Path Creation with 3D representations: Networks of Innovation in Architectural Design and Construction What is Innovation? 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. 11/1/2002 11/1/2002 Organizing Framework ICT Innovation Definition Antecedent Processes and Conditions (regulation, org, factors technological change) Organization, Actors Time spans Generally: broad and enables several types of innovation: Having vs. using (Zaltman 1973) In-house/innovations (inventions) (Damanpour & Gopalakrishnan 1998) ICT innovation types and outcomes (nature, scope Content) Kalle Lyytinen What is ICT Innovation? Innovations (incubative, adoption, use) span Technical core Administrative core Functional core As Swanson (1997) points out ICT innovations connect, or span over several cores 11/1/2002 Kalle Lyytinen Product/solution innovations (e.g. Bell, Microprocessor, UNIX) Incubative innovations (new industries, business models, strategic IS) (E.g. .coms) Imitative innovations 11/1/2002 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) 11/1/2002 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? 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) 11/1/2002 Kalle Lyytinen 1 ICT definitions 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 11/1/2002 Kalle Lyytinen ICT innovation dimensions 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 ) 11/1/2002 Kalle Lyytinen Innovation Types 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 11/1/2002 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) 11/1/2002 Kalle Lyytinen Innovation features Emphasized in adoption innovations 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) 11/1/2002 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) 11/1/2002 Kalle Lyytinen 2 Sources of ICT Innovation 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 11/1/2002 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 11/1/2002 Kalle Lyytinen How to build this? How to build This? 11/1/2002 Kalle Lyytinen 11/1/2002 Kalle Lyytinen Kalle Lyytinen 11/1/2002 Kalle Lyytinen Or this? 11/1/2002 3 Issues 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? 11/1/2002 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 11/1/2002 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 11/1/2002 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 11/1/2002 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 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 11/1/2002 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 Construction Network Path Creations Different appropriations of digital technology Frank Gehry’s digital representation Network of contractors and subcontractors Kalle Lyytinen Initial observations 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) 3D adds certainty and commitment and control Helps project management and creation of trust and capabilities 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 11/1/2002 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 DT2 11/1/2002 “Spill-over” to non-Gehry projects DT2 11/1/2002 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) 11/1/2002 Kalle Lyytinen Summary of research in 3D 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 11/1/2002 Kalle Lyytinen 5 IT and 3D digitalization in architecture and construction 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 11/1/2002 Kalle Lyytinen Concluding remarks 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 11/1/2002 Kalle Lyytinen 6