'This timely book journeys the reader through the logic of innovation activities from idea development, to selection, to implementation by applying contemporary cases to critical concepts. A must-read for students of the discipline, entrepreneurs looking to start up and corporate innovators including executives and project managers who are vested with key innovation management responsibilities.' - Subra Ananthram, Curtin University, Australia 'Uniquely comprehensive and accessible, Jan van den Ende's book covers both the "classics" and more contemporary topics in innovation management. By linking concepts and frameworks from theory with examples and cases from practice, this book will enable both the understanding and the application of innovation management principles in different contexts.' - Marcel Bogers, Eindhoven University of Technology, Netherlands 'This comprehensive textbook incorporates the latest thinking and academic research in innovation management. It offers a wealth of relevant examples from a variety of industries and practical exercises which will enable students to apply what they have learnt in the classroom and experience first-hand what it means to be an innovation manager.' - Paola Criscuolo, Imperial College London, UK 'Innovation Management should be widely read by students as well as practitioners and scholars. It provides clear understanding of the organizational context - projects and project-based firms - within which innovation in products, services and business models takes place and must be carefully managed. It is an important, opportune and accessible book.' - Andrew Davies, University of Sussex, UK 'Innovation has become a key capability for all organizations in the 21st century. Successful innovation management must get many decisions right on both the project level and the firm level. Jan van den Ende's very readable introductory text brings together these knowledge areas, fusing masterfully academic research and practical advice.' - Sebastian Fixson, Babson College, USA 'A comprehensive, insightful yet elegant book that takes a novice to this topic by hand and then eruditely walks them through the various facets of innovation management. Both students and instructors will benefit from the author's skilful treatment of the various complex multi-disciplinary threads, including strategic, operational, technological, human resource, legal and financial, that constitute innovation management in practice. This book is a refreshing and delightful introduction to innovation management.' - Anup Nair, University of Strathclyde, UK 'This book provides clear insights on how to manage innovation using traditional and contemporary approaches. It demonstrates practical and effective methodologies for bringing innovation to the core of businesses and organisations, which are contextualised through a wide array of case studies and with visualisations to explain concepts, thus making the book an excellent foundation resource for university students and practitioners.' - Osikhuemhe Okwilagwe, Bournemouth University, UK 'This concise book is a breath of fresh air... not only does it address the typical process of innovation management, but it also covers topical issues such as lean innovation, open innovation and customer co-creation within the discipline. Incorporating these topical issues in the study of innovation management can inform the instructors and students using this book of some of the latest developments of the field.' - Eric Shiu, University of Birmingham, UK 'This book provides a novel and very interesting approach to innovation management. It offers readers a perspective which is both multi-layered (in the sense that it offers footholds for innovation managers as well as innovation actors) and integrated (in the sense that the book addresses most of the core elements not in isolation, but connected to the processual dimension of innovation). All of this is not in abstracto, but enriched and illustrated by lots of short cases and examples and stretches from the very early strategic and search phases to the conclusion of the innovation activities.' - Frido Smulders, Delft University of Technology, Netherlands 'Contemporary, timely and accessible: this book will benefit students and practitioners in their understanding of the importance of innovation management in strategies for companies and other organizations. A pleasure to read!' - Cees van Beers, Delft University of Technology, Netherlands Innovation Management Jan van den Ende ~ macmillan ~ international HIGHER EDUCATION ~ RED GLOBE ~ PRESS © Jan van den Ende, under exclusive licence to Macmillan Education Limited 2021 All rights reserved. No reproduction, copy or transmission of this publication may be made without written permission. No portion of this publication may be reproduced, copied or transmitted save with written permission or in accordance with the provisions of the Copyright, Designs and Patents Act 1988, or under the terms of any licence permitting limited copying issued by the Copyright Licensing Agency, Saffron House, 6-10 Kirby Street, London EClN 8TS. Any person who does any unauthorized act in relation to this publication may be liable to criminal prosecution and civil claims for damages. The author has asserted their right to be identified as the author of this work in accordance with the Copyright, Designs and Patents Act 1988. First published 2021 by RED GLOBE PRESS Red Globe Press in the UK is an imprint of Macmillan Education Limited, registered in England, company number 01755588, of 4 Crinan Street, London, N 1 9XW. Red Globe Press® is a registered trademark in the United States, the United Kingdom, Europe and other countries. ISBN 9781352012446 hardback ISBN 9781352012422 paperback ISBN 9781352012439 ebook This book is printed on paper suitable for recycling and made from fully managed and sustained forest sources. Logging, pulping and manufacturing processes are expected to conform to the environmental regulations of the country of origin. A catalogue record for this book is available from the British Library. A catalog record for this book is available from the Library of Congress. Commissioning Editor: Isabelle Cheng Assistant Editor: Christian Ritter Production Editor: Elizabeth Holmes Senior Marketing Manager: Amanda Woolf Short contents Part 1 Part 2 Part 3 Part4 Part 5 Introduction 1 1 3 Innovation management and new business development Idea development 23 2 The front end of innovation 25 3 Design thinking 51 Selection 73 4 Innovation strategy 75 5 Portfolio management 107 Implementation 131 6 Managing projects 133 7 Organizing for innovation 153 8 Open innovation 185 Innovation in specific types of firms 9 Entrepreneurship 209 10 Innovation in project-based and multinational firms Part 6 207 Conclusion 221 235 11 The future of innovation management and new business development V 237 Contents List of figures xii List of cases xiv Acknowledgeme nts xvi Preface xvii Overview of the book xviii Part 1 Introduction 1 1 3 Innovation management and new business development Lea rning objectives 1.0 Introduction 1.1 What are innovation management and new business development? Definitions The innovator 1.2 Paradoxes of innovation 1.3 What is business model innovation? The Business Model Ca nvas Types of business models W hy business models are not the same as strategy 1.4 Types and classifications of innovations 1.5 Innovation and society The economy Innovation for society Pub lic policy Innovativeness of countries 1.6 Summary 1.7 Discussion questions and exercises Discussion questions Exerci ses References 3 3 3 5 6 7 9 10 12 13 14 16 16 17 18 18 20 21 21 21 22 Part 2 Idea development 23 2 25 The front end of innovation 2.0 2.1 2.2 25 25 Learning objectives Introduction Creativity Knowledge and problems Hu man creativity Thinking styles 26 26 27 29 30 Sources of ideas Trends as drivers Business and socia l networks 30 32 vi vii Contents 2.3 Tools for creativity 2.4 Scenario workshops 2.5 Leading creativity workshops Conditions for a successful creativity workshop 2.6 2.7 2.8 2.9 3 Managing the internal front end Crowdsourcing ideas Summary Discussion questions and exercises Discussion questions Exercises References Design thinking Learning objectives 3.0 Introduction 3.1 Processes to involve customers Should customers be involved? Design thinking Lean innovation The solution space 3.2 The customer study phase Traditiona l ma rketing techniques Methods for more radical innovation Crowdsourcing from customers Data analytics 3.3 Market learning in the testing phase Lean innovation and discovery-driven planning Co - creation with customers Testing during implementation and real market tests 3.4 3.5 3.6 3.7 When to use which method Design-driven innovation Summary Discussion questions and exercises Discussion questions Exercises References 33 36 40 40 41 45 48 48 48 49 49 51 51 51 52 52 53 54 55 57 57 59 59 60 60 61 63 65 66 67 69 70 70 71 71 Part 3 Selection 73 4 Innovation strategy 75 Learning objectives 75 75 76 76 78 78 82 83 88 90 4.0 Introduction 4.1 Creating an innovation strategy What is an innovation strategy? 4.2 Life cycles of products, services and knowledge Life cycles Knowledge life cycles and the dynamics of firms 4.3 Disruptive innovation 4.4 Timing of innovation 4.5 Ecosystem innovation vm Innovation Management 4.6 Strategy in a networked market What is a networked market? Two -sided and other platforms Who wins? Standard ization 4.7 Intellectual property Patents Copyrights Trademarks Secrecy Open - source strategies 4.8 Summary 4.9 Discussion questions and exercises Discuss ion questions Exercises References S Portfolio management Learning objectives Introduction Reactive versus proactive portfolio management Proactive portfolio management in sma ll or medium -s ized firms (SM Es) Proactive portfolio management in large firms 5.2 Platform and modular design 5.3 Managing the decision process Resistance and status in project decisions 5.4 Tools for portfolio management Financial method: NPV Real options Software tools 5.5 Summary 5.6 Discussion questions and exercises Discuss ion questions Exercises References 5.0 5.1 94 94 97 98 98 100 100 102 102 103 103 104 104 104 105 106 107 107 107 107 108 109 115 118 121 122 122 122 127 128 128 128 129 130 Part 4 Implementation 131 6 133 Managing projects 6.0 6.1 6.2 Learning objectives 133 Introduction Uncertainty and process models Process models Sequential mode ls Parallel models Iterative processes Does agile work? 133 134 136 6 .3 The business plan 6.4 Project management Alignment with the innovation process 136 138 139 141 142 144 146 Contents 6.5 Control of innovation projects 6.6 Summary 6.7 Discussion questions and exercises 7 146 149 149 Discussion question s Exercises 149 150 References 150 Organizing for innovation Learning objectives 7.0 Introduction 7.1 Team structures Flexib ility and ext erna l relat ions Rep resentation of t he concept 7.2 Organizing innovation at the firm level Opt ion 1: Separat e business unit Ventures and spin offs Option 2: Innovation unit Option 3: Innovation manager Option 4: Integrated in the business Comparison of options Team structures and organizationa l structures Organizing for innovation in the rest of the company Social networks 7.3 Leadership Team leadership Getting support Organizat iona l identity 7.4 Knowledge for innovation and new business development The need for know ledge 7.5 Culture of innovation 7.6 Summary 7.7 Discussion questions and exercises 153 153 153 153 156 157 160 160 162 163 166 167 168 170 170 171 172 172 175 176 177 177 178 181 181 Discussion questions Exercises 18 1 182 References 183 8 Open innovation Learning objectives 8.0 Introduction 8.1 Acquiring knowledge and innovation 8.2 Collaboration between firms Why collaborate? Capabilities Why co llabo rate? Low int erdependence Other reasons to co llaborate 185 185 185 186 188 188 189 192 8.3 How to collaborate 193 Coordination of tasks Contracts Trust 193 195 196 8.4 Collaborating with start-ups and selling off innovation Co rporate incubators Spinning off innovations 197 197 198 ix x Innovation Management 8.5 8.6 8.7 8.8 Licensing out technology Integration and disintegration in supply chains Innovation clusters Summary Discussion questions and exercises Discussion questions Exercises References 199 199 201 203 204 204 204 205 Part 5 Innovation in specific types of firms 207 9 209 Entrepreneurship Learning objectives 9.0 9.1 Introduction Start-ups and innovation What types of innovations do start-ups create? Surviva l rates 9.2 Who becomes an entrepreneur? 9.3 The entrepreneurial process Team formation Marketing and sa les Sca ling up Financing the start-up Va luati on Bootstrapping 9.4 Incubators 9.5 Summary 9.6 Discussion questions and exercises Discussion questions Exercises References 10 Innovation in project-based and multinational firms Learning objectives 10.0 Introduction 10.1 Innovation in project-based firms How do project-based firms innovate? How to run innovation projects Inn ovation in health care 10.2 Innovation in multinationals International inn ovation strategies Fruga l innovation International organization 10.3 Servitization: adding services to products 10.4 Summary 10.5 Discussion questions and exercises Discuss ion questions Exercises References 209 209 209 210 211 211 212 213 214 214 214 215 216 216 217 218 218 218 219 221 221 221 222 222 223 225 225 225 228 229 230 232 232 232 233 233 Contents Part 6 Conclusion 235 11 The future of innovation management and new business development 237 Learning objectives 11.0 Introduction 11.1 Innovation in practice 11.2 The origins of the field 11.3 Towards a theory of innovation management and new business development The process perspective The people perspective The strategy pe rspective How to combine perspectives 11.4 Summary 11.5 Discussion questions References Index 237 237 237 238 241 244 244 246 246 247 247 247 249 xi List of figures 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 2.10 2.11 2.12 3.1 3.2 3.3 3.4 3.5 3.6 3.7 3.8 3.9 4.1 4.2 4.3 4.4 4.5 5.1 5.2 5.3 5.4 5.5 5.6 5.7 5.8 6.1 6.2 6.3 6.4 6.5 7.1 The relation between innovation management and new business development The Business Model Canvas The Business Model Canvas for a supermarket Business mode ls Potentia l success factors for business models Techno logy-market matrix Modularity matrix Long -term Kondratiev waves in the economy Innovation indicators of the Global Innovation Index 2019 Types of opportunities Four types of creativity The relation between drivers and innovation Trends as drivers of innovation Creativity tools The Va lue Proposition Framework The Erasmus Value Proposition Framework© The PESTE L framework applied to the context of a bank Chart to score t he relevance of a trend Chart to design scenarios Five ways to ruin a bra instorming sess ion How to structure a creativity workshop The design thinking process The lean innovation process The evo lutionary approach (a) versus the set-based approach (b) in innovation Examp les of even (a) and rugged (b) landscapes Customer journey map at a furniture retailer Assumptio ns in the business model of home delivery of supermarket products A discovery-driven process with MVPs W hen t o use wh ich market learn ing method Market learning for uti litarian and hedonic innovation Four types of business strategy re lated to innovation The life cycle model of techn ology The disrupt ive innovation mode l The ecosystem of the run-fl at tyre Nine behaviours to win a standard battle Leve l of R&D intensity by ind ustry The Innovation Amb ition Matrix The differe nce between prospector/reactor strategies and proactive/reactive portfolio management Deg rees of modu larity The innovation funnel Reducing t he number of ideas early in the process Ten ways to kill an idea The effect of frami ng of innovat ions on resistance Decreas in g uncertainty versus increas ing stakes St age-gate mode l The purpose of iterative process models How ag il e works Stages in the project planning process Four types of team structure xii 6 11 11 12 13 14 15 16 19 27 29 31 31 34 34 35 36 37 38 40 43 53 54 56 57 58 62 63 67 68 77 78 84 92 99 110 112 115 117 118 120 121 121 134 136 139 141 145 154 List of figures 7 .2 7 .3 7 .4 7 .5 7 .6 7.7 7.8 7.9 7.10 7.11 7.12 8.1 8.2 8.3 8.4 10.1 11.1 11.2 11.3 11.4 11.5 11.6 11.7 The structure of an agi le or scrum tea m Dynamics of representations Separate business unit for innovation in a company Bell -Maso n Framework for corporate venture development Innovation unit Innovation ma nager Integrated in t he business Division of tasks over t ime in the four options A diverse network (left) and a closed network (right) Leadership styles for creativity Stakeholder interest-power matrix Forms of open innovation Effects of acquisition of innovations in different phases of development Co lla borati.on versus in-house development The change in the mobi le te lecom va lue chain over ti me between 2000 (a) and the 2010s (b) Organizational forms for internationa l R&D The ten commandments of Gi lles Holst The content of Twiss (197 4) Managing Technological Innovation compared with the current book The paradigm of the Japanese- Harvard school The innovation process as depicted in this book Success factors for innovation projects Theories in the field of innovation management Integrated typo logies of organizational forms 156 158 16 1 163 164 166 167 168 172 173 176 186 188 191 200 229 239 240 240 242 243 243 245 Xlll List of cases 1.1 1.2 1.3 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 3.1 3.2 3.3 3.4 3.5 3.6 3.7 4.1 4.2 4.3 4.4 4.5 4.6 4.7 4.8 4.9 4.10 4.11 4.12 4.13 4.14 4.15 4.16 4.17 4.18 4.19 4.20 5.1 5.2 5.3 5.4 5.5 5.6 5.7 5.8 6.1 6.2 6.3 6.4 ING: tra nsforming a bank New business development by BMW and Sixt: DriveNow Innovation to help solve t he COVID-19 crisis Creativity in response to an urge nt need: South West The ro le of knowledge in creativity Trends as driver of computing innovations Scenario development for the dredging industry Gamechanger Idea cata lysts at IBM Crowdsourcing at P&G lnnoCentive The socia l construction of wheel clamp s Design thinking: IDEO develops a shopping cart The solution space of Geronimo.A l Observation: development of a toothbrush by IDEO Ph ilips Home Lab Co-creation for Dutch Blend Market learning by ING Direct Alternative names for smartphones Design battle in alternative energy cars Why we use the QWERTY keyboard Duration of successive life cycles of bicycles Effects of DNA technology knowledge on product life cycles The dynamics of Phil ips over time The effects of knowledge development on company dynamics: Google Ryanair: a disruptive innovation Disruptive innovation in t he newspaper market Disruptive innovation in a shipbuilding company Fi rst mover disadvantages: Laker Airways The ecosystem of the Mi chel in run -flat tyre The failure of Better Place IBM loses contro l of its Persona l Computer Ecosystem orchestration for a sustainable innovat ion Network effects in Microsoft's history Fryi ng products: low network effects How Dona ld Duck blocked a patent Patent battles between Apple and Samsung Blurred Lines versus Got to Give It Up Radical in novat ion for SM Es Diminishing opportunities in drug markets Changing categories over t ime in th e car industry Portfolio management and the fall of Nokia Modu larity in web-shop and car-sharing services Nespresso: patience to wait for success Rea l options approach for an internationa lization project Setting up a chain of charging stations for electric cars The 'train schedu le': reducin g delays in projects at Medtronic The innovation process model of Microsoft The value of a market test: Kelly Slater's Pro Surfer game Prob lems of information exchange in a large innovation project xiv 4 5 17 26 28 31 38 43 45 46 46 52 53 56 59 60 64 65 79 79 80 81 82 82 83 85 86 87 89 90 91 93 93 94 96 101 102 102 109 111 112 113 116 120 123 125 135 139 140 141 List of cases 6.5 6.6 7.1 7.2 7.3 7.4 7.5 8.1 8.2 8.3 8.4 8.5 8.6 8.7 8.8 8.9 8.10 9.1 9.2 9.3 9.4 9.5 10.1 10.2 10.3 10.4 Ambiguity in the case of Rimonabant The use of outcome indicators for a margarine project at Unilever The influ ence of team composition in an autonomous team Jibo: designing a socia l robot Pros and cons of a separate unit in a bank Integration of new business development in an engineering company Co mpetition between the innovation lab and existing business units Acquis ition of Dol lar Shave Clu b by Unilever lntegrality in the design of the logi stic process of a web-shop The mi rroring hypothesis in BMW Problems in a collaboration project due to uncertainty Corporate incubator at an energy company The va lue of businesses of departed emp loyees from Xerox Integration in the supply chain of navigation products Research inten sity and horizontal integration in the plant breeding sector The origins of Si licon Val ley The innovation ca mpus at Aachen (Germany) Red Bull: how a start- up attacks a market of large established companies Si ren Care: how the founding team reflects the required expertise X2A I: how entrepreneurs find each other HealthTap, with ange l investor Eric Schmidt Incubators of the space organ ization ESA Coord ination of innovation in an engineering co mpany Internationalization of liquid margarine Xerox and the service business mode l Servitization for life rafts : Wi lhemsen 145 147 157 158 165 167 169 187 190 191 194 198 198 199 201 202 203 211 213 214 216 217 224 227 230 231 xv Acknowledgernen ts I'm more than grateful to colleagues from the Innovation Section of Rotterdam School of Management, Erasmus University, and to other colleagues from this school, for their input and feedback, in particular: Dirk Deichmann, Murat Tarakci, Ivo Esseveld, Helen Gubby, Niels Eldering, Henk de Vries, Stefano Tasselli, Daan Stam, Serge Rijsdijk, Helge Klapper, Amin Yousefi, Fouad El Osrouti, Wim Hulsink, Susanne Koster and Graham Cross. Thanks in particular to Timo van Balen for his great support in developing learning goals, exercises and discussion questions; and to Christine Fong and Reza Hoseinpour for their contributions to exercises. Thanks to Inge and Luc van den Ende for contributions to figures and cases. Publisher's acknowledgements The author and publisher would like to thank the following for permission to reproduce copyright material: ~ Academy of Management for Figure 7.11 Leadership styles for creativity. ~ Bell-Mason Group for Figure 7.5 Bell-Mason framework for corporate venture development. ~ Bruno von Pottelsberghe for Figure 5.1 Level of R&D intensity by industry ~ Cambridge University Press for Figure 4.3 The disruptive innovation model ~ Cornell University, INSEAD, and WIPO (2015) for Figure 1.9 Innovation Indicators of the Global Innovation Index 2019. ~ Daan Stam for Figure 2.7 The Erasmus value proposition framework . ~ Elsevier for Figure 2.1 Types of opportunities, Figure 6.2 Stage-gate model and Figure 10.1 Organizational forms for international R&D. ~ Gerda Casimir for Figure 11.1 The ten commandments of Gilles Holst. Published by Plunkett Press. ~ Harvard Business Publishing for Figure 5.2 The innovation ambition matrix, Figure 8 .2 Effects of acquisition of innovations in different phases of development and Figure 8.3 Collaboration versus in-house development. ~ John Wiley & Sons for Figure 3.9 Market learning for utilitarian and hedonic innovation. ~ Murat Tarakci for Case 2.4 Scenario development for the dredging industry. ~ Organization Science for Figure 7.3 Dynamics of Representations. ~ SAGE Publishing for Figure 1.7 The Modularity Matrix, Figure 7.1 Four types of team structure and Figure 11.5 Success factors for innovation projects. ~ Strategyzer for the Business Model Canvas template. xvi Preface Innovation involves the creation of new products, services and business models by firms and other organizations; it is a key activity in every firm because it determines the future of the company. The purpose of this book is to provide a one-stop introductory overview for university students taking modules in innovation management; it is also of interest to practitioners as a reference text. For both groups, the book is designed to be easy to read. The text follows the natural order of activities in innovation: from idea development, to selection, and through to implementation. In addition, the content of the book is evidence-based, which means that the claims and arguments in the book are based on the current state of academic research in the field of innovation management, balancing theory and practice. This distinguishes the book from many step-by-step instructional books written by practitioners. The book covers a wide range of companies and industries. Traditionally, it was mainly product firms that were active in innovation, which they developed in their R&D department. But today every firm has to innovate, and the field of innovation has become much broader. Therefore this book does not just cover technology, products and R&D, but it also consistently discusses service and business model innovation. Also, it provides a contemporary approach by including novel methodologies such as design thinking, lean innovation and open innovation. By taking this approach, the book also gives an introduction to new business development as a field. New business development overlaps with innovation management, but it also covers the creation of new markets. Consequently, this book often includes the creation of new markets in the treatment of the topics. The innovation activities described in this book happen in diverse units in companies. Some companies have an innovation unit, others have an innovation manager, or a new business development unit. Still other firms perform innovation activities as part of marketing, strategy, operations, or any other function in the firm . Today, manufacturing firms often have new business development activity on top of their traditional R&D department, to emphasize the broader application of innovation than just new technology and new products. This book will give students knowledge on the innovation activities in these different parts of companies, and it serves innovation practitioners from all these fields, providing them with a proper foundation in innovation management. I hope you enjoy reading and studying the book! Jan van den Ende xvii Overview of the book Part 1 Introduction Innovation management Chapter 1 Company Part 2 Idea development Part 3 Selection Part 4 Implementation Idea management Innovation strategy Portfo lio ma nagement Organization of innovation Section s 2.6-2.7 Project Chapters 4-5 Sections 7. 2-7. 5 Chapter 8 Idea development Project selection Project execution Section s 2. 1- 2.4 Chapter 3 Chapters 4- 5 Chapter 6 Section 7.1 Part 5 Specific firms Part 6 Conclusion Specific types of firms The future of innovat ion management Chapters 9-10 Chapter 11 The book follows the logic of innovation activities: from idea development, to selection, to implementation. In discussing these topics, we distinguish two levels: the level of individual projects, in which innovators and team go through these different stages, and the level of the firm as a whole, in which managers have to organize these activities for the company. The figure above shows the two levels. Questions at the project level are: ~ how do we get good ideas and how do we learn from customers? (idea development); ~ how do we get the project accepted? (selection); ~ what team and process do we need to execute the project? (implementation). Questions at the firm level are: ~ how do we make our company more creative? (idea development); ~ which projects do we select? (selection); ~ and how do we organize innovation activities in our company? (implementation). In this book, we address the two levels alternately. For instance, when discussing idea development, we first discuss individual creativity at the project level (Chapter 2, Section 2.1-2.5), then the company level (Chapter 2, Sections 2.6-2.7), and then design thinking at the project level again (Chapter 3). The discussion alternates between the two levels throughout the rest of the book. xviii Overview of the book ~ The book is split into six parts. Part 1 consists of Chapter 1, and gives an introduction to the field . ...;;,,. Chapter 1 outlines the field of innovation management, gives some basic definitions, and indicates the field's societal importance. Parts 2-4 follow the logic of the flow of innovation and new business development activities. Part 2 consists of Chapters 2 and 3, and concerns the generation and initial development of ideas . ...;;,,. Chapter 2 discusses individual and group creativity. ...;;,,. Chapter 3 concerns design thinking - how to learn from customers, and how to align ideas to the market. Lean innovation is discussed in this chapter. Part 3 consists of Chapters 4 and 5, and is about the process of selecting ideas and projects . ...;;,,. Chapter 4 is about the innovation strategy of companies. Amongst other topics, it discusses disruptive innovation and intellectual property rights . ...;;,,. Chapter 5 is about the actual selection process of ideas, including the alignment of projects to each other (portfolio management). The chapter also explains real options, as a tool in project selection. Part 4 consists of Chapters 6 to 8, and discusses the implementation of ideas, including the organization of innovation . ...;;,,. Chapter 6 focuses on process models for innovation projects . ...;;,,. Chapter 7 is about the organization of innovation and new business development, both on the level of projects (teams) and on the level of the organization as a whole . ...;;,,. Chapter 8 is about open innovation - how to create innovations and new business jointly with outside parties. Part 5 consists of Chapters 9 and 10, and discusses innovation management and new business development in specific types of firms . ...;;,,. Chapter 9 is about start-ups (entrepreneurship) . ...;;,,. Chapter 10 deals with the specifics of innovation and new business development in project-based firms and multinationals, two types of firms with a distributed innovation process, in which it is harder to manage innovation and new business development than in less complex firm environments. Chapter 10 also discusses servitization. Finally, Part 6 includes the concluding Chapter 11, and discusses the disciplines of innovation management and new business development . ...;;,,. Chapters 11 reflects on the origin and future of the disciplines of innovation management and new business development, and on the core theories in these fields. Throughout the text, key terms have been emboldened and defined in the margin for ease of comprehension. The Media Link icon indicates further learning resources to provide a broader level of knowledge about the company-specific innovation activities described. These can be accessed via the book's companion site: macmillanihe.com/vandenende-innovation-management. In addition, each chapter suggests several thought-provoking discussion questions and exercises suited for either students or practitioners to synthesize their learning from the chapter. Questions often have sub-questions to allow you to dig deeper into the issue. For student discussion, we sometimes suggest taking a large, well-known company as an example. For practitioners, it would be best to try to apply the discussion questions to their own company and the innovations it produces. Introduction Part 1 Part 1 Introduction Innovation management Chapter 1 Part 2 Idea development Company Idea management -----+ Sections 2.6-2.7 Project Idea development Part 3 Selection Part4 mplementation Innovation strategy Portfolio management Organization of innovation Chapters 4-5 Sections 7.2-7 .5 Chapter 8 Project selection Project execution Chapters 4-5 Chapter 6 Section 7.1 -----+ Sections 2.1-2.4 Chapter 3 Part 5 Specific firms Part 6 Conclusion Specific types of firms The future of innovation management Chapters 9-10 Chapter 11 1 Innovation management and new business development 1 Learning objectives After reading this chapter, you will be able to: 1. Describe innovation and differentiate innovation management from new business development 2. Explain the skillset of an innovation manager 3. Distinguish the idea development phase from the implementation phase in the innovation process 4. Illustrate the role of uncertainty in the innovation process 5. Categorize and define different types of innovation 6. Implement the Business Model Canvas in specific cases 7. Assess the role of innovation in the economy and on public policy 8. Describe what it means for countries to be innovative 1.0 Introduction This chapter outlines what innovation management and new business development mean, which capabilities innovation managers need, and how uncertainty plays out in innovation. We discuss business models and how they can change, based on the Business Model Canvas . You will be taken through different classifications of product innovations and an explanation of the difference between the creative and implementation phases of innovation and new business development. We also discuss the importance of innovation for society and governments. 1.1 What are innovation management and new business development? Innovation is key to firms and other organizations today. Organizations have to change, adapt to changing circumstances and lead in broader economical and societal change. Without innovation, firms run a large risk of disappearing in the short or medium term. At the same time, innovation is difficult because of the high degree of uncertainty. Proper innovation management increases the chances of success . Therefore, innovation management is a key capability in today's business environment. 3 4 Innovation Management The discipline of innovation management originated in research and development (R&D) contexts within manufacturing companies, but has now spread to all kinds of other firms, including service firms, government agencies and non-profits. New business development is a relatively new and upcoming field, and closely related to innovation management. It also concerns innovation but has a stronger focus on the creation of new markets. Both innovation management and new business development are engaged in innovation. Examples of innovation are abundant. Case 1.1 tells the story of a large international bank that completely transformed its head offices to become more innovative, while Case 1.2 highlights an established car manufacturer starting regional car-sharing services in big cities. Innovation and new business development are the answers to the need for change. Innovation and new business development involve the creation of new products or services for customers, the creation of new markets, but increasingly also the creation of new business models. Established firms are not the only organizations to engage in innovation and new business development; start-ups by definition innovate and create new business. ~ CASE 1.1 ING: TRANSFORMING A BANK In 2015, the international bank ING started a major transformation . The bank aimed to become more innovative, bringing new applications faster to the market. For instance, the bank wanted to improve the accessibility of bank accounts and payment options for customers on their cell phones quickly. Customers also had to be able to use different channels - the computer, apps, telephone calling and visiting the bank's branch - interactively. The bank made a bold decision: it replaced its existing structure in its headquarters of units and departments by one of squads and tribes. Squads were cross-functional teams of people with an IT, marketing, product management, user-experience or data analytical background. The teams worked in an agile way (see Section 6.2) and had more autonomy to make decisions than in the past. In this way the team could go to market with new releases of products much more frequently, about every two weeks or every month instead of once every two months (Mahadevan, 2017) . The teams were also responsible for selecting new hires. A number of squads jointly formed a tribe (Barton et al., 2018). Team members from different teams with the same expertise got support in so-called chapters. ING created in total 350 squads embedded in 13 so-called tribes. The transition helped the bank to become a forerunner in innovation in the banking world. Innovation and new business development are usually performed by separate departments or sometimes only by a single innovation manager or new business developer in a firm. But they can also be done by people in other departments, for instance in marketing, in product management, or in research-oriented environments. At the same time, innovation and new business development are different from R&D. R&D focuses on technology development and the successive creation of new products. Innovation and new business development are much broader. They are not just about new products, but, as mentioned above, innovation and new business development can also focus on the creation of new services, new markets or new business models. Firms may therefore have R&D, innovation and new business development units. Innovation management and new business development q CASE 1.2 NEW BUSINESS DEVELOPMENT BY BMW AND SIXT: DRIVENOW DriveNow started as a car-sharing service in German municipal regions. Cars were distributed across a city, and subscribers to the service could pick one up, open it with their electronic key, drive around the city and leave it behind at their convenience, paying per use. The car manufacturer BMW and rental agency Sixt started the initiative in 2011. It was a major business model innovation for both companies, since the activity was completely different from developing and producing high-end cars (BMW) or renting out cars at an agency (Sixt). The initiative could even have cannibalized the existing business of the two companies, since it could have diminished the number of cars sold or rented . Nevertheless, the two companies decided to step into this new service since car sharing might become successful in the future, and they wanted experience at an early stage. They collaborated because they both had relevant capabilities. BMW had the relevant knowledge of cars to make the required adaptations; Sixt had the relevant customer and IT knowledge. In 2015 DriveNow operated over 5,000 vehicles in seven countries worldwide with over 800,000 customers. Definitions There are many definitions of innovation, and hence many of innovation management. A classical, and very broad, definition of innovation comes from Schumpeter (1934), who included in innovation (1) the introduction of a new good, (2) or of a new method of production, (3) the opening of a new market, (4) the application of a new source of supply of raw materials and (5) a new organization of an industry. Others define the concept a lot more narrowly, such as 'the invention, development, and implementation of new ideas' by people within an organizational context (Garud et al., 2013). Since innovations can concern new business models, and thus are not always based on an invention, we define innovation in this book as 'the creation and development of new products, services, business models or processes in firms or other organizations'. Innovation management concerns the management of these activities. Innovation management is the subject of ISO 56000 series standards (being developed by ISO TC 279). Since new business development is a newer field, there are fewer definitions. S0rensen (2012, p. 26) speaks of the development of potential growth opportunities by companies. He makes a distinction between the development stage and the implementation stage of these opportunities. He limits the role of new business developers to the earlier development stage. He also explicitly excludes strategy development from the tasks of a new business developer: 'Business development refers to the tasks and processes concerning analytical preparation of potential growth opportunities, the support and monitoring of the implementation of growth opportunities, but does not include decisions on strategy and implementation of growth opportunities.' Indeed, in some firms the activities of business developers are restricted to the early phase. But in other firms, business development also includes market introduction or creation of new markets. And we will see in Chapters 4 and 7 that, according to some academics (notably Clayton Christensen), the creation of radical new business opportunities (particularly 'disruptive innovations') can best be done by a separate unit that is responsible for all activities involved, including purchasing, market introduction and sales. We will also see that others propose that, where feasible, such Innovation is the creation and development of new products, services, business models or processes in firms or other organizations. New business development refers to the creation and development of new products, services, business models or markets. 5 6 Innovation Management a unit makes use of other, existing units in the firm along the business development process. In other words, whereas S0rensen in his definition chooses to make a sequential separation of tasks between new business development and the other units in the firm, other academics argue for a more parallel division of tasks over time, during the whole process. The definition of new business development that we will use in this book is very similar to the one of innovation, leaving out new processes and including new market: 'the creation and development of new products, services, business models or markets'. It includes the activities involved, from idea generation to implementation and sales. Firms may have these activities performed by a specific unit or person labelled 'new business development' or by a dedicated 'new business developer', or they may divide these activities over different departments along lines as described later in this book (see Chapter 7). These definitions show that innovation management and new business development are slightly different but overlap strongly (see Figure 1.1). Traditionally, innovation management was focused on research, new products and new processes in firms. Today innovation management also includes new services and new business models. New business development is more limited on the one hand, since it usually does not include process innovation. But it is broader on the other hand, since it includes the creation of new markets. The creation of a new production plant can be part of innovation management, but not so much of new business development. On the other hand, expansion of a service to a new country is part of new business development, while we do not consider it to be innovation management. Although this book covers both innovation management and new business development, we will not always mention both fields explicitly, but just speak of innovation and innovation management. But usually we also refer to new business development. The innovator An innovator is a person active in innovation activities, either within an organization or individually. We can call people involved in innovation innovators or new business developers. They usually come up with new ideas, and they are active in developing and implementing those ideas. What characterizes these people? Dyer et al. (2009) mention five 'discovery skills', which are typical activities for innovators: Innovation Management New Business Development New services processes New products New markets New business models Figure 1.1 The relation between innovation management and new business development Innovation management and new business development Associating refers to connecting 'seemingly unrelated questions, problems, or ideas from different fields'. It is at the heart of innovation: connecting different worlds. Innovations are often combinations of ideas or knowledge from different sectors. For instance, the iPhone connected the world of computers to the world of telecommunications, using knowledge and technologies from both fields. Some people are good at connecting such different ideas. Questioning refers to asking questions on why things are the way they are and to challenging the status quo. People may wonder why millions of people all over the world step into their cars every day to commute to work. Thinking about such a question they may come up with alternatives, such as relocating office buildings, new transport systems or more decentralized workplaces. "7 Observing refers to intensively looking at what people are actually doing, with a fresh mind in the sense of not taking the world for granted. In Chapter 3 we will elaborate on observing users. By observing them we can learn about the actual use of our products and services and get ideas on improvements or alternatives. "7 Experimenting refers to learning by creating imaginary or real image prototypes or pilots of a new product, service or business model. By making an idea or concept real, we can learn about its impact and effectiveness. Furr and Dyer (2014) see creating space for experimentation as the core of the task of innovation project leaders. According to them, the leader should not decide on the direction to go themselves but should carefully create a mindset and room for the team to experiment, instead of just working behind the desk, since experimentation leads to better information (see Section 7.3). "7 Networking refers to connecting to other people and institutions, internal and external to the firm. Since innovators and new business developers often combine knowledge and ideas from different people and fields, networking is essential. Ancona et al. (2002) speak of high performing X-teams, teams that have strong external relations (see Section 7.1). In Section 7.2 we will also see that not just having a large network as such, but also the specific structure of the network of innovators affects their performance. X-teams are teams with strong external relations. On top of these skills, entrepreneurial alertness characterizes the innovators and new business developers. They are always on the look-out for opportunities for innovation and new business. Those opportunities may pop up at unexpected moments or in unexpected situations; being alert is a precondition to detect them. The five skills above are mainly important in the front-end stage. As we will see in the next section, later stages require more execution-oriented skills. 