What is Innovation? Path Creation with 3D representations: Networks of

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Path Creation with 3D
representations: Networks of
Innovation in Architectural Design
and Construction
What is Innovation?
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Innovation: “an idea or behavior that is new to
the organization adopting it” (Daft 1978 p.
197)”
Perceived attribute (for whom, in which context)
Covers both means and ends that are new
Covers change in any of the following
1.
2.
Kalle Lyytinen
Case Western Reserve University
October 15, 2002
3.
4.
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Organizing Framework
ICT Innovation
Definition
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Antecedent
Processes and
Conditions
(regulation, org, factors
technological change)
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Organization,
Actors
Time spans
Generally: broad and enables several types of
innovation:
Having vs. using (Zaltman 1973)
In-house/innovations (inventions) (Damanpour &
Gopalakrishnan 1998)
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ICT innovation
types
and outcomes
(nature, scope
Content)
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Kalle Lyytinen
What is ICT Innovation?
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Innovations (incubative, adoption, use)
span
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Technical core
Administrative core
Functional core
As Swanson (1997) points out ICT
innovations connect, or span over
several cores
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Kalle Lyytinen
Product/solution innovations (e.g. Bell, Microprocessor,
UNIX)
Incubative innovations (new industries, business models,
strategic IS) (E.g. .coms)
Imitative innovations
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Kalle Lyytinen
What is ICT driven
Innovation?
„
ICT Innovation
events and processes
Intellectual content and capability (e.g. a new architecture,
protocol, algorithm)
Artifacts (any physical device embedding and materializing
1, e.g. a tool, application, system)
Conceptual states and beliefs (new ways of framing issues,
new goals, new preferences)
Observable behaviors (procedures, skills)
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Adoption innovations (adopting and molding existing
products to the organizations) into states and processes
Use innovations, bricolage, (changing/ expanding trajectory
of use e.g. von Hippel,
Kalle)Lyytinen
What is ICT Innovation?
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An ICT innovation is a subclass of innovations
which embed computational solutions and
artifacts into the innovation space
Can cover a series product, incubative ,
adoption, and use innovations over time
(path creation – innovations, diffusion)
A subclass of those is IS innovation which is
“innovation in the application of digital
and communications technologies”
(Swanson 1994)
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Kalle Lyytinen
1
ICT definitions
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Innovation core theory and sources of
innovation clarify areas, processes or the
scope of ICT innovation activity, but not how
and why ICT introduces new and what types
of new
No good classification for innovation
potential and logic
One potential is to deploy use, adoption etc
innovations to classify different innovation
spaces
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Kalle Lyytinen
ICT innovation dimensions
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Characterize each form/configuration along a
set of dimensions (nearly all present):
New computation processes (intellectual) and their
physical manifestations (product, physical) in
organizations
New work/ management processes (work activity,
control, decision-making)
Changes in the significance structures and meaning
enactment (lifeworld)
New organizational processes (Informating, virtuality)
New organizational functions (functional core, e.g.
interorganizational )
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Kalle Lyytinen
Innovation Types
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Incremental, vs. radical
Discrete vs. continuous innovation
Radical/ Disruptive innovations
Much studied in R&D and technology
strategy (Henderson, Christensen)
Most work on adoption innovations that
are incremental and discrete
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Kalle Lyytinen
ICT Innovation Targets
„
Existing classifications (Zaltman 1973,
product, production process,
organizational structure, people
innovations, policy innovations) not
specific and adequate because ICT are
separate from organizational forms
(Swanson & Ramiller 1997)
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Kalle Lyytinen
Innovation features
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Emphasized in adoption innovations
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Relative advantage
Compatibility
Complexity
Trialability
Observability
Widely used and tested in IS field (c.f.
Prescott & Conger 1995, Fichman 1992)
Newer ICT specific adoption features (e.g.
