual-core
ARM v8-A 65-bit
Apple A8, M8 motion
co-processor
Graphics
processor
PowerVR MBX
Lite 38
(103 MHz)
PowerVR SGX535
(200 MHz)
PowerVR SGX543MP3
(tri-core, 266 MHz)
PowerVR GX6450
(quad-core)
Cellular
processor
GSM/GPRS/
EDGE
Previous plus
UMTS/HSDPA
3.6 Mbps
Previous plus HSUPA
5.76 Mbps
Previous plus LTE,
HSPAþ, DC-HSDPA,
14.4 Mbps
Previous plus
LTE-Advanced,
14.4 Mbps
Display resolution 163 ppi 326 ppi 401 ppi
Camera resolution 2 MP 5 MP 8 MP 8 MP
Video speed 30 fps at 480p 30 fps at 1080p 60 fps at 1080p
WiFi 802.11 b/g 802.11 b/g/n 802.11 a/b/g/n 802.11 a/b/g/n/ac
Other Bluetooth 2.0 GPS, compass,
Bluetooth 2.1, and
gyroscope
GPS, compass, Blue-tooth
4.0, gyroscope and
voice recognition
Previous plus finger-print
scanner and near-field
communication
Note: ppi: pixels per inch; mbps: mega bits per second; 480p: progressive scan of 480 vertical lines; MP: mega pixels.
8 J. Funk
9. architecture for the iPhone was also new and can be defined as a loosely coupled architecture (Yoo et al., 2010).
Many of the subsequent iPhones can also be defined as architectural innovations (Henderson and Clark, 1990), albeit
smaller ones than the first iPhone, because functions were combined into fewer chips, electronic and mechanical parts
were moved around to meet form factor goals, and software was reorganized to enhance usability and performance.
Table 4 organizes the evolution of the iPhone by component type, since this is the way Apple and others charac-
terize the improvements. New versions of the iPhone have more memory, faster and better processors, higher-reso-
lution displays and cameras, faster and higher resolution video cameras, faster WiFi, and Bluetooth, and new
features such as compasses, gyroscopes, voice recognition, fingerprint scanners, and near field communication. More
memory increases the number of songs, pictures, videos, games, and apps that can be stored in a phone. Faster appli-
cation and graphics processors enable increased sophistication of applications and of video and game processing, and
these faster processors are needed to handle higher-resolution displays and cameras, more sophisticated games and
apps, and higher audio and video resolutions (ISSCC, 2013). Newer and faster cellular processors enable compatibil-
ity with newer cellular standards such as 3G and 4G that have faster data speeds (Gonzalez, 2010). The faster and
newer WiFi and Bluetooth chips also enable faster data speeds through compatibility with newer standards (WiFi,
2015) for these technologies. New forms of standard components such as compasses, gyroscopes, voice recognition,
fingerprint scanners, and near-field communication also provide new features. The one component in Table 4 that
does not show significant improvements is the touch display, which is an additional layer on a LCD.
The importance of these components can also be seen in their impact on the performance of the iPhone. Although
such an analysis can be done for many of the components shown in Table 4 and the trade-offs that are made among
them, flash memory is analyzed, since storing music, videos, games, and particularly apps are important to many
users. The first iPhone contained either 4 or 8 GB of flash memory, so we can hypothesize that 4 GB was the min-
imum amount of flash memory needed before the iPhone was economically feasible for users. According to various
sources (MacWorld, 2015; Wiki, 2015), 4 GB of memory can store about 760 songs, 4000 pictures (4 megapixel
JPEG), 4 h of video, or 100 apps/games, or some combination of these songs, photos, video, and apps/games. Equal
usage of them would mean a user could store 190 songs, 1000 pictures, 1 h of video, and 25 apps/games in an iPhone
with 4 GB of flash memory.
An ecosystem of app suppliers is often emphasized in discussions of the iPhone’s success (Yoffie and Kim, 2010),
so flash memory’s impact on them is analyzed in further detail. In total, 1.4 billion apps had been downloaded by the
26 million people who had purchased an iPhone by July 2009 (Moonshadow, 2015). This means that the average
user had downloaded 58 apps, thus representing a significant fraction (58%) of the 4 GB iPhone’s memory capacity.