1.2 Paradoxes of innovation The fields of innovation management and new business development are paradoxical fields, characterized by counterintuitive forces . Innovation management has to balance those forces. Three paradoxes are outstanding. The first one concerns the tension between uncertainty generation and reduction. The paradox involves that innovators generate uncertainty at the beginning of a project, but they generally attempt to reduce it as soon as possible. They generate uncertainty by creating ideas and projects for new products, new services or new business models. At the same time, innovators and new business developers attempt to reduce uncertainty as early as possible in the process, Uncertainty is a state of missing information and knowledge of relevant aspects of a situation and of relations between those aspects. 7 Innovation Management by doing technical and market tests, and by assessing the organizational and financial viability of the new offering. We find an example in Case 1.2 (DriveNow). BMW and Sixt created uncertainty by conceiving the idea of starting car-sharing services in city areas. It was unclear whether there was enough demand, and whether they were able to manage this activity that was completely different from their existing activities. But soon they reduced uncertainty by exploring the market in a few cities. At the start of an innovation project, uncertainty is high. It's often uncertain whether the company will be able to create the new product, service or business model, it's uncertain whether there will be a market for it, it's uncertain whether suppliers will be able to deliver, and it's uncertain whether the competition will be ahead or not. Also, in some cases, certain complementary products are needed, and it is uncertain whether other firms will be able and willing to produce those. Innovators (and sometimes their organizations) seek uncertainty, because they need to develop themselves for an uncertain future, and the returns from uncertain activities can be high. So, innovators have to embrace uncertainty. Uncertainty distinguishes innovation from other activities in the firm, which may also carry uncertainties but usually to a lesser extent. The high level of uncertainty involved in innovation and new business development also requires different ways of working and skills than in other business activities. But, on the other hand, innovators and their organizations generally try to reduce uncertainty because uncertainty means risk and potential losses. So, processes, market learning, team structures, collaborations, etc., all aim at reducing uncertainty as early as possible in an innovation project. When uncertainty remains high in such a project, that may even be a reason to stop the project altogether. Idea generation on new products, services or business models increases uncertainty, since it opens new opportunities that are still highly uncertain. But from the point of idea generation onwards, the other innovation activities should reduce uncertainty. So, innovation is at the same time an uncertainty creating and diminishing activity. This discussion touches upon a second, related paradox concerning the character of innovation activities in different phases. In general, we distinguish between the idea development phase (the front end of innovation), in which phase the team develops the innovative concept, and the implementation phase, in which it details the concept and brings it to market. Innovators generate uncertainty in the front-end phase, while they try to reduce it in the implementation phase. The two phases require quite different activities and capabilities. The emphasis in the front end is on creativity. The skills from the previous section - associating, questioning, observing, and a facilitative and experiment-oriented management style - are essential in this phase. On the contrary, in the implementation phase, sticking to deadlines, project management, advertising, and an execution-oriented, hands-on management style are more important. Creativity is still important to perform these activities in an innovative way, but it's not dominant any more. In addition, some of the creativity skills, such as networking, have to change in character. In general, in the front-end phase the innovation team needs a diverse network to different types of people, to be able to tap into different types of knowledge. In the implementation phase the team needs a network that supports the tasks of the team. Such a network will be more coherent and less diverse (see Sections 7.1 and 7.2). As we will see in this book, there are more differences between the front end and the implementation phase, for instance, in the applied processes. As we will see in Chapter 3, in the front end, firms mainly apply iterative processes, whereas in the implementation phase sequential processes are often more appropriate. Leadership styles will also differ between front end and implementation (see Section 7.3). An important challenge for Innovation management and new business development firms and project teams is how to overcome the change in the type of activities and the required competencies. A solution can be to assign tasks in the front end and in implementation to different people, as is implicit in S0rensen's (2012) definition of new business development, quoted above, which restricts new business development to the front-end stage, and proposes to leave other activities to other units and people in the firm. An alternative solution is to assign both the front end and implementation to the same people, but to require different behaviours from these people in different phases of the project. So, either the team leader and members are able to change their behaviour and network over the course of the process, or the project will need a change in team leadership and team composition. We can consider this contradiction between required skills, leadership and network the second paradox of innovation. In general, in popular discussions on innovation and new business development, the creativity aspect gets most attention and implementation is undervalued. However, effective and efficient implementation is at least as important as creativity. Firms can spend their financial resources only once, and if they spend them on inefficient innovation activities, the results will have too little impact for the firm and the future of the firm is jeopardized. Also, support for these activities will diminish, since colleagues see a lot of resources going into an activity that has little productive value. Having a clear portfolio management approach (Chapter 5) and well-organized processes (Chapter 6) contributes to effective and efficient implementation of innovations. A third paradox is between incremental and radical innovation. Incremental innovation means that the firm makes small modifications on existing products, services or business models. Radical innovation means that the firm enters completely new markets, applies new competencies and moves away more radically from its existing products, services and business models. The levels of uncertainty involved in the two types of innovation are opposite: uncertainty is relatively low in incremental innovation, and it is relatively high in radical innovation. Therefore, the activities, skills, processes, performance measures, leadership styles and time horizons are rather different between incremental and radical innovation. The question is how the firm can manage these differences. As we will see in Chapter 7, we speak of ambidexterity: the firm has to perform well in the short term (by means of incremental innovation) and prepare for the longer term (by means of more radical innovation). Separation between incremental and radical innovation in distinct units can be a solution. The more radical the innovation, the more removed the unit will be from the daily operations. 1.3 What is business model innovation? An important type of innovation today is business model innovation. Business model innovation has become an extremely popular topic since the publication of Business Model Generation by Alexander Osterwalder and Yves Pigneur (2010). In that book, Osterwalder and Pigneur give a definition of the concept, and present the Business Model Canvas which sets out the scope of business model innovation. Their definition is: 'A business model describes the rationale of how an organization creates, delivers, and captures value' (p. 14). So, value is key in this definition: what it means for your customers (create), and how you earn money in return (capture). Also, the operations of a company are included: how you deliver value. The concept of business model as introduced by Osterwalder and Pigneur also describes the position of companies in the value chain: what value you provide, and what value you take from your suppliers. In that sense it is also a description of the reason for the existence of companies, since that is derived from adding something to a certain value chain. We can also give a A business model is a description of the rationale of how an organization creates, delivers and captures value. 9 10 Innovation Management broader and higher-level definition of business model: 'A story around who we serve, what is the value proposition (what), and how we make money.' Other definitions have been coined that focus more on the elements and connections between these elements (Amit and Zott, 2012). Business people sometimes just refer to the financial model when they speak about business models, referring to alternative ways to generate income for the company, such as facilitating sharing products between customers instead of selling them (DriveNow, see Case 1.2), two-sided platforms (such as Airbnb) and advertising (Google). Business model innovation is popular in the business world today. Many firms have started discussing their business model and considering alternatives. A question is: Why is the concept so popular these days? Should the concept always have been popular, but did we have to wait until Osterwalder and Pigneur unveiled the term? Or is there a trend in the business world that explains its popularity? The latter reason is certainly important. The rise of IT and particularly the Internet and smartphones have generated options for many new and unusual business models, in which you earn money other than by selling products or services. Also, IT facilitates collaboration instead of doing things internally in companies. It has made it easier to find appropriate parties that have certain knowledge or that can supply certain products or services. So, instead of firms doing it all themselves, it has become easier to purchase products or services from others, or to collaborate with others who have certain knowledge. In this way new methods of delivering products and services are created. At the same time, the concept of business model innovation opens up completely new arenas for innovation. You do not just have options to innovate your products or services, but you can also innovate your channels to the customer (e-commerce), your relations with customers, the way you work with partners, or the financial model for your business. In fact, the concept of business model innovation has broadened the scope of innovation managers and new business developers. The Business Model Canvas A business model innovation is a change in one or more elements of the business model of an organization. The Business Model Canvas provides a tool to make a description of the business model of an organization. The canvas has nine elements or building blocks. The elements of the Business Model Canvas are described in Figure 1.2. In the centre is the value proposition, which describes the value we provide to our customers. Three building blocks on the right describe the market part of the business model (customer segments, channels, customer relationships), three building blocks on the left describe the supply side (key activities, key resources, key partnerships), and two building blocks at the bottom describe the financial model (cost structure, revenue streams). Figure 1.3 shows the canvas for the example of the business model of a supermarket. As you can see, many supermarkets in fact provide two value propositions to two different customer groups: providing all the groceries needed at a single place to the once- (or twice-) a-week shopper, and providing the ingredients for tonight's meal to the just-before-dinner shopper. The two value propositions require differences in the assortment of services and products offered by the supermarket. The canvas can help us to define the concept of business model innovation more precisely. Above we defined the concept of business model as the way a company does business. This would mean that business model innovation includes any change in the way the firm does business. This is a very broad definition. A more precise definition, based on the canvas, is: a business model innovation includes every innovation in any of the elements of a business model. Usually we only speak of a business model innovation when a major change in any of the elements of a business model takes Innovation management and new business development (Y Key partnerships CD ~ Key activities Value propositions ii Customer • relationships Customer • segments The most The bundle of Type of important things products and relationships services that a company must do to make its create value for a The groups of business model specific customer people or segment The network of work organizations suppliers and I It solves a Key Channels the company partners customer's resources aims to reach problem or and serve The most How a company satisfies a need important assets communicates required to make The reason why with and reaches a business model customers turn to its custom ers to work deliver a value on e company proposition over anoth er 118 .:..a. Cost structure Revenue streams The cost incurred to operate a business model The cash a company generat es from each customer segment Figure 1.2 The Business Model Canvas Note: This work is licensed under the Creative Commons Attribution-Share Alike 3.0 Unported Licence. (Y Key partnerships Suppliers Marketing agencies ~ Key activities • Purchasing • Marketing • Logistics • Branding • Setting up new stores -"-- Value II propositions Getting all your groceries at one point at a reasonable price I .:..a. Key resources • Warehouses • Stores • Expertise marketing, logistics, purchasing • Brand • Customer relationships Loyalty cards Brochures Journa l The once-awee k shopper Channels (Alternative: getting the meal for tonight) 118 Advertising (Alternative: the dai ly justbefore-dinner shopper) The store Revenue streams Cost structure Cost of products Costs of operations, stores, personnel Marketing and other overheads Customer. segments Sa les of products Figure 1.3 The Business Model Canvas for a supermarket Note: This work is licensed under the Creative Commons Attribution-Share Alike 3.0 Unported Licence. 11 12 Innovation Management place, or when a number of minor changes combined create a major change in the business model. Business model innovation as defined in this way includes product or service innovations, which are in fact special cases of business model innovation (both usually focusing around a change in value proposition). Nevertheless, we will speak in this book about product, service and business model innovation as separate categories, where business model innovation refers to innovations in the business model that are beyond product and service innovations, and which include other elements of the Business Model Canvas such as the channel, partners or the financial model. Types of business models The Business Model Canvas is a general framework to distinguish and classify business models, but it doesn't say anything about the different existing business models. What business models are there, and how successful are they? Figure 1.4 depicts a range of business models (partly derived from Michel, 2014). In the figure, we classify the New structure of business model Two-sided market model Airbnb Uber Sharing DriveNow (see Case 1.2) New revenue/pricing model Demand-driven pricing Airline services Value-based pricing Consultancy services Bidding eBay Name your own price Priceline Razor-and - blade business model Gillette Printers Advertisement model Google New channel Streaming Netflix Home delivery/ web-commerce Amazon Customer loyalty Subscription Netflix All inclusive Cruises Total solution Rolls Royce aircraft engines Figure 1.4 Business models Innovation management and new business development Parameter Description Personalization Tailoring products and services to individual consumer preferences Closed loop Re - using used products Asset sharing Using the sam e assets for different purposes (Uber using people's private cars) Usage- based pricing Charging customers based on use instead of up-front purchasing Collaborative ecosystem Collaborating across the supply cha in to provide a product or service Agility Reacting quickly to changing custome r needs Figure 1.5 Potential success factors for business models business models based on the most salient element of the Business Model Canvas represented by this business model, often the financial model. But in many cases the business models change different elements of the canvas. For instance, Uber is a twosided market, connecting drivers and customers, but Uber also applies demand-driven pricing and Uber changes the 'key assets' element of the Business Model Canvas, since it does not own cars as the cars are owned by the drivers. A question is of course which business models are more successful than others. At first sight, the reader may think that the two-sided market model is the most successful, since we observe a few huge successes (Airbnb, Booking.corn). However, it is dangerous to derive general conclusions from a few cases, since we do not know how many other entrepreneurs tried to create similar business models and failed. So, we should know the average success of a business model, not the performance of a few very successful cases. Kavadias et al. (2016) did a more extensive study, classifying a set of 40 new initiatives on a number of parameters. They concluded that six of these parameters were particularly predictive of the success of business models (see Figure 1.5). Why business models are not the same as strategy There is quite some discussion amongst academics on the difference between business model and strategy (Teece, 2010). Business models are about how the firm creates and delivers value to its customers and how it captures value for itself. Strategy is about how the firm differentiates itself from its competitors (competitive advantage) and how the firm can create competitive advantages in the future. The strategy sets out what the firm wants to achieve, and how it wants to do so. It also relates to the capabilities that the company possesses or aspires to possess in the future. A business model may facilitate the implementation of a strategy. For instance, selling products over the Internet in addition to selling them in physical stores (a new business model) can facilitate internationalization in a company (an element of strategy). On the other hand, the strategy (creating a cost advantage compared to competitors) can require business model innovation (outsourcing of production) . So, business models and strategy are distinct, but are in close interaction. 13 14 Innovation Management 1.4 Types and classifications of innovations Above we saw that we can distinguish different types of business model innovation based on the elements of the canvas. The literature on product and service innovations also distinguishes different types of innovation. Novelty is an important criterion in those classifications. This literature makes a distinction between technological novelty and market novelty. The resulting classification is called the technology-market matrix (similar to the Ansoff matrix in strategy literature) (see Figure 1.6). It refers primarily to products. Technological novelty refers to the technology embodied in the product. Market novelty refers to the novelty of the target customer group, or to the novelty of the preferences of the customer group. ""7 An incremental innovation is only a marginal change on both aspects, for instance a new cell phone design which differs little from existing cell phones. ""7 Technological innovations are new with respect to technology but serve the same function as the existing products. The digital watch was a technological innovation compared to the traditional analogue watch, since it performed the same function for the same customers while applying a different technology. ""7 A niche innovation uses existing technology but aims at new customers or new preferences of existing customers. One niche innovation is a convertible version of an existing car model, since it uses the same technology for a new group of customers. ""7 And a radical innovation is an innovation in both technology and customers. The first iPhone was a radical innovation, since it was new in terms of technology, particularly by combining technologies not used together in this way before, and it created a new market, since customers purchased a product with completely new features. Sometimes it is not so clear where an innovation should be located in the classification. For instance, the electric car is a technological innovation if you consider it as a replacement of the traditional combustion engine car, but it is a radical innovation if you consider the completely new preferences that it serves, particularly in the area of sustainability. Technological newness High LOW High Niche Radical Incremental Technologica l V) V) QJ C :!: QJ C ..., QJ ~ "' ~ LOW Figure 1.6 Technology-market matrix Innovation management and new business development The technology-market matrix addresses a limited set of elements of the Business Model Canvas, mainly the value proposition, resources (technology) and customer segment. In fact, we could extend the matrix with more dimensions corresponding to elements of the canvas, such as the channel, partners and the financial model. We would get a multidimensional matrix, which, however, cannot easily be visualized. A classification of innovations restricted to the technological dimension only is the modularity matrix. This classification focuses on the composition of products, as shown in Figure 1.7. On the vertical axis are the components of a product. A component of a car is its engine: it can be either a combustion engine or an electrical one. If the combustion engine is exchanged for an electrical one, the component is new. On the horizontal axis are interfaces between components. For instance, a car consists of a chassis, engine, body, interior, electrical installation, etc. All these components are connected through interfaces, which can be nuts and bolts but also connectors between wiring and electrical parts, etc. Also, the spatial design of the car creates interfaces, since it determines how different components are located in relation to each other. Innovators can either change specific components of the car or change the interfaces between them: ~ Incremental innovations make a marginal change to both the components and the interfaces. An update of a car model is an incremental innovation. ~ Architectural innovations change the interfaces radically. For instance, a recumbent bicycle is an architectural innovation compared to a traditional bicycle since it uses the same components but arranged in a completely different fashion. ~ Modular innovations change a component without changing the majority of the interfaces. For instance, a veggie burger is a modular innovation compared to a hamburger, since the meat is replaced but all the rest (bread, service) remains the same. ~ A radical innovation changes both components and interfaces. Again, the first iPhone was a radical innovation according to this classification, since Apple developed new applications (components) and the interfaces between elements in the product were new. ~ Q) z Modular innovation Radical innovation Incremental innovation Architectural innovation (/) +' C Q) C 0 0.. E 0 u 01 C ·.;:::; (/) ·x w Existing Int erfaces Figure 1.7 Modularity matrix Source: Adapted from Henderson and Clark (1990). New 15 16 Innovation Management Note that the term 'radical' is used in this scheme in a different way than in Figure 1.6. Here it refers to technological aspects only: a change in both the components in a product and their relations. In Figure 1.6 it refers to a change in the combination of technology and market. In fact, Figure 1.7 refers to the horizontal axis in Figure 1.6, since it is about technology only, and does not include market aspects. 1.5 Innovation and society The economy Innovation has an important impact on the economy. On the one hand, innovation can destroy existing businesses, and thus hurt the economy. For instance, the spread of computers has phased out many administrative jobs, which are now performed by computers. On the other hand, innovation creates new business and can improve the efficiency of existing businesses, and thus has positive effects. In general, the negative effects occur in the short term, while the positive effects remain also in the longer term. Therefore, economists and politicians weigh the positive effects as stronger than the negative ones. Innovations, and particularly product innovation and the underlying technologies, are also assumed to have effects on the development of economies in the longer term. At the beginning of the 20th century, Nikolai Kondratiev developed a theory that technology development was the reason for SO-year waves in the economy. Figure 1.8 illustrates these long-term waves . General-purpose technologies, such as steel production, have effects in many industrial sectors, and so generate strong economic growth. At some point in time, the growth ends and a period of recession starts, until scientists and engineers develop new technology which diffuses through society, leading to a new period of growth. Although the theory is attractive because of its simplicity, it lacks sufficient clarity to be accepted by economists. One problem is that economic figures support the waves to some extent, but certainly not fully. Another problem is that it is unclear why these general-purpose technologies would appear at regular time intervals. So, the evidence for the theory is thin, and it is more an interesting thought experiment. Steam engine Cotton Railway Steel Electrical engineering Chemistry Petrochemicals Automobiles Information technology ....,,.----- . G R 1800 IG Growth D 1850 1900 R Recession D Depression 1950 2000 I Figure 1.8 Long-term Kondratiev waves in the economy Source: Rursus (2009). Note: This adapted work is licensed under the Creative Commons Attribution-Share Alike 3.0 Unported Licence. Innovation management and new business development Innovation for society Innovation has a strong impact on society at large. Innovation is an important means of solving societal problems. The United Nations consider innovation one of the ways to address global challenges, such as poverty, inequality, climate change, etc. For that reason, innovation is even part of United Nations Sustainable Development Goals (Goal 9, Build resilient infrastructure, promote inclusive and sustainable industrialization and foster innovation). For instance, innovation can create solutions for environmental pollution. Electric cars solve the problems caused by exhausts from cars, and if utilities generate the electricity in a sustainable way, can also reduce CO 2 emissions. Business model innovation can have similar effects, such as, in the same context, sharing of cars. If such sharing reduces ownership of cars, it decreases material use for the production of cars and the use of space for parking in urban areas. Many firms today include sustainable development in their innovation strategies. Food companies create new packaging technologies for their products, that both retain the product in good condition and have a lower impact on the environment. They also develop vegetarian alternatives for meat products, in that way reducing the consumer's environmental footprint considerably. Today most hamburger chains even include those burgers in their menus. In some cases, larger 'ecosystems' have to change to make such sustainable innovation successful. Case 4.15 describes the development of a biobased chemical component with applications in running shoes that required such ecosystem changes. Recent examples of the broader societal impact of innovation are new products and services that help solve the COVID-19 crisis. In the first place, many pharmaceutical firms developed a vaccine against the virus. But also many other firms developed new activities to help combat the virus (see Case 1.3). Often these innovations were of the technological type according to the technology-market matrix in Figure 1.6: the firms used their technological competence for new COVID-19-related markets. ( \ CASE 1.3 INNOVATION TO HELP SOLVE THE COVID - 19 CRISIS After the first shock of COVID-19 affecting Western economies, the crisis generated much creativity and innovation to contribute to a solution. In most cases, firms applied their existing technology competences to develop new products or services. Textile manufacturers in Western countries ordered face-mask-producing machines from China and adapted their production facilities. The Spanish fast-moving apparel retailer Zaro started producing hospital clothing. Liquor distillers produced disinfectants, and perfume houses such as Givenchy and Dior started producing antibacterial hand cleansers. On the other hand, innovation can also have a negative societal impact. In fact, innovations from the past, such as cars, the use of natural resources for energy, etc., have contributed to the current climate crisis. Other examples are the use of new technology for warfare, such as nuclear warfare, and the threat of IT systems for privacy. Today ethical issues arise in the use of artificial intelligence, because artificial intelligence can reproduce prejudices if trained with historical examples. The challenge for innovators and governments is to detect such negative consequences in an early phase, and either to adapt the technology in a way that the negative consequences do not occur (training an artificial intelligence system in the right way), or to create accompanying measures to take away negative consequences, such as privacy regulations. 17 18 Innovation Management Public policy Direct subsidies are subsidies that involve a payment to an organization or person, dependent on the execution of a specific activity. Indirect subsidies are financial compensations to an organization or individual for a specific activity but that do not involve direct payments. Tax deductions, for instance. Externalities are unintentional effects of a specific action or behaviour. A benchmark is a comparison between the performance of an entity (country, organization) (by measurement of specific indicators) against the performance of other similar entities. Because innovation has such a strong effect on economies and societies, governments are generally interested in promoting this activity. They usually provide direct subsidies to R&D in universities and research institutes. They distribute part of those subsidies by means of national science foundations, selecting the highest quality research proposals. Also, many governments give tax deductions for R&D investments in companies. These are a form of indirect subsidy. In some countries, companies pay lower profit tax on revenues originating from products on which they own a patent. Recently, research has shown that strong IP protection legislation and good contract enforcement policies also stimulate companies to invest more in R&D (Brown et al., 2017), since these provide more guarantees that they will benefit from their investments. The justification for policies to provide tax benefits and subsidies for R&D and innovation are so-called externalities of innovation for the economy and society. The generators of innovation, research institutes and firms , usually only appropriate part of the benefits generated by the innovation themselves, normally by means of the sales prices of the innovation. Part of the benefits are left to society, for instance in the advantages that new products or services bring, or by means of decreased prices of products or services. For instance, if a company develops a new process for sealing the stems of cut flowers which give them a longer lifetime, the retailer selling the flowers will have to throw away fewer flowers and the consumer can benefit longer from the flowers. The retailer can therefore pay the flower producer a higher price, and the flower producer can use part of the added revenue to pay the manufacturer for its investments in the new process. It will be clear that the manufacturer does not receive compensation for all the benefits to the other parties, because each party only pays part of the benefits or added revenues to its supplier. In addition, in this case there are advantages for the environment, in the form of reduced waste of end-of-life flowers, for which the manufacturer is not compensated. Because manufacturers only receive part of the benefits, they would in fact underinvest in innovation. To compensate for that, governments support innovators with subsidies and tax reductions. There is debate in the literature about the question of whether these subsidies replace investments by firms themselves, and thus reduce firms' spending on innovation, or whether they stimulate such investments. Recent publications suggest that government subsidies increase companies' spending, and that they do not substitute for the investments of firms themselves (Dimos and Pugh, 2016). Subsidies appear to have a particularly positive effect for industries which would otherwise only innovate at a low level (Brown et al., 2017). So, by subsidizing innovation, governments stimulate companies to perform innovation at a level that is in line with its economic and societal benefits. In the global economy of today, it makes sense for governments to focus on specific industries. Countries or regions often have their own strengths with respect to sectors, and governments can attempt to reinforce these. For instance, India has built strong competencies in information technology and software, and thus innovation in those areas can give a strong impetus to further growth in the country. Germany is strong in the car industry, while China has high competencies in electronics manufacturing. Each country can focus on specific industries, to keep its position and to retain wealth for its population in the global economy. Innovativeness of countries Because of its economic and societal importance, governments and firms are eager to compare their innovative performance with each other. Several benchmarks compare Innovation management and new business development -©----·-.. ---, NSTii-Ui-iONS--------------------- . .. . ·--------------- --- ------- --------------~-- --. HUMAN CAPITAL AND RESEARCH f:.,[,,J} ·-, . .. Political environment Regulatory environment Business environment \ ' ' ' ' ~ Education Tertiary education Research & development/R&D) ~ .~. ..~ ... ·._ ~ -w-------~_: --jN-FRASTRU-CT-URi- ------ ---------ICTs General infrastructure Ecological sustainability Su~~~!ex ··•••.. :_. :' .......... .... ------. ---.. --................ ---- MARKET SOPHISTICATION Innovation ~ - ·• ··:;;• ,· # I ,: l . ; :' •, Credit Investment Trade, competition & market scale : ... ' : -------- ······----------------·········--------BUSINESS SOPHISTICATION Knowledge workers Innovation linkages Knowledge absorption ..-·· ······· GLOBAL . ( INNOVATION i \ INDEX / ······ . ~~~:;~~~~~~;~~-. ---.---.-t!t-.. · - -.:. Knowledge creation Knowledge impact Knowledge diffusion ---------------------------------------CREATIVE OUTPUTS 8 : : :. --------- Innovation Output Sub-index :• Intangible assets Creative goods and services Online creativity Figure 1.9 Innovation indicators of the Global Innovation Index 2019 Source: Cornell University, INSEAD, and WIPO; Dutta et al. (2019). Note: Material originally provided by the World Intellectual Property Organization (WIPO). The secretariat of WIPO assumes no liability or responsibility with regard to the transformation of this data. innovativeness of countries. The Global Innovation Index compares countries worldwide (Dutta et al., 2019). This benchmark considers innovation to be a process at the national level and consequently has three main categories of indicators (indexes) (see Figure 1.9): ""7 The input index includes indicators measuring the quality of institutions, the availability of human capital and researchers, infrastructure for innovation, and market and business factors. 19 20 Innovation Management ""7 The output index includes knowledge and technology outputs, such as patents, and creative outputs, such as design patents (see Section 4.7). ""7 The third index is efficiency: how effective are actors in a country able to convert inputs into outputs. This index takes just the ratio of outputs over inputs. It shows how much innovation output a given country is getting for its inputs. The composite score adds the three indexes together. For instance, according to this benchmark Switzerland, the UK, Sweden, the Netherlands and the US were the world's five most innovative nations in 2015. The Global Innovation Index is very broad, including indicators such as the quality of the logistics infrastructure and the use of broadband in a country, factors that are important for the competitiveness of the economy but do not necessarily have a strong direct effect on innovation. The European Innovation Scoreboard confines itself to indicators that have a direct relationship with innovation. It also has three categories of indicators: ""7 Enablers are the conditions for innovation; ""7 Firm activities refer to R&D and innovation activities in companies; ""7 Outputs are actual innovations in the market. However, whereas the Global Innovation Index considers knowledge production as an output, the European Innovation Scoreboard considers it as an input. This shows that the two scoreboards have a slightly different focus . The Global Innovation Index focuses on the process of knowledge production and the economic conditions for that, while the European Innovation Scoreboard focuses more on the conversion of knowledge into actual innovation. In 2016, Sweden, Denmark, Finland, Germany and the Netherlands were the five most innovative countries in Europe according to the European Innovation Index. = 1.6 Summary In this chapter we reviewed the basics of innovation management and new business development, the innovation manager, the process, innovation types and public policy. First, you learnt that innovation management deals with managing the innovation process within a company; new business development deals with the process of creating new business opportunities for a company. They are similar, but not identical. Both focus on new services, products and business models; they differ in their focus on the creation of new processes and new markets respectively. We discussed the front-end skillset of the innovation manager, from associating and experimenting to networking. The innovation manager has the required skillset and background to set up and manage strategy, creativity, culture, project planning, implementation etc. in relation to innovation activities. We have also introduced the difference between the front-end and implementation phase of the innovation process. In particular, we saw how uncertainty presents a changing paradox over the phases of the innovation process, as the innovator needs to accept and promote uncertainty for the creation of innovations, but at the same time must try to reduce uncertainty to make the risks inherent to implementation of innovation manageable. From a strategic point of view, it is then also important to understand what types of innovation a company produces. First, we saw that Innovation management and new b usiness development 21 an important aspect of innovation is to understand what a company's business model is and how the firm can strategically innovate the ways that it creates and captures value. The Business Model Canvas provides a clear-cut tool to analyze this. Furthermore, we discussed how innovation can be categorized according to market and technological newness, and according to component and interfaces between them. Finally, we also took a moment to appreciate how innovation can impact economies and innovativeness of countries, and how public policy can shape innovation and vice versa. 0 1.7 Discussion questions and exercises Discussion questions 1. To what extent do you think that the processes and activities within a company differ between innovation management and new business development? a. Are new business development processes not just a subset of the innovation management processes? 2. Do you believe that the skills of a new business developer differ from those of an innovation manager? 3. What do you think is a good way to balance uncertainty in the innovation process? a. For example, would you gamble on developing different types of innovations simultaneously or would you rather focus on developing one as soon as possible? b. Would it be best to develop new innovations and new markets through a separate business unit (e.g., in an innovation department) or throughout the company (e.g ., squads and tribes)? 4. Looking at Figure 1.6 (Technology-market matrix) and thinking about the sharing economy: where would you place Airbnb (as an innovation) in the matrix as compared to traditional hotels? a. And where would it fit in Figure 1.7 (Modularity matrix)? b. How well are both matrices suited to categorize service and business model innovations? 5. To what extent does the local government in your region or country use public policy to stimulate innovation? Exercises Thinking about innovative organizations, write down which ones come to mind and explain why. Use at least one of these organizations in the following exercises. 1. Looking at Figure 1.6 (Technology-market matrix) and Figure 1.7 (Modularity matrix) , categorize the types of innovations that these companies produce. 2. Fill in the Business Model Canvas for a core product or service of that organization. a. Can you identify and fill in each element of the canvas? Why/why not? b. Where did the company innovate in recent years and in which element of the canvas do you see most room for more business model innovation? 3. How does public policy shape innovation in the industry or sector that the company operates in , and vice versa? 22 Innovation Management Consider Uber, which is a company that has had a major influence through their innovation on the taxi market in many countries around the world. In most countries, the adoption of their platform did not go w ithout some public debate and changes to public policy. 1. Investigate how Uber shaped public policy in your (or in neighbouring) countries. You may do thi s through looking up news articles. What were the changes in public policy due to Uber? How did they achieve these changes? 