Kemerer & Fichman 1997, Lyytinen &Rose
2001)
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Kalle Lyytinen
Sources of ICT innovation
IT as an enabler and driving force
Organizational core capabilities argument
(learning, knowledge management)
„ Aptitude, values and preferences and peer
network argument (Cultural drivers)
„ Market change, profit and survival resulting in
economic process of creative destruction
(Economic argument)
„ Internal and external logic of knowledge
communities (Knowledge mgmt / industrial
economics argument)
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Kalle Lyytinen
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2
Sources of ICT Innovation
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Much focused and studies in general Org
theory, knowledge economics, innovation
policy studies
Much of that not well integrated and covers
areas like strategy, system design,
architectures, and adoption and use
Some historical process studies (e.g. airline
industry, AHS/Baxter, Securities Industries)
Construction industry
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Kalle Lyytinen
Largest industry in the world
Largely regional and low level of vertical integration
Low level of innovation in terms of production processes and
knowledge exploitation
Standardized means of representing products, poorly integrated
knowledge of how to build a house, largely tacit and relies on
reputation systems
Utilizes loosely coupled system of actors that are integrated
through specific, and largely standardized interfaces (contracts,
drawings, construction plans)
Results in normally large number of errors, poor process quality
and low risk taking
Architecture and construction largely separate activities
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Kalle Lyytinen
How to build this?
How to build This?
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Kalle Lyytinen
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Kalle Lyytinen
Kalle Lyytinen
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Kalle Lyytinen
Or this?
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3
Issues
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Innovation in construction
How are representations of buildings used in
different parts of design and construction to
coordinate activity?
How much do these representations carry
information and for whom?
How are these representations created and
how are they used over time?
What ICT innovation is needed?
What Construction innovation is needed?
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Kalle Lyytinen
Innovation Time
DT1
Project A
DA1.1
Project B
DA1.2
Project C
DA1.3
Project D
DA1.4
break traditional concepts what a building is”.
„
1.
Project Time
“Spill-over” to
non-Gehry
projects
2.
Bilbao Guggenheim
3.
Experience Music Project
4.
Construction Network Path Creations
Weatherhead Sch of Mgmt
DT2
5.
Mariani Brothers, Hunt, QC, QCorr
Different designs
of digital
technology
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Different
appropriations
of digital
technology
Frank Gehry’s
digital
representation
Network of
contractors and subcontractors
Kalle Lyytinen
DA1.3
Project D
DA1.4
DA1.1
“Spill-over” to
non-Gehry
projects
Different designs
of digital
technology
Evolution
Project B
of design
DA1.2
practices and
appropriation
Project C
Of 3D in Gehry
DA1.3
Over projects
Project D
Construction Network Path Creations
DT2
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DT1
Gehry Partners’ Architecture Path Creation
DA1.2
Evolution
of software
plattform
Project C
Project Time
Innovation Time
Innovation Time
Project B
Kalle Lyytinen
Project A
Gehry Partners’ Architecture Path Creation
DA1.1
Evolution of software platforms driven by technology push
and appropriation to different communities of interest
(CATIA/D’Assault IBM), software design evolution and
innovation
Innovative path creation in the use and rendering
of 3D digital representations in design(Gehry
partners) over time and appropriation of digital design
principles
Appropriation and creation of communities of practice
around specific digital representations within
construction projects (CWRU, EMP, MIT)
Path making in the networks of communities (steel
fabrication, glass) that utilize digital
representations and their feedback towards design
practices Zahner, Mariani, QC
Spillovers of the design practices in other parts of the
construction industry, imitation and diffusion (QC, Zahner,
Hunt)
Our path creation model
Project Time
DT1
Kalle Lyytinen
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The path creation model
Project A
Several separate paths of innovation are
created simultaneously which interact
Several separate paths
Walt Disney Concert Hall
Gehry Partners’ Architecture Path Creation
D’Assault
IBM
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The capability is built over time as a path
within a community
The capabilities and ideas originate from
center of innovation which operates the
nexus of the new idea of “how to build a
building” which flows from an idea “How to
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Our path creation model
Gehry& Associates
„
DA1.4
“Spill-over” to
non-Gehry
projects
Construction Network Path Creations
DT2
Different
appropriations
of digital
technology
Frank Gehry’s
digital
representation
Network of
contractors and subcontractors
Kalle Lyytinen
Different designs
of digital
technology
11/1/2002
Different
appropriations
of digital
technology
Frank Gehry’s
digital
representation
Network of