Clearly flash memory capacity had a large impact on when Apple’s app strategy became economically feasible and
could be introduced.
A sensitivity analysis for the impact of flash memory on iPhone costs also illuminates the importance of flash
memory. The cost of the iPhone 5 varied from $207 to $238 depending on whether the flash memory capacity was
16, 32, or 64 GB. For the earlier phones, the differences were even larger. For the iPhone 4s, the costs were between
$196 and $254 for the same range in flash memory. For the iPhone 3GS, 16 GB of flash memory are $24, thus sug-
gesting that the costs for the same change in flash memory capacity were between $179 and $251. In percentage
terms, the same changes in flash memory capacity led to an increase of 40% in the iPhone 3GS and an increase of
only 15% in the iPhone 5. Clearly, improvements in flash memory have had a large impact on iPhone costs and have
enabled users to obtain phones with larger amounts of memory. Similar analyses can be done for many of the other
components shown in Table 4.
Improvements in flash memory, application processors, and in other components also impacted on the quality
and variety of apps, a type of electronic service, some of which have destroyed an existing economic system and cre-
ated a new one. As improvements occurred in flash memory and microprocessors, thus enabling increases in the flash
memory capacity and processing speeds of phones, app developers were able to create more sophisticated apps for
new and interesting applications. Ride sharing (e.g., Uber), hotel (e.g., Airbnb), mobile shopping (e.g., Flipkart), and
picture sharing (e.g., Snapchat) apps began to proliferate as the improvements in iPhones occurred. All of the start-
ups in parentheses are now valued at more than $15 billion, and more than other 30 start-ups that offer these apps
were valued at more than $1 billion each as of October 2015 (WSJ, 2015). Although the costs of these apps may not
be primarily driven by standard components as with electronic products, the performance of them was driven by im-
provements in phones and the mobile telecommunication systems, and improvements in both of them were driven by
improvements in microprocessors, flash memory, and other electronic components (Gonzalez, 2010).
Technology change, economic feasibility, and creative destruction 9
10. One component in the iPhone that is not a standard component is the operating system, whose development costs
can be in the billions of dollars and thus must be amortized over many unit sales of the same or related products.
Apple uses its own operating system—iOS—in smart phones, tablet computers, and other products, while Android,
which is free from Google, is used by suppliers of other smart phones, tablet computers, and products. The first ver-
sions of these operating systems included the functionality necessary for the first smart phones to have touch-based
browsing, which changed the concept of a phone from voice and texting to touch-based browsing and required a
new architecture, one that can be called a loosely coupled architecture (Yoo et al., 2010). Touch-based browsing
required different linkages between the operating system, touch display, apps, and other components than had
existed in previous phones (McNish and Silcoff, 2015) and thus involved a completely new architecture. The iOS and
the new architecture phone architectural were essential to the success of the iPhone because they effectively organized
the service stack and the user experience around applications, content, and networking (Eaton et al., 2011).
Subsequent iPhones can also be considered architectural innovations, albeit smaller ones than the first iPhone, be-
cause there has been continued changes in the linkages between components: functions have been combined into
fewer chips, electronic and mechanical parts have been moved around to meet form factor goals, and software,
including the operating system and its interface with apps, has been reorganized to enhance usability.
However, the basic argument of this article still holds for Apple’s operating system. Improvements in standard
components such as microprocessors and memory enabled this new form of operating system to become economic-
ally feasible. As with all computers, larger and more sophisticated operating systems require microprocessors that are
faster (Macccaba, 2014), and for mobile devices, the microprocessors must also have low power consumption
(McNish and Silcoff, 2015). These improvements in performance (and price) came about gradually over time and
even the second- and third-generation iPhones have much faster browsing and lower power consumption than did
the first one. Interestingly, one reason Blackberry was slow to introduce smart phones was because Blackberry execu-
tives did not think consumers would use phones with browsers as slow and power consuming as the ones in the first
iPhones (McNish and Silcoff, 2015); a problem that was gradually solved as improvements in microprocessors
occurred and portable battery packs became widely available.