2. Also try to study how public policy has affected Uber. How did Uber adapt its business model to (your) specific countries? Why was it necessary to push these changes? References Amit, R. and Zott, C. (2012) 'Creating value through business model innovation', MIT Sloan Management Review 53(3): 41-49. Ancona, D., Bresman, H. and Kaeufer, K. (2002) 'The comparative advantage of X-teams', MIT Sloan Management Review 43(3, Spring): 33-39. Barton, D., Carey, D. and Charan, R. (2018) 'One bank's agile team experiment', Harvard Business Review (March-April): 59-61. Brown, J.R., Martinsson, G. and Petersen, B.C. (2017) 'What promotes R&D? Comparative evidence from around the world', Research Policy 46(2 , March): 447-462. Dimos, C. and Pugh, G. (2016) 'The effectiveness of R&D subsidies: a meta-regression analysis of the evaluation literature', Research Policy 45(4, May): 797-815. Dutta, S., Lanvin, B. and Wunsch-Vincent, S. (2019) Global Innovation Index 2019. Creating Healthy Lives The Future of Medical Innovation . http s://www. wipo.int/publications/en/details.jsp?id=4434#:- :text=The%20Global%20 Innovation%20Index%202019,education%2C%20infrastructure%20and% 20business%20sophistication. Dyer, J.H., Gregersen, H.B. and Christensen, C.M. (2009) 'The innovator's DNA', Harvard Business Review (12, December): 61-67. Furr, N. and Dyer, J.H. (2014) 'Leading your team into the unknown', Harvard Business Review (12, December): 80-88. Garud, R., Tuertscher, Ph. and Van de Ven, A.H. (2013) 'Perspectives on innovation processes', Academy of Management Annals 7(1): 775-819. Henderson, R.M . and Clark, K.B. (1990) 'Architectural innovation: the reconfiguration of existing product technologies and the failure of established firms', Administrative Science Quarterly 35(1): 9-30. Kavadias, S., Ladas, K. and Loch, Ch. (2016) 'The transformative business model: how to tell if you have one', Harvard Business Review (October): 90-98. Mahadevan, D. (2017) 'IN G's agile transformation', McKinsey Quarterly, 10 January. Michel, R. (2014) 'Innovation isn't worth much if you don't get paid for it', Harvard Business Review (October): 78-85. Osterwalder, A. and Pigneur, Y. (2010) Business Model Generation. Wiley. Rursus, Simplified KondratieffWave Pattern SVC version of File:KondratieffWave.gifl 7 September 2009, 10:37 Schumpeter, J. (1934) The Theory of Economic Development. Harvard University Press. S0rensen, H .E. (2012) Business Development. A Market-Oriented Perspective. Wiley. Teece, D. (2010) 'Business models , strategy and innovation', Long Range Planning 43(2-3, April-June): 172-194. Idea development Part 2 Part 1 Introduction Innovation management Chapter 1 Part 2 Idea development Part 3 Selection Idea management Innovation strategy Portfolio management Company ---+ Sections 2.6-2.7 Part 4 Implementation ---+ Sections 7.2-7.5 Chapter 8 Chapters 4-5 Project Idea development Project selection ---+ Sections 2.1-2.4 Chapter 3 ---+ Chapters 4-5 Part 5 Specific firms Part 6 Conclusion Specific types of firms The future of innovation management Chapters 9-10 Chapter 11 23 Organization of innovation Project execution Chapter 6 Section 7.1 The front end of innovation 2 Learning objectives After reading this chapter, you will be able to: 1. Explain what defines creativity and what makes people creative 2. Identify and distinguish different types of creativity 3. Determine important sources and drivers of innovation 4. Reflect on the importance of business and social networks 5. Apply tools to improve creativity of people 6. Run a scenario-planning workshop 7. Plan and lead an effective creativity workshop 8. Design an idea management system 9. Evaluate the effectiveness of crowdsourcing platforms 2.0 Introduction How often do we find ourselves in an ad hoe brainstorming session on how we can improve a working process, or on what new products and services we could sell? Indeed, most of us are familiar with brainstorming as a method to start our creative process as a group. But what actually is creativity and why is it so important that we understand and manage it? Why is it essential that we use the right tools to create and select the best ideas? This chapter is about the idea development phase in our general framework of this book (see Overview section) . It's also called the front end of innovation. We explain how to generate ideas, what makes people creative, how knowledge and networks affect creativity, and how you can lead creativity workshops . So far, the chapter is about creativity at the project level. In Sections 2.6 and 2.7 we also discuss creativity on the level of the company: how firms can enhance creativity in the company, and capture ideas from inside and outside the company. In the next chapter we will address how to get information from customers in this phase of the innovation process. Hansen and Birkinshaw (2007) distinguish between idea-poor, conversion-poor and diffusion-poor companies, dependent on where the weakness is in the innovation process. In this chapter we address the problems of idea-poor companies by offering theory and tools for creativity. The topic of conversion refers to the process of selecting and developing innovations and will be addressed in Chapters 4 and 5. Diffusion concerns developing the idea further and implementing it in the market. This topic will be addressed in Chapters 6 and 7. 25 The idea development phase is the phase in which the idea is generated and elaborated into a more detailed concept description. The front end of innovation is another term for the idea development phase. 26 Innovation Management 2.1 Creativity Knowledge and problems An open problem is a problem which is not narrowly defined. A closed problem is a clearly defined problem with an explicit description. In general, we use the term 'creativity' in two meanings: the ability of people to generate new ideas, and the outcome of that process - the ideas themselves. When creativity refers to ideas, we mean ideas that combine two characteristics: novelty and usefulness (Amabile, 1998). Novelty we find in the field of art, usefulness we find in the field of business, but creativity concerns the combination of the two. Although we tend to think that ideas come out of the blue (or out of the box), knowledge is usually an important requirement for creativity. People need knowledge of certain technologies, or of certain markets, to be able to come up with useful ideas. In addition, creativity often originates from the combination of knowledge from different domains (the 'associating' skill from Section 1.1). For instance, the idea of creating web-commerce is a combination of the possibilities of the Internet with the processes in retail. Creative people are good at connecting knowledge from different domains into something new. The out-of-the-box element in such activities is usually in the combination of specific, unexpected domains. At the same time, creativity can be an answer to open or closed problems. In the case of open problems, there is no explicit problem that asks for solutions, but the idea generator comes up with the idea including the problem that can be solved. The rise of the Internet created opportunities for innovators and entrepreneurs in many industries to create web-commerce. In most cases, there was no defined problem or need for a solution, but the new technology provided opportunities for innovation and for solving problems. In the case of closed problems or needs, the creative person develops the idea as an answer to an explicit problem or need. The American airline SouthWest (see Case 2.1) provides a nice example of a firm becoming creative in response to an urgent need. In fact, for other entrepreneurs in the airline industry the example of SouthWest provided an opportunity to respond to an open problem. Many innovations have resulted from closed and urgent problems, such as canning food by Nicolas Appert in France in 1809 in response to a call by his government for better means of preserving food for army and navy use than salting. ( \ CASE 2.1 CREATIVITY IN RESPONSE TO AN URGENT NEED: SOUTHWEST An example of creativity in response to an urgent need was the American airline South West, which invented the budget airline business model because it had landing rights only in the region of Texas in the US. Instead of purchasing rights in other regions, the company decided to fly to small airports within the region. It is now the largest airline in numbers of passengers in the world and it has served as inspiration for many other budget airlines, such as Ryanair and easyJet in Europe, and AirAsia, Jetstar and others in Asia. Other authors distinguish between 'value sought' and 'value created' (Ardichvili et al., 2003). Both value sought and value created can be defined or undefined. Value sought refers to the open/closed distinction above. Undefined value sought is an open problem, defined value sought refers to a closed problem. Value created refers to the availability of a solution to a problem. Undefined value created means that there is no solution available yet. Defined value created means that there is already a solution, for which a problem needs to be found. The authors distinguish four situations (see Figure 2.1): The front end of innovation Value sought Undefined Unidentified Identified Dreams Problem solving II "'Cl <I) +-' a <I) I... u <I) ~ a > Defined Technology tran sfer Ill Business fo rmation IV Figure 2.1 Types of opportunities Source: Ardichvili et al. (2003). I. Dreams. The innovator comes up with a new idea, which is a solution to a new problem. This is what we usually consider real creativity. II. Problem solving. In this situation the problem is defined but the solution is undefined. An example of problem solving is the origin of Google as a company: two PhD students at Stanford University, Larry Page and Sergey Brin, developed a better search algorithm for information on the Internet. They saw a problem and developed a solution. They founded the company Google based on the result. Ill. Technology transfer. The innovator has a solution but looks for a problem to be solved. Often, they have to carry a solution to a new environment. An example of such technology transfer is offered by the chemical company DSM. In the 1970s it developed a new fibre that was very light relative to its weight (Dyneema). The company had to start searching for applications for the fibre. The solution (value created) had been defined, but the problem (value sought) was undefined. IV. Business formation. The innovator has a problem and a solution. They just have to move on to implement the solution. In fact, creativity is rather low in this situation. In general, solving needs is often an example of value sought, since there is a problem that has to be solved, and of a closed problem type. Opportunities can be examples of value created, since at least part of the solution will be available. Human creativity Some people come up with new ideas all the time; other people seldom do so. What kind of people are creative? Three human characteristics enhance creative ability: expertise, motivation and skills (Amabile, 1998). We have already mentioned expertise. Creative people usually have deep expertise or knowledge in a certain domain and connect that expertise with some degree of expertise in another domain. Many ideas are born from deep knowledge of potential future customer groups (see Case 2.2 on the role of customer knowledge for creativity). On the other hand, expertise can bind people to a certain way of thinking, and it can limit their scope in idea generation. 27 28 Innovation Management Intrinsic motivation is motivation that originates from what the person likes to do. Extrinsic motivation is motivation that originates from what the person receives in return for completing a task. Therefore, we need creativity tools (see Section 2.3) to disconnect people from their current way of thinking. Second, people need the right motivation. The literature shows that intrinsic motivation is better than extrinsic motivation for creativity. Intrinsic motivation entails that people perform a task because they like to do it, or because they want to learn or to excel in that task. Extrinsic motivation entails that people perform a task for certain personal benefits associated with it, for instance a financial reward or reputation. Research has shown that intrinsic motivation is generally better for quality of ideas than extrinsic motivation. People who are motivated by the task itself think deeper or longer about ideas relating to that task than people who want to achieve a purpose that is not related to the task itself. Finally, creative thinking skills enhance creativity. These are the 'Discovery skills' described in Section 1.1. As mentioned before, the 'associating' skill is particularly important, since good ideas often originate from the combination of knowledge from different fields. Regarding the question of whether creative skills are 'in-born' or learned, the general opinion amongst academics is that everybody can learn to be creative. ( \ CASE 2.2 THE ROLE OF KNOWLEDGE IN CREATIVITY The company Quickplug produced small peat 'plugs' for the floriculture and vegetable industries to grow young plants in. They used a special binder to hold the plugs together. One of the owners of Quickplug had a friend who was an entrepreneur breeding orchids. The orchid breeders planted the young plants in so-called sphagnum. a composition of different soils. Through his friend, the owner of Quickplug acquired deep knowledge of the orchid-breeding business. and he developed a dedicated plug for orchids, which reduced labour costs but, more importantly, also reduced the time taken to produce full-grown plants. Within a few years, the invention transformed the orchid-growing business. Unsworth (2001) identifies four types of creativity, depending on the reason for people to be creative and the type of problem. The reason can be extrinsic or intrinsic and the problem type can be open or closed, as mentioned above. Based on the combination, four types of creativity result (see Figure 2.2). °""7 Responsive creativity entails that people solve a specified problem in a creative way. For instance, as a member of a team in a car company you may be confronted with the problem that many potential car purchasers in city centres lack appropriate parking space. You might come up with the solution of organizing car sharing instead of selling cars to individuals. The problem is clearly at the table and it is your task as a team member to come up with a solution. °""7 Expected creativity means that people come up with solutions to unspecified problems as part of their duties. For instance, as a member of a brainstorming team you come up with ideas for new strategies for the firm (e.g. to lease printers to your customers instead of selling them). °""7 Contributory creativity means solving a specified problem which is not part of your duties (voluntarily). For instance, a person who is not a member of the team that develops the leasing solution for printers comes up with an idea for how to pre-finance the printers. °""7 Proactive creativity means that people voluntarily come up with ideas that are not clearly specified. For instance, a production worker comes up with the idea The front end of innovation I C Q) 0.. Expected creativity Proactive creativity Responsive creativity Contributory creativity Extrinsic Intrinsic 0 Q) 0.. >E +-' Q) ::0 0I... 0... "'O Q) V) 0 u I Driver for engagement Figure 2.2 Four types of creativity Source: Unsworth (2001). of leasing printers to customers instead of selling them and communicates this idea to their manager (or an idea management system, see Section 2.6). This is the type of idea generation that we often refer to when we speak of creativity and 'out-of-the-box thinking'. However, the other types of creativity also often require deviating substantially from the current way of thinking, and so may also require high levels of creativity. Note that according to our reasoning above, contributory creativity and proactive creativity will lead to higher-quality ideas, since they are based on intrinsic motivation. Nevertheless, extrinsic motivation is often combined with intrinsic motivation (people like what they do, even more so in creative tasks) and thus may also lead to high-quality outcomes. Thinking styles What type of reasoning leads to creative ideas? What kind of questions do we have to ask ourselves? The literature distinguishes two thinking styles in creating opportunities: causation and effectuation. We can also call them decision rules since they structure the way people make decisions. Causation starts with a purpose, and subsequently searches for means to reach that purpose. On the other hand, effectuation starts with the resources available, and creates new purposes from those. For instance, when people have to select a meal to cook for dinner at home, causation involves looking for a recipe in a cookbook and then going to the supermarket to purchase the required ingredients. A cook applying effectuation would scan the refrigerator to see what ingredients are available, and design a meal based on those. An example of causation from the business world would be an entrepreneur who sees an opportunity for a budget airline, but who has to acquire the planes, the knowledge and infrastructure to realize that opportunity. An example of effectuation was SouthWest, which already had planes, knowledge and infrastructure, and decided to create budget services by extending its infrastructure to local airports and starting point-to-point services without transfers (see Case 2.1). Causation is the generation of ideas starting from a purpose or goal. Effectuation is the generation of ideas starting from the available resources. 29 30 Innovation Management Serendipity means that ideas originate by chance. Biomimicry means that natural phenomena provide examples which lead to new ideas. Design thinking is an example of causation, since it starts with understanding the needs of the customer, and it develops innovations from there (see Chapter 3). Finally, serendipity has always been an important source of ideas. Serendipity means that a discovery is made by chance. Edouard Benedictus invented laminated safety glass in 1903 when he dropped a glass flask on the floor (Roberts, 1989). He noticed that the glass shattered but did not fall apart. There was a thin film of collodion on the inside from earlier use, which formed a gluey substance (cellulose nitrate) that kept the glass together and prevented it from breaking. Of course, only people who are interested in inventing, and have knowledge of application domains, will notice such events. 'Chance favours the prepared mind', said biologist and chemist Louis Pasteur. That's why we label serendipity as a 'cognitive source' of ideas, since the idea doesn't come from the outside, but the inventor develops the idea based on an outside coincidental event. For instance, Benedictus did not act on his observation immediately, but only did so when some time later he read an article about injuries as a consequence of car windshields breaking in accidents. So, he needed information on an opportunity from the outside to create his idea. A similar cognitive source of ideas is biomimicry. It means that nature inspires people with new ideas. A famous example is barbed wire, which was inspired by hedges of roses or other thorny bushes that were previously used to fence off land. Many current examples of this source of ideas are published on the website of the Biomimicry Institute. 1 Highly creative people will pick up the information from these sources more quickly than others. So, the sources alone are not enough, they have to be combined with creativity and knowledge to generate innovations. Creativity can come from people with strong creativity skills, as described above, or by purposely bringing together sources and tools for creativity. Innovators have to acquire information from different sources and have to recognize the market opportunities inherent in that information, which requires creativity skills. SUMMARIZING SO FAR Creativity can be a reaction to open or closed problems, it can come from intrinsic or extrinsic motivation, and it can come from an effectuation or causation thinking style. Not always will these origins affect the content of an idea, although in general we expect better ideas from intrinsic than from extrinsic motivation. 2.2 Sources of ideas Trends as drivers Ideas, or their success, often have broader societal trends as their origin. We will call these trends 'drivers of innovation'. Trends as drivers of innovation refer to developments in technology or society which create the opportunities and needs for innovation (see Figures 2.3 and 2.4). For instance, the ageing population creates new opportunities for all kind of innovations, from remote health-care services to luxury travel services. In this case a demographic development creates a market for innovations. The growing average income of families in combination with growing cross-cultural interests creates new demands for distant travelling. 1 https://biomimicry.org/ The front end of innovation ( \ CASE 2.3 TRENDS AS DRIVER OF COMPUTING INNOVATIONS A historical example of trends leading to innovation is the application of scientific methods in engineering. Amongst other examples, this happened during the Second World War. The US military wanted to compute the trajectory of missiles and to decipher encrypted messages. This demand led to the development of new electronic computing devices such as the ENIAC (Augarten, 1984). However, the application of scientific methods had already created such computing needs in several other fields of technology. In those days, 'human computer' was a job in several fields of engineering. These people made calculations full time to solve engineering problems. In the Netherlands such human computers made extensive calculations on changes in water currents and tide heights as a consequence of potential hydraulic works (Van den Ende, 1994). In several places in the world engineers and scientists developed mechanical computing machines and electrical so-called analogue computers to meet the computing needs. These activities stimulated the further development of the digital computer. So, in this case an important driver of innovation in computing was the application of scientific methods in fields of engineering. Another example of a major driver for innovation is the rise of the Internet. Webcommerce creates an enormous demand for innovation, particularly business model innovation in retail. Almost every retail chain now has its own web-channel, and we all know the larger independent ones such as Alibaba and Amazon. Sustainability is a similar driver for innovation at the moment, although it is still unclear what innovations will result. Creativity Trend, or 'Driver' .... Needs and opportunities 1 Ideas .... Innovation Figure 2.3 The relation between drivers and innovation Trend Innovation Demographic change : ageing population Remote health care New technological knowledge: Internet Web-commerce New consumer demands : growing income Long-distance holiday travel arrangements Sustainability Solar panels Figure 2.4 Trends as drivers of innovation Trends create opportunities or needs for innovation. For instance, new consumer demands create opportunities that innovators can spot and can act upon by generating 31 32 Innovation Management ideas and innovation. New technological knowledge can reach innovators by means of network partners, such as research institutes or suppliers, or by means of actors in their social networks. Actors in the social network may have knowledge of trends which they bring to the new business developers. Innovators and new business developers can scan the broader trends with the purpose of deriving opportunities for innovation. In Section 2.4, we will explain how trends are instrumental in creating scenarios, then in Section 2.5 on creativity workshops, we will see how participants start to investigate current trends and develop ideas that fit these trends. Of course, the process can also work the other way around: people first get an idea for an innovation, and then search for a trend or application area facilitating the successful implementation of the idea. Business and social networks A source of innovation is the industry, organization or person that generates an innovation for another organization . An individual's social network consists of the set of specific relationships to the individual, for instance all relationships aimed at giving or seeking advice. Other sources of creativity and innovation are networks of companies and people. We can distinguish between business and social networks. Business networks refer to partners of companies such as suppliers, customers and research institutes. These partners can all come up with options for innovation. For instance, suppliers of concrete components can propose prefabricated houses to construction companies. Suppliers of IT systems can suggest web activities to retailers. Customers can come up with ideas for innovation, as we will discuss in Section 2.7 on crowdsourcing. Research institutes may approach business partners to implement new knowledge in innovations. Pavitt et al. (1989) distinguished industrial sectors according to the source of innovation (specific types of network partner). ~ In supplier-dominated sectors, such as furniture, agriculture and construction, suppliers of machinery mainly drove innovation. ~ In scale-intensive industries, such as automotive, innovation came from internal and external sources. ~ Specialized suppliers are firms supplying specialized products to other companies, such as equipment manufacturers. These firms live in symbiosis with their customers, and usually develop innovations internally which they provide to customers. ~ And finally, science-based firms exploit new scientific discoveries in fields such as electronics, chemicals, pharmaceuticals and aerospace. They develop knowledge and innovations in-house and acquire them from universities. In all cases, the network partners bring in new knowledge or solutions that the focal company can combine with its activities, knowledge and solutions to create innovations. In later publications Pavitt added the emerging information-intensive firms as another category (Bell and Pavitt, 1995). These firms have their main source of technological accumulation in the advanced processing of data and are typically found in sectors such as banking, retailing and tourism. Social networks refer to people's personal networks. They can also be influential in stimulating creativity. Traditionally scholars considered large and diverse networks as positive for creativity (Burt, 2004). Diverse networks have ties from the central person ('ego') to many other people who are not connected to each other. Such networks generate creativity since they usually give access to many different sources of knowledge. If the ties with the network actors are weak, the network does not take too much of the central person's time, so that they still have enough time to process The front end of innovation all the knowledge from the network. So, very creative people often have many contacts in different circles. A specific network position that is conducive to innovation is the 'broker' position. Brokers connect two or more groups of people which are strongly associated. The advantage of the broker position is that the received information is processed and validated, but the central person doesn't have to do much to combine the knowledge, while being uniquely positioned since nobody else in the network connects the different groups. Kijkuit and Van den Ende (2010) have shown that strong relations - existing friendships that have lasted for a long period - can also help in generating and processing ideas. Such relations have the advantage that people take more time to exchange knowledge that can be relevant for the idea. They are particularly helpful in improving the idea after being generated. 2.3 Tools for creativity As mentioned earlier, a general belief is that, to become creative, we have to think 'out of the box', free from everything. But in fact, this is a myth. When we have no structure at all, we start relying on cognitive schemes and scripts in our heads, which we are often not aware of. A better option are the many creativity tools that all rely on the same principle: generating questions that people would not usually ask themselves. Examples of such tools are TRIZ, Systematic Inventive Thinking and SCAMPER (see Figure 2.5). Also, we can use the Business Model Canvas to generate ideas. People can develop alternatives for every element of the canvas, and then combine the alternatives into completely new business models (for the latter, see Figure 2.11, How to structure a creativity workshop). Osterwalder, the author of the Business Model Canvas, and colleagues (2014) have developed the 'value proposition framework' to structure creative thinking (see Figure 2.6). According to this approach innovators have to closely investigate the 'pains' and 'gains' of products or services that a firm currently has on the market. Pains refer to problems that the customer experiences with your product or service, and gains refer to advantages that your product or service has compared to competitors. Based on such an analysis, the innovator can generate 'pain relievers' and 'gain creators' in their new value proposition. To take the example of the supermarket in Chapter 1 (Figu-re 1.3): a pain for the customer in the supermarket can be to stand in line before the cashier. A pain reliever would be to make automatic cashier terminals more abundantly available to prevent waiting. For other people, like the author of this book, a pain can be the work at home to store all the groceries in the right place in cupboards and refrigerators. For such a customer, a system in the supermarket that helps them to sort the products and to place the groceries in crates according to their destination at home would be a pain reliever. A limitation of the approach of the value proposition framework is that the innovator stays rather close to the current offerings of the firm. That means that innovations resulting from an analysis with the framework will usually target existing customer groups. Firms may miss new potential customer groups. Daan Stam and I have therefore developed the Erasmus Value Proposition Framework that stimulates innovators and new business developers to explore potential new value propositions in different directions. The framework is depicted in Figure 2.7. According to this framework, innovators can either add value to existing offerings, or decrease their price to create a 33 34 Innovation Management l TRIZ, the Russian abbreviation of 'theory of the resolution of invention-related tasks ', was developed by the Soviet inventor and science-fiction author Genrich Altshuller in the 1940s, based on the study of patents . The tool seeks contradictions in the functioning of a device according to a list of potential variables that might be in opposition. For instance, higher acceleration of a car increases fuel consumption per mile. Then the inventor tries to reduce the contradiction, for instance by developing a different type of engine or using a different type of gearbox. Systematic Inventive Thinking considers a number of changes related to an object: • • • • • Subtraction: remove a component Multiplication: add a different component to an object Division: split the project or its components to form new objects Task unification: assign a new task to an existing object or component Attribute dependency: create or dissolve a dependency between components of an object. A nice example of subtraction is Wikipedia : it removes the physical book from the encyclopedia object. SCAMPER was developed by Alex Faickney Osborn and Bob Eberle between the 1950s and 1970s. SCAMPER is a thinking process that asks a series of questions regarding an object or part of it: • • • • • • • Substitute: comes up with another object that replaces the object Combine: adds another object to the original object Adjust: identifies ways to adapt the object into something different Modify, magnify, minify: makes the object bigger or smaller Put to other uses: identifies other situations where the object may be used Eliminate: removes the object Reverse, rearrange: develops a new concept from the original concept. A nice example of putting something to another use are the cloud computing activities of Amazon . Amazon owned a large computing facility for its e-commerce, and at some point in time decided to use it to provide cloud computing facilities to other companies. So, it used part of its business model for e- commerce (the IT infrastructure) for a new use. After a few years, profits from this activity were higher than the profits from e-commerce. Figure 2.5 Creativity tools Gain Creators Products & Services 111111.. Pain Relievers Figure 2.6 The Value Proposition Framework Source: Osterwalder et al. (2014). Also on https:/ /www.strategyzer.com/. The front end of innovation Existing customers Added value '' Existing customers Commodity ' Value proposition New customers 'Blue Ocean' '' New customers 'Disruptive innovation' ' Figure 2.7 The Erasmus Value Proposition Framework© low-cost alternative. In addition, innovators can either target existing customer groups or new customer groups. The four combinations lead to: "7 Upward: target existing customer groups with new value. This is usually the outcome of applying the Value Proposition Framework and analysing gains and pains. "7 To the le~: target existing customer groups with a cheap product. Firms that offer customized solutions can introduce standard solutions to reduce costs. For instance, a provider of education programmes for the business market may decide not to develop a customized solution for every client, but to offer a set of standard courses from which a client can choose. "7 Downward: target new customer groups with a cheap or low-end offering. This is what disruptive innovations usually do initially (see Section 4.3). For example, in Case 4.8 on Ryanair, the budget airline targeted non-air travellers who could afford their low-priced tickets. "7 To the right: targeting new customer groups with new value propositions. This is what Blue Ocean strategies often do: targeting completely new markets that did not exist before. A famous example is Cirque du Soleil. While the traditional circus provided a cheap and funny show for families with lots of animals, Cirque du Soleil created a luxury experience based on acrobatics without any use of animals, to which businesspeople could invite their business relations. The framework offers a broader scope than the value proposition approach of Osterwalder et al. (2014). 35 36 Innovation Management 2.4 Scenario workshops A scenario is a description of a possible future for an industry or other entity. A macro trend is a long-term change process in society or the economy that affects a large part of the population. Scenario workshops can be helpful in generating and assessing ideas for innovation. A scenario workshop converts ongoing trends into pictures of future situations of the industry. The purpose of a scenario workshop is not to predict the future, but to depict possible futures of the industry. Idea creators can use the scenarios to envision the future or futures in which their idea may fit . Scenario workshops work from macro to meso level. The macro level concerns society as a whole. The meso level concerns the industry: the group of companies competing with each other. The purpose is to find out how broader changes in society will affect the context of a company, and eventually the situation of a specific firm. Scenario workshops usually follow four steps (Ramirez et al., 2017): 1. Generate a list of macro t rends that may be relevant for the future of the industry; 2. Score the trends on the degree of uncertainty and the impact on the industry; 3. Select two trends that have the strongest impact and that are highly uncertain; 4. Depict the future of the industry in case each of the two trends does or does not occur. Generate a list of macro trends. Participants of the workshop are invited to generate trends that may be relevant for their business. Trends are changes at the macro level of society, such as the drivers mentioned in Section 2.2. There we gave the example of an ageing population. Trends include technology trends, such as the rise of the Internet, also mentioned in that section. The participants of the scenario workshop do not necessarily restrict themselves to trends that are relevant to their industry, at this stage of the workshop they can generate any trend. The participants may use the PESTEL framework to generate trends. PESTEL stands for Political, Economic, Social, Technological, Environmental and Legal (see Figure 2.8). You can identify trends in any of these areas. Score the trends on the degree of uncertainty and the impact on the industry. The second step is to score each trend on impact and uncertainty. To analyze impact, participants can ask themselves a set of questions for each trend: Political Increasing requirements for f inancial buffers Legal Increasing requirements for financia l buffers Environmental Susta inability investment criteria Economic Global ization, start-ups, price-sens itive customers Bank Social Growth of group of wea lthy seniors Urbanization Technological Ce ll phone use for payments Crowdfunding platforms Blockcha in Figure 2.8 The PESTEL framework applied to the context of a bank The front end of innovation """7 Does the trend create new markets? """7 Does it destroy existing markets? """7 Does it modify existing markets? """7 Does it create new processes? """7 Does it create new competition? """7 Does it create new relevant regulation? Scoring the uncertainty of the trend is a bit more difficult than generating the list. Uncertainty does not just concern the chance that the trend occurs, but also the impact of the trend. For instance, increasing sustainability requirements are a trend for many industries today. Usually the trend itself is certain, so the uncertainty that the trend occurs is low. However, the degree to which the trend affects the industry may be highly uncertain. For instance, the trend may only require existing processes to be slightly adapted, or the trend may require a complete overhaul of processes and products. In the latter case, the uncertainty of the trend is high. So, uncertainty refers to both the trend itself and its impact. For scoring the impact and uncertainty of trends, we can use the chart in Figure 2.9. Select two trends that have the strongest impact and that are highly uncertain. In fact , this means you should select two trends in the upper right corner of the chart in Figure 2.9. If there are more than two obvious choices of trends in that corner, you can repeat the procedure in the next step for different combinations of trends with high impact and uncertainty. The reason for selecting trends with high uncertainty is that scenario development aims at depicting possible futures, to prepare managers for situations that may happen. Firms have to meet certain trends anyway. Uncertain trends are more interesting, since firms have to take actions that they will not necessarily need in the future. Firms should manage those actions carefully, while keeping an eye on the context, scaling up the activities if the relevant context indeed plays out. This is the essence of innovation management, the topic of this book. Impact on your business High Uncertainty Low Low Figure 2.9 Chart to score the relevance of a trend High 37 38 Innovation Management Trend 1 High Trend 2 Low High Low Figure 2.10 Chart to design scenarios Depict the future of the industry in case each of the two trends does or does not occur. Make a chart, such as the one in Figure 2.10, and fill out the trends on the two axes . On the one side, envision the situation that the trend occurs to a low degree; on the other side, envision the situation that it occurs to a high degree. For each of the four combinations, describe the situation of the industry in that particular context. It is important to realize that this description should concern the industry as a whole, and not just the company, or the product that the company produces. Relevant characteristics of the industry are the number and size of players in the industry, potential new entrants, and the basis of competition between companies. Usually the current situation of the industry appears in the bottom left quadrant of the chart. (:'.\ CASE 2.4 SCENARIO DEVELOPMENT FOR THE DREDGING INDUSTRY A study and a workshop in 2019 in the Netherlands on the dredging industry provides an example of the scenario development methodology. The dredging industry consists of a few global players in the Netherlands, Belgium and China. The Chinese players were extending their role in the industry. First the workshop participants determined trends in the industry. Important trends were: • A number of trends creating growing demand in the longer term : ~ global warming, rising sea levels ~ growth of populations ~ urbanization in coastal areas ~ growth of seaborne trade. • Sustainability requirement for the industry, both in equipment, for which the industry had to reduce emissions, and in project design. New project designs should include the natural environment far more, for instance by using natural currents in the management of water areas (under the label 'building with nature'). The front end of innovation • Protectionism affected the degree to which companies could compete worldwide. The US market is closed to outsiders by law, and outsiders have all kinds of problems entering the Chinese market. In other parts of the world the market may remain open or be closed off for local players in the future. Impact on your business Global High warming, rising sea levels Sustainability requirements Protectionism Urbanization in coastal areas Growth of population Growth of trade Uncertainty Low Low High The participants put the trends in the impact-uncertainty chart shown above. With impact they referred to a period of 5-10 years; therefore, some trends affecting demand scored lower, since they will have an impact only in the longer term. Sustainability requirements Strict Small market Strong competition Sustainability as basis competition Large market Chinese competition Sustainability as basis competition The innovators win Fragmented dredging market Protection Free market High protection Large market Chinese competition Efficiency as basis competition Small market Strong competition Efficiency as basis competition Protected negligence Low Commodity market Next, the researchers developed scenarios for the combination of two trends: sustainability requirements and protectionism. They gave a label to each of the four scenarios. The result is shown above. 'Protected negligence' refers to the low importance of sustainability in that scenario. Source: Tarakci and Van den Ende (2019). 39 40 Innovation Management 2.5 Leading creativity workshops Conditions for a successful creativity workshop To boost creativity and innovation, managers often organize creativity workshops. The primary purpose is to generate ideas for innovation. Particularly in idea-weak companies, creativity workshops can be very useful (Hansen and Birkinshaw, 2007), but to organize an effective creativity workshop is not easy (see Figure 2.11). First, a creativity workshop should not just generate a high number of ideas. What firms usually need is not just ideas, but high-quality ideas. Traditionally, accepted wisdom was that to get a few good ideas, you first have to generate many ideas, and then select the best ones. However, generating a high number of ideas is rather easy today. As we will see in Sections 2.6 and 2.7, IT tools facilitate the collection of large numbers of ideas from inside and outside of a company. There are examples of firms collecting tens of thousands of ideas. For these reasons, the question today is not just how to get ideas, but how to get good ideas. Creativity workshops should therefore not just coin ideas, but also make a first assessment of them and a first reflection on the process of implementation. Creativity workshops usually have a second purpose: to strengthen the innovative culture in an organization. By sitting together and working on innovative ideas, people become more motivated to spend energy and time on innovation. Innovation may change from an empty term to a concept with concrete contents for them. Organizing creativity workshops also communicates the message to others in the organization that innovation is taken seriously by the firm. To make a creativity workshop successful, firms should answer a few questions. The first concerns the purpose of the workshop. Do we just want ideas, irrespective of whether they fit with the strategy and scope of the company, or do ideas have to fit with a narrower purpose: a specific product line, specific elements of the business model, or otherwise? Firms may for instance seek particular ideas for business model innovation that go beyond just product or service innovation. How can we bring our products and services to the customer in a different way, which new financial models can we apply, or how can we change our position in the value chain? Firms may also seek ideas that focus on sustainability, or other broader purposes. Second, how futuristic should ideas be? Do we target the near future, and ideas that we can start developing tomorrow? Or do we target long-term opportunity areas, for which we will only lay the groundwork in the near future, for instance by creating the technology, or by setting up a first venture to experiment in that area? Depending on the intended purpose we can instruct the participants of the workshop. Third, how do we create the right conditions for the workshop? We need a creative atmosphere, where participants are stimulated to generate ideas. Participants should also be able to collaborate with others, and feel free to come up with unusual ideas. There should be an atmosphere of safety, and there should be diversity amongst the participants so that they can reflect on each other's ideas from varying perspectives. 1. 2. 3. 4. Criticizing ideas No diversity in the group Having no clear purpose for the session Focusing on a few ideas only 5. No follow up Figure 2.11 Five ways to ruin a brainstorming session The front end of innovation With respect to group composition, it is better not to have direct hierarchical relations in the group. It's no problem to have people from different levels, as long as they don't have a direct authority relationship. The boss can come in at the beginning and end, but they should leave the participants on their own in the meantime. Research has shown that, contrary to widespread popular belief, creativity starts better individually instead of jointly. The so-called 'nominal group technique' reflects this idea (Stam et al., 2013). People are invited first to generate ideas individually, for instance for 10 minutes. This phase can even last much longer if you give the participants an elaborate individual creative task (see the workshop description in Figure 2.12). Next, people share their ideas around the table, where they are encouraged to share all the ideas they have. Advantages of starting by generating ideas individually are: 1. The creativity of all the people around the table is used, whereas particularly introvert people do not always speak up if the discussion isn't structured. 