Service innovation The Information and Service Economy October 29 2007 Bob Glushko and Anno Saxenian Classic linear model of innovation Powerful, simple conceptualization; useful but not the whole story Science base=> basic research=> applied research=> invention=> prototype=> development=> commercialization=> diffusion=> technical progress=> econ growth Example of new drug Basic research: microbiology Applied research: screening compounds, testing on animals Invention: lab success Development: clinical trials Commercialization: package, market Diffusion: spreads to doctors and patient populations Linear model of innovation Science base=> basic research=> applied research=> invention=> prototype=> development=> commercialization=> diffusion=> technical progress=> econ growth Which segments are “innovation”? What purposes served by this model? How exogenous is science? Limits of linear model Feedback loops & backward linkages Applied research/innovation=> science Commercialization=> new innovation Invention/innovation=> science base via improvements in instrumentation “Learning by doing” in manufacturing Chemicals, airframes, semiconductors “Learning by using” user feedback Software, skateboards Uncertainty and chance Many examples in history of technology of innovations under-appreciated at the time Laser, radio, computer Laser (Light Amplification by Stimulated Emission of Radiation) Invented at Bell Labs circa 1960 Lawyers didn’t apply for patents, not useful Now used in fiber-optic cables as well as navigation, CDs, surgery, navigation etc. Linear model and organization Linear model => Closed industrial model of innovation: Focused internal R&D, clear firm boundaries, IP rights, virtuous cycles of reinvestment Examples: AT&T Bell Labs, Xerox PARC Open innovation Open innovation: combine external and internal R&D into architectures and systems whose requirements are defined by a business model; blurs boundaries of firm R&D Examples: Silicon Valley, Hollywood, P&G Closed v. open innovation All smart people in the field work for us To profit from R&D must discover, develop & ship We can get to market first if we innovate First company to market will win If we create most and best ideas, we’ll win We must control our IP There are smart people outside & inside External R&D can add value alongside internal We need not originate research to benefit Building better business model more important than first to market We win if we make best use internal & external We can profit from others’ use of our IP and benefit from theirs when appropriate Democratizing innovation User-centered innovation offers advantages over traditional producer-centered innovation, which concentrates innovation support resources on just a few pre-selected potential innovators Users can develop what they want, enhances motivation Users need not develop everything they need; they can benefit from innovations developed and freely shared with others User and producer-centered Economies of scale v. economies of scope (heterogeneous info & resources among users) Producers integrate themselves into usercentric innovation model Provide custom production or “foundry” services to users: faster, better, cheaper; Produce user-developed innovations commercially; Sell product-development platforms or sell other complementary products For information products, no manufacturer is required & general distribution occurs mainly through communities Democratization of design Why now? Increasingly capable & cheaper tools that require less skill and training to use Tools for communication make it easier for user-innovators to gain access to rich libraries of modifiable innovations and components that have been placed in the public domain Today users design sophisticated new products, services, music and art Open source software movement as key example Web 2.0 explicitly recognizes users add value Service innovation: new markets Market-creating service innovations v. incrementally improved services Examples: Cirque du Soleil, University of Phoenix Service v. product innovation 1. Service providers part of innovation 2. Local delivery capacity required for inperson services 3. No physical product to brand Market-creating service innovations 1. Flexible solutions FedEx eBay CNN 2. Controllable convenience Google Netflix Skype Market-creating service innovations 3. Comfortable gains Starbucks Cirque du Soleil Barnes & Noble 4. Respectful access Ball Memorial Hospital Southwest Airlines Hertz #1 Club Gold Typology of service innovation 1. Business model innovation: Substantial change how revenues and profits earned (business model); often accompanied by organizational changes 2. Process/system innovation: Changes in how information exchanged between customer and service provider, bus processes 3. Service product innovation: Introduction of entirely new services In reality all 3 are interrelated; an iterative process Creation networks “Networks of creation:” hundreds or thousands of participants from diverse institutions collaborate to create new knowledge, learn from one another, and appropriate and build on one another’s work—under guidance of a network organizer. Rather than protecting and hoarding knowledge, offer to others to gain access to broader knowledge flows. Opportunity to jointly create new knowledge and deliver innovations to market by collaborating closely; long-term, interactive relationships with networks of suppliers, customers, specialists, even amateurs Coordination challenges Three primary challenges in creation process: 1. Access and develop highly distributed talent 2. Provide appropriate contexts for participants to come together, collaborate to experiment, tinker, and innovate (least actively managed) 3. Effectively integrate the creations of diverse participants into shared releases (most actively managed) Central importance of performance requirements and feedback loops to insure continuous improvement Product development An iterative problem-solving (trial and error) process DESIGN BUILD RUN ANALYZE Product development in new era 1. 2. 3. Rapid movement from concept to prototype (rapid prototyping) Define early and frequent rounds of performance tests to learn quickly and adapt designs Establish broad-based communications mechanisms to share performance data “Managers must move their focus beyond narrow efficiency gains …and embrace the possibilities that uncertainty creates.” J.S. Brown & J. Hagel (2006) What is Web 2.0? (Tim O’Reilly) Strategic positioning The web as a platform (Google v. Netscape) User positioning You control your own data (Data is the next Intel Inside) Core competencies Services, not packaged software Architecture of participation (RSS) Cost-effective scalability Re-mixable data source and transformations Software above level of single device (iPod/iTunes) Collective intelligence (hyperlinks, users as co developers)