4.2 Tablet computers
Table 5 summarizes the evolution of the iPad. As with the first iPhone, the first iPad is a radical innovation, since it
involved changes in both the concept and architecture, as noted above. The concept of tablet computers involves
touch screen browsing, while previous computers involve mouse-based browsing. The first iPad also involved a new
architecture, one that can be defined as a loosely coupled architecture (Yoo et al., 2010). Subsequent versions can
also be considered architectural innovations (Henderson and Clark, 1990), since like smart phones, functions were
combined into fewer chips, electronic and mechanical parts were moved around to meet form factor goals, and soft-
ware was reorganized to enhance usability and performance.
As with the iPhone in Tables 4 and 5 organizes the evolution of the iPad by component type because this is the
way Apple and others characterize the improvements. Also similar to the iPhone, new versions of the iPad have faster
and better components. In fact, the components shown in Tables 4 and 5 are almost the same; the main differences
are in the cellular processors and in the new components that provide new features. Although improved versions of
cellular processors are available in both the iPhones and iPads, cellular processors are a standard feature in the
iPhone and an option in the iPad. For the new features, the iPad includes an accelerometer, light sensor, magnetom-
eter, gyroscope, and barometer, all made possible through new components.
The importance of these components can also be seen in their impact on product capability and cost. Although
such an analysis can be done for many of the components shown in Table 5, displays, flash memory, and cellular pro-
cessors are analyzed because these components probably had the largest impact on when the iPad initially became
economically feasible. The display includes the LCD and touch screen. Although time series data on touch screens
are not available, data for LCDs suggest that their costs fell 12% per year on a per area basis between 2001 and
2011 (prices fell by 30%), and thus, the cost of displays for the iPad was probably also dropping, eventually reaching
a point at which the iPad was considered economically feasible to users.
The impact of improvements in flash memory and cellular processors for the iPad is also easy to understand. The
cost of the iPad Air, released in late 2013, varies from $274 to $331 depending on whether the flash memory capacity
is 16, 32, or 64 GB, and whether a cellular processor for access to the cellular network is available. For the earlier
10 J. Funk
12. iPads, the differences are even larger. For the iPad3, the costs range from $316 to $409 for the same range in flash
memory and the addition of a cellular processor. For the first iPad, the costs range from $229 to $346 for the same
changes in flash memory and cellular processor. Thus, the first iPad has a cost increase of more than 50%, the iPad3
has a cost increase of 30%, and the iPad Air has a cost increase of 21% for the same increases in flash memory cap-
acity and the addition of a cellular processor. Therefore, two standard components in the iPad, the flash memory and
cellular processor, increased the cost of the first iPad by 50%, and this extra cost fell to 21% in the iPad Air, as the
cost of these standard components fell.
As with the iPhone, one component in the iPad that is not a standard component is the iPad’s operating system.
The operating system for the iPad was borrowed from the iPhone, and it included the functionality necessary for the
first iPad to have touch-based browsing; this functionality changed the concept of a computer from mouse-based to
touch-based browsing. It also changed the architecture of a computer, and these architectural changes have continued
with subsequent iPads. However, as with the iPhone, the basic argument of this article still holds for the iPad.
Improvements in standard components such as microprocessors and memory enabled this new form of operating sys-
tem to become economically feasible, since a sufficiently large and sophisticated operating system required micropro-
cessors that had sufficiently fast speeds and low power consumption.
Nevertheless, Apple’s iOS has had a strong impact on Apple’s success in the iPad, iPhone and other products, and
it will probably have a similar impact on Apple’s success in future products and the economic feasibility of them. The
architecture of software (and its overall performance) is a key factor in the success of most electronic products, and
as the Internet of things spreads to mechanical products, software will become a key factor in competition among
them and their economic feasibility. Mechanical engineering firms such as GE are becoming software firms, and soft-
ware will impact on competition along with the economic feasibility for new forms of mechanical products such as
the Internet of things and driverless vehicles.
5. Interpretation of results
The previous section showed that the costs of standard components are much higher than that of assembly costs for a
large variety of electronic products. These standard components are mostly provided by independent component sup-
pliers and are used in many different types of electronic products. Although some high-cost components were de-
signed and/or manufactured by a supplier of an electronic product such as Samsung or Apple, in these cases, the same
components were used in other end products from the same supplier and/or the same types of products from a differ-
ent supplier.