2. Many people have difficulty with thinking and listening at the same time. So, a moment of silence facilitates their creative process. Th e nominal group technique is a group ideagenerating method according to which each member of the group first generates ideas individually before sharing the ideas collectively. 3. People tend to follow each other when collectively generating ideas. Individual creativity isn't influenced by the group process, and so ideas go in more directions if you organize the individual phase first. If there are subgroups during the workshop, rotating the subgroups during the programme can be a helpful way to increase communication between people with diverse insights. By structuring the workshop in the right way, the quality of the output improves. Before having a creativity workshop, it makes sense to organize a scenario workshop, as outlined in Section 2.4. The scenarios serve as a reference to position ideas in the creativity workshop, as indicated in Figure 2.12. 2.6 Managing the internal front end For firms to be innovative, they have to use the ideas of employees as much as possible. Firms use idea management systems to collect these ideas. The original system was the suggestion box, in which employees could submit ideas for improvements in work processes, working conditions or for real innovations for the companies. The majority of those ideas were usually for process improvements. Today, many firms often still have those systems, often employed by Human Resources, and now administered by means of an intranet portal. Such systems can generate substantial benefits. For instance, Deutsche Post, now part of DHL, reported that they received over 200,000 ideas from their employees in a single year, resulting in improvements with a total worth of hundreds of millions of euros. Our focus here is more on the application of idea management systems to collect ideas for innovations in products, services or business models for customers. Usually those systems target staff and managers in the company instead of work-floor employees. In firms employing mainly professionals these systems can target the whole workforce. They aim to stimulate employees to think about innovations for the company, and to communicate ideas for such innovations to the company instead of keeping them to themselves or sharing them with colleagues only. An idea management system creates a process in an organization for collecting ideas from employees (formerly a suggestion box). 41 42 Innovation Management A creativity warkshap usually has a number of phases and steps. Assuming that the workshop shouldn't just generate raw ideas, but that some development of the ideas and selection should take place, the following phases and steps work out well: Idea generation 1. 2. 3. 4. 5. 6. 7. 8. 9. At the start of the workshop, you, as facilitator, ask participants in the introductory round to communicate their expectations. You introduce the workshop, its purpose and its approach to the group. If you want to challenge the group a bit more, you ask them what they will do differently when they return to their normal duties. This can create some confusion and can even generate frustration , since people realize that there isn't much room for innovation in their company or in their own tasks. It may work to have a short discussion per table on this topic, and collect the results. Give a more elaborate introduction to the creativity tools used in the workshop. These can be tools such as nominal group technique, which involves participants first working individually on assignments, and then sharin g the results collectively. With a simple exercise you can show them that this process yield s more and better results than collective creativity alone. You may also explain tools such as TRIZ or Systematic Inventive Thinking. Also let participants do some creative exercises and explain the cognitive processes behind them . Start with an analysis phase. Trend extrapolation is an appropriate way to start thinking about the outside world. Innovation has to fit the outside world. If you have held a scenario workshop before the creativity workshop, you can use the trends from that workshop as a start. It will be useful to review the trends together with participants. An option is to ask participants before the workshop starts to generate some global trends and explain them in one sentence. You ask them to send the trends to you as pre-work for the workshop, and you , as facilitator, group the trends into clusters with a simi lar topic, and present them during the first part of the workshop. It works very well to put them on flipcharts on the walls. Alternatively, you can also start analysing trends using the PESTEL framework (see Figure 2.8). Discuss the result of the trend generation activity, ask participants to wa lk around, add more trends (on Postits) and put those on appropriate flipcharts, or start new ones. This is a good way to get the participants interested in each other's ideas. Introduce the concept of business model and business model innovation, give examples and show what these can achieve. This draws attention to the topic and increases motivation in participants. Introduce the concept of the Business Model Canvas, give examples of applications, explain its use, and ask the participants to depict the canvas for one of their existing businesses. (This can also be pre-work if you can provide a good introduction on the canvas, e.g. by means of a video.) Let participants individually generate new business models using the canvas. Let them first create alternatives for each element of the canvas, starting with the value proposition (dependent on the group; e.g . logistics managers may start with resources). You can use the acronym SCAMPER: Substitute, Combine, Adapt, Modify, Put to other uses, Eliminate, Reverse. Next, let them create new ideas for completely new business models based on the newly generated elements. As an alternative you may also use TRIZ or other idea generation tools in this phase. After this step, the participants discuss their results at the table. This phase takes relatively long, around an hour. If you have had a scenario workshop preceding the creativity workshop (see Section 2.4). it will be good to ask the participants to position their ideas in the seen arias. If some scenarios are not covered, meaning that none of the idea s fits in that scenario, you can challenge the participants to generate additional ideas for those scenarios. You can have the participants develop the business model ideas further by using a collective creativity technique such as the six hats of De Bono (2016) . They discuss one business model of each of the participants at the table, while every member of the table group takes the role belonging to one of the hats. The hats go around the table when a new idea is selected, so that everybody experiences every role. End of the first phase and day. You ask for feedback and have a guest speaker if you want. Assessment 10. The second phase starts with a strategy evaluation. You give an introduction on some strategy models and concepts, such as the five forces model and the concept of first mover advantage. You give each table the task of applying these models to one of their business ideas (not to the existing situation of the firm , as is normally done). Subsequently you discuss the results in the plenary group. If time is left, you can ask the participants to apply the model to their own individual idea. The front end of innovation 11. The second type of assessment is the business case. A really detailed business case cannot be built in this phase. but you can give on introduction on the basic principles of business cases, and on methods to investigate the sensiti vity of your business case to certain variations, e.g. in size of the market, prices of resources needed, productivity, etc. This can generate important insights for the development of business ideas, since the most important sensitivities should be investigated first, or they should be removed from the business idea by adapting it. For instance, the exercise can show that capacity utilization of your workforce (e.g. the call centre) has the strongest effect on the financial performance of your business idea (e.g. webcommerce). If that appears to be the case, you should start looking for ways to predict demand for services, or to have people make reservations for activities that require the personal involvement of your employees (e.g. let people email and call them back) . 12. Next select one idea per participant. Based on the discussions, participants choose one idea from their individua l ideas for the rest of the workshop. If they have difficulty in choosing, you can provide some generic selection criteria: novelty, feasibility, expected value, etc. Explain that it is a point of discussion whether strategic fit should be a criterion. Sometimes it is better for firms to adapt their strategy to new ideas than the other way around. Implementation 13. Th e third phase is implementation. This means that participants create a basic project plan for their concept. This addresses the process model (sequential , iterative, lean, etc., see Section 6.2), the people they want to involve and the team structure. This topic is important, since if these issues remain unaddressed, people go back to their offices with great ideas but without a clue on how to work on them . 14. If time is available, you can discuss the broader firm context for innovation in the participants' firms. How is portfolio management organized, to what extent does the company have an innovative cu lture, and what should be changed to create such a culture? You can also address issues such as idea management: not only is it a way to collect ideas in companies, it also communicates the innovative culture and the importan ce of innovation to the workforce. 15. You finish the workshop with a pitch. Every participant pitches their best idea to the whole group. It works well to suggest the 'golden circle' by Simon Sinek to the group (available on the Internet (Youtube: The Golden Circle: Why Does Apple Command Loyalty?), and see Section 7.3), which means that participants start with the 'why' of their idea, then the 'how', and finally the concrete idea itself (the 'what'). But don't expect many to follow exactly this pattern. Usually most people wi ll sti ll start with the 'what' and not the 'why'. Nevertheless, it opens the eyes of the participants to other aspects of their ideas, and it raises the question of how you can convince others. Give people sufficient time to prepare their pitch. Give every participant a strict timeslot for the pitch (e.g . three minutes). It works well to give one other participant up-front the task of asking a single question (also to practise preparing and answering questions). Organize a contest at the end to select the best idea and the winner. 16. Collect feedback on the contest - what made you vote for a specifi c idea. Collect feedback on the workshop. Figure 2.12 How to structure a creativity workshop ( \ CASE 2.5 GAMECHANGER An example of an idea management system was the Gamechanger at Shell. Shell created this system in the middle of the 1990s, initially targeting mainly R&D people, but later also the rest of the company. The firm invited employees to submit ideas that they could not elaborate as part of their daily activities to the company by means of this system. Shell employed a dedicated bureau to process the ideas in the system. This bureau applied a type of stage- gate system (see Section 6.2) to regularly evaluate ideas and to dedicate budgets and targets for each phase in the idea's development. After each phase the idea was evaluated by a review committee that was selected for that gate in particular. This committee was usually smaller in the beginning, and with more senior people later in the process. The number of ideas submitted to the system was relatively limited, in the range of 100-200 per year. However, some very profitable innovations resulted from the system, such as a new device to close off the leaking of oil from almost depleted oil wells, which has resulted in the additional extraction of hundreds of millions of euros of oil per year. 43 44 Innovation Management There are questions about how firms can get idea management systems aimed at more radical innovations working, how they can get high-quality ideas from them, and how they keep them functioning for longer periods. First, some important choices should be made in the design of an idea management system. One critical question is whether some target areas in which the company searches for ideas should be defined, or whether the firm wants to collect all ideas that employees want to submit. The firm could for instance specifically collect ideas that aim at sustainability, or ideas that aim at the firm's activities in emerging economies. Some people might think that setting such target areas would hinder 'out-of-the-box' creativity, but research has shown that setting targets and 'inside-the-box' thinking may be as productive (see discussions in Section 2.1 on closed problems and value sought). The decision on whether or not to set targets will depend on current strategy considerations in the company. If there are urgent demands, setting targets may be effective. Otherwise, leaving the idea space open may work well. A middle ground can be to have specific target areas for ideas and an additional open box in which ideas that fall outside these areas can be posted. Idea submitters will understand that the chances of adoption will be lower in the latter box. A related question is whether firms should set criteria to which ideas must conform or which will be used as selection criteria. Since selection criteria will always exist, it is generally better to be open about them to idea submitters. However, the question is which criteria to include: ~ Usually novelty and feasibility will be important criteria. In fact, they may work out a bit contradictory since more novel ideas will in general be less feasible. So, feasibility is more a boundary condition that should not be below a certain level. ~ In addition, expected value can be important, since firms in general like innovations that generate high revenues. On the other hand, the scope of the idea should be within reach of the company. ~ A question is whether strategi.c fit should be a criterion. On the one hand, ideas that are completely at odds with the current strategy will usually not have a high chance of acceptance. On the other hand, firms want to create new activities with innovations, and it will not work always to remain within their existing strategy. Ideas can be the trigger for strategic change. An option is to have strategi.c leverage as a criterion: does the idea add to the existing strategy, or stimulate the generation of new strategic directions? In the Gamechanger example (see Case 2.5) most of the time strategic considerations were not included in the criteria. Shell kept open the option of supporting ideas that might not fit in the current strategy and were licensed out or that led to a spin-off later on. A second design choice is whether the firm wants to give rewards for ideas. Managers can consider offering some prize, but research has shown that this may not always have positive effects for higher-level employees (Baer et al., 2003). It may be better to offer employees time to work on the idea when approved, since that fits with the intrinsic motivation of the target employees. Also, recognition may help, by having an 'innovator of the year' or some other way to reward idea generators in an immaterial way. By the way, in idea management systems for work-floor employees, as discussed at the beginning of this section, it does work better to offer financial rewards. An important way to get high-quality ideas is to stimulate employees to discuss ideas with each other. Employees usually do not immediately submit an idea to the idea management system. They first discuss it with colleagues, who in turn may talk The front end of innovation about it with other colleagues. Comments of colleagues from such discussions lead to adaptations of an idea. Research has shown that these adaptations in general improve the quality of ideas. This is even more so if the colleagues who discuss the ideas originate from different departments or units but know each other very well. The reason is that such colleagues bring new perspectives to an idea, while the strong relationship facilitates an intense discussion (Kijkuit and Van den Ende, 2010). So, organizers of idea management systems should encourage idea submitters to discuss the idea with others, and preferably with people they know well in other units. Those people do not have to agree with the idea, but the idea submitter should take their comments seriously. To keep the system active over time, employees should be encouraged to repeatedly submit ideas. Giving feedback on ideas, particularly rejected ideas, is important. Ignoring ideas appears to lead to people not coming back with new ideas (Dahlander and Piezunka, 2014). Research shows that if feedback is provided, people do come back with new ideas, and against expectations, people whose ideas are rejected appear to come back with even more ideas than the ones whose ideas are accepted (Deichmann and Van den Ende, 2014). An explanation is that they feel challenged by the rejection of their previous idea or ideas to get another idea through the selection. However, our research also found that the chances of their new ideas being successful do not increase. Apparently, they do not learn much from the rejection and feedback, while the chances of success for the previously successful idea submitters increase for new ideas. Possibly they learn by perceiving what a good idea looks like and what you need to do to get it accepted in an idea management system. The result of these effects could be that idea management systems would be clogged with bad ideas from repeatedly unsuccessful idea submitters. Our advice to managers of idea management systems is not just to tell submitters of rejected ideas why their idea was rejected, but also to show them what good ideas looks like. Also, they could encourage them to collaborate with colleagues who have been successful in the past. ~ CASE 2.6 IDEA CATALYSTS AT IBM IBM collected ideas on an internal idea management system and had so-called idea catalysts to create networks around ideas. These catalysts searched the system for interesting ideas, and approached people in the company who might be interested in these ideas. In this way, the company deliberately created networks around ideas. The catalysts should have a large personal network, to be able to spot the right people for every idea. 2.7 Crowdsourcing ideas Today, firms not only collect ideas internally but increasingly also from outside the firm. We speak about 'idea crowdsourcing', sourcing ideas from the crowd. One of the first companies to do so was Procter & Gamble (P&G) with its so-called 'Connect and Develop' initiative (Huston and Sakkab, 2006, see Case 2.7). The company approached many outside parties to come up with ideas: retired employees, alliance partners, research institutes, etc. One of the successful outcomes was the Swiffer duster, a duster to which the dust sticks so that you collect dust instead of moving it around. The product was suggested to Procter & Gamble by a Japanese company, which had acquired the basic material from a German chemical company. So, knowledge of the material literally travelled around almost the whole world before it reached its destination. Idea crowdsourcing is collecting ideas from outside the organization. 45 46 Innovation Management ~ CASE 2.7 CROWDSOURCING AT P&G P&G had the idea of printing images and texts on Pringles chips. Normally the development of such a technique would take at least a year, in which P&G would work with a printer manufacturer to develop the technology. In this case, P&G decided to publish an open call for an existing technique. An Italian professor at Bocconi University had recently inherited a bakery and had started to develop a technique to print on cakes and other bakery products. P&G purchased the technique from him and could bring the product to market much faster than if they had developed a solution themselves. Other companies have set up similar activities. As mentioned above, in 2006 IBM organized a so-called 'Innovation Jam', in which they collected more than 40,000 ideas from employees and people outside the firm (Bjelland and Wood, 2008). IBM set up two new innovation programmes to implement a number of them. Dell created a website, Ideastorm, to collect ideas from customers. Other firms have more limited activities. The Dutch airline KLM (part of Air France-KLM) installed an idea generation initiative dedicated only to its business clients. While initiatives like these can inspire companies to innovate and give useful directions, at the same time they have their limitations. First, a high quantity of ideas can be a problem. We mentioned above the 40,000 ideas of IBM. In 2008 Google collected over 150,000 ideas in its 10"100 campaign, focused on how Google could contribute to a better world. The problem then quickly becomes how to select the best ideas from such large sets. Not only the quantity of work involved is a problem, even more important is the quality of idea selection. Even if you distribute the ideas over a large number of people, every individual will have to assess tens of ideas, at least, and probably hundreds. How much attention will you dedicate to the 41st idea that you evaluate? Probably very little, while really good ideas may need some attention to be recognized. In addition, the evaluations by different people will be partly subjective, which creates another problem in combining the outcomes. So, if you generate tens of thousands of ideas, how do you select the right ones? Second, also the quality of ideas can be problematic. In the IBM Innovation Jam people suggested developing solar-powered toilets and importing water from outer space to Earth. While the solar-powered toilets might find an application somewhere but are clearly not in the business scope of IBM, importing water from outer space is clearly unfeasible for anybody on Earth. Academics have discussed the quality of internal versus external ideas in companies. On the one hand, employees raising ideas have more knowledge of the activities of the company and its clients. As we saw above, expertise is one of the requirements for creativity (Amabile, 1998), and employees more than anybody else possess expertise. On the other hand, people external to the firm have expertise of other fields, which can really contribute to the activities of the company. And customers often have more knowledge about the use of a product than the producers, so they can come up with better new solutions. Studies in, for instance, the area of baby products have shown that customers had better ideas than employees of the firm (Poetz and Schreier, 2012). ~ CASE 2.8 INNOCENTIVE lnnoCentive is a small firm posting companies' technical problems to a community of hundreds of thousands of professionals. The former CEO of lnnoCentive, Dwayne Spradlin, claimed that the most salient contributions from the community to the solution The front end of innovation of firms' problems come from highly unexpected areas. For instance, the site once posted the problem of how to measure the progress of multiple sclerosis. Such measurement was important to evaluate the effects of treatments. The solution came from an unexpected field - electrical engineering. Measuring electrical currents in the body served the purpose. A third problem with idea crowdsourcing is keeping motivation of idea submitters high. Since firms can only accept very few of the many ideas that it receives on its crowdsourcing platform, and cannot react to all individual ideas, many submitters are in fact ignored. And as we noted above, being ignored leads to people withdrawing from submitting ideas, and to frustration amongst submitters. At one time, the most active idea submitter to the Dell Ideastorm site complained on another site about the low degree of acceptance of ideas: Of the almost 9000 ideas submitted less than 100 have been implemented and that is even including easy ones like adding a link for Dell.corn to the site. 2 If idea submitters complain in such a way, idea crowdsourcing starts to work against the crowdsourcing firm. The intellectual property rights on ideas may be a fourth problem area (see Section 4. 7). People may not want to submit ideas to companies when they have no indication whether they will get anything in return. On the other hand, firms may have problems accepting the claims of idea submitters, since the firm may already be working on the same or a similar idea, and that work will from then on be hindered by the external claim. At one time, Procter & Gamble explicitly asked on its site for ideas for which a patent application had already been submitted. The idea behind it was that such an application guarantees the legitimacy of the idea submitter's ownership. Other firms have published arrangements on their crowdsourcing platforms by which all submitted ideas will immediately become the property of the company. It is clear that both approaches will reduce the number of submitted ideas considerably. It might work best if firms are able to create trust amongst ideas submitters that they will be treated fairly. But it is yet unresolved how firms can create such levels of trust. Having an intermediary such as lnnoCentive (see Case 2.8) can be a solution. The intermediary can guarantee fair play to both sides and can serve as a third-party intermediary between them. And finally, crowdsourcing firms may have problems getting external ideas accepted within their own company. 4Not Invented Here" (NIH) problems exist in any company, and even more so with respect to ideas that come from unknown external people with no demonstrated expertise in the field. So, the people managing the crowdsourcing activity may have a hard time finding internal people to adopt the ideas and to develop them further. A solution may be to appoint internal 'idea connectors', people with strong internal social networks who are positive towards external ideas and who may be able to convince internal people to adopt the ideas (Whelan et al., 2011). In spite of all these hindrances, crowdsourcing ideas may be beneficial to companies. It can be a source of new ideas, express a culture of innovation in the company to the outside world, and be a way to connect external parties more closely to the firm. However, as the above hindrances show, crowdsourcing should be applied with caution. It may be better to have a limited focus or a specific external target group limiting the numbers of ideas, increasing their potential value to the company, and increasing the possibilities for the company to give meaningful feedback to the idea submitters. In that way the crowdsourcing tool may realize its full potential. 2 Jervis961, on website Seeking Alpha. The not-inventedhere syndrome is the idea that ideas that come from elsewhere are not useful. 47 48 Innovation Management = 2.8 Summary In this chapter we talked about creativity, its various sources and drivers, about what makes people creative, which tools we can use to boost creativity, about how to lead a creativity workshop or set up an internal idea management system, and about the role of crowdsourcing in creativity. Particularly, we saw that creative ideas are both novel and useful, and that anyone can be creative, with the right combination of expertise, motivation and skill. We also noted that ideas do not often emerge out of the blue, but may arise out of various sources. We distinguished between cognitive sources (inside humans) and external sources, ranging from how people think to the trends they observe and the networks they are part of. We also say that simple tools can boost creativity. 0 2.9 Discussion questions and exercises Discussion questions 1. If you compare the different creative thinking styles as discussed in Section 2.1 (causation , effectuation and serendipity), which styles do you use most in your daily work, life or study? a. You can think about what styles you apply in cooking a dinner versus writing a (research) report. 2. Look at Figu re 2.2 (Four types of creativity). According to you, w hich of the four types of creativity are you using in answering the discussion questions listed here? a. Are you intrin sical ly or extrinsically driven, and are these open or closed problems? b. W hich types are most motivating to work on for you? 3. What was the effect of digitalization (e.g. rise of the Internet and mobile communications) on how people shop for groceries (Section 2.2)? a. W hich needs and opportunities arose? b. Which innovations did companies pursue? 4. Ann and Mohammed each perform a scenario stud y for the future of the hotel sector. Each of them develops four scenarios, based on two dimensions: • One of Ann's scenarios is: 'The hotel sector wi ll consist of a limited number of large hotel chains'. • One of Mohammed's scenarios is: 'Staying in a hotel will increasingly resemble the home situation '. Who has applied the scenario technique in the most correct way, Ann or Mohammed? Why? 5. In idea management challenges, companies can ask for ideas with a certain goal, such as: 'How can we become more sustainable as a company?' What type of creativity does the company ask for, in such a case? Use the terms of Figure 2.1. (Types of opportunities) as we ll as Figure 2.2 (Four types of creativity). 6. Have you ever participated in crowdsourcing or submitted an idea to a submission system (at work), or have you ever made use of crowdsourcing or an idea submission system as a source of creative ideas? a. Were the idea(s) used? Why (not)? b. How did the structure and process of the system influence the effectiveness of the system? For example, was there a clear set of criteria for ideas, what rewards were offered and was feedback offered? c. Would you use the system again and why? If not. what wou ld need to change for you to use it again? d. Do you think crowdsourcing and idea subm ission systems are a good way to boost and capture creative ideas? What are the potential advantages and disadvantages? The front end of innovation 49 Exercises Conduct a scenario planning for the fast-food indu stry. You can do this alone or in a workshop w ith others. Start by reading the instructions from Section 2.4. 1. In the scenario-planning exercise, investigate how the fast-food industry might change in the next 5 t o 10 years. Potentially, you may investigate such axes as: a. mobility of people as a result of a global crisis, such as COVID-19 (low mobility vs high/reta ined mobility); b. the economic distribution of wea lth (smaller or equal gap between poor and rich vs larger gap between poor and rich); c. societies· preference for susta inable solutions (low preference vs high preference); d. the strictness of regulations for new products and services (not strict vs very strict). 2. After you've detailed the scenarios. try to think about how an existing or a new fast-food company can innovate their products. services or even business model to address the change in situation centra l to each scenario. Search the Internet for 'crowdsourcing' platforms. You are likely to find various examples of compan ies that offer crowdsourcing services. For example. you may find paid services w ith dedicated crowds, such as subm itting a webs ite design to panels of design experts or usability tests for mobile applications by a crowd of testers. Or you may stumb le upon (market) research platforms. like Amazon 's Mechanical Turk or Prolific.ac. who have more general crowds. You can even find platforms that are completely free and open to all users and crowds. such as Pinterest or Flickr. where people can provide and source design ideas on various topics. Select three platforms that differ quite substantially according to you and analyze them on the following elements: 1. Is it an open or closed crowd? Wou ld anyone be able to participate in the crowd? 2. What is the business model of the company that offers the services of the crowd? Do users need to pay or is the service free of charge, and is the service open to all users or on ly a select group of users? 3. To wh ich types of creativity (as noted by Section 2.1. Figu re 2.2 - Four types of creativity) does each platform most likely lead? 4. Wh ich type of platform, do you think, generates the highest quality of ideas? References Amabile, T.M. (1998) 'How to kill creativity', Harvard Business Review (September-October): 77-87. Ardichvili, A., Cardozo, R. and Ray, S. (2003) 'A theory of entrepreneurial identification and development', Journal of Business Venturing 18(1): 105-123. Augarten, S. (1984) Bit by Bit: An Illustrated History of Computers. Ticknor and Fields. Baer, M., Oldham, G. and Cummings, A. (2003) 'Rewarding creativity: when does it really matter?', The Leadership Quarterly 14(4-5, August-October): 569-586. Bell, M. and Pavitt, K. (1995) 'The development of technological capabilities', in R. Irfanul-Haque (ed.) Trade, Technology and Internatio nal Competitiveness. The World Bank, pp. 69-101. 50 Innovation Management Bjelland, O.M. and Wood, R.C. (2008) 'Inside view of IBM's "Innovation Jam"', MIT Sloan Management Review 50 (1, Fall): 32-40. Burt, R.S. (2004) 'Structural holes and good ideas', American Journal ofSociology 110 (2, September): 349-399. Dahlander, L. and Piezunka, H. (2014) 'Open to suggestions: how organizations elicit suggestions through proactive and reactive attention', Research Policy 43(5, June): 812-827. De Bono, E. (2016) Six Thinking Hats. Penguin. Deichmann, D. and Van den Ende, J. (2014). 'Rising from failure and learning from success: The role of past experience in radical initiative taking', Organization Science 25(3, May-June): 670-690. Eberle, B. (1997) 'Let your imagination run wild!'. Prufrock Press. Hansen, M.T. and Birkinshaw, J. (2007) 'The innovation value chain', Harvard Business Review (June): 121-130. Huston, L. and Sakkab, N. (2006) 'Connect and develop: Inside Procter & Gamble's new model for innovation', Harvard Business Review (3, March): 58-66. Kijkuit, B. and Van den Ende, J. (2010). 'With a little help from our colleagues: a longitudinal study of social networks for innovation', Organization Studies 31(4): 451-479. Osterwalder, A., Pigneur, Y., Bernarda, G. And Smith, A. (2014) Value Proposition Design. Wiley. Pavitt, K., Robson, M. and Townsend, J. (1989) 'Technological accumulation, diversification and organisation in UK companies, 1945-83', Management Science 35(1, January): 81-99. Poetz, M.K. and Schreier, M. (2012) 'The value of crowdsourcing: can users really compete with professionals in generating new product ideas?', Journal of Product Innovation Management 29(2): 245-256. Ramirez, R., Churchhouse, S., Palermo, A. and Hoffmann, J. (2017) 'Using scenario planning to reshape strategy', Sloan Management Review 58 (4): 31-37. Roberts, R.M. (1989) Serendipity: Accidental Discoveries in Science. Wiley. Stam, D., De Vet, A., Barkema, H.G. and De Dreu, C.K.W (2013) 'Suspending group debate and developing concepts', Journal of Product Innovation Management 30 (Sl, December): 48-61. Tarakci, M. and Van den Ende, J. (2019). The Dutch and Belgian dredging industry, Rotterdam School of Management, Erasmus University. Unsworth, K. (2001) 'Unpacking creativity', Academy of Management Review 26(2): 289-297. Van den Ende, J. (1994) The Tum of the Tide. Computerization in Dutch Society, 1900-1965, Thesis, Delft University Press. Whelan, E., Parise, S., De Valk, J. and Aalbers, R. (2011) 'Creating employee networks that deliver open innovation', MIT Sloan Management Review 53(1, Fall): 37-44. Design thinking 3 Learning objectives After reading this chapter, you will be able to: 1. Compare the design thinking approach with the lean innovation process 2. Explain the appropriateness of an evolutionary versus a set-based innovation process dependent on market turbulence 3. Choose an appropriate market learning method depending on: ""7 The subphase in the idea development process ""7 Technological and market newness 4. Apply the lean innovation approach (including discovery-driven planning) 5. Exemplify co-creation with customers in different ways 6. Assess the appropriateness of design thinking versus design-driven thinking for developing functional and hedonic innovations 3.0 Introduction Companies have to investigate the potential market for innovation and new business activities before they actually develop and introduce them. In this chapter we explore the processes and methods that innovators apply to align their innovation to customer demands. We first address two processes to get customer knowledge: design thinking and lean innovation (Section 3.1). Both are iterative innovation processes to learn from the needs and preferences of customers, but the two processes have a different emphasis. Both processes are currently highly popular in the business world. Design thinking aims to get a deep understanding (empathy) of the needs and preferences of customers by observing them or communicating with them, while lean innovation focuses more on texting prototypes ('Minimum viable products'). We subsequently distinguish between evolutionary and set-based innovation processes, and classify label design thinking and lean innovation as evolutionary processes. We evaluate the appropriateness of the two types of processes for different degrees of market turbulence. In this chapter we next review a series of market learning methods, which are methods to get knowledge from customers while applying these processes. You can use different market learning methods for both design thinking and lean innovation. To classify these methods, we subdivide the idea development phase into three subphases: ""7 the customer study phase (Section 3.2); ""7 the ideation phase; ""7 the testing phase (Section 3.3). The activities in the ideation phase we covered already in Chapter 2, where we discussed creativity. In Section 3.3 we will also discuss methods in which the innovator works 51 52 Innovation Management with the same consumers in both the customer study phase and the testing phase. We call that 'co-creation with customers'. In Section 3.5 we explain how the application of the different market learning methods depends on the levels of newness of business models with respect to technology and markets. We finish the chapter with a section on design-driven innovation (Section 3.6), which places designers in the centre of the innovation process, and which is particularly appropriate for so-called 'hedonic' products and services. This chapter discusses learning from customers at the level of the project. We do not address learning from customers at the level of the company as a whole. 3.1 Processes to involve customers Should customers be involved? Social construction involves users and other relevant social groups attaching meanings to a product, service or business model which can be different from the meaning intended by its provider. User innovation is the creation of new products, services or business models by users, based on their needs. Do we involve customers in innovation projects? Most people would say 'Yes, of course'. The reason for the existence of every company is its customers. So, of course we involve customers. On the other hand, two of the greatest innovators in our society's history apparently didn't involve customers. Henry Ford is reported to have said: 'If I had asked my customers what they wanted, they would have said a faster horse.' Although historians who searched for the source of this quote could not find it, we know for sure the opinion of Steve Jobs: 'People don't know what they want until you show it to them' (Isaacson, 2011, p. 567). In Section 3.6 we will see that Jobs' claim is right for a specific type of innovation, which we will label as 'hedonic'. However, for functional innovations, which are the vast majority, there are three general reasons to involve customers in innovation activities: 1. The most important reason is that we want to know our customers' needs, and particularly their future needs. By involving them we can try to find out. In that way, we can test our hypotheses on what customers want. 2. Customers often use existing products differently from what we think. Customers apply products or services to their specific situation. Clayton Christensen gave the famous example of a consultant who had to advise McDonald's on improving its milkshakes. The consultant found that many consumers did not buy milkshakes as expected as a dessert after a meal, but they bought them in the morning to consume as breakfast while they had to wait in traffic jams. Milkshakes had the advantage compared to, for instance, cereals that you can hold them in one hand while driving your car. We call the phenomenon that people give their own meanings to products and services 'social construction' (Bijker et al., 1989). 3. Users often have ideas for new business models or even develop innovations themselves. We call this 'user innovation'. By involving users, we can make use of their ideas for innovations. f)\ ~ CASE 3.1 THE SOCIAL CONSTRUCTION OF WHEEL CLAMPS An example of social construction is provided by the wheel clamp. It was invented in the 1910s as a lock for cars. From the 1950s onwards, authorities such as the police and municipalities used it to enforce parking rules. They gave the device a new meaning, from theft prevention to parking control device. Design thinking Idea deve lopment Customer study Empathize with customers _. Define focus areas Ideation Generate ideas Testing ~ Develop prototypes ~ Test prototypes Figure 3.1 The design thinking process Design thinking Today a highly popular way to involve customers is design thinking. The term found its origins in the work of the US-based design firm IDEO, and referred to a process consisting of needs determination, idea generation, selecting ideas and prototype development. For needs determination IDEO mainly used observation of customers (see Case 3.2). Today design thinking applies to even more repeated cycles of getting information from customers (see Figure 3.1). Based on empathizing with customers, e.g. by observation, the innovator defines focus areas: problems or needs for which solutions are desirable. The process works in cycles: the innovator tests the prototypes and gets feedback from customers. In doing so, customers' needs may become evident, either new needs or wants behind their 'superficial' needs. Then the innovator can generate new ideas and test them again. When the needs appear to be understood, but the solution needs to be changed, the innovators can also directly start generating ideas again. The process ends when a satisfactory solution has emerged. ( \ CASE 3.2 DESIGN THINKING: IDEO DEVELOPS A SHOPPING CART In a well-known video (called The Deep Dive') IDEO demonstrate their design process with the example of a shopping cart. In the phase of needs determination, they go to a supermarket to find out how people actually use shopping carts, and what problems they have. The supermarket owners have already told them that theft of shopping carts is a problem. On the spot they find out that safety is also problematic since shopping carts are caught by wind on the parking lot, and that the safety of small children is at stake when they sit in a shopping cart. Another problem for supermarket clients is finding an attendant when they search for specific products. Eventually the IDEO designers develop a new cart with removable baskets that you leave at the counter, and clients take their groceries to their cars in bags that they hang on the frame of the cart. In this way the cart is no longer an object for theft, and the cart catches much less wind. Although originally IDEO mainly applied observation of customers as a market learning method, in this book we present a series of methods for that purpose, because the design thinking method leaves open how you get information from your customer. Empathizing is imagining the experiences and feelings of another person in a certain situation. 53 54 Innovation Management Idea development Ideation Project implementation Testing --+ Figure 3.2 The lean innovation process There are many alternative ways to empathize with customers, not just observation. As said before, we categorize these methods according to the phase of the process in which innovators can best apply them: the customer study phase and the testing phase. Lean innovation A minimum viable product (MVP) is a simple version of a product or service, to be put in the market for the purpose of market learning. A pivot is an adaptation of the minimum viable product or service, based on outcomes of a previous test, as a preparation for a new test. Lean innovation is an alternative process for the idea development phase. Steve Blank of Stanford University and entrepreneur Eric Ries introduced this approach according to which we test a product more deliberately in the market itself (Blank, 2013). They called the approach 'lean start-up'. The approach gained a lot of attention, and the business world broadened the term to 'lean innovation'. The process resembles the design thinking process mentioned above, but the emphasis is more on testing than on studying customers. Blank and Ries learned the approach from start-up entrepreneurs. Central to this method is executing early experiments with new products or services. So, instead of first developing the full new offering, a simple version is created, labelled a 'Minimum Viable Product' (MVP), which is put into the market with the main purpose of learning about market demand (see Figure 3.2). 