contractors and subcontractors
Kalle Lyytinen
4
Our path creation model
Our path creation model
Project Time
DA1.2
Project C
DA1.3
Project D
DA1.4
projects
DT1
Project D
Construction Network Path Creations
DA1.4
DT2
Different designs
of digital
technology
Different
appropriations
of digital
technology
Frank Gehry’s
digital
representation
Network of
contractors and subcontractors
Different designs
of digital
technology
Kalle Lyytinen
11/1/2002
Our path creation model
Project Time
DA1.1
Innovation Time
Project B
DA1.2
Project C
DA1.3
Project D
DA1.4
Spillovers of the
Design practices to
“Spill-over”
to
Other projects
(diffusion)
non-Gehry
projects
Use of 3D, new
work methods
New bidding and contracting
practices
Gehry Partners’ Architecture Path Creation
Project A
Different designs
of digital
technology
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„
„
„
Construction Network Path Creations
Different
appropriations
of digital
technology
Frank Gehry’s
digital
representation
Network of
contractors and subcontractors
Kalle Lyytinen
Initial observations
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Movement from traditional 2D to 3D creates different social networks
and worlds (architects, designers, engineers, lawyers, constructors,
regulators)
Architectural process is different (inside out vs. outside in, new
architectural language and how to break it)
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3D adds certainty and commitment and control
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Helps project management and creation of trust and capabilities
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Changes interactions between design, engineering and construction
(tight coupling)
The system is transformed from loosely coupled/ hierarchical to tightly
coupled and network based; 3D information drives network
Critical is identity formation and negotiation of new roles, access to
members that have done it and are willing to take risks
Innovation is at the same time architectural, engineering, ICT, legal,
economic and business process and skills
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Construction Network Path Creations
Kalle Lyytinen
Different
appropriations
of digital
technology
Frank Gehry’s
digital
representation
Network of
contractors and subcontractors
Kalle Lyytinen
Initial observations from the
field data
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DT2
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“Spill-over” to
non-Gehry
projects
DT2
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DT1
Gehry Partners’ Architecture Path Creation
Project B
Project Time
Path creation
DA1.1
In communities of
Practice
Project B
Related
DA1.2
To Gehry
New products,
Project C
DA1.3 New work practices
New computerization
Project A
Innovation Time
Innovation Time
DT1
Gehry Partners’ Architecture Path Creation
Path making around
DA1.1design representation in specific
Digital
“Spill-over” to
Project: learning, innovation
non-Gehry
Project A
Innovation is problem driven and not bound to traditional
modes of using technologies. Demands breaking up current
networks and practices (2D is forbidden in Gehry)
Architecture is both uncompromising and customer driven
Innovation is both within ICT (new capability, object
orientation), and caused by ICT (measurement systems,
contracting, construction process)
Innovation is mutual process of adaptation along the project
path (backfiring, back-stream)
Innovation integrates all the time multiple technologies
(representation, construction, welding, laser, mass
customization)
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Kalle Lyytinen
Summary of research in 3D
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Understanding imitative adoptions of
representation schemes enabled by ICT (from
aerospace to construction)
Impacts the whole value chain,
Defines a path of new innovations
(interwoven) of architectural forms,
engineering, construction principles, project
management, and regulation
Event based study how (potentially radical)
innovation is created within the largest
industry in the world
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Kalle Lyytinen
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IT and 3D digitalization in
architecture and construction
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Past literature examines singular “events” of
innovation and their processes of diffusion
over populations (DOI)- this will not do in
construction industry with 3D
Demands an analysis of spillovers in
innovation over time as path creation and
across communities (path making)
Appropriation IT and expansion of IT
capability not examined as a means for path
creation in the industrial context
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Kalle Lyytinen
Concluding remarks
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Disruptive innovation deals interactions between
technologies, service models & roles, and economic
and regulatory bodies
Disruptive industrial innovation is not short processtakes 20-30 years
Critical is demonstrating value to some groups and
breaking up the traditional interlocking of service,
industrial organization and technological capability
Companies which shake the industrial basis have a
vision and do not make compromises in critical
elements (c.f. Nokia vs. Gehry & associates)
How to observe “weak signals” and when to jump in
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Kalle Lyytinen
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