The previous section also showed that the evolution of the iPhone’s and iPad’s performance is characterized by
improvements in standard components. This suggests that not only do standard components represent a large per-
centage of total costs, they also greatly contribute to product performance. Engineers used improvements in compo-
nents to improve component-based performance measures for the iPhone and iPad and make changes to their overall
design. For the products investigated in this article, they used improvements in memory to increase the number of
videos, pictures, songs, games, and apps that can be stored in the products. They used improvements in microproces-
sors to create and improve a sophisticated operating system and to make the device compatible with more sophisti-
cated games, and apps; and with new cellular, WiFi, Bluetooth, and other communication standards. They used
improvements in displays to provide better resolution and clarity, and they used new forms of components such as
GPS, accelerometers, and compasses to provide new features. This is quite different from the system-based design
changes that were described in the literature review for automobiles (Abernathy and Clark, 1985).
What does this tell us about how radical innovations such as the first iPhones and iPads became economically
feasible? While most of us will read Tables 4 and 5 from left to right, reading from right to left can help us under-
stand how the first smart phones and tablet computers became economically feasible. A product’s performance must
exceed a minimum threshold of performance, and its price must fall below a maximum threshold of price before the
product will diffuse (Green and Wind, 1973; Lancaster, 1979; Adner, 2002, 2004; Adner and Zemsky, 2005). These
thresholds can be inferred from Tables 4 and 5 by reading from right to left and by considering the probably lower
performance and higher cost of these products before they were released. Furthermore, since components have the
largest impact on performance and cost for smart phones and tablet computers, these thresholds can also be defined
for specific components within smart phones and tablet computers.
12 J. Funk
13. Consider smart phones for which many argue that touch screens, apps, and a 3G cellular connection were neces-
sary before they became popular with users. Specific components are important for each of these functions. A suffi-
ciently sensitive and inexpensive display was needed so that browsing could be done through touch. Second,
inexpensive memory was needed before an adequate number of songs, pictures, videos, apps, and games could be
saved on a smart phone, and Apple’s ecosystem of app suppliers became a feasible strategy; Section 4.1 highlighted
the importance of growing memory capacity and falling costs per memory bit. Third, inexpensive and fast processors
were needed before 3G cellular capability could be placed in the phone; the 3G connection was needed to have ad-
equate data speeds. For each of these components, one can calculate minimum and maximum thresholds of perform-
ance and price, respectively, for them that were needed before the iPhone became economically feasible. Except for
the touch screen, rates of improvement trajectories for these components can also help estimate these thresholds.
Furthermore, since the touch screen grew out of improvements in LCDs and thin-film processing, its development
could also be analyzed if more data are collected.
A similar type of logic can be applied to tablet computers. The larger size of the display for them suggests that the
cost of the liquid crystal and touch screen display was probably more important for tablet computers than for smart
phones, and this should be reflected in maximum and minimum thresholds of price and performance for displays in
tablet computers Second, inexpensive WiFi chips (and perhaps a certain density of WiFi locations) were needed be-
fore tablet computers were purchased. Maximum and minimum thresholds of price and performance, respectively,
can be defined for the WiFi chips, which are basically a type of microprocessor. For each of these components, one
can calculate minimum and maximum thresholds of performance and price, respectively, for them that were needed
before the iPhone became economically feasible, and except for the touch screen, rates of improvement trajectories
for these components could help estimate these thresholds.
For both tablet computers and smart phones, the existence of standards also helped them become economically
feasible.1
Although the literature on them usually emphasizes compatibility and network size (Shapiro and Varian,
1999), their existence also reduced the minimum level of performance and raised the maximum level of price that
were needed in components for the iPhone and iPad because standards reduced the technical difficulties of the prob-
lems that needed to be solved. For example, the existence of 3G network standards and WiFi standards reduced the
number of network interfaces for which the relevant ICs and software needed to handle. The existence of standards
for maps, video, music, and external memory also reduced the technical challenges for designers. Without these
standards, more complex software and higher-performance components would have been needed before the iPhone
and iPad became economically feasible.