'Go out of the office', is one of the adages of the approach. 'Fail small and early, and win big', is another one. Based on the feedback, the entrepreneur adapts their offering ('pivots'), or even develops a full new offering, and again tries it out in the market. This approach of defining and redefining products, services or business models is often supported by the use of the Business Model Canvas (see Section 3.3). After one or more iterations, the entrepreneur develops the final product, service or business model, which they may do in a traditional stage-gate process (right-hand side of Figure 3.2, see also Figure 6.2) and they build the company around it. The project implementation phase is depicted in Figure 3.2 (The lean innovation process) and not in Figure 3.1 (The design thinking process), but that phase also follows after idea development in design thinking. It will be clear that the first part of the lean approach is similar to the design thinking process as introduced by IDEO and explained above. A difference is that the design thinking process focuses on one group of customers and learning about their demands before you generate ideas, while the lean innovation approach centres more around ideas for solutions, and seeks potentially interested customer groups. Both the design thinking and the lean innovation method aim to diminish uncertainty on customer demands in an early phase of the innovation process, and thus to save costs Design thinking and effort in redeveloping a full product or service in a late phase of the process. In that way these methods also diminish the risk of complete failures. The authors of the lean innovation method chose the term 'lean' because of its effects of diminishing rework later in the process, resulting in savings in effort and costs, and because the method can reduce the cost of failures. The lean innovation approach has become highly popular amongst innovators, not just amongst start-ups but also in established firms. Reducing uncertainty by small experiments is also of interest for large firms that want to increase their innovativeness at affordable costs. The 'Go out of the office' slogan, in particular, is highly useful in large firms, since more often than not innovators are working behind their desks, and writing plans without presenting those plans in an early phase to customers and other stakeholders. So, several larger firms, such as banks and utility companies, apply the lean approach. However, for them the approach also has downsides. The outside world can't always distinguish between trials and real new products, and thus they may see negative outcomes of the MVPs as failures , which hurts the reputation of the large firm. Also, small experiments are not viable in every industry. It's hard to experiment with minimum viable versions of harbour cranes or aeroplanes. Nevertheless, the lean approach has a strong impact on innovation practices. The approach also affects portfolio management (see Chapter 5). From a relatively stable plan the innovation portfolio changes into a highly fluid and dynamic composition of projects, which the firm adapts on a day-to-day basis. The solution space The two approaches discussed so far, design thinking and lean innovation, aim at reducing uncertainty in innovation projects. They represent in fact one way to deal with uncertainty, which is to focus on a certain solution and then to modify it after tests. There is another way to deal with uncertainty, which is to create multiple options and then to test all of them. We can visualize the difference between the two approaches by using the concept of 'solution space', the range of options in which the final solutions will reside. It is usually unclear where in the space the chosen solution lies. Over the course of the project, as uncertainty decreases the solution space will narrow down, until a final solution is chosen. Figure 3.3 shows the two ways to deal with the solution space. According to the first approach (Figure 3.3a), the team chooses a first solution within the solution space, does research on it, and develops it into a new second solution. We can call this an evolutionary approach. In the process of learning in this approach, the innovator gains knowledge that disqualifies certain elements of solutions, which narrows down the solution space. As said, design thinking and lean innovation are examples of this approach. Pivoting in the lean approach is moving from one solution to the next in the evolutionary approach. According to the second approach (Figure 3.3b), innovators and business developers develop and investigate several alternative options for an innovation. We can call this a 'set-based' approach, since one or more innovation teams create a whole set of options (Terwiesch et al., 2002). After testing they discard several of them and continue working on a more limited set. In both approaches the solution space starts broad and becomes narrower over time. Both the evolutionary and set-based approaches are types of iterative innovation processes, since they both iterate towards a solution. And as said, both design thinking and lean innovation belong to the evolutionary type of iterative approaches. A solution space is the set of options for the products, services or business models that serve a specific customer need or that meet the purpose of a project team. Iterative innovation processes are processes characterized by cycles in which the project team repeats the same sequences of activities, with the purpose of reaching an optimal outcome. 55 56 Innovation Management Test 1 Test 2 Test 3 (a) Test 1 Test 2 Test 3 (b) Figure 3.3 The evolutionary approach (a) versus the set-based approach (b) in innovation ( \ CASE 3.3 THE SOLUTION SPACE OF GERONIMO.Al An example of dealing with a broad solution space is provided by artificial intelligence start-up Geronimo.Al. The founding team of the start-up were four alumni of aerospace engineering and computer science university programmes. They wanted to specialize their start-up in machine learning. Their solution space was very broad: applying machine learning on image recognition, predictive maintenance and text analytics, etc. The founders collected information on potential applications. and visited trade fairs in property management. construction, maritime, etc .. searching for potential applications of machine learning. They found information on a tender for a project for a ministry on the use of land that it leases out to farmers. The ministry has agreements with farmers that limit the use of the leased land to certain crops, and the start-up could monitor the actual crops that were grown with satellite data to replace laborious physical monitoring of farmers, applying machine learning on the data. Geronimo.Al submitted a proposal and won the tender. From a similar tender, Geronimo.Al acquired a project of a regional government organization on predictive maintenance of roads. Until then, regional governments had renovated roads based on a standard time schedule combined with physical inspections. Geronimo.Al could combine analyzes from geospatial data of the roads, traffic data and weather information to predict quite precisely when the roads needed maintenance. As a result, the governments could reduce the frequency of maintenance, saving substantial amounts of money. At the same time, they executed other projects on text analysis of document management tools, image recognition of food waste, etc. for different clients. Geronimo.Al saw that there was a large market in the former applications, and that they had developed distinctive expertise in this area. Therefore, the founding team decided to choose crop monitoring and road maintenance as its main products for the market. Both products use geospatial data. The trajectory of the start-up is a nice example of first scanning options within a very broad set, followed by a set-based approach of several quite distinct projects, following by narrowing down the solution set to a more selective and coherent one. The set-based approach has the advantage that it investigates more options, but of course at a cost. Although no definitive research is available, the expectation is this approach Design thinking "'"' <1) "'"' 1lu ~ ., C .0 i iJ :, V) C: 0 :,::; 0 > 0 C: .E C s: Figure 3.4 Examples of even (a) and rugged (b) landscapes will work best in highly turbulent environments. Researchers speak of the 'landscape' that forms the solution space for innovation. The landscape is the form of the area of all potential solutions that are viable for the problem addressed. The figure of the landscape shows the performance of alternative solutions in the landscape (Figure 3.4). The landscape can be either fairly even, with few peaks and quite a smooth surface between them (Figure 3.4a), or it can be very 'rugged' with many peaks and very skewed areas in between (Figure 3.4b). So, the expectation is that the set-based approach will work better in such a rugged landscape. The team improves several concepts and chooses one after some time. In a more stable environment, the evolutionary approach will work better. The reason is that in a rugged landscape, a team applying an evolutionary approach will have a high chance to end up in a suboptimal solution. In more stable environments the solution space will be more even and working from a specific position will lead you to the optimum. It would mean that lean innovation, which is an evolutionary approach, would not be optimal in very unstable environments, which require more systematic exploration of completely different options. The current literature argues nevertheless strongly in favour of the evolutionary approach, also for turbulent environments. Research by Bingham et al. (2014) shows that a combination of the two approaches works best: first overlooking all options (Figure 3.3b), but then choosing one and being flexible over repeated iterations (Figure 3.3a). They call it: 'focused in the selection, but flexible in execution'. Focus in opportunity selection means that the manager or entrepreneur does a thorough analysis of the market and all options, and develops a narrow definition of the opportunity, e.g. in a niche market. Doing a broad analysis of the market first helps to select a better option. Flexibility in execution means that they adapt the opportunity and course of actions during execution. Lean innovation and the flexible approaches described above are examples of flexibility in execution, but according to this approach the entrepreneur should first do a broad search and analysis of many alternative options, before starting to work on one of them. So, do a broad search before you develop a narrow market opportunity at the start of the innovation process, and be flexible in adapting it during execution. 3.2 The customer study phase Traditional marketing techniques How do we collect customer information in the different phases of the idea development process? The first phase of the idea development process, the customer study phase, aims at understanding the customer, without a clear solution in mind. So, we cannot show ideas to customers yet. This hinders learning from the customers A landscape is an idealized visualization of potential options for a new product, service or business model, and their expected market success. 57 58 Innovation Management A customer journey is t he sequence of experiences that a customer has in an interaction with an organization. because they cannot react to something concrete, a prototype or a clear description of our new business model. Therefore, we have to interpret in some way or another what customers may need. Traditionally, marketers do market research before they adapt a product or service. They collect existing data on the use of current products or services, and they do surveys. With these surveys they try to find out what customers think about existing products or services, and they explore in which direction customers would want change. The outcomes of such surveys are data on the 'gains and pains' of current customers that we addressed in the previous chapter (Section 2.3). A less traditional use of surveys, applicable for services, is making an analysis of the customer journey, which means the 'touch points' between the customer and the service provider (see Figure 3.5). For instance, the first contact between a customer and a provider of a service can be the Internet. The innovator may ask in a survey how easy it is for the customer to find the relevant information on the website. Next, the customer may drive to a retail outlet of the service provider. The drive to the outlet (route indications) and parking are the next contact points. Subsequently looking for a certain product in the store, using the toilet, buying a coffee, etc., are all contact points. The firm can study how customers experience each of these contact points in terms of satisfaction and determine gains and pains accordingly. Figure 3.5 represents the customer experience at a furniture retailer, such as IKEA, and shows the importance of a snack at the exit to compensate for the negative experience of waiting in line at the checkout. The figure clearly indicates some dips in satisfaction that need management attention. Usually the methods above are limited in their scope: they aim at incremental changes in current products, services and business models. Changes that are more Excellent Very good C 0 -~ .E Good V) ·. p 0 (f) Average Poor Very poor Figure 3.5 Customer journey map at a furniture retailer Design thinking radical can hardly emerge from these marketing activities since, as mentioned before, customers' reactions are based on current situations. Innovators who are interested in more radical new business models cannot use traditional marketing techniques as described above. For them, there are several alternatives. Methods for more radical innovation The first alternative is observation of customers. In Case 3.2 we saw that IDEO has applied this technique to observe customers of a supermarket using shopping carts, with the aim of developing a new version. Case 3.4 describes how IDEO used this method to develop a kids' toothbrush. You can observe customers when using the current product, or you can observe them in their daily life without using any existing product at all. The advantage of observing customers is that the customers themselves do not have to come up with solutions. ( \ CASE 3.4 OBSERVATION: DEVELOPMENT OF A TOOTHBRUSH BY IDEO In a video on Youtube, Tom Kelley, brother of the founder of IDEO, explains how they used observation for the development of a new toothbrush for children. Observation of children brushing their teeth showed that designers had always made an implicit assumption, which, however, was incorrect. This assumption was that kid's toothbrushes had to be the same as adult's toothbrushes, only smaller and skinnier. Observation showed that kids do not hold the toothbrush as adults do, in their fingertips, but they fist it. And thus, they need a toothbrush with a thick hold. The insight led to a new type of toothbrush, which was dominant in the market for quite some time, and which was copied by all other kids' toothbrush manufacturers. Another technique for more radical innovations is 'outcome-based interviews' (Ulwick, 2002). Anthony Ulwick, founder of the consultancy company Strategyn, promotes this technique. In outcome-based interviews you try to find out which elements of a product or service customers find most important, and to what extent each element functions satisfactorily. The difference between actual and expected performance level is called the 'gap'. The technique involves asking repeated questions on the 'why' of certain preferences. Ulwick proposes that innovators focus on the gaps in attributes that customers find highly important, since it doesn't make much sense to reduce a performance gap that customers do not care much about. Innovators can also interview customers and potential customers in 'focus groups'. The participants in focus groups have discussions with each other and the innovator on their demands for a new product, as well as on potential options, offered by the innovator, to meet their demands. Focus group discussions can be repeated over the course of a development project, even into the prototyping phase. As we will see later, we then label the method as 'co-creation with customers'. Crowdsourcing from customers Some authors propose applying crowdsourcing of ideas to get information from customers. We discussed crowdsourcing of ideas in Section 2.7. An example of an application to acquire customer information is the website Dell Ideastorm, where An outcomebased interview is an interview with a consumer aimed at finding out the needs and latent needs related to a certain product or service. A focus group is a group of selected customers who are jointly consulted on the needs and options for a new product or service. 59 60 Innovation Management Dell invites customers to present ideas for new products. Such initiatives do not just generate ideas for innovations, but also provide firms with a better understanding of their customers. There is no agreement in the academic world on the usefulness of crowdsourcing for more radical changes. The ideas on the Dell Ideastorm site are mainly incremental, but some studies have shown that for specific types of products customers can come up with more effective and radical ideas than product developers. One example is baby products, where parents have been shown to be excellent idea generators for major new products (Poetz and Schreier, 2012). Together with sports products, baby and children's products are sectors in which users themselves develop a lot of innovation. An example of a user innovation is the Jacuzzi bath, named after one of the Jacuzzi brothers, who developed a pump to treat his son's juvenile rheumatoid arthritis. From that application, another family member developed the Jacuzzi bath, which became a niche business. Case 3.1 showed that the wheel clamp was also a user innovation, although not by a consumer but by a government institute. We often find such user innovations in types of products or services that are highly important in people's lives. Data analytics Today we also can use data analytics in the early phase of innovation. For instance, data analytics and artificial intelligence can reveal which customers of a telecom company, e.g. actively travelling millennials, experience problems with the data speed of their cell phones. The company can develop applications aimed at those customers to promote its newest transmission speed offering (such as SG). Marketing managers in firms that are active in e-commerce collect reviews of their current offerings on their web pages. These can be important inputs for the development of new products or services, or for adaptations of the business model. Also, social media can be an important source of product, service or business model ideas, both for the improvement of current offerings or for the development of new ones. Usually, analysis of such data leads to information on preferences of, and potential ideas for, certain customer segments. 3.3 Market learning in the testing phase Prototyping is testing a product or service by means of a preliminary or rudimentary version of the product or service. Collecting customer feedback is a bit easier in the testing phase of idea development. In this phase the innovator can actually show to the customer what they have in mind, so it becomes easier for the customer to give meaningful feedback. We call this prototyping. This clearly applies to products, but services can also be tested. Examples are US banks which created experimentation bank branches in which they trialled new services (Thomke, 2001). New financial models can be prototyped by presenting offerings to customers (including the financial conditions) and asking for feedback. ( \ CASE 3.5 PHILIPS HOME LAB Some years ago, the then lighting and health-care company Philips built a Home Lab, an artificial home and store in its research lab to be able to try out new products in a real-world setting. Initially they even invited people to live for several days in this artificial home to discover how they would actually use new devices. Later they also developed a Shop Lab, in which they tried out lighting for retail, as well as a Care Lab, where they experimented with non-core devices such as applications of lighting and communication devices in cardiology and surgery rooms. Design thinking Prototyping can also be done virtually. Thomke and Fujimoto (2000) call this 'frontloading' since you confront problems earlier than in a traditional design process. Firms build digital representations, for instance a digital mock-up of a car, before they build a real prototype. This approach applies well to products that are too complex to build prototypes. They can show the virtual representations to customers, or they do technical tests on them which can provide information on the appropriateness of the design from a safety perspective. The accuracy of information that they derive from those representations is lower than from real-world settings, but if done in an early phase of the design process, it can narrow down the range of options, which prevents rework in later phases and can greatly decrease the cost and time of development later on. Frontloading refers to bringing uncertainty down early in the design process. Thomke and Fujimoto also indicate that by doing so, the firm can sometimes find knowledge that it could not have obtained from real experiments. For instance, in digital crash tests of cars you can find effects of the crash on the interior of the car that are not easily evident from a real-life test. Front-loading is performing early tests of a product, usually by means of computer simulations. Lean innovation and discovery-driven planning As mentioned before, testing is important in the lean innovation approach. That approach goes a bit further than just prototyping. While innovators usually apply prototyping in an artificially created test situation, the lean innovation approach proposes the creation of a real-life application of the innovation. As mentioned in Section 3.1, they speak of an MVP that includes key features of the final product, and that they actually offer to users. In practice, the difference with prototyping is not that large, since they sometimes inform users that the product or service is tested. The lean innovation approach provides a structure to the testing process, based on an analysis of assumptions embedded in the new product, service or business model. Innovators and new business developers usually have certain assumptions about the behaviours and needs of customers. By involving customers in the process, they can test these assumptions, and replace them by others if they tum out to be wrong. A way to structure experimentation in the lean approach is to make the assumptions more explicit. You can use the Business Model Canvas for this purpose. You describe your original idea for a new product, service or business model in the canvas. Next, in every box of the canvas, you describe the assumptions you make in that box. For instance, Figure 3.6 shows the example of supermarket home delivery. Figure 3.6(a) shows the business model. The most salient changes compared to the traditional supermarket business model are indicated in blue (see also Figure 1.3 for the business model of a supermarket). Note that a value proposition (getting the meal for tonight) and a customer group (the daily just-before-dinner shopper) have disappeared, since they cannot be served by home delivery. Figure 3.6(b) shows a number of assumptions behind this business model. An assumption may be that the customer group will be parents with children who want to save time (Customer segments) and that these parents are willing to pay an extra fee for the service (Revenue streams). If in reality it turns out that the customers are mainly elderly people who cannot go to the supermarket anymore, the business case can be severely affected, since these customers will order smaller quantities of products. After describing all the assumptions, you select the assumptions that have the strongest impact on the success of your business model, and you develop MVPs to test those assumptions. 'Discovery-driven planning' is an appropriate method to test such assumptions. McGrath and MacMillan (1995) developed this method in the 1990s. In discoverydriven planning you plan a project based on its uncertainties, starting with the most important uncertainties. Figure 3.7 illustrates an example of such a process for the Discoverydriven planning is planning a project targeted at the removal of uncertainties, starting with the most important uncertainties. 61 62 Innovation Management a 4> Key partnerships Suppliers IT suppliers Marketing agencies ~ Key activities Purchasing Marketing Logistics Home delivery Branding ' Key resources .:.1' Warehouses, including picking station Expertise on home delivery Transport for home delivery ~ Value propositions II Getting all your groceries at home within a reasonable period ohime Getting the meal for tonight Customer • relationships Customer segments Loyalty card Brochures Journal The once-aweek shopper 818 Channels The daily just before dinner shopper Advertising Website Delivery service Cost structure Revenue streams Costs of products Costs of operations, including home delivery Marketing and other overheads Sales of products Charges for home delivery b Key partnerships 4> Are there logistics parties which can do this cheaper than we can? ·1 • Key activities Value propositions ~ II Customer • relationships Customer segments How much time does picking take per order? What is the customer job we are doing? How do we get and grow customers? Who are our most important customers? Key resources What knowledge do we need? Do we have the required logistical knowledge? Not losing time needed to go to the supermarket Not having to borrow a means of transport for heavy loads (beer) Creating ability to get supermarket products (elderly people) L Cost structure What is the cost of a picking station? What are the costs of drivers? What are the costs of trucks? What are the ICT costs? What are the costs of accidents/damage to trucks? How much waste do we prevent in our products? Channels 818 How many orders can we deliver per hour? How big are the peaks in demand? Are customers satisfied with a 4-hour time window ? Are customers prepared to register their data? Are customers prepared to pay in advance? Revenue streams How much are customers prepared to pay for delivery? How many customers? How much less do customers buy (opportunity purchases)? Figure 3.6 Assumptions in the business model of home delivery of supermarket products. This work is licensed under the Creative Commons Attribution-Share Alike 3.0 Unported Licence case of home delivery of supermarket products. A first MVP would be to distribute products from a local supermarket to people in the neighbourhood who order those products on the Internet. In this way you can test the profile of the customers who are interested. So, lean innovation combines very well with discovery-driven planning. Design thinking Test of customer job and profile Do t est in ow n neighbourhood wit h home delivery wit h private car fro m local supermarket Test of delivery effectiveness Adapt business case based on cust omer job and profil e. Do test in city w ith dedicated vehicle fro m local supermarket Test of picking efficiency in picking station Adapt business case based on del ivery costs. Create picking station with products from local supermarket Test of supply process and costs Adapt business case based on picking costs. Start purchasing products from suppliers l Test of demand in other cities Adapt business case based on purchasing costs. Start campa ign in new cities Figure 3.7 A discovery-driven process with MVPs Co-creation with customers So far, we have discussed methods that innovators or new business developers apply in a specific phase of the idea development process. So, you get information from certain customers within a short period of time. A firm can also work with the same customers over both the whole idea development process, i.e. in both the customer study and testing phases. We call this 'co-creation with customers'. In general, the term 'co-creation' can refer to collaboration in innovation with many different types of parties, such as other firms or research laboratories, but here we restrict the term to customers. By working over a longer period with the same customers, the customer can better learn what their needs are with respect to the new product, service or business model, what the options for solutions are, and what they would think of those solutions. By doing so, the quality of the customer feedback improves. An option is to have this interaction partly or fully online, as the case on Dutch Blend (see Case 3.6) shows. By working with the same customers in a longer process, these customers can drift further off their current images of existing products, services and business models, and make suggestions on more radical new offerings. So, in that way we can use customer interaction for more radical innovations. Firms often choose so-called 'lead users' for these co-creation activities. Lead users are advanced users who have more future-oriented demands compared to other users, Co- creation with customers is working with the same customers through the entire innovation process. Lead users are users with advanced needs who are representatives of the average future user, or potential future customers who have more advanced needs than current customers. 63 64 Innovation Management and who serve as representatives of future user groups. Such users can come up with suggestions for improvements of existing products or even completely new products. In some cases, lead users are not actual users of existing products yet, but non-users who may become users in the future. Clayton Christensen, the author of the disruptive innovation theory (see Section 4.3) warns against focusing too much on the demands of lead users. Firms may 'overshoot' the demands of the average user and run the risk that competitors producing simpler alternative products take over the lower end of the market, eventually even moving up market. The conclusion from his theory is that firms should only work with lead users when there are strong indications that the demands of other users will move in the same direction over time. For example, if a firm adapts its services to the availability of new mobile technology that is currently only applied by some lead users, it may expect that other users will acquire the same mobile technology in the future. But if lead users are not followed by others in their demand pattern, firms should only consider developing niche products for them, and be cautious in adapting their core offerings to their demands. ~ CASE 3.6 CO - CREATION FOR DUTCH BLEND The firm Sara Lee applied co-creation to develop a new tea flavour in the Netherlands. First, it created a user community on the Internet around tea consumption . Consumers could discuss their preferences for specific types of tea on the website. Then the company asked for ideas for new flavours. Of course, a flavour is hard to describe on the Internet, but nevertheless the firm started developing based on the suggestions. They invited a couple of dozen of the participants in the community to their premises, to taste a number of alternative teas. The process led into the development of a tea named 'Dutch Blend', which was quite successful on the market. Partnering with customers is collaborating with a company which has the end user as its customer. A userdeveloper is a member of the development team who is a user of the product or service as well. A form of co-creation is what Dorothy Leonard-Barton (1995) calls 'partnering with customers'. In this form of co-creation, the firm doesn't work directly with the end users, but with another firm that knows the end users very well. Jointly with this company the firm develops a new product, service or business model for the end users. An example is the chemical company DSM, after it invented the fibre, Dyneema. This fibre was very strong relative to its weight (and not in absolute terms). DSM had no clear applications in mind and started partnering with many other kinds of firms to investigate options for using the material. Applications became sails for sailing ships and bullet-proof cockpit-doors, applications for which weight was clearly important. The fibre turned into a blockbuster product for the company. A final way of co-creation with customers is to have a representative of the users in the development team. Leonard-Barton speaks of the 'user-developer'. An example is IT companies that work in health care, which often have a medical specialist in their team or even as CEO of the company. That person understands both the potential demands of customers and the potential of new IT technologies. They can give direction to development work better than either customers or IT specialists, because they understand both the worlds of technology and application. Since such a representative works in the team over the whole development, this model forms an example of co-creation with users. Design thinking Testing during implementation and real market tests Firms can also test products or services late during the implementation phase, when the product is almost ready for launch. We speak of alpha- and beta-testing. Alphatesting is a test by an internal team; beta-testing is with actual users. Usually it is already too late in this phase to make major changes to the offering. The purpose of the tests is often to find the remaining technical errors in the product, service or business model. An approach of beta-testing is the so-called A/B tests. Website developers often use them. They design two versions of the website, for instance one with a blue button and the other one with a red one, and assign customers randomly to the two versions. Then they measure which one works best. Kohavi and Thomke (2017) give good creative examples of the use of A/B tests. Web designers at Microsoft investigated the effect of speeding up the response time of the Bing website by deliberately making it a bit slower. In that way they could find out the effect of a shorter response time without making the investment of shortening it. Firms can try out fully developed products in the real market. This is called 'probe and learn' (Lynn et al., 1996). It means that the firm goes to the market with its offering to find out who the customers will be and what their demands are. The purpose is still primarily to learn and not so much to sell products or services, but the product or service is fully developed. The case of ING Direct (see Case 3.7) is an example of not-intended but well-used market experimentation. The advantage of experimenting in the market is of course that the quality of information that you get is higher. Also, it may turn out that unexpected groups adopt your product. On the other hand, experimenting in the market is of course very expensive, since you have to officially launch the product. Also, when the product fails, the experiment will damage the reputation of the firm. The firm can prevent such damage to some extent by communicating that it is beta-testing the product instead of presenting it as the final product. ( \ CASE 3.7 MARKET LEARNING BY ING DIRECT ING was one of the first banks to introduce savings products on the Internet (Dunford et al., 2010). Customers could open an account via a website and send money to the account. Since ING didn't need branches for this service, it could offer higher interest rates than competitors. The bank labelled the service ING Direct and used it to enter countries where it didn't already have a presence. One of the first such countries was Canada. However, customers in Canada didn't know the bank, and wondered whether they could trust it. So, some of them started looking for a physical address on the website, and after quite some searching, they found one. They stepped into their cars and drove even hundreds of miles to this address. There they didn't find a bank branch, but an office building with the name ING Direct at one of the bells. They rang the bell, and it turned out that they had arrived at the call centre of ING, because that was the main activity of the bank in the country. The managers of the call centre could have sent the visitors away, with the explanation that 'this is an Internet product', but they didn't. Instead, they invited them in, offered them a cup of coffee and explained what the bank was. Based on this experience, ING started ING Cates in several big cities in the countries where it offered this service. They were not normal bank branches, but places where people could have a cup of coffee and get to know the bank. It was a nice example of creative application of the results of (unanticipated) learning from the market. Alpha and beta tests are tests at the end of the development process. Alpha tests are with firm-internal users; beta tests are with potential customers. A/8 tests are tests in which real users are divided into two groups who each receive a different version of a service. Probe and learn is putting the fully developed product on the market with the purpose of market learning. 65 66 Innovation Management 3.4 When to use which method In the previous sections, we have seen that we can involve customers in many different ways during the idea development process. It also became clear that the way we involve customers very much depends on the radicalness of our new product, service or business model. In other words, it depends on the degree that our innovation is different from what customers are used to. Customers generally have ideas on existing products, services or business models, but have problems with imagining completely new ones. Consequently, if the offering is close to existing offerings (incremental), a quick consultation of customers, or reviews from customers on a website, may work well. When a new offering is more radically new, customers may not be able to quickly give reliable feedback on their preferences. In such a case more extended knowledge acquisition on the latent demands of customers or long-term collaboration with customers may be required. The lean innovation approach will also be appropriate in that situation. So, if you want to involve customers in the development of a highly radical new business model, you have to work with them quite intensely or you have to find other ways to get to know their needs. Dorothy Leonard-Barton (1995) developed a model positioning different market learning methods relative to the newness of offerings technology-wise and for the market. Empathic design is a term used by Leonard-Barton for market learning methods that aim to empathize with the experiences of customers (Leonard and Rayport, 1997). According to her, you apply this approach only in the middle of the figure (the ellipse), whereas today we would consider all methods to have this purpose. Figure 3.8 is inspired by her chart. Labels in italics describe methods used in the idea generation phase, normal text describes methods used in the prototyping phase, and bold labels are methods used in both phases (co-creation) . ..;,;,. In the bottom left of Figure 3.8 we find incremental innovation, since changes in technology and business model are small. For these innovations relatively quick methods are appropriate, such as surveys, in which customers do not have to make much effort to imagine what the new offering will be. Customers can also indicate in interviews what they think of the proposed new offering. ..;,;,. In the middle of the figure we have medium-radical innovation. Now the appropriate methods require the deeper, 'empathic' understanding of the customer, such as observation, outcome-based interviews, repeated focus groups, etc. At the upper left we find radical new business models based on existing technology. That was the case with Dyneema, discussed above. The technology was there, but it was unclear what markets existed. The firm, DSM, partners with other companies ('partnering with customers') to find applications in new markets that were unknown to them. At the bottom right we find user-developer/ industry experts. The technology is completely new, but the market addressed is known. An example would be to introduce new software for imaging devices for hospitals. Since the customer would not know what the software could do for them, it would be good to have a representative of the customer industry in the team, someone who can jointly with technical experts come up with useful applications . ..;,;,. And at the top right comer of the chart we find radical innovations in technology, business model and market. In this situation there is very little information on what the market may look like, and customers have problems Design thinking High - Prototyping - Market experimentation - Repeated focus groups Interviews Focus groups Observation Prototyping Lead users Repeated focus groups Market/ business model newness Low - Italic type: Customer study phase Normal type: Testing phase Bold type: Both phases (co-creation) Surveys Crowdsourcing ideas Interviews Focus groups Lead users Social networks .__------------------=-...:::;..__ Low High Technology newness Figure 3.8 When to use which market learning method imagining the use or a new offering if they cannot see it and try it out. For those reasons prototyping (including lean innovation) and market experimentation are appropriate in this setting. Companies may also try out repeated focused groups in this situation. 3.5 Design-driven innovation Although 'design-driven innovation' resembles the term 'design thinking', this approach is completely opposite to design thinking as described above. Roberto Verganti from Politecnico di Milano has introduced the term to describe the way Italian designers and design firms develop new products (Verganti, 2008). Design-driven designers do not ask customers for their preferences, nor do they work closely with customers. Instead, they develop proposals for customers, which customers can accept or not. An example is Karim Rashid, who worked for the Italian design houseware and kitchenware firm Alessi. People like him usually live in luxurious places, and observe trends in society, go to museums and search for new cultural changes. Based on that, they come up with proposals for new furniture, care products, fashion products, etc. The question is how we can relate this methodology to the design thinking approach described above. In Candi, Van den Ende and Gemser (2016) we describe research in which we distinguish between functional or utilitarian innovations on the one hand and 'hedonic' innovations on the other. Functional or utilitarian innovations provide a clear benefit for the user; they perform a certain function differently from previous products or services. For instance, a car-sharing website provides a new transport alternative for people who do not own a car. A hedonic innovation aims at providing the customer with new sensorial experiences, such as aesthetics and emotions, or contributes to a person's identity. Examples are new fashion products, new styles in furniture such as coloured beds, or Apple products with new designs. Such products sometimes are not just new from an aesthetics perspective, but they can also provide the owner with a specific identity. For instance, you belong to a certain group if you use an Apple MacBook. A utilitarian innovation is a change in the functions of a product or service for users. A hedonic innovation means either a change in the sensorial or emotional attributes of a product or service, or a change in its meaning for the identity of the user, or both. 67 68 Innovation Management a u 'o a Positive contribution of customer codevelopm ent to market success 0:: V) V) Q) C 3 Q) C C a ·;:: a :~ ·.;:::; ::J Negative contribution of customer codevelopment to market success a +' C Q) E Q) ....u C Incremental Radical Hedonic newness Figure 3.9 Market learning for utilitarian and hedonic innovation Source: Candi et al. (2016). We investigated the extent to which customer co-creation contributed to the performance of these alternative innovation categories (Candi et al. , 2016). And guess what we found? The more radical a utilitarian innovation, the more customer co-creation adds to performance. The reason relates to the higher uncertainty in such innovations, and the larger investments needed. So, the quality of customer information is not better (actually, it may be less reliable) but the value of that information for the product or service developer, who usually has to make substantial investments for a radical innovation, is higher. And since the range of options is much larger for the innovator (in Section 6.1 we will call this range of options the 'solution space'), the information from customers has a stronger reducing effect on this range of options, resulting in a stronger positive effect on the ultimate performance of the innovation. However, for radical hedonic innovations we found the opposite: customer co-creation even has a negative effect on performance. The explanation lies in the way customers adopt hedonic products and services. While customers can evaluate a utilitarian innovation reasonably well, in some cases after a period of co-creation with the producers, this is much harder for hedonic innovations. The adoption of hedonic innovations is more a social process, in which people observe their peers. When some of them start adopting an innovation, others may follow. For instance, if a producer brought bright green shoes for men to the market, potential customers would probably not know what to do. But as soon as they see some other men wearing green shoes, and particularly if these people are important to them, they will consider following. Asking this customer up-front whether they would want to have green shoes, or testing a few of these shoes as a prototype, would probably find a negative or at least indecisive reaction. A producer that is led by such information will perform worse in the market compared to one that just relies on their own intuition, particularly if that person is experienced in doing so. Design thinking For innovations that are both new in terms of function and hedonic we found a positive effect, which is attributable to the positive effects on the utilitarian aspects of the innovation. The results of the study were a nice middle-ground in the debate on the usefulness of customer co-development: apparently whether customer co-creation works or not depends on the type of innovation. Also, the results clearly explain why design-driven designers do not work with customers: it would have a negative effect on the performance of their offerings. Figure 3.9 shows the effects of customer co-creation for different types of innovation. 