6. Discussion
What is the long-term evolutionary process (Nelson and Winter, 1982; Ziman, 2000; Murmann, 2004) by which
new technologies, including ones that can be defined as radical innovations, become economically feasible and thus
candidates for commercialization? This article found a process for electronic products and services that is very differ-
ent from the traditional emphasis on distinct stages of invention, commercialization, and diffusion. In spite of their
large impact on the world, i.e., creative destruction, the iPhone (and app-based services), iPad, and other new elec-
tronic products were not invented in a scientific sense, so the first stage of this process does not exist. Although some
might argue that the commercialization of the iPhone or iPad represents a form of invention, arguing for simultan-
eous invention and commercialization does not illuminate the long-term evolutionary process by which they became
economically feasible.
Second, the costs of the iPhone and iPad were not driven by assembly or other “system” costs. Instead, the costs
of the iPhone, iPad, and other electronic products are primarily driven by the cost of standard components, which
are used in a wide variety of electronic products and by multiple firms. This suggests that learning and experience
curves do not explain the cost reductions for electronic products such as the iPhone and iPad; the observation about
learning curves is consistent with (Thompson, 2012).
The apparent importance of standard components enables one to work backward to understand the performance
and price that were needed in these components before the radical innovations of the first iPhones and iPads,
1 I am indebted to an anonymous reviewer for this insight.
Technology change, economic feasibility, and creative destruction 13
14. including their app-based eco-systems (Yoffie and Kim, 2010), would begin to sell. This analysis and in particular the
analysis of flash memory and apps suggests that the economics of the first iPhones and iPads were highly dependent
on the price and performance of flash memory, microprocessors, displays, and other electronic components. As the
components were improved, the concept of an iPhone and iPad became economically feasible, they were introduced
by Apple, and both diffusion and further improvements occurred. Along with the introduction and diffusion of the
iPhone and iPad, a similar set of dynamics enabled better apps to emerge and diffuse.
This has important implications for firms must “look forward and reason back,” to develop good strategies
(Yoffie and Cusumano, 2015). Managers and policy makers must think about the types of products and services that
are likely to emerge as improvements in standard components continue. Then they must think about which ones are
the best opportunities for them and what types of strategies are made possible by the improvements in standard com-
ponents (e.g., app-based strategy). Only after doing these two things does the traditional literature on technology im-
plementation become useful (Geels, 2002, 2004; Ansari and Garud, 2008).
6.1 Theoretical contributions
How does this article’s results advance our understanding for evolutionary theories of technology change? Three key
issues in theories of evolutionary change are combinatorial learning, recursion (Fleming, 2001; Fleming and
Sorenson, 2001; Arthur, 2007, 2009), and variety creation (Nelson and Winter, 1982; Ziman, 2000; Murmann,
2004), all of which can be subsumed under the general term, “technology paradigm” (Dosi, 1982; Dosi and Nelson,
2010). For the first three, while recombinant search among components may be a critical aspect of recursion and var-
iety creation for many products (Basalla, 1988; Fleming, 2001; Fleming and Sorenson, 2001; Arthur, 2007), it is
probably of less importance when standard components contribute most of the performance and cost, and these com-
ponents are experiencing rapid improvements.
When standard components are important, the combinatorial learning, recursion, and variety creation revolve
around them, as engineers conceive of new products that might be made possible by rapid improvements in standard
components. Even when the new products are radical or architectural innovations, engineers consider the levels of
performance and cost in the components that are needed before the performance, and price of possible end products
will exceed minimum thresholds of performance and fall below maximum thresholds of price. As rapid improve-
ments in electronic components continue, the variety of products and services to consider continues to grow.
This article also has implications for recursion and variety creation once an engineer or a firm has decided to focus
on a specific type of product. Once a type of product has been chosen, engineers must think about the value propos-
ition and the customers (Chandy and Tellis, 1998). They must think about the value proposition that a product can
provide with existing components, whether this value proposition is sufficient for customers, for which customers
might this value proposition be sufficient, and the impact of improved components on the value proposition and
architectural design for the product (Ulrich, 1995; Yoo et al., 2010). These questions are considered recursively as a
product proceeds from conceptual to detailed design, and they will continue to be relevant even after a product is
commercialized.