3.6 Summary In this chapter we discussed the process of getting information on customer needs and preferences during the idea development phase of innovation and new business development. We first discussed two alternative but similar processes for this purpose: design thinking and lean innovation. We saw that design thinking starts with investigating customer needs, while lean innovation starts more from the idea. Both aim at diminishing uncertainty on the market. We next labelled the two approaches as evolutionary, and compared them with set-based approaches for different landscapes. In this chapter, we distinguished between the customer study, the ideation and the testing phases in the idea development process. We presented a list of alternative market learning methods to apply in the customer study and testing phases. Some methods, such as observation, are only appropriate in the customer study phase, while others, such as prototyping, are only applicable in the testing phase. We also introduced the concept of co-creation with customers, which means that innovators involve the same customers over the whole idea development process. We saw that the choice of method depends on the radicalness of the innovation at hand in terms of technology, market and business model. For incremental innovations, it can work to ask customers for opinions and suggestions, whereas for more radical innovations observing and experimenting work better. We reviewed a model illustrating the dependency of the choice of method on the newness of the technology and market. In the final section, we explored design-driven innovation, which applies particularly to hedonic or experience innovation. 69 70 Innovation Management 0 3.7 Discussion questions and exercises Discussion questions 1. In Chapter 2 we distinguished between creativity for open and closed problems (Section 2.1, Figure 2.2 Four types of creativity). What kind of creativity do you think is needed in the ideation phase of the design thinking process (Figure 3.1)? 2. Please read up on Google Analytics and Facebook Pixel. According to you and comparing to Sections 3.2 and 3.3, which types of customer learning do these services provide to the companies that use them? a. Wha t may the companies, which used the services, have learned about their customers? b. To what extent do you think your user experience on the Internet has been impacted by these services? And how? 3. What types of market learning do you think were used to develop the first commercial aeroplanes? a. Do you believe customers were involved in the early stage s? W hat was the role of experimentation? b. Do you believe customers are involved today in the development of new aeroplanes? In wh ich aspects? c. Are aeroplanes functional or hedonic innovations? Why? 4. Many large e-commerce and Internet companies use A/B testing to iteratively optimize their webs ites. Think about your answer on the following three interrelated questions: (1) What are the benefits of this method for learning about website effectiveness for specific customer segments? (2) What can these companies learn with thi s method about their customer segments in general? (3) What are the potential downsides of thi s method (e.g. when it comes to learning about small segments of customers)? a. Do you believe A/B testing is a similar method to co-creation and crowdsourcing? Or is there a difference? b. What are the advantage of surveys or questionnaires over A/B testing , for learning about webs ite effectiveness for specific customer segments, and for learning about customer seg ments generally? 5. Take a look at Figu res 3.1 (The design thinking process) and 3.2 (The lean innovation process) . In your opinion , w hat is the core difference between the two processes? a. W hich of the two approaches wou ld be most suited if you already have an idea about w hich 'problem' (e.g. customer need) you want to solve? b. Do you think the two models can be combined into one model, for example w hen working on idea development? 6. In Section 3.1 we mentioned that Steve Jobs didn't ask customers about their demands for new products. Explain this behaviour based on the theory in Section 3.5. According to that theory, wha t would have been a better approach for Steve Jobs ? • Do you agree with the theory or do you agree with Steve Jobs' original approach as the most effective method? W hy? Design thinking 71 Exercises Im ag ine you are a design consultant who has been tasked with developing a new type of paper plane. Get together w ith fellow student s or team members. Apply various forms of market learning, such as: 1. Giving your fel low stude nts or team members some paper and asking them to fold a paper plane. After some time, you can see which paper planes fly best and/or wh ich ones the group prefer. 2. Folding a 'conventional' paper plane yourse lf (one that you think is seen as common) and folding a 'radical' design paper plane (one that you think is quite unique) . Give the group some time to appreciate and evaluate both designs. Ask them what they think of the designs and how they would improve them . 3. Presenting the group w ith several ideas for paper planes and discussing with them what they think are important design criteria for paper planes . 4. Afterwards, discuss wh ich of the methods was most effective: a. For understanding what 'customers' want in a paper plane? b. For generating novel ideas for aeroplanes? c. For fine -tuning aerop lane designs? d. In what order are these methods best used? For this exercise you're going to innovate the customer journey for choosing and buying a birthday present. First try to apply the customer study phase of the design thinking process. To do so, you need to empathize with the 'customers', and you need to define focus areas. Second, try also to apply the ideation phase of the design thinking process . Some suggestion s for your investigations: • Ask people around you how they currently choose a birthday present for friends and relatives. • Try to find out the needs behind th is process. What does giving a birthday present mean for the giver, and what does it mean for the receiver? • We suggest you draw out the new customer journeys for buying a birthday present. • Ask some re spondents for feedback on these ideas. W hat do yo u learn from the ir feedback on the requirements for a birthday present customer journey? • Come up with a better idea for a customer journey for buying a birthday present. References Bijker, W.E., Hughes, T.P. and Pinch, T.J. (eds) (1989) The Social Construction of Technological Systems: New Directions in the Sociology and History of Technology. MIT Press. Bingham, C.B., Furr, N.R. and Eisenhardt, K.M. (2014) 'The opportunity paradox', MIT Sloan Management Review 56(1): 29-35. Blank, S. (2013) 'Why the lean start-up changes everything', Harvard Business Review (May): 65-72. Candi, M., Van den Ende, J. and Gemser, G. (2016) 'Benefits of customer co-development of new products: the moderating effects of utilitarian and hedonic radicalness', Journal of Product Innovation Management 33(4): 418-434. Dunford, R., Palmer, I. and Benveniste, J. (2010) 'Business model replication for early and rapid internationalisation: The ING Direct experience', Long Range Planning 43: 655-674. 72 Innovation Management Isaacson, W. (2011) Steve Jobs. Simon & Schuster. Kohavi, R. and Thomke, S. (2017) 'The surprising power of online experiments: Getting the most out of A/B and other controlled tests', Harvard Business Review 95 (5, SeptemberOctober): 74-82. Leonard-Barton, D. (1995) Wellsprings of Knowledge. Harvard Business School Press, parts of chapter 7, pp. 189-212. Leonard, D. and Rayport, J.F. (1997) 'Spark innovation through empathic design', Harvard Business Review (Nov.-Dec.): 102-113. Lynn, G., Morone, J. and Paulson, A. (1996) 'Marketing discontinuous innovation: The probe and learn process', California Management Review 38: 8-37. McGrath, R.G. and MacMillan, I.C. (1995) 'Discovery-driven planning', Harvard Business Review (July-August): 44-54. Poetz, M.K. and Schreier, M. (2012) 'The value of crowdsourcing: Can users really compete with professionals in generating new product ideas?', Journal of Product Innovation Management 29(2): 245-256. Terwiesch, C., Loch, C.H. and Meyer, A.D. (2002) 'Exchanging preliminary information in concurrent engineering: Alternative coordination strategies', Organization Science, 13(4, July-August): 402-419. Thomke, S. (2001) 'Enlightened experimentation: The new imperative for innovation', Harvard Business Review (February): 66-75. Thomke, S. and Fujimoto, T. (2000) 'The effect of "front-loading" problem-solving on product development performance', Journal of Product Innovation Management 17: 128-142. Ulwick, A. (2002) 'Turn customer input into innovation', Harvard Business Review 80(1): 91-97. Verganti, R. (2008) 'Design, meanings, and radical innovation: a metamodel and a research agenda', Journal of Product Innovation Management, 25: 436-456. Selection Part 3 Part 1 Introduction Innovation management Chapter 1 Part 3 Selection Part 2 Idea development Company Idea management -----+ Sections 2.6-2.7 Innovation strategy Portfolio management Part 4 Implementation -----+ Sections 7.2-7.5 Chapter 8 Chapters 4-5 Project Idea development Project selection -----+ Sections 2.1-2.4 Chapter 3 -----+ Chapters 4-5 Part 5 Specific firms Part 6 Conclusion Specific types of firms The future of innovation management Chapters 9-10 Chapter 11 73 Organization of innovation Project execution Chapter 6 Section 7.1 Innovation strategy 4 Learning objectives After reading this chapter, you will be able to: 1. Give a description of the concept of innovation strategy 2. Explain the difference between innovation strategy and business strategy 3. Describe the technology life cycle model 4. Assess the influence of the phase in the technology life cycle on a firm's innovation strategy 5. Apply the disruptive innovation model to a specific industry 6. Describe the advantages and disadvantages of an early mover strategy 7. Explain the implications of the ecosystem or network characteristics of a market for path dependence 8. Explain the implications of the network or platform characteristics of markets for dominance of a single design and of single firms 9. Explain the implications of the ecosystem or network characteristics of a market for the strategy of a firm 10. List alternative intellectual property protection mechanisms and their main characteristics 4.0 Introduction As a company, what types of innovations do I want to develop? Do I want to focus on new technology, new markets, new channels to my customers? And how fast do I want to be? To answer these types of questions, in this chapter we explain the concept of innovation strategy. The innovation strategy will help firms to determine the direction in which to go, and to choose innovation projects. In this chapter we will define what an innovation strategy is, and how technology and knowledge dynamics in the firm environment affect it (Section 4.2). We address a specific example of the dynamics of disruptive innovations, since firms often underestimate and miss these innovations. We will also explain what we mean by disruptive innovations, and why firms underestimate them (Section 4.3). Next, we move to the strategies firms employ to enter markets. We will see that timing is an essential element of an innovation strategy. We discuss strategy in ecosystem, network and platform markets, all of which are characterized by strong dependencies between the actions of different actors. In this part of the chapter we move from the more general to the specific: network markets are examples of ecosystems, and platforms are examples of network markets. We show that the dependencies between actors in network markets lead to so-called network effects, and we discuss how firms can win in such markets. Finally, we review alternative ways of protecting innovations which can support the innovation strategy. This chapter focuses mainly on the company level of the firm, since the innovation strategy refers 75 76 Innovation Management to the company as a whole or to specific parts of the company. However, the innovation strategy always has strong implications for the project level, since usually projects have to be aligned with the strategy (as we will see in the next chapter). Only Section 4.7, on Intellectual Property, focuses mainly on the project level. 4.1 Creating an innovation strategy What is an innovation strategy? An innovation strategy outlines what a firm wants to achieve with its innovation activities, and how it plans to reach that goal. A business strategy is the general strategy of a company, which defines the direction in which the firm wants to develop and the decisions it has to take to attain that direction. An innovation strategy outlines what a firm wants to achieve with its innovation activities, and how it wants to achieve that purpose. For instance, a bank's innovation strategy may be to increase its presence for its clients, by means of channels other than physical bank branches, web-page-based online banking services, or traditional credit cards. As a result, it wants to create a presence on tablets and cell phones, so that customers can check their balances and get a quotation for a mortgage from the bank at any time and at any place. The bank wants to achieve that purpose by creating a set of innovation projects that create these services. The innovation strategy of the bank can be creating this presence anywhere and anytime. An innovation strategy is different from the general business strategy of a firm. The business strategy defines the direction in which a firm wants to develop, what it wants to achieve, and how it wants to get there. The business strategy can aim at internationalization, cost cutting, advertising activities, branding, offshoring, etc. The business strategy also defines how the company differentiates itself from its competitors in terms of market position and the capabilities that the company possesses. A firm's business strategy includes an action plan on how to spend resources to reach its goal. An innovation strategy has the same character as the business strategy, but it focuses on the activities of the firm in the field of innovation and new business development. An innovation strategy concerns specific elements of the business strategy, particularly the offerings of the firm for customers and the business models applied by the firm in providing these offerings. In the past, innovation strategies were product oriented, and related to three main elements: technology, markets and timing. So, on which technologies do we focus, which markets do we address, and when do we want to introduce certain technologies to the market? For instance, a company such as Signify (formerly Philips Lighting) could focus on certain technologies, say LEDs, certain markets, say the business market, and could aim at introducing a certain generation of LEDs in a specified month in the market. Some authors had innovativeness instead of technology as part of the innovation strategy, indicating how radical the new products are that a firm brings to the market (Cooper and Edgett, 2010). Therefore, a lighting company could have as its innovation strategy to focus on incremental changes in existing lighting products, or, on the contrary, on creating radical new LED products. However, today innovation strategies cover a much broader set of elements. As the above example of a bank shows, the innovation strategy can refer to channels to reach the customer, services, customer relations, and even ways to earn money and to deliver the product or service. Every element of the Business Model Canvas (see Section 1.3) can be part of the innovation strategy. So, the lighting company may decide not to sell just lamps any more, but to also install them at the customers' sites, or even to operate their lighting, such as lighting offices or operating street lighting in cities. Also, the firm may innovate the financial model: the customer does not necessarily pay for installing the lighting infrastructure, but may pay for the hours Innovation strategy Prospector Aimed at being first in the market. Innovation is a well-developed function in the firm. Defender Aimed at defending a market, by vertical integration, high quality, reasonable pricing. Analyzer Aimed at incrementally developing the existing market and adjacencies to that market, when analysis has shown that the risks are low. Often second or third follower. Reactor Aimed at reacting to developments when they occur. Not very deliberate strategy. Figure 4.1 Four types of business strategy related t o innovation Source: Based on Miles and Snow (1978). that the light is actually used, accompanied by an agreement on service level. The innovation strategy of the company can set out targets which affect each of these elements, e.g. the company wants to offer lighting to customers as a service instead of as a product. The need for an innovation strategy depends on the innovativeness of the business strategy of the firm . The field of business strategy distinguishes four strategies relative to innovation (see Figure 4.1): ""? Prospector: A prospector firm strategy entails that a firm is highly future oriented and moves into new markets and technology. A firm like Google is clearly a prospector company, as well as Signify in the example above. ""? Defender: A defender firm strategy aims at exactly the opposite; it aims to defend its existing market position, for instance by keeping prices low and creating exit barriers for customers. The firm will only innovate when the level of uncertainty is fairly low. For instance, a company providing maintenance for household heating installations can just try to be amongst the cheapest in the region, and have long-term contracts with customers, without introducing completely new services. ""? Analyzer: An analyzer firm strategy is in the middle in terms of innovativeness. An analyser firm first analyzes thoroughly whether to enter a new market and stays closer to its current competencies. ""? Reactor: A reactor strategy entails that the firm reacts to events in the environment and does not really make a choice between one of the other strategies, for instance because the internal organization is not aligned to one of the strategies. It will be clear that firms with a prospector or analyzer strategy are in the highest need of an active innovation strategy. But in the end every firm needs an innovation strategy, because every firm has to prepare for the future. The broadening of the scope of innovation to the many elements of the business model of course complicates the process of creating an innovation strategy. Whereas Steven Wheelwright and Kim Clark in their landmark book Revolutionizing Product 77 78 Innovation Management Development (1992) distinguished two main components of the innovation strategy, technology and market, today all the elements from the Business Model Canvas, such as channels, financial models, etc., would be part of it. The structure of the portfolio of innovation projects in firms and decisions on the portfolio become correspondingly more complex. 4.2 Life cycles of products, services and knowledge Life cycles A technology life cycle is the pattern a product or service follows in its market development. An important consideration in innovation strategy is the market environment of the products, services and business models provided by the firm. The level of dynamism in the environment changes over time according to specific patterns. A model describing these patterns is the life cycle model of technology, developed in the 1980s and 1990s (Utterback, 1994), but still relevant. This model describes the evolution of products or services, and thus should be called the 'product or service life cycle', but the literature usually speaks of the 'technology life cycle model'. According to the technology life cycle model, products or services develop according to three phases: the fluid phase, the transitional phase, and the specific phase (see Figure 4.2(a)). In the fluid phase competing firms develop alternative versions of a new product or service. For instance, in the beginning of the 1990s, firms developed alternative search engines for the Internet, engines which could work with or without categories of topics, and with different revenue models . An example was Gopher, which made an index system in which it searched for files and title words . The alternative designs competed in the market, which was at that point in time relatively small. The delivery of the product or service in this phase is usually not yet very efficient, since uncertainty in the market is too high to invest in process technologies. In this fluid phase innovators have to make difficult choices. Zunino et al. (2019) have shown that one of the difficulties is positioning the completely new product or service relative to existing products and services. For instance, the developers of new cell phones with extended data processing features had to choose between names such as 'PDA phone', 'game deck' and 'camera phone' (see Case 4.1). Eventually they labelled the product successfully as 'smartphone'. J ~J a b 0 ·;;; C ::, '' C .Q'I , "' ' QI ~ C ' ;:c • "E I i ' oc •, 0 E -2 !f oo :' :;; 0. t, ::, ""CJ 2 2 0.. 0.. Fl uid Transitional Specif ic Phases Figure 4.2 The life cycle model of technology Time Innovation strategy ( \ CASE 4.1 ALTERNATIVE NAMES FOR SMARTPHONES All-in-one handheld device Arc-slider phone Compact PDA Connected mobile jukebox Enterprise-class communicator Integrated mobile multimedia device Mobile game deck Multifunctional phone Multimedia compact PDA Multi purpose communication tool Picture mail phone Pocket-size movie player Qwerty phone Smart handset Pocket PC phone Touch-screen handset Social smartphone Superphone In the transitional phase, the market grows quickly, and usually one dominant design has emerged. A dominant design is the architecture of the product or service with a set of features that wins in a design battle and becomes common to most or all products or services of a certain type. In the Internet search market, engines based on the popularity of websites, particularly Google's, became the dominant type of search engine. Interestingly, Larry Page and Sergey Brin, the founders of Google, had only introduced their engine in 1997, much later than several others. A dynamic process between producers of alternative designs, each with their cost price and features, and customers with their specific preferences, determines which design becomes dominant. Later in this chapter we will see (Section 4.6) that in some markets so-called network effects occur, which have a strong influence on the emergence of the dominant design. In those markets, a design that has the biggest user base ('installed base', see Section 4.6) in the fluid phase has a good chance of becoming dominant. A dominant design has advantages for users and producers, since it is clear what the product is and how they should use it. For instance, in the Internet search market, users of search engines with many other users benefit from their advice on how to use the site. Also, as long as no single party has the intellectual property rights on a dominant design, the emergence of a dominant design in the market creates certainty for innovators who want to enter the market. For instance, as mentioned in Case 4.2, at the beginning of the 2000s, we had alternative designs of electric and hybrid cars: different types of hybrid cars (combination of gasoline and electricity), full electric cars (e.g. Tesla) and hydrogen cars. Car manufacturers considering entering this market faced a high level of uncertainty as to which design to bet on. As soon as such a design competition has played out and one of the designs has become dominant, entering the market becomes more attractive for firms since the uncertainty is much lower and the risk of betting on the wrong horse disappears. As a consequence of the decreasing uncertainty and the growth of the market, innovation in process equipment (e.g. for production) increases after the emergence of a dominant design (Utterback, 1994). ( \ CASE 4.2 DESIGN BATTLE IN ALTERNATIVE ENERGY CARS It's not always clear in advance whether a single design will become dominant in a market. An example can be found in new alternative energy cars. Several alternative designs compete in the market: hybrid cars (i.e. a combination of gasoline and electricity), full electric cars (e.g. Tesla) and hydrogen cars. Within the group of hybrid cars we find A dominant design is the architecture of a product or service that wins in a design battle. The dominant design's set of features becomes common to most or all products or services in the market. 79 80 Innovation Management cars with parallel gasoline and electric engines which can take over from each other (Toyota Prius), and designs with electric and gasoline engines in series, in which the gasoline engine drives a generator that fuels the electric engine (Chevrolet Volt, Opel Ampera). The latter type is also called a 'car with a range extender'. When this market emerged, it was unclear how it would evolve. Would all designs compete in a grand design competition, in which one type of car would survive? Or would there be different design competitions, one for hybrid designs and one for full electric cars, so that the two markets would remain separate? We now know the outcome: the all-electric car has become the dominant design. But this was far from clear in the beginning. A dominant design also has disadvantages since it hinders the transition to a better alternative because of switching costs, which are the costs for customers to change to an alternative design (see Section 4.4). The QWERTY keyboard shows a good example of the disadvantages of a dominant design: because of our ingrained routines in typing, we do not switch to alternatives (see Case 4 .3). { \ CASE 4.3 WHY WE USE THE QWERTY KEYBOARD A famous example is the QWERTY keyboard, that became the dominant design for good reasons . It was originally developed to prevent the hammers of a mechanical typewriter from jamming at high typing speeds. Also, the letters of the word 'TYPEWRITER' were put on a single row so that the typewriter salesman could more quickly type that word while demonstrating his machines. The QWERTY layout became even more dominant due to the routines of typists: once a typist had worked on a machine with a specific layout, he or she (often she) wanted a new machine with the same layout. Today, logic behind the QWERTY ordering of the keyboard is lost, but the layout remains dominant as a consequence of the ingrained routines of users. In the third specific phase, the market matures. The market growth slows down, and firms have to focus on incremental innovation to support their business. The life cycle model encompasses the transition from one product or service to another. According to the model, somewhere in the specific phase a product or service can be replaced by a totally new version, with a new life cycle. The performance of such a product or service will in the beginning still have some deficiencies, and the diffusion is small. For that reason, the start of the new product or service is usually depicted at a lower level than the old one in graphs (see Figure 4 .2(b)). But after a short period, the new product or service beats the old one in performance, and the sales also take off and start exceeding the sales of the old one. Examples of this pattern of successive life cycles can be found everywhere. In computers the successive technology life cycles were: mainframe computers, minicomputers, desktops and laptops. Or in aeroplanes: traditional propeller aeroplanes, aluminium propeller aeroplanes (e.g. Douglas DC-3), subsonic jet aeroplanes, and supersonic jet aeroplanes. Each new life cycle replaced the previous one, while the old products usually also remained on the market, but within a niche market or a smaller market segment. In aeroplanes, the last type, supersonic jet aeroplanes, are so far mainly used in military applications (jet fighters) and have failed Innovation strategy in passenger traffic (Concorde). We also find examples in channels: the supermarket largely replaced the grocery store in which the attendant took the products from the shelf and sold them over the counter, and the hypermarket and web-commerce can be considered as follow-ups to the supermarket. The life cycle model can be applied on different levels, from generic product or service classes to very specific products or services. Kotler and Armstrong (1996) distinguish: ""? Product categories, such as automobiles or mortgages. At this level, there is generally little change, although we can imagine that these product categories will at some point be replaced by something else (e.g. drones may in the future replace automobiles and crowdfunding may replace mortgages). ""? Product classes, such as gasoline-powered automobiles or bank mortgages. Electric cars may soon replace gasoline-powered automobiles, and peer-topeer mortgages may at some point replace bank mortgages. ""? Product forms, such as station wagons or web-enabled bank mortgages. SUVs may replace station wagons, and cell-phone-enabled mortgages may replace web-enabled mortgages. ""7 Specific products, such as a Volkswagen Golf Trendline or the Scotiabank fixed-rate mortgage. The Volkswagen Golf Comfortline may replace the Volkswagen Golf Trendline, and the Scotiabank flexible rate mortgage may replace the Scotiabank fixed-rate mortgage. In this terminology, the examples above show transitions between specific product classes. But life cycles exist on each of these levels. For instance, specific products or services also have their life cycles. When a firm introduces a product or service to the market, for instance a new type of mortgage, usually initial sales take off slowly. Also, the firm still has to find out how the product or service is used, what kind of information customers need, etc. If the product or service is successful, in the second phase sales take off. Subsequently a mature phase follows with steady sales. After some time, the product or service will be replaced by a new type. There is no general rule on the duration of life cycles of products or services (the time until a new one replaces them). It depends on the degree that customers' preferences change, the degree of technological advancement, legal changes, etc. Sometimes products or services can be stable for decades. In other cases, successive generations of products, services or business models follow each other quite quickly, even when the previous generation is still in the growth phase. For instance, the market for the second generation of mobile phones called GSM was still growing when smartphones came up. Some people speak in such cases of 'hypercompetition' (Volberda, 1996). ( \ CASE 4.4 DURATION OF SUCCESSIVE LIFE CYCLES OF BICYCLES The standard bicycle was introduced to the market in the 1890s, after a fluid phase in which amongst others the high bi, with the very high front wheel, was successful for some time (Bijker et al., 1989). The standard bicycle remained dominant for many decades, until the 1990s when racing bicycles, ATBs, recumbent bicycles, and somewhat later electric bicycles came along. In this case, increased and more heterogeneous demand was the most important driver of this development towards new types of bicycles. 81 82 Innovation Management Knowledge life cycles and the dynamics of firms The technology life cycle model is about the dynamics of products and services over time. Behind the technology life cycles, we often find another type of life cycle: knowledge life cycles. Knowledge life cycles concern fields of science that provide the opportunity to create new products. For instance, knowledge of solid-state physics facilitated the development of transistors and integrated circuits and is therefore behind the emergence of the information society. Internet technology facilitated the development of many new products and services, such as Internet search engines and web-commerce. These knowledge fields have their own life cycles in the sense that the field has an early discovery stage and develops into growth and mature stages. ( \ CASE 4.5 EFFECTS OF DNA TECHNOLOGY KNOWLEDGE ON PRODUCT LIFE CYCLES An example of a knowledge life cycle is DNA technology. In the early 1950s, Francis Crick and James Watson discovered the DNA double helix structure at the Cavendish Laboratory within the University of Cambridge. In the 1970s and 1980s genetic engineers used and extended this knowledge to start modifying plants and animals. Since then, the field of genetic engineering has developed much further, of course restricted by regulatory boundaries, and it is still not mature. Genetic engineers use the technology to speed up traditional breeding techniques with plants, for instance by placing markers to speed up the selection process of new varieties. Many new products and processes, such as these markers and genetically modified crops, have come from the development of a new knowledge area. So, a knowledge life cycle generated many new product life cycles. A multiproduct or multi-service company is a company that commercializes several types of products or services in the market. The evolution of companies and industries reflects this dynamic. Often, companies start from a new technology and develop a product from it. Then, after some time when the product market starts growing, the company applies the technology to create new products. The company in fact exploits its expertise for new purposes. In this way a multi-product (or multi-service) company finds its origin. After a period, which can be quite long, the technology matures, and the degree of technology development diminishes. Sharing technology was an important stimulus to having different product types under one roof. Since that advantage diminishes, at this point investors often start calling for the break-up of the company, which often happens after some time. There are quite a few historical examples of this pattern (see Cases 4.5 and 4.6). ( \ CASE 4.6 THE DYNAMICS OF PHILIPS OVER TIME The electronics firm Philips started in 1892 with the production of light bulbs. The firm soon added other products to its activities, such as vacuum tubes, radios, electric razors and medical devices. A central research laboratory, the Natlab, provided the required knowledge for these activities, stemming from the quickly developing field of electronics. In the 1960s the company went into computers. After having many product lines for decades, in the 1990s Philips started spinning off activities one after the other, such as integrated circuits in 2006 (as NXP) and the lighting division, the origin of the company, in 2017. The main reason was growing competition from low-cost countries, particularly China, but another reason was in fact that the rationale of having all these activities under the one roof of the research lab had disappeared. The lab was still there, but the Innovation strategy synergy in core knowledge that served as a common source of innovations in different fields diminished. Research in the lab is now often focused on a single business or product line, and only by exception do research activities address different businesses any more. ( \ CASE 4.7 THE EFFECTS OF KNOWLEDGE DEVELOPMENT ON COMPANY DYNAMICS: GOOGLE A present-day example of the effects of knowledge development on the dynamics of companies is Google, which started as a search-engine company, but soon went into all kinds of other activities, such as roadmaps, navigation and data storage. The underlying technologies were data search and storage technologies. Google even went into autonomous cars, based on the same technology. In 2015 Google created a company structure for these activities by designating Alphabet as a holding company with the separate activities as companies under it. This action may become the first step towards splitting up the company at some moment in time, when the maturing of the core technologies starts to diminish the added value of having all these products under one roof. In the cases of Philips and Google, the multi-product firm originates from a start-up based on a new technology (respectively, electricity and search engines). The question is whether new fields of technology also convert established single product firms into multi-product firms. For instance, will the genetic engineering technologies relating to plants bring different plant-breeding companies under a single roof, to be able to exploit joint R&D activities? To what extent will new biotech technologies stimulate pharmaceutical firms to move into new markets to exploit their genetic engineering knowledge? 4.3 Disruptive innovation Two types of innovations can generate the leap from one technology life cycle model to the next one: 1. It can be a new product or service that is, possibly after some initial technical problems, a better product than its predecessor. Later in this chapter we will call this a sustaining innovation. 2. It can also be a product or service with a lower performance than its predecessor, but with other advantages. We call this one a disruptive innovation. In the first case, the new life cycle starts at a higher level than its predecessor, in the second case at a lower level. Disruptive innovations deserve special attention. The term was initially coined by Clayton Christensen from Harvard Business School. His claim was that the concept was highly relevant for management practice, because managers miss disruptive innovations more often than any other innovation (Christensen, 1997). The reason is that disruptive innovations are completely at odds with the dominant orientation in the existing 'incumbent' firms with respect to the performance that the company wants to provide its customers. Therefore, managers are often blind to the potential of these disruptive innovations. 83 84 Innovation Management Cl) u C 0 E I... 0 '+I... Cl) CL 1 -+-..--------. . . .-------...-------. ... 1990 2000 2005 2010 Year Figure 4.3 The disruptive innovation model Source: Christensen (1993). Adapted for the airline industry instead of the hard-disk-drive industry. Christensen introduced the disruptive innovation model for hard disk drives. Figure 4.3 presents the example of the airline industry. In fact, the graph represents a figure of successive life cycles such as in Figure 4.2 . The shape of the graphs is not a real difference; the graph shows straight lines because Christensen used a distorted scale on the vertical axis (a logarithmic scale). On that axis the figure shows the performance of products or services for customers. For the airline industry: traditionally airlines competed based on service levels. Service meant high-quality food on board, friendly stewardesses, lounges at airports, etc. Airlines tried to create a close relationship with their customers, supported by a loyalty programme. And customers appreciated the resulting service. Many customers had a clear preference for a specific airline, for instance because of the in-flight food, and business travellers often used the same airline to collect air miles. Customers were in fact part of a community, a community belonging to a certain airline. Airlines improved their service levels over time, represented by the rise of the line in the graph. But in the 1990s, budget airlines started offering air travel services. Southwest in the US was the first to provide such services, and the company was soon followed by others in Europe (Ryanair, easyJet) and Asia (Jetstar, AirAsia) (see also Case 4.8). Budget airlines provide particularly cheap air travel services, pointto-point flights (no transfers), often from smaller airports. Reserving seats was not possible (at least not initially), food on board had to be bought (it was free in the traditional airlines), and additional charges applied to luggage. Consequently, Innovation strategy in many respects it was not attractive to fly with these airlines, but they were nevertheless highly successful. They attracted new customers who had not flown before, such as students; they had advantages such as the use of regional airports, which could be close to the customer's final destination; and they were the first to use the Internet to book tickets. And, of course, they were much cheaper than the traditional airlines. They were also financially successful, partly because, under their financial model, they paid low fees to the regional airports. They were sometimes even subsidized by those airports, since regional governments wanted to attract more traffic to the area. Christensen calls innovations such as the budget airline 'disruptive innovations'. A disruptive innovation is a product or service aimed at the low end of the market or at new customer groups at the bottom of the market. They underperform on the traditional performance indicator, and they have other advantages for customers, such as, in the case of airline services, low price, easy booking and small, fast airports. Over time, the providers of disruptive innovations often improve their product and service on the traditional performance indicator. And increasingly, the disruptive innovation becomes attractive for customers of the traditional firms . In that market, firms often 'overshoot' the demand of the average customer. As the airlines provided more service than the average customer needed, part of their customer base made the transition to the disruptive product or service. At some point even business travellers started flying with budget airlines. In this way, the disruptors start taking over the market from below. If traditional airlines hadn't invested in budget services by that point, they began to find themselves in serious problems. Around 2015, many budget airlines were highly profitable (net profits above 10% of revenues in Europe), while many traditional airlines incurred big losses. A disruptive innovation can thus be defined as a new product, service or business model: C\ """7 with new attributes that are attractive for specific customer groups; """7 that is underperforming at the traditional performance attributes; and """7 that has the potential to improve on those traditional performance attributes. CASE 4.8 RYANAIR: A DISRUPTIVE INNOVATION Ryanair, headquartered in Ireland, started operations as a regional airline company in 1985, flying between Dublin and London. The company generated losses until the early 1990s when, after a visit to the US-based budget airline Southwest, deputy CEO Michael O'Leary converted the company into a budget airline, supported by a European deregulation of the airline industry in 1992. It was primarily a business model innovation. Ryanair sold air travel, just as any other airline, and they used the same type of aircraft. But their business model was completely different: they flew between small airports, they didn't offer transfers but only point-to-point flights, they sold food in the plane instead of offering it for free. They also had different financial arrangements with the airports, which sometimes even subsidized them because of the benefits of airline traffic for regional economies. The company was highly successful. In 2016, its revenues amounted to €6.4 billion with €1.2 billion profit (after tax) . In the same period, many traditional airlines suffered from losses or much lower profit levels. For instance, in 2013 the larger Air France-KLM suffered from a loss of €1.8 billion (on revenues of about €25 billion) in a single year. A disruptive innovation is a new product or service that targets the low end of the market or a new customer group at the bottom of the market. 85 86 Innovation Management Resource dependency means that firms focus on the needs of parties that provide their resources, which are usually their current customers. Although in retrospect it seems hard to imagine that managers in the incumbent airline industry were not interested in the new business model, it was a logical position from their perspective. As mentioned, airlines focused on improving the service levels for their customers. In that situation, it was an unnatural and counterintuitive choice for managers in the incumbent airline business to adopt the new budget business model. That business model was completely at odds with their ambitions, objectives and orientations in their work. In addition, the current customers would not accept such 'lousy' services if offered by their existing airline. So, initially hardly any airlines adopted the budget business model. Christensen (1997) speaks of 'resource dependency': firms are dependent for their resources on their current customers, and thus will not adopt a business model that those customers do not accept. Managers in the incumbent airline industry could even argue that the budget airlines did not create problems for their business. They could see it as a division of the market: they served the existing market, while the budget airlines served the new low end. But they would then forget that they were in fact overshooting the demands of their average customer. However, when they started losing customers, they would see the danger. But often it is then too late to catch up in the market of the disruptive innovation. ( \ CASE 4.9 DISRUPTIVE INNOVATION IN THE NEWSPAPER MARKET We find examples of disruptive innovations or disruptive new business models in many industries. The entrance of Internet news websites in the newspaper industry is one. The dominant performance attribute for newspapers is the depth of the articles: the deeper the articles, the higher the quality of the newspaper. News websites of course have a very low depth, and thus many journalists considered them irrelevant to their business. But customers had different opinions. The news websites were cheap, accessible everywhere, and up to date in real time. The average customer did not find the shallowness of the articles to be a major problem. And soon the customer base of newspapers started to shrink. The news websites were underperforming on the traditional performance attributes but had other advantages. In addition, they soon started to improve on the traditional attributes by showing news on the same topic earlier and by adding background information. A sustaining innovation is a radical innovation that creates an improvement on the currently dominant performance attributes for customers. Christensen emphasizes that not all radical innovations are disruptive. As we mentioned in the beginning of this section, some radical innovations just improve on the traditional performance attributes. An example is the CD that replaced vinyl records. The sound quality was better (although this has been disputed more recently by some music enthusiasts) and it had other advantages, such as ease of use. Christensen calls such a radical innovation a 'sustaining innovation', since it creates a major improvement in the existing performance attributes, but it does not create a new market based on addressing preferences for new attributes. The essence of the disruptive innovation model is not that all incumbent companies disappear as a consequence of the disruption, because that often does not happen. For instance, in the airline market the incumbents still exist. The essence is that a specific pattern evolves in the market according to which some companies introduce a new product, service or business model that is underperforming on the current dominant Innovation strategy performance attributes, but that has other advantages for customers, and this new disruptive offering takes away part of the existing market. The essence is also that this type of innovation is often underestimated by managers in incumbent companies because of the underperforming character of the disruptive offering. Therefore, the meaning of the term 'disruptive innovation' is more specific than just 'radical innovation', since it points to the intricacies of innovations that conflict with companies' orientations on how to serve customers. Disruptive innovations are, more than anything, outside the scope of managers. Managers are often blind (myopic) to the potential of such innovations. In setting up an innovation strategy and portfolio, firms should be careful not to miss such opportunities. Knowledge of the disruptive innovation model, as explained above, will help firms to prevent myopia. Nevertheless, today the term 'disruptive innovation' is used by many people as a synonym of radical innovation and just serves as a buzzword to generate attention for radical innovation. Companies may work to set up dedicated idea generation workshops (see Section 2.5) to generate ideas for potential disruptive innovations. However, even if such ideas are created, it will be a challenge not to reject them in the project selection process. Particularly when evaluating the financial prospects, managers can easily underestimate the market for the disruptive innovation. According to Christensen, the best way to make a disruptive innovation successful in an existing firm is to create a separate unit for it. Only then can it get the proper attention and support. We see this happening in the airline industry. Many incumbent airlines have created or acquired budget airlines that they exploit as a separate company under a different brand name. Other authors have emphasized that sharing resources with the existing business prevents duplication of effort and loss of efficiency (Govindarajan and Trimble, 2010). Airlines can, for instance, share maintenance services with their low-cost subsidiaries. Charitou and Markides (2003) have suggested other responses to disruptive innovation than having a separate unit for the disruptive innovation, such as leapfrogging the disruptor with a new disruption. This happened in the Swiss watch industry. When the industry came under increasing competition from cheap digital watches, the Swiss entrepreneur, Nicolas Hayek, developed designer watches under the label of Swatch. The watches found a large market, and Hayek successfully counterattacked the cheap competition. ( \ CASE 4.10 DISRUPTIVE INNOVATION IN A SHIPBUILDING COMPANY An example of a firm in a complex product market that created a separate unit for disruptive innovation is Royal IHC. Royal IHC is a dredging ship builder for the international market. Around 2010 the company experienced a decreasing presence in the low end of the dredging ship market. This low end consisted of regionally bound dredging vessel operators, mainly dredging local rivers and harbours. This low-end market was in need of standardized dredging ships. High-end dredging ships were too expensive for these operations. High-end dredging ships were complex, large, custom-made vessels with the focus on optimizing operational expenditure, due to the size of the dredging operations. In addition, large projects such as the Suez Canal, Panama Canal, and land reclamation projects in Dubai, Hong Kong, and Singapore had reduced the available capacity of high-end dredging ships in the world at that time. Royal IHC successfully identified the disruptive potential of the low-end market. In 2011 the company decided to develop a Myopic is a medical term meaning short-sighted. In business contexts, it means prone to lacking foresight. Leapfrogging is competing with an innovator by introducing a newer innovation while skipping its innovation. 87 88 Innovation Management standardized, small, low-cost vessel, the Easydredge®, which it would build on stock with a maximum production time of one year. The nature of this standardized vessel required a different way of thinking compared to the core business, which was about building high-tech equipment and complex custom-made vessels. Also, selling this new vessel required a different culture within the salesforce, since the standardized dredging ships had to be produced and sold at a fraction of the cost of large custom vessels. The development of the Easydredge® started outside of Royal IHC in a joint venture. However, the company realized the potential synergies and later continued the development of Easydredge® in-house. The development team benefited from high operational autonomy and received strong support from top management, which allocated sufficient resources to the unit. 4.4 Timing of innovation A first mover advantage is the odvantoge that a player in a market acquires by entering the market early, and thus enlarging its market share. As outlined above, timing is an important element of innovation strategies. Timing refers to when a firm brings a product, service or business model innovation to the market. Firms can try to be first to bring a radical innovation to the market, or they can have a second-mover strategy, and learn from the experiences of others. Both approaches have their pros and cons. The advantage of being early is that the firm creates a lead in the market and can benefit from other first mover advantages. We distinguish four types of first mover advantage: 1. Learning advantages. Being first in the market gives a firm the ability to learn from their experiences with the innovation, both in terms of its technology and in terms of customer responses. For instance, Tesla has a lead in the market in mass-produced electric cars and can develop specialized knowledge that competitors do not yet have, such as in the production of dedicated batteries. Traditionally this advantage is called 'technological leadership', but in the case of a business model innovation the advantage refers to broader expertise than technology only. It has to be noted that Tesla opened up all its patents and intellectual property to the world, so the company claims not to exploit the learning advantages. However, of course the company also creates knowledge, particularly so-called 'tacit knowledge', which is not easy to copy. Other car manufacturers lack such knowledge, and thus Tesla has a lead in the market. 2. Pre-emption ofscarce assets. This advantage refers to the use of certain supplies that have limited availability. For instance, if a company intends to set up a chain of specialized restaurants in, let's say, Cambodian food, proper locations will be the city centres of major cities. Once the company has established restaurants in the largest and most trendy cities, it becomes harder for competitors to find locations for their restaurants that are not too close to the existing restaurants. Scarce assets also refer to the information span of consumers: once a certain firm is known for a new product or service, the consumers will remember only that firm when they want to purchase the product or service. 3. Installed base. This is the number of users of your product or service. This factor mainly applies to network markets, such as platforms like Uber and Airbnb. In those markets it is important to acquire a large number of users quickly, since the more users you have, the more attractive your platform becomes for other users. We will explain this further in Section 4.6, when we discuss network markets. If you are earlier in the market, you have a better chance of creating a substantial installed base, which also stimulates the learning advantages mentioned under 1. Innovation strategy 4. Buyer switching costs. Buyers can become attached to the first mover because they get used to its product, service or business model. We gave the example of the QWERTY keyboard above (Case 4.3). Another example: if a user of an Apple iPhone wants to move to a Samsung phone, they will have to get used to a new user interface. Therefore, many users prefer to stick to the same brand of smartphone. Being a follower also has advantages. The follower faces a lower risk of the innovation being ignored or rejected, since it has already become clear that the market exists. The follower can also save on development costs because the customer requirements and the overall design of the product or service are already established. So, little experimentation is needed. In addition, the first mover may already have resolved all kinds of legal or societal problems related to the new product, service or business model. There are many examples of second movers that become dominant in a new business. For instance, in 1992 Charles M. Stack founded the first online bookstore, Book Stacks Unlimited. In 1995, Jeff Bezos followed with Amazon.com. Bezos had a far more aggressive marketing strategy, and in that way managed to become dominant. Stack sold his bookstore to Barnes & Noble. Another example is Laker Airways (see Case 4.11). ( \ CASE 4.11 FIRST MOVER DISADVANTAGES: LAKER AIRWAYS Southwest introduced the budget airline business model in 1949 in the US. Freddie Laker started the first European budget airline, Laker Airways, in 1966. He flew between London Gatwick and New York. initially with propeller aircraft and with unscheduled tickets (sold on the day of travel) . In 1968 he started operations to West Berlin (at that time enclosed by East Germany). He introduced fuel-saving measures such as instructing the pilots to start conversations with other pilots to get information on optimal ascending speed and reducing suitcase maximum weight. Airlines needed a licence from the British government to fly on a particular route. Laker faced fierce opposition from British Caledonian. which claimed to have an exclusive licence as a private 'non-scheduled' carrier for every destination it wanted to fly to. Nevertheless, Laker opened a regular 'Skytrain' operation to New York in 1977 and one to Los Angeles in 1978. It further expanded its flights to the US and made attempts to get licences for Asia (Hong Kong) and Europe, but continued to find strong opposition from competing airlines. As a consequence of this opposition, price dumping by competitors, and an economic recession, the company got into financial difficulties in the early 1980s and went bankrupt in 1982. Freddie Laker received financial compensation for illegal practices (predatory pricing) from competitors in court but was not able to revive his company. Laker Airways paved the way, particularly the regulatory one, for Ryanair, founded in 1985 (see Case 4.8). and easyJet, founded in 1995. Those companies also learned from the Laker example that they should start with European flights, instead of transatlantic ones. Firms will usually behave consistently with respect to the timing of innovation. Some firms will choose to go for first mover advantage; others feel themselves more comfortable with a fast follower strategy. The innovation capabilities of the company have to match the choice of strategy. The first mover will have to be strong in experimentation and learning from customers, while the second mover must have strong monitoring capabilities to track first mover behaviour and experiences. Both 89 90 Innovation Management strategies require quick time-to-market capabilities, and, contrary to intuition, the follower may need to be even quicker than the first mover so that it does not get too far behind in the marketplace. In terms of business strategy, a first mover will prefer a prospector strategy, while a fast follower will have an analyzer strategy (see Figure 4.1). Timing is important for both a first mover and a fast follower. Firms can also be too early to step into a new technology or market. Shell was active in renewable energy technologies in the 1960s and 1970s, when it bought a 50% share in a renewable energy company Solahart and became active in forestry. Later it reduced its activities in that field, when it became unclear whether these renewable activities would fit the core business and would generate a sufficient margin for Shell. Accordingly, the company was probably too early in the field of renewable energy and should have waited longer to find the right niche for itself. An example of proper timing is the dredging company Van Oord, which entered the business of constructing offshore wind farms in the early 2000s, early enough to remain ahead of competitors and late enough to make the business profitable in the short run. 4.5 Ecosystem innovation A complementary product or service is a product or service that is required to make a core product or service successful. Ecosystems are important for the innovation strategies of firms operating in complex products or service markets. These are concerned with products or services that require complementary products in order to be implemented. An example is electric cars. Without sufficient charging stations, electric cars cannot become successful. The charging stations are therefore complementary products for electric cars. Ron Adner (2006) has coined the term 'ecosystem' for such products and services. An ecosystem consists of the different producers of the core product, supplies, complementary products and the parties needed to bring the product to the market. This definition involves that an ecosystem is in fact a technology system which is created and managed by different parties. An example of services that are part of an ecosystem are mobile phone services that require a technical infrastructure but also apps to create their full value. C\ CASE 4.12 THE ECOSYSTEM OF THE MICHELIN RUN-FLAT TYRE Adner (2006, 2012) gives the example of Michelin that developed a run-flat tyre, the PAX, in the 1990s. The PAX allowed people to continue driving for some time when they had a flat tyre. It consisted of the tyre itself and a supporting ring . The market clearly needed such a tyre, since many accidents happened in the US (where Michelin introduced the tyre) due to flat tyres or low tyre pressure. There were some alternative products on the market, but these were rather low quality, and they only addressed a very small niche of the market. So, the expectations were positive. Michelin introduced the PAX tyre in 1997. It was adopted on some high-end cars, but after a few years, the system was discontinued at a big loss. The reason was improper management of the ecosystem. Michelin was used to just selling new tyres to car manufacturers, car dealers and repair shops. In this case, however, several complementary innovations were needed to make the tyre a success. Car manufacturers had to adapt the design of the car, since the tyre had a sensor which indicated to the driver when it was flat; otherwise the driver might not know that they had a flat tyre. The car manufacturer had to connect this sensor to the car system and create an indicator on the dashboard Innovation strategy to warn the driver. Tooling equipment manufacturers had to develop specific tools for garages and repair shops to replace tyres. The garages and tyre repair shops had to acquire the tools and train their employees to use the system. And since initially very few cars used this system, many garages did not take the trouble to do so. The low availability of garages and repair shops that could replace tyres discouraged consumers from adopting the system, since they needed a garage at an acceptable distance when they had a flat tyre. The situation eventually led to the failure of the whole product. ( \ CASE 4.13 THE FAILURE OF BETTER PLACE Better Place was an Israeli company that introduced a system for replacing battery-packs in electric cars at charging stations along the roads. The system had several advantages over recharging the same battery. First, you could recharge the car quickly. But second, the price of electric cars would drop because the battery-packs would be owned by Better Place. These advantages would encourage the adoption of electric cars. Investors spent more than US$800 million on the system, Better Place built several charging stations, and Elon Musk advertised an identical system at one of his road shows. Nevertheless, the system failed. This was due to a lack of car manufacturers that installed the system in their cars; in fact, only Renault had a car that worked with this system. Adner (2012) defines an ecosystem as 'an alignment structure of a multilateral set of partners that need to interact in order to create a value proposition' (Adner, 2017). Three types of parties determine the success of ecosystems: the core innovator, co-innovation partners, and co-adoption partners. Co-innovation partners are sometimes called 'complementors'. They are associated with three types of risks , respectively: ""7 Initiative risks: risks in the company and its suppliers that create the innovation. In fact, these are the normal risks involved in innovating. ""7 Interdependence risks: risks related to co-innovating partners that have to produce innovations that fit the core innovation. ""7 Integration risks: risks of co-adoption partners that have to adopt the product before the end customers can really benefit from its value. The problem with ecosystem innovations is that firms developing a product or service that is part of an ecosystem often forget to manage the required parties. They tend to focus too much on the first type of risk - initiative risks - the usual risks that they and their suppliers have when developing a new product or service, and they only address the other two types of risk at the end of their own development process. This is even more so for companies that have little experience with ecosystems, like Michelin. Their lack of attention to interdependence and integration risks created big problems in their project. Figure 4.4 shows an overview of the ecosystem in the Michelin case (Case 4.12) . Starting from the left-hand side are the suppliers, then the tyre manufacturer (Michelin), then the car manufacturers, the dealers, tyre repair shops, garages and tooling equipment manufacturer. The initiative risks are on the left-hand side, the interdependence risks are in the middle, and the integration risks are on the right-hand side. The degree to which the actors were supporting the innovation Co-innovation partners are parties that haveto innovate their products or services to make the core product or service successful. 91 92 Innovation Management Co-innovation partners Core innovator l A -/ W -+ Initiative risks Tyre Manufacturers l Car Co-adoption partners Interdependence risks l Integ rat io n risks _,. Dealers - - Tyre repair shops _ . Users ./ Garages Tooli ng equ ipment manufacturers A W / Figure 4.4 The ecosystem of the run-flat tyre is shown with colours in Figure 4.4. A dark blue circle represents a party that was already on board, and with a plan for its activities; a middle-blue colour means that there was a partial agreement with this party but it was not completely arranged and there was not yet a clear plan; and a light blue colour means that the party was in fact opposing the new system. We see that there were several supportive parties but there were also several uncommitted ones, like the car manufacturers, the tyre repair shops and the tooling equipment manufacturers. And there was one party resisting the system - the garages which were not willing to invest in tooling and in training their employees. There are several strategies to deal with the interdependence and integration risks. For interdependence risks, you can coordinate with the co-innovation parties, you may decide to take on their activities yourself, you can give them exclusive licences for your innovation, and you can create a flexible interface between your product and theirs. For integration risks, you can make the innovation attractive, for example, by coordinating marketing in terms of spreading the word in advance of the product's release, you can pay certain change-over costs, and you can create a new entity to promote the channel. For instance, Michelin could have given free training for employees of garages, and free tooling for their owners. Dattee et al. (2018) presented a dynamic model for the creation of ecosystems. Such a dynamic model is necessary because, in the beginning, it is not always clear what the product or service - and consequently the ecosystem - will look like. In addition, ecosystems evolve over their development and growth. Firms have to accommodate such changes, without losing all control of the ecosystem. According to Dattee et al., firms have to go through different phases: 1. Create visions of possible futures. 2. Start developing the ecosystem of parties to create momentum in the market, and construct business models for all parties involved. Innovation strategy 3. Create control points, for instance agreements that make sure that the ecosystem will not move completely out of the control of the core actor. 4. Increase momentum further. This model shows that developing an ecosystem is a dynamic process, which a company cannot completely envision from the start, but which it can keep within certain boundaries by setting control points. The example of IBM (Case 4.14) shows that IBM failed to create such control points at appropriate moments in time. As a consequence, it lost its position as orchestrator of the personal computer ecosystem. ~ CASE 4.14 IBM LOSES CONTROL OF ITS PERSONAL COMPUTER An example of a company that completely lost control of an ecosystem is IBM in developing the PC (Personal Computer). IBM chose to go for an open architecture in order to catch up in the market of so-called 'microcomputers'. Therefore, the company worked with external parties that supplied parts of the product. One of those parties was Microsoft, which supplied the software. IBM allowed the suppliers, including Microsoft, to build compatible computers and to sell components (including software) to other computer manufacturers. As we see in Case 4.16, the Microsoft software soon became indispensable in the IBM PC, since their other software developers built on the Microsoft software. Since Microsoft had copyrights, it was able to build a large business out of its software. IBM had in fact failed to create control points in the system in order to keep some level of control. For instance, it could have negotiated an exclusive licence with component manufacturers such as Microsoft. If so, IBM might still have been central in the desktop and even laptop market. instead of which they were only successful in that market for a limited period of time and eventually had to sell their activities to Lenovo. Firms have to manage ecosystems in a timely manner. The natural inclination in companies is to first develop their own part of the ecosystem, and then approach other actors for their complementary part. That approach usually means that big delays occur after development of the core product or service, since other parties need a lot of time to develop the required complementary products or services. The adoption process can lead to even more delays. An active approach of involving co-innovation and co-adoption partners can prevent such problems (see Case 4.15). In fact, the implication of the theory on ecosystems is that firms have to involve other actors in an early stage in the development of the ecosystem, to prevent delays and eventually even failure. ~ CASE 4.15 ECOSYSTEM ORCHESTRATION FOR A SUSTAINABLE INNOVATION Around 2012, the chemical company DSM developed biosuccinium, which was a biobased acid. DSM distinguished itself by a sustainability-oriented strategy. Bio-based acid could replace fossil-based acids, which was an important component of plastics with applications in running shoes (soles) , automotive textiles (flexible foam) and adhesives in the construction industries (Kennedy et al., 2017). Since biosuccinium was bio-based, it reduced the footprint of the acid as a component of plastics by about 90%. DSM created a joint venture with a French company Roquette Freres to produce biosuccinium. To make Control points are arrangements or positions that facilitate that a core actor keeps control over the development of an ecosystem. 93 94 Innovation Management the product a success, DSM approached actors higher and lower in the supply chain to prepare the necessary changes in their activities. To stimulate them to do so, DSM managers had discussions with producers of end products, such as Nike, to stimulate them to ask their suppliers for bio-based supplies. By orchestrating the ecosystem of the product in an early phase, DSM speeded up its introduction. However, when the product entered the market, oil prices had strongly decreased and the product was not competitive any more. Eventually, a production facility (in Cassano Spinola, Italy) remained open but the product was not successful. Still, the case shows that active orchestration of a supply chain can help to create a new ecosystem. The implications of the above are that products or services that are part of larger ecosystems require careful management of external parties. Firms should start managing those parties in an early phase of the project and apply strategies to get them on board. At the same time, firms should realize that ecosystems are dynamic during their development. Therefore, they cannot fully shape the ecosystem from the start, and should adapt to its evolution, while keeping the dynamics within certain boundaries so as not to lose control completely. Network effects mean that the adoption of a product or service by certain actors increases the value of the product or service for other similar or dissimilar actors. 4.6 Strategy in a networked market What is a networked market? One particular type of market in which ecosystems occur is the networked market. Networked markets are characterized by strong network effects. In such markets, decisions within and between groups of actors have strong positive effects on each other and on other groups of actors. As a consequence, not just the company wins with the best product offering and commercialization strategy, but the position of a company or technology in the market at a certain moment in time has a strong effect on outcomes in the market and on future competition. In other words, the market is path dependent. There are many examples of markets with such network effects, particularly in the information and communication technology industries. C\ CASE 4.16 NETWORK EFFECTS IN MICROSOFT'S HISTORY The computer operating system is an example of a product with strong network effects. The history of Microsoft provides a salient example. Microsoft originated as a producer of software for the so-called microcomputers, small computers such as Apple I and II, working on a small set of integrated circuits. In the early 1980s IBM started developing such a microcomputer, which became the IBM PC (see Case 4.14). IBM had an open approach to this product, using components from other manufacturers to speed up development. For the operating system, IBM approached Gary Kildall, whose company Digital Research had commercialized the successful CP/M operating system for microcomputers. However, Gary Kildall would not deal with IBM because, according to some accounts, he refused to sign the standard non-disclosure agreement. IBM turned to Bill Gates' company Microsoft. Gates' mother was a successful businesswoman and had recommended Microsoft to IBM's chairman. Gates didn't have an operating system at that time, but he purchased a CP/M clone from a small company (QDOS - 'Quick and Dirty Operating System'). adapted it and sold it to IBM under the name 86-DOS. He kept the rights himself. After the IBM PC had entered the market. Gary Kildall protested, and IBM agreed to offer customers Innovation strategy his operating system also. However, all other IBM PC application software already used the Microsoft operating system, and Kildall 's alternative didn't sell. Since Microsoft could also sell its product to other computer manufacturers, it became the standard in the market. Once application software (complementary products) was made available for Microsoft's operating system , it became attractive for computer manufacturers to use this product. And once the Microsoft operating system had many users (installed base). it became attractive for application software developers to use it in their products. And the rest is history... We distinguish between two types of network effect: 1. Direct network effects. Direct network effects occur within a group of actors connected to a product. The actors can be either users or complementors. In the case of direct network effects, the greater the number of people using a certain product or service, the higher the value of that product or service to each of those users. An example is WhatsApp. If you were the only one in the world having WhatsApp, the value for you is zero, since you couldn't communicate with anybody else. The more other people use WhatsApp, the higher the value for you, since you can communicate with more people. We call the number of users of a product or service the 'installed base'. Direct network effects have three sources: a. Information exchange between users. People learn from each other about how to use a product or service. The more people who have that same product or service, the easier it is to get information on its use. For instance, if you consider purchasing the product or service, you can ask users what they think about it. And if you have problems with it, you can ask them for help. As more people purchase a certain product or service, the easier it becomes to find information. An example is Microsoft Windows: the more people use it, the more information you can get from other users, which makes it more attractive to new users. b. Technology network effects. This refers to products or services that connect people to each other by means of a technology network. An example is the telephone or WhatsApp, mentioned above. For a product or service that is part of a technology network, you can reach more people if more people are aligned. c. Learning effects at the producers. If more people use a certain product or service, the producer or producers have a larger number of customers, and thus more resources and feedback to improve the product or service. This can translate into higher quality or lower price for the users. In the example of a search engine, a higher number of users generates higher advertising income (also per advertiser, not just in total) which provides more financial resources to improve the service. 2. Indirect network effects: These are network effects between different groups of people connected to the product. Indirect network effects result from complementary products or services. Complementary products or services support the use of the core product or service. For instance, apps complement the use of smartphones. Complementors (called co-innovators in the previous section) are the parties that develop complementary products or services. Complementary products or services give rise to two sorts of indirect network effects: a. For complementors: The more a product or service is used, the greater the incentive for producers of complementary products or services to develop Installed base is the number of users of a certain product or service at a specific moment in time. 95 96 Innovation Management those, since the market is larger. So, a larger installed base is a stimulus for complementors to join a product or service. b. For users: The more complementary products or services, the greater the benefit of the core product or service to the user. Pathdependency means that those firms or technologies that have a larger installed base in the emergence of a new market are best positioned to strengthen their position further. Winnertakes-all is a situation in which the characteristics of a market facilitate that one single company acquires a major market share in that market. Because of these two types of network effects, products or services that already have a larger installed base have an advantage compared to those that have a smaller one, and are thus better positioned to win the battle. Path-dependency means that those firms or technologies that have a larger installed base have a stronger position and are better able to strengthen that position further. Initial positions of firms or technologies in the market have a strong influence on the further course of the market. Pathdependencies particularly occur in markets with strong network effects. C\ CASE 4.17 FRYING PRODUCTS: LOW NETWORK EFFECTS There are many markets with no dominant design. A simple example is the market for liquid frying products. Amongst other products, people use olive oil, liquid margarine and wrapped margarine for liquid frying. There are some direct network effects, particularly information effects: you hear experiences from others on the performance of the product. And there are also complements: recipes that advise using one or other of these types of products (usually they will not distinguish between liquid and solid margarine). But these network effects are not very strong. For instance, people know that they may use a different product from the one the recipe prescribes, or they have both types of the product in their kitchen cupboard or refrigerator. On the other hand, advice from others may have a strong influence, and as a consequence the market starts to tip into a certain direction over time (in Northern Europe olive oil is increasingly being adopted). Network effects are a stimulus for dominant designs to emerge. We discussed dominant designs earlier as part of the theory on life cycles (Section 4.2). We saw that in some markets several designs can co-exist. But in markets with strong network effects dominant designs usually do occur. And in these markets there is an additional phenomenon. In other markets with a dominant design, usually different firms produce products with this design. For instance, budget airlines all offer the same service (so there is a dominant design of the service), but no airline can keep this market for itself. Also, the all-electric car may become dominant in the market of alternative energy cars (see Case 4.2), but there will be many firms producing those cars. In markets with strong network effects, a single firm may own and produce the dominant design. We speak of a winner-takes -all situation. Firms that have a strong market position in the fluid phase of the market may acquire a major market share later during the life cycle. Microsoft is an example; the firms acquired a leading market share because IBM used its software in its PC, and it retained a major market share in the market of operating systems for desktop and laptop computers ever since, supported by its copyrights on the software. Case 4.16 shows how small events in an early phase of these types of markets created a position for Microsoft early on, which had a strong influence on its position later on. In the next subsection on platforms, we will see several other examples of such winner-take-all company positions. Innovation strategy Such situations have disadvantages. The winner in the market has a monopoly, leading to higher-than-optimal pricing and potentially to suboptimal levels of innovation. Microsoft had a monopoly in operating systems for the PC, although it was limited in setting prices too high since alternatives such as open source Linux emerged over time. Two-sided and other platforms A notable example of products and services with strong network effects are twosided platforms. Two-sided platforms generally connect suppliers and customers in a particular market. Examples are Uber, Booking.corn, iTunes and Airbnb. The orchestrator, or owner, of such a platform offers services, but other parties, the suppliers, actually provide the services. The orchestrator just visualizes the available offerings for customers. Suppliers and customers make a transaction with each other, facilitated by the platform. Network effects are particularly strong in markets of two-sided platforms, since suppliers will choose the platform with the highest number of customers, while customers will choose the platform with the highest number of suppliers . So, once a platform leads in a market, its advantages over others tend to grow quickly, and it becomes increasingly difficult to compete effectively, leading to a winner-takes-all situation. An exception can be products or services that are region-dependent, such as Uber, which faces competition in several regions in the world (Zhu and Iansiti, 2019) . E-commerce also has platform characteristics, but these are usually one-sided platforms. A platform such as Amazon originally only sold its own products, so it was a one-sided platform. Still, network effects played some role since customers would choose a platform with a large assortment. And the largest e-commerce companies can afford the largest assortment. Also, in the case of Amazon, Jeff Bezos cleverly created network effects by introducing an option for readers of books or users of products to write reviews (Spector, 2000). The more customers Amazon had, the more reviews would appear, and the more attractive the site became for other customers. It was a clear example of a deliberately created direct network effect. Over time, such one-sided e-commerce platforms tend to become two-sided: they start selling other companies' products on their platform. The platform is attractive for the producers of those other products because of its installed base. We may also call such a platform 'multi-sided', because it connects three types of actor: the core web shop (e.g. Amazon), other suppliers of goods and customers. Note that the term 'platform' has different meanings: 1. The two-sided platforms as connector between demand and supply in an industry (as mentioned above). 2. The basic architecture for modular design, such as the product structure of car manufacturers. We will explain this meaning in Section 5.2. 3. Core 'layers' in a technology design. For instance, a computer is made up of layers such as the core integrated circuit (e.g. Intel), an operating system (e.g. MS DOS) and applications. We can also call each of the core layers a platform: 'we build software on the Intel platform', or 'we build applications on the Microsoft platform' (Gawer, 2014). All three types of platform experience strong network effects. Otherwise, there is little similarity between them, and the use of the same term for these three concepts is in fact rather confusing. A two-sided platform is a service that connects two groups of users: usually buyers and sellers in a certain market. 97 98 Innovation Management Who wins? Complementary asset: a resource or capability necessary to produce and commercialize a certain product, service or business model. For firms operating in markets with strong network effects it is of course crucial to understand how to win a standard battle. What should they do for that purpose? In general, firms that create a market quickly and decisively have the best chance to win. That means that they have to create the four first mover advantages from Section 4.4 (learning advantages, pre-emption of scarce assets, installed base and buyer switching costs) but not always as the first party that enters the market (see Point 1 in Figure 4.5). Figure 4.5 displays nine types of behaviours that can help firms to create such advantages and to increase the chances to win the battle (Shapiro and Varian, 1999; Schilling, 2002). Some firms are at an advantage in a design battle because they already have some of the required complementary assets (Point 5 in Figure 4.5) or they are well positioned to create the other conditions from Figure 4.5 . For instance, Philips and Sony were already big players in audio and video product markets, which helped them to create the network of partners needed to get Blu-ray adopted (Point 7, Figure 4.5). Also, reputation can help firms in these battles, like IBM with the IBM PC. Firms with strong reputations can convince users to adopt their product over a competitor's (Point 2, Figure 4.5). Firms of course have to take network effects heavily into account when developing their innovation strategy. When they consider entering a specific market with a high degree of network effect, they have to evaluate whether they have a good chance of winning in that market. If so, they will have to give the project their full support and they have to make sufficient resources available, along the lines sketched above, so as not to lose their investments. Most firms can only manage very few of such innovations, usually only one. On the other hand, if the degree of network effects is low, they can take more time to develop the innovation, learn from the market and improve. In that case they can develop a higher number of innovations concurrently. Standardization A standard is a specification of an interface in a product, service, process, or management system that is accepted by a specific target group. A strategy that deserves special attention in the context of standard battles is standardization. A standard is a specification of an interface in a product, service, process, or management system, that is accepted by a specific target group. For instance, the specification of USB is a standard for connectors in the computer market. Standards can be important elements of dominant designs. Also, the basic architecture of the personal computer, based on the IBM PC, is an example of a standard, although a very complex one. Elements of the PC standard were the composition of the machine, consisting of modules such as memory, screen, keyboard and operating system, and the specifics of the interfaces, particularly the interfaces of the operating system with other software. Standards can originate in three ways: 1. In the market, just as dominant designs in general. QWERTY, as a standard for the layout of keyboards, emerged in the market (see Case 4.3). Also the IBM PC as a standard emerged from a market process. 2. By a consortium of companies and institutes which agree on standards up-front, to deliberately prevent a battle in the market. An example of a standard by a consortium is the Blu-ray DVD, mentioned above. Sometimes there is still competition in the market, such as the Blu-ray consortium competing with the HD-DVD consortium. Innovation strategy 1 Choose the right timing While first mover advantages help to win the battle, firms should not be too early. For instance, Apple was amongst the first to introduce personal computers ('microcomputers ' as they were then called) but the IBM PC (IBM Personal Computer) became the dominant design. Amazon was not the first in the online bookstore market, and Ryanair was not the first in the budget airline market (see Case 4.11 on Laker) . Schilling (2002) found that fast followers are generally best positioned. The explanation is that firms should not enter the market when the conditions are not present yet (e.g. the technology is still underdeveloped), but they have to be quick once the conditions are there. 