This discussion suggests that electronic products and services have a different type of technology paradigm (Dosi,
1982; Dosi and Nelson, 2010) from science-based products. While science strongly impacts on how problems are
solved and improvements are achieved for some products and services, improvements in electronic components have
a strong impact on many aspects of electronic products and services. This include their direction and rates of change,
the types of problems that are solved, the way in which improvements are achieved, and thus the direction of the en-
tire electronics sector.
Second, electronic products involve multiple standard interfaces often at different layers in an overall architecture
(Baldwin and Clark, 2001), and many of these standards come from a wide ecosystem of firms. Each layer in the
architecture (Yoo et al., 2010) involves both competition between firms and between standards, where each compet-
ing standard is often supported by an ecosystem of firms (Adomavicius et al., 2008). This existence of standards and
thus the competition among them impacts on the levels of performance and price that are needed in standard compo-
nents before a new product or service becomes economically feasible. Furthermore, the competition in the ecosystem
and the entry of new firms impact on how these standard components are assembled into higher-level standard mod-
ules and on the development of complementary technologies such as algorithms and design tools.
14 J. Funk
15. 6.2 Generalizability
How broadly is this article’s analysis applicable? It is likely that this analysis is applicable to radical innovations for a
wide variety of electronic products including the nine products analyzed in this article. It can also probably help en-
gineers analyze new forms of drones, scanners, 3D printers, smart watches, driverless vehicles, wearable computing,
and applications for the Internet of things. While mechanical products mostly have mechanical components, adding
an Internet connection primarily involves electronic components. This will become economically feasible when the
cost of the components is lower than the value added (performance) of the components where the value added will
probably depend on the product types.
This article’s analysis can also help find low-end disruptive innovations (Christensen, 1997). Christensen’s theory
implies that all the improvements in new forms of electronic products are driven by the demand for these new prod-
ucts and that the introduction of the first successful product is a key event that stimulates RD in the new product.
He has made this argument for many types of computers, of electronic products including the Walkman (Christensen
et al., 2001), and of hard disk drives (Christensen, 1997). However, the high contribution of microprocessors, semi-
conductor memory, hard disk memory, and monitors to the cost of computers and other electronic products suggests
that the improvements in new forms of electronic products have been primarily driven by improvements in compo-
nents, and thus, the impact of demand on the improvements in the new product has been much less important than is
emphasized by Christensen. Thus, to find potential disruptive innovations, this article’s results suggest one should
look for component technologies that are experiencing rapid improvements and that enable the emergence of low-
end products.
This article’s results are also applicable to Internet content, services, and software (Lyytinen and Rose, 2003)
including the Internet’s telecommunication system, servers, routers, and computers (Funk, 2013a). For example, for
e-commerce sites, the cost for users primarily depends on the cost of the Internet services, and the performance of the
content (e.g., pictures and videos) depends on the bandwidth, cost, and latency of the Internet. Improvements in the
Internet have enabled music and video services, the greater usage of pictures, videos, and flash content on Web sites,
and new forms of advertising to emerge (Downes and Nunes, 2014; WebSite, 2015). Similar arguments can be made
for new forms of cloud computing, big data, and software, and the importance of architectures and standards for
them. Thus, engineers can use this article’s description to look for new types of Internet content, services, and soft-
ware, and future research should explore this issue further.
7. Conclusions
This article describes an evolutionary process by which new forms of electronic products and services become eco-
nomically feasible that is very different than the predominant viewpoint of invention, commercialization, and diffu-
sion. The new forms of electronic products and services are not invented in a scientific sense, and the cost and
performance of them are primarily driven by improvements in standard components. Thus, these new products and
services initially become economically feasible, as the cost and performance of standard electronic components reach
the levels necessary for the new products and services to become economically feasible. This suggests that the com-
position of new technologies, the impact of components on a technology’s cost, performance and design, and the
rates of improvement in the components are important things to consider when managers, policy makers, and engin-
eers consider the choice and timing of commercializing new electronic products and services.
Acknowledgements
The author would like to thank the editor and an anonymous reviewer for comments. Any mistakes are his responsibility.
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