2 Grow quickly Once you decide to enter the market, penetrate the market quickly to create your installed base. Writing biogs or making You Tube videos (particularly funny ones) can be helpful. Some innovators write a biog on a 'how to ' question in which they refer to their product or service. 'How to' is often googled by people. Also setting user expectations, for instance by announcing a new product or service well in advance, can help. 3 Innovate your product constantly Innovate your product even after its introduction, to adapt to the demands of customers. To become dominant in the market, it's important to have a product or service that fits customer demands really well. As Burke (2009) advises, it is more important to so lve the last 10% of customer needs than the first 90%. In 2001 Bill Gates introduced the tablet PC, with a touch screen, but it largely failed. A few years later Steve Jobs introduced the iPad, and it became a huge success. An important difference was that Bill Gates had assumed that people would want to hand-write on the screen, and the tablet came with a specia l pen. The product relied on handwriting recognition, but that didn't work properly at the time. 4 Make sure complementary products or services are available We di scussed this above in Section 4.5 on ecosystems. For instance, when telecom companies introduced 3G networks with data transmission services, they initially developed apps themselves because it was not yet attractive for other companies to enter this market (Van den Ende et al., 2013). 5 Create the required complementary assets Complementary assets are resources or capabilities that are needed to produce and renew the offering quickly. Resources may be manufacturing facilities, IT infrastructures and distribution channels. For in stance , Amazon .com needed a strong IT infra structure to develop its e-commerce platform, so it hired several experienced IT people (Spector, 2000). Established firms often have an advantage on this point, since they already have capabilities in-house or under their control. 6 Lay your hand on scarce assets We mentioned above the example of a chain of restaurants that needs proper locations (Section 4.4). Another example is space on smartphone screens: if you are the first to get a place on that screen with an opp in a specific domain, you have an advantage, since users will be hesitant to upload another similar opp. 7 Create a strong consortium of players Managers create alliances or consortia to support their design. An example is the battle between HO-DVD and Blu-ray for the DVD market. Each of the two designs was developed by one or two parties: Philips and Sony developed Blu-ray, Toshiba developed HO-DVD (Van den Ende et al., 2012). They both formed consortia to support their design. The stronger such a consortium is in terms of size of players, represented industries and strong relations between members, the higher the chances to win the standards battle. 8 Be flexible in your design It sounds highly paradoxical, but research has shown that changing a design in the introductory period can help it to survive (Van den Ende et al., 2012) . An example is the Blu-ray consortium, which incorporated new copy protection features in the standard of Blu-ray to attract more movie studios, which of course didn't want their movies to be copied . By adapting design standards to the demands of a specific group of firms or a specific industry, the initiators increase support. When the design has become dominant, further changes are usually marginal. 9 Protect your intellectual property to the right property Intellectual property can support a party in a design battle, since it hinders competitors from creating the same or very similar products or services. Opening the intellectual property to outsiders may help the design to become dominant, since it creates larger market share for the design. Firms would rather have a smaller part of a large market than a small, and maybe even disappearing, market to themselves. So, the right degree of intellectual property protection is the key to success. Figure 4.5 Nine behaviours to win a standard battle 99 100 Innovation Management 3. By a committee created by a so-called 'standards organization', in which companies and other stakeholders participate. The International Organization for Standardization (ISO) is the most important international standards organization. Its members are national standards bodies of almost all countries in the world. An example of a technical standard set by ISO is ISO/TS 19657:2017, which specifies criteria to be fulfilled for food ingredients to be considered as natural. ISO not only sets standards for products, but also standards for services, firm processes, and management systems such as the well-known ISO 9001 standard for quality management systems in firms. In addition to ISO, regional and national standards organizations exist, and many industry associations have standardization activities, such as the US-based IEEE (Institute of Electrical and Electronics Engineers). 4. By governments. In most cases governmental standards are obligatory for the market, but exceptions do exist, such as the voluntary Environmental Management and Audit Scheme (EMAS) laid down in a European regulation. We call standards that originate according to the first two options 'de facto' standards, while we call standards from Options 3 and 4 'de jure' standards. The four different types of standardization cannot be strictly distinguished, since many intermediary forms occur. Above we mentioned competition between consortia in the market. Also, standards set by standards organizations can compete in the market with firm or consortia standards. In general, standards should not be set too early, since the market can then stick to a suboptimal design. When created at the right moment in time, standards facilitate innovation, particularly process innovation and innovation by suppliers. As we see in the case of QWERTY, in the long term, standards can hinder the transition to a new product or service life cycle. 4.7 Intellectual property Intellectual property is an important determinant of a firm's innovation strategy. We speak of appropriability: the degree that a firm can capture the revenues from an innovation. This is of course highly important: if a firm develops an innovation and competitors can easily copy it, a large part of the revenues will be lost to those competitors. Innovations are usually much more valuable if you can keep the innovation and its revenues for yourself. We distinguish four ways to protect intellectual property: patents, copyrights, trademarks and secrecy. Patents A patent is a form of intellectual property that gives the owner the right to exclude others from using an invention. Patents are the most well-known type of intellectual property rights. The reason for having patent law is to stimulate people and firms to develop innovations. In the US only individuals can apply for patents; elsewhere firms can also do so. There are two types of patent: utility patents and design patents. Utility patents protect product and process inventions. The general perception is that patents give the applicant the right to commercially exploit the invention. But it is the other way around: a patent gives the holder the right to exclude others from exploiting the invention. The difference between the two meanings is not just a matter of wording. Even if somebody has a patent on an invention, they may not be entitled to exploit the invention for instance because there is a patent of somebody else on the underlying technology. The right to exclude others usually lasts for 20 years. Utility Innovation strategy patents can also be granted for breeding techniques to create new varieties of plants, but in Europe not on plants themselves. In the US, business processes that are created by software packages can also be protected under patent law. For instance, a business process such as a sophisticated automated stock dealing process based on specific software can be patented. An innovation has to fulfil three conditions to be eligible for utility patenting: 1. The invention has to be new (novelty). It cannot be a copy or too similar to previous inventions. 2. The invention must be useful. 3. The invention should not be obvious. In other words, it should not be easy for other people familiar with that area of technology (so-called 'persons skilled in the art') to invent the same device. Novelty is an important criterion. For instance, has the invention, or something similar, already been patented or is it already out in the public domain? In Europe an invention can no longer be patented if the inventor has made the invention public before applying for a patent. The first person to file a patent for a specific invention has the right to that patent ('first to file' principle). The US traditionally had a 'first to invent' principle; accordingly the inventor could still apply for a patent within a year of making the invention public (called the grace period). Since 2013, the US has also adopted the first-to-file system, but still with a period of grace of a year. Design patents refer to the visual shape or appearance of an object, which can be either two- or three-dimensional. It does not protect any functionality, only appearance. In Europe a design patent initially lasts for five years and can be extended in blocks of five years up to a maximum of 25 years. In the US design patents have a term of 15 years. The main criterion to determine whether a design is new relative to an existing design is that the two designs are not substantially the same in the eyes of an ordinary observer who views the design in the same way as a normal purchaser. A utility patent is usually filed for a specific region in the world, be it a country or a continent. It is possible to extend the patent to other parts of the world. The patent application procedure is rather costly, since patent attorneys have to do preparatory work. Even though the fees for the formal application can be as low as a few hundred euros or dollars, the total cost of the procedure will be in the thousands of euros or dollars, usually around 20,000-30,000. The amount will be higher if the application has to cover many countries (e.g. cost of translations) and much higher if infringement of the patent has to be actively enforced by suing parties. Design patents are usually less expensive. In spite of the costs incurred, patents are important intellectual property rights, since in many cases they provide strong protection. ~ CASE 4.18 HOW DONALD DUCK BLOCKED A PATENT On 14 September 1964, the freighter Al Kuwait capsized at the docks in Kuwait's harbour. The ship was carrying 5,000 sheep that started decomposing in the water. Because of the danger of pollution, the wreck had to be salvaged quickly, faster than was possible with traditional techniques. A Danish inventor, Karl Kr0yer, developed the solution of pumping expandable polystyrene foam balls into the ship, which made the ship float to the surface. He applied for a patent on his invention, but a Dutch patent examiner remembered that a Donald Duck comic showed the same idea. The patent office denied the patent! 101 102 Innovation Management ~ CASE 4.19 PATENT BATTLES BETWEEN APPLE AND SAMSUNG Apple and Samsung have repeatedly battled in court on their patents. In 2012, a jury awarded Apple $1.049 billion in damages for Samsung's infringement of several utility and design patents. Another case was the design of the Galaxy S4G. Samsung was found guilty of infringing the patent for the design of the iPhone (US Patent No. D593.087). However, a subsequent design of the Galaxy was allowed: the radius of the curved corners and size of the screen were slightly adapted, to create minor differences from Apple's design. Copyrights Copyright is an intellectual property right that excludes others from exploiting the result of creative work, such as a text, music or art. Copyrights involve a second important type of intellectual property right. Copyrights are granted to authors of intellectual works such as texts, music or art. Also computer programs are copyright protected, and databases can also be, in case the information is selected and arranged in the database in a creative way.1 As in the case of patents, authors get the right to exclude others from exploiting the intellectual work; nobody is allowed to copy it without the consent of the author. Copyright is granted for a much longer period than patents, usually during the life of the author plus an additional 70 years. A difference with patents is that authors do not have to apply for copyrights, since they are automatically granted to the author free of charge. Copyrights can also be granted to some technical objects, particularly software. Designs can also be protected by copyright if they are the clear result of a creative act. In that case the design is of course protected much longer than if protected by a patent. ~ CASE 4.20 BLURRED LINES VERSUS GOT TO GIVE /T UP In 2013 Robin Thicke published an album together with TI and Pharell Williams with the title song Blurred Lines. He made a provocative sexy video of this song. Part of the marketing strategy was that it would be forbidden on some channels, which indeed happened on a broadcast channel of UK universities. The song was an immense success worldwide, peaking at number 1 in 20 countries, and it was the longest running number 1 in 2013. It sold over 14 million copies and was nominated for two Grammies. The children of Marvin Gaye, however, filed a suit against Thicke and Williams, claiming that the song copied their father's hit Got to Give ft Up. The jury judged in their favour and awarded them almost $7.4 million to be paid by Thicke and Williams. The verdict was highly contested by experts, partly because Gaye's music was not represented during the trial in its original form, but by a version which was created from the sheet music that was submitted to gain copyright. Trademarks A trademark is an intellectual property right on a sign or expression to identify the origin of a product or service. Trademarks or logos are signs or expressions that identify the origin of a product or service, which may be an individual, firm or institute. The main requirement for the registration of trademarks is that the trademark must have some distinctive character. In Europe, changes to trademark law have been made to keep pace with 1 If a firm hos invested substantial resources in a database. is hos a so-called ·sui generis" property right on the database. even if the selection and arrangement of the database ore not creative. Innovation strategy 103 technology. It is easier now to register non-traditional trademarks, such as sounds and movements. Once registered, a trademark can be renewed indefinitely every ten years. Trademarks give brand protection, but not protection of the design of the product or service itself. Trademarks are usually also displayed on all company communications, such as letters, buildings and means of transport. The use of trademarks to protect products or services against competition only works if people recognize the trademark as a quality indicator. The Nike and Intel logos are famous examples. In exceptional cases of product designs being recognized as representing a particular company, designs can also be protected as trademarks. This happened to the iconic Coca-Cola bottle: after the design patent expired in 1951 (having been extended several times) the bottle received trademark protection. Secrecy An important way to protect intellectual property is to keep the underlying technology or chemical substances secret. The composition of Coca-Cola is still secret, which, together with the design rights, keeps competition at some distance. The taste of competing colas, for instance, those offered by discount supermarkets, usually comes close to Coca-Cola but it is still different. Secrecy is a particularly attractive tool for manufacturing processes, since they are usually not seen by outsiders. In addition, patent enforcement is difficult on processes that are not traded on a market but created by firms internally. However, trade secrets offer limited protection; only improper means of discovering the trade secret are prohibited. Competitors are not prohibited from developing and using the same technology independently or from reverse-engineering the technology. Open-source strategies An alternative to intellectual property protection is the open-source approach. In some sectors, particularly software, firms and individuals deliberately open up their intellectual property to other inventors and the public. They invite them to use the products and to develop add-ons or complementary products, which should also be open. Sometimes a central authority has to grant approval to those new products. Well-known examples of open products are the Linux operating system and the Android mobile operating system built on it. The reason for following an open-source strategy is usually to create a large installed base for a product in a market with strong network effects. In such markets it may be more important to win the design battle than to keep all technologies for yourself. The firms supporting the open standard usually earn revenues from it by offering complementary products, such as hardware supporting the software, applications that use the software or from services. Using open-source software can be attractive to businesses, as it can reduce costs and dependence on software companies. Some people presume that open source means that there are no intellectual property rights involved, and they may believe that they in turn have proprietary rights over the software that they have modified or improved. However, that depends on the licence structure that applies to the open-source software that they use. There are licences like the GNU General Public License (GPL) that do not allow the software to become proprietary. This means that somebody building software based on the open-source software also has to open up its own software for free. More permissive licences such as Apache 2 allow the user of the software to add a copyright statement to its own modified software. Open source is an intellectual property strategy in which the producer of a good deliberately allows anybody else to use those products free of charge under specific conditions. 104 Innovation Management = 4.8 Summary In this chapter we have explained what an innovation strategy entails, and how critical it is for the future of companies. We demonstrated that the firm's innovation strategy and business development activities depend on the phase in the life cycle of the technology or service. We also introduced disruptive innovation as an additional theory of life cycles, according to a more specific pattern starting with a product or service that underperforms on traditional criteria. Dedicating attention to disruptive innovation may prevent firms from missing such opportunities. We also discussed timing in the market and first mover advantages and disadvantages. We showed the importance of aligning with other parties and of creating control points for the creation of ecosystems, and discussed such ecosystems in the specific case of markets in which network effects occur. We showed that interdependencies between decisions of different groups of actors in network markets give these markets a specific dynamism, which means that firms that create a large installed base in an early phase have a head start to become dominant in those markets. This appeared particularly to be the case in platform markets. Finally, we presented several mechanisms for intellectual property protection, which can support the innovation strategy of companies. 0 4.9 Discussion questions and exercises Discussion questions 1. If you think about a 'prospector' - a company that aims at being first in the market - w hich organization comes to mind? What do you think their innovation strategy is? For example, you may discuss what types of innovations they invest in and how they develop these innovations. a. Think about a competitor of this company that yo u would describe as a 'reactor'. What would its innovation strategy be? b. W hich innovation capabilities (see Section 4.4) wou ld the 'prospector' need to execute their strategy? And what is the difference between the innovation capabilities the 'defender', 'analyzer' or 'reactor' have? 2. According to the disruptive innovation theory, you can best create a separate unit to develop and commercialize disruptive innovations. Why do you think that having a separate unit is more important for disruptive innovations than for (radical) sustaining innovations ? 3. In Cases 4.6 (on Philips) and 4.7 (on Google), we gave two examples of multi-product (or multi-service) firms. How would the innovation strategy of such firms in the early stages of their life cycles have influenced them to become these large multi-product, multi-service companies? a. Would a firm w ith a 'defender' business strategy be equally likely to become a multi-product, multiservice firm, as a company w ith a 'prospector' strategy? W hy (not)? 4. In Section 4.5 on Ecosystem innovation, we distinguished between co-innovation partners and co-adoption partners. What do you see as the practical relevance of the distinction between these two types of partners? 5. Case 4.13 describes the history of Better Place. In the same section we mention the role of control points in ecosystem creation. Imagine that Better Place wa nted to create control points in its ecosystem, how could it have done so? Innovation strategy 6. 105 In Section 4.6 we defined network effects for the adoption of innovations. We can also apply the concept to the adoption of the COVID-19 measures (obligatory and/or voluntary) that were imposed by many governments worldwide in 2020 ; such as wearing facemasks , limiting group size, discouraging travel , washing your hands, and keeping 1 to 2 metres distance. a. To what extent did direct network effects exist for these measures? In other words, how did the 'installed base' (i .e. the number of users) influence other users in your country and the countries around you? In your opinion , wh ich of the three direct effects applied most? b. Do you believe there were also indirect network effects for 'complementors'? Why (not)? c. Did a dominant design for COVID-19 measures arise w ithin countries? 7. In the United States, the automatic gearshift is the dominant standard in most cars. On the contrary, in Europe, although automatic gearshifts are on the rise due to decreasing costs and improved fuel efficiency, the standard in most cars is still a manual gearshift. Why do you think this difference in standard s arose between these two continents? Are these 'de facto' or 'de jure' standards? Exercises Consider one of the most arguably promising companies of recent years: WeWork, an American commercial real estate company that provided flexible shared workspaces for start-ups, and services for other enterprises. The company operated in many countries around the world, offering its services mostly in metropolitan cities. In January 2019 the company was valued at US$47 billion. But shortly thereafter it had a failed initial public offering (IPO) and its valuation dropped to around US$10 billion , about US$3 billion less than what it had raised in investments to that date. The company was criticized for its lack of a working, profitable business model, and inappropriate governance (e.g. they had their own Gulfstream jet despite the lack of profits) . 1. From the viewpoint of network effects , we can analyze We Work's business model. For each of the direct network effects (information exchange, technology or learning effects) analyze how WeWork generated value by increasing the 'installed base'. 2. In Fi g ure 4.5, we mentioned nine behaviours for getting into a strong position in a networked market. Exp lain which of those behaviours were used by We Work. 3. Based on your analysis in answer 1. and 2., w hy do you think We Work was arguably not able to effectively capture the expected quantity of value? • W hy didn't WeWork fully enjoy network effects? You may ask yourself: How is WeWork able to offer different services from other, competing , co-working spaces? To what extent can the network effects 'grow' within a particular building or city? In Section 4.3 we defined the concept of disruptive innovation. Which disruptive innovation is currently threatening the market of university programmes? To get to an answer, you may consider the following list of questions: • W hat are the current main performance indicators in the market of univers ity programmes? • What are the sustaining innovations that universities have focused on in recent years? • • Li st potential disruptive innovations in thi s market. Look to the rise in digitization for ideas. Indicate for each disruptive innova tion on which of the main performance indicators it underperforms, but wh ich other performance dimensions it offers over the sustaining innovation s. • Which market segments could each of these disruptive innovations address initially? Are they opening the market to wards the high-end segments, low-end segments, or do they open entirely new markets? 106 Innovation Management References Adner, R. (2006) 'Match your innovation strategy to your innovation ecosystem', Harvard Business Review 84(4): 98-107. Adner, R. (2012) The Wide Lens. Penguin. Adner, R. (2017) 'Ecosystem as structure: An actionable construct for strategy', Journal of Management 43(1): 39-58. Bijker, W.E., Hughes, T.P. and Pinch, T.J. (eds) (1989) The Social Construction of Technological Systems: New Directions in the Sociology and History of Technology. MIT Press. Burke, A.E. (2009) 'Strategies for entrepreneurial success', Journal of Strategic Management Education 5(1): 33-44. Charitou, C.D. and Markides, C.C. (2003) 'Responses to disruptive strategic innovation', MIT Sloan Management Review 44(2, Winter): 55-63. Christensen, C.M. (1993) 'The rigid disk drive industry: a history of commercial and technological turbulence', The Business History Review 67(4, Winter): 531-588. Christensen, C.M. (1997) The Innovator's Dilemma. Harvard Business School Press. Cooper, R.G. and Edgett, S.J. (2010) 'Developing a product innovation and technology strategy for your business', Research-Technology Management 53(3): 33-40. Dattee, B., Alexy, 0. and Autio, E. (2018) 'Maneuvering in poor visibility: How firms play the ecosystem game when uncertainty is high',Academy ofManagement Journal 61(2): 466-498. Gawer, A. (2014) 'Bridging differing perspectives on technological platforms: toward an integrative framework', Research Policy 43(7, September): 1239-1249. Govindarajan, V and Trimble, C. (2010) 'Stop the innovation wars', Harvard Business Review (July-August): 76-83. Kennedy, S., Whiteman, G. and Van den Ende, J. (2017) 'Radical innovation for sustainability: The power of strategy and open innovation', Long Range Planning 50: 712-725. Kotler, P. and Armstrong, G. (1996) Principles of Marketing (7th edn). Prentice-Hall. Miles, R.E. and Snow, C. (1978) Organizational Strategy, Structure and Process. McGraw Hill. Schilling, M.A. (2002) 'Technology success and failure in winner-take-all markets: The Impact oflearning orientation, timing, and network externalities', Academy ofManagement Journal 45(2): 387-398. Shapiro, C., and Varian, H.R. (1999) Information Rules: A Strategic Guide to the Network Economy. Harvard Business School Press. Spector, R. (2000) Amazon.com. Get Big Fast. Random House. Utterback, J.M. (1994) Mastering the Dynamics of Innovation. Harvard Business School Press. Van den Ende, J., Jaspers, F. and Rijsdijk, S.A. (2013) 'Should system firms develop complementary products? A dynamic model and an empirical test', Journal of Product Innovation Management 30(6): 1178-1198. Van den Ende, J., Van de Kaa, G., Den Uijl, S. and De Vries, H. (2012) 'The paradox of standard flexibility: The effects of co-evolution between standard and interorganizational network', Organization Studies 33(5-6): 705-736. Volberda, H. (1996) 'Toward the flexible form: How to remain vital in hypercompetitive environments', Organization Science 7(4): 359-374. Wheelwright, S.C. and Clark, K.B. (1992) Revolutionizing Product Development. The Free Press. Zhu, F. and Iansiti, M. (2019) 'Why some platforms thrive and others don't', Harvard Business Review 97 (January/February): 118-125. Zunino, D., Suarez, F.F. and Grodal, S. (2019) 'Familiarity, creativity, and the adoption of category labels in technology industries', Organization Science 30(1): 169-190. Portfolio management Learning objectives After reading this chapter, you will be able to: 1. Explain the difference between reactive and proactive portfolio management 2. Apply proactive portfolio management in companies or other organizations 3. Select a balanced set of innovation projects 4. Organize the decision process on the innovation portfolio 5. Develop an innovation portfolio based on platform and modular design 6. Develop strategies to diminish resistance against innovation projects 7. Use real options reasoning in evaluating projects 5.0 Introduction How do I as a manager choose between alternative innovation projects? Firms cannot implement all potential innovation projects and thus have to make, sometimes tough, choices. How should they make such choices? This chapter deals with portfolio management, which aims at composing a set of projects that jointly implement the innovation strategy, as discussed in the previous chapter. We first explain the more intuitive bottom-up reactive approach versus the more organized top-down proactive approach. We will give the Innovation Ambition Matrix as a clear example of the proactive approach. Then we show how to organize the decision process on the portfolio, and how to deal with resistance against radical innovation projects . Next, we discuss how you can apply platform and modular design in products or services, and how that can play out in portfolio management. Finally, we present some portfolio management tools, particularly the real options approach. Together, these concepts will help managers and companies to develop a well-structured innovation portfolio. Just as the previous chapter, this chapter focuses mainly on the company level, since the innovation portfolio refers to the set of projects of the company as a whole. However, again, portfolio management has strong implications for individual projects, which becomes clear when we give selection criteria for projects in Section 5.1 (on project choices made within buckets). Also, the larger part of Section 5.4, on tools for portfolio management (such as real options), describes these tools on the project level. 5.1 Reactive versus proactive portfolio management Portfolio management is the most important way for firms to implement their innovation strategy. Firms make two types of decision to implement this strategy: decisions on individual innovation projects and on the portfolio of projects. Decisions on individual projects are about the desirability of pursuing or continuing a particular 107 5 108 Innovation Management Reactive portfolio management is an approach of portfolio management that starts with collecting project ideas before defining decision criteria to select projects. project. The decision can be based on strategic reasons or the performance of the project so far, or a combination of the two. We will address decisions based on project performance in Chapter 6. Decisions on the portfolio of projects relate to the full set of projects, and the composition of the set. This chapter is about those decisions. A key question is whether the total set adequately implements the innovation strategy. In many firms, the process of strategic decision making on innovation is reactive. The process usually works as follows: ~ An employee of the company, who may be a manager, a business developer, an engineer from R&D or a work floor labourer, or someone from outside, comes up with an idea for an innovation; ~ Executives consider the opportunity and start making a list of criteria to make a decision on whether to invest in the idea or not; ~ They evaluate the idea versus the criteria, and make a decision on the idea; ~ If the decision is positive, they will reconsider their decision during the execution of the project. If the project deviates from its original targets, or if it doesn't meet the expectations, or when circumstances change, they may abandon the project. This process is repeated for new ideas. Portfolio management is more administrative: after some time, an overview of all projects is completed, and the list may be adapted if it turns out that certain projects are over- or under-represented or when the costs are not in line with the budgets. This process of decision making is reactive, since the initiatives come from a diversity of sources and are serendipitous in the sense that they depend very much on chance. Certain people see an opportunity somewhere which they consider worth communicating to others in the firm. Their actions are not orchestrated. As a consequence, the firm may end up with a very unbalanced portfolio of innovation activities, in which certain types of projects are over-represented and others underrepresented or totally missing. For instance, such portfolios frequently have an over-representation of incremental projects, since people in the company often have ideas based on problems or opportunities resulting from their current activities. Such opportunities are often close to existing products, services or processes of the firm, and they usually lie within the existing business model. Proactive portfolio management in small or medium-sized firms (SMEs) Proactive portfolio management is an approach of portfolio management that starts with defining categories of innovations (buckets) and resources before selecting projects. A more proactive process of portfolio management doesn't start with the suggestions raised by people in the firm, but starts with the strategy (Nagji and Tuff, 2012; Terwiesch and Ulrich, 2008). Where is it that we want to go, and what types of projects would we need to reach our strategic goals? Anthony et al. (2014) define a three-step process that is particularly useful for smaller firms and firms that are not used to a structured innovation approach. ~ Step 1 involves defining what would constitute a radical project in your firm. Radicality is characterized by high degrees of uncertainty, which may be caused by lack of knowledge in areas that are relevant to the innovation. For instance, starting a crowdfunding platform will be a radical innovation for a bank, since the bank does not have knowledge of this market. It doesn't know how many people are prepared to provide funds to unknown others, and under what Portfolio management conditions. It has knowledge of the risk assessment of potential investments but has no knowledge on how to apply these in the context of such a platform. And it doesn't have knowledge on the implications of such an activity for its brand name. Step 1 also involves defining where there are opportunity areas for radical innovation. ( \ CASE 5.1 RADICAL INNOVATION FOR SMEs To define radical projects in a specific context can be hard. For example, from our own experience: we asked a group of owners of small or medium-sized firms (SM Es) to define what 'radical innovation' meant for them. One entrepreneur mentioned setting up a factory in an adjacent country. This initiative required a big investment and the decision posed a real headache for the entrepreneur. However, the question was whether it was radical in terms of innovation. The entrepreneur already had a factory producing the same goods in his home country. So, the investment was big, but the need for new knowledge and the level of uncertainty were limited. Another entrepreneur, who delivered flowers to flower trading companies, came with the example of setting up a web channel for direct sales to end customers. The investments required were much smaller, but the needs of customers, and potential problems in delivering a fresh product on demand created a higher level of uncertainty. ""7 Step 2 involves defining what revenues you expect from radical innovation. How would revenues develop if we didn't innovate (usually they would decline), how much revenue do we already generate from our incremental innovation (often incremental innovation will aim to keep revenues on par or slightly increasing), and how much revenue do we want to create from radical innovation and over what time period? Based on this you decide which part of your innovation budget you want to spend on radical projects. ""7 Step 3 involves specifying concrete innovation projects, creating teams for the projects, and setting targets and milestones. Often it can be better to have only a single project or very few. Overinvesting in innovation in firms that have no strong history in innovation can backfire, since it is better for a firm to learn how to innovate in a smaller setting. In addition, projects often fail and big failures can backfire by killing the spirit for innovation in the firm or by creating strong opposition against innovation. Proactive portfolio management in large firms Larger firms will usually have a larger set of innovation projects, and more experience in innovation. However, large firms may also suffer from the reactive approach outlined above. They collect larger numbers of ideas and select between them based on a number of criteria, but in that way, they may also have blind spots, unattended areas, in their portfolios or an unbalanced portfolio with respect to incremental versus radical innovations, product lines or strategic priorities. To be more proactive, large firms should first determine how much to invest in innovation. Four factors are important in determining the budget: 1. Last year's budget (as a reference); 2. Changes in strategy; 109 110 Innovation Management 3. Opportunities in the market; 4. The growth targets of the company. Differences in (3), opportunities in the market, explain that R&D intensity depends strongly on the industry (see Figure 5.1). In addition, the level of opportunities in the market can change over time. If more opportunities in the market arise, the budget should be increased. For instance, new opportunities to create new Internet channels for customers (web-commerce) can be a good reason to increase the innovation budget. On the other hand, it does happen that the opportunities in certain industries diminish, and firms should reduce their innovation budgets. This has happened in pharmaceuticals, traditionally a large investor in R&D (see Case 5.2). The same has recently happened in telecommunications. There is a lot of innovation going on in mobile technologies, but mainly driven by providers of complementary products: cell phone manufacturers and app developers. The telecom operators themselves have invested diminishing amounts in innovation. With respect to (4), the growth targets of a company, the firm can predict its future revenue development under different levels of innovation. How will revenues develop Services sector Pape r, paper prod. & printing Metal products Food, beverages & tobacco Textiles, apparel & leather Petroleum refineries & product Non-metalic mineral products Furniture, other manufacturers Iron & steel Non-ferrous metals Shipbuilding & repairing Rubber & plastic products Chemicals excluding drugs Other transport equipment Non-electrica l machinery Motor vehicles Aircraft Professional goods Drugs & medicines Office & computer machinery Sub-total electrical & electronic 0% 5% Figure 5.1 Level of R&D intensity by industry Source: Van Pottelsberghe (2009). 10% 15% 20% 25% Portfolio management if we do not innovate at all (usually strongly shrinking), what will happen if we only innovate incrementally (usually incremental innovation will serve to keep revenues on par), and how much radical innovation do we need to meet our growth targets? Based on such considerations, the firm can set out its innovation budget. ~ CASE 5.2. DIMINISHING OPPORTUNITIES IN DRUG MARKETS The opportunities to develop blockbuster drugs with broad application are shrinking. As a consequence, pharmaceutical companies are increasingly focusing on so-called 'orphan drugs', which target specific and often much smaller patient groups ('orphans') which have so far not been addressed. Since the costs of developing such drugs are usually in the same range as drugs for larger patient groups, and in spite of high prices being charged for these drugs, the profit ratios tend to be lower. As a consequence, until recently it was a rational choice for pharmaceutical companies to set their R&D spending at lower levels. Of course, the COVID-19 crisis has suddenly reverted this logic: pharma firms made large investments to try to develop vaccines quickly. The question is how spending on innovation and new business development affects firm performance. We speak of R&D intensity: the percentage of revenues that a firm invests in innovation. More is not always better; as the example from the pharmaceutical industry indicates, you can also spend too much, paying excessive costs without receiving proper returns. Research indicates that there is a curvilinear relation between the attention given to radical innovation in company policy and its innovation performance. Curvilinear means that more attention to radical innovation increases performance up to a point, after which performance decreases . Firms are on average below the peak level of attention (Vagnani, 2015). We may expect the same for investments in innovation: there will be an optimum level in a specific industry at a specific moment in time, and firms will in general be at the low side of the optimum. On the other hand, Jaruzelski et al. (2011) did not find a relationship between spending level and performance, which suggests that firms would in general be more or less evenly spread around the optimum level. Next, a key element of proactive portfolio management is that firms specify categories of innovations. Large firms will usually identify more categories than just incremental and radical. An often-used classification today is to distinguish three 'horizons' (Nagji and Tuff, 2012; see Figure 5.2): ""7 Core innovations renew your existing products or services; ""7 Adjacencies target customers, customer behaviour or technologies that partially The R&D intensity of an organization is the percentage of its revenues that the organization spends on innovation activities. overlap with the current target markets, but that are new to the company; ""7 Transformational innovations create completely new markets, or overhaul the company's existing markets. Nagji and Tuff (2012) call their model the Innovation Ambition Matrix. The firm may further specify categories according to the different elements of the business model: innovations in channel, value proposition, target customer group, technology, methods of delivery, customer contact, etc. These are different categorizations than the core - adjacencies - transformational categories, and they span a matrix of types of innovation. In this way the firm creates a number of 'buckets': (combinations of) categories of innovation in which different innovation projects Buckets are categories of innovations (or combinations of categories) in which different innovation projects can be classified. 111 112 Innovation Management l/l Cl UJ UJ z C: • UJ ~ :::E UJ ~ 0 f- C: l/l <{ :::> :::E u 3: 3: UJ UJ zz UJ f- ~~ UJ C: 5~ l/l • C: l/l UJ f- UJ :::E 0 ~ fC: l/l <{ :::> :::E u f- f- zz UJ UJ uu <{ <{ 00 <{ <{ C: UJ UJ > z UJ l/l f- C: UJ l/l f- ~ a. 0 Iw c:: w :I: ~ UJ ~ C: <{ :::E l/l l.!l C: z UJ -;:E f- 0 !!l f>< l/l UJ :::> UJ u > Cl ffi z l/l <{ USE EXISTING PRODUCTS AND ASSETS ADD INCREMENTAL PRODUCTS AND ASSETS DEVELOP NEW PRODUCTS AND ASSETS HOW TO WIN Figure 5.2 The Innovation Ambition Matrix Source: Nagji and Tuff (2012) . can be placed. Buckets are, like real buckets, containers in which managers collect projects of the same category. The definition of categories depends very much on the industry and on changing market conditions over time (see Case 5.3). Combinations of categories means that the firm combines different criteria in defining the buckets, for instance distinguishing between process, product or channel innovations within each of the three horizons of the Innovation Ambition Matrix. C\ CASE 5.3 CHANGING CATEGORIES OVER TIME IN THE CAR INDUSTRY Traditionally in the car industry the larger part of the innovation budget was spent on 'next generation' innovation projects (also called platform innovations, see Section 5.2): complete renewals of existing models. So, in those days, car companies could have a bucket for platform projects. Although these innovations required large investments from the company, they belong to the 'core' category in the Innovation Ambition Matrix. Today, Portfolio management many car companies spend a large part of their innovation resources on completely new types of cars, such as electrical, hybrid or even hydrogen cars, and on new mobility concepts such as car sharing in city areas (see Case 1.2 on DriveNow). So, car companies today can have a bucket for transformational projects. The next step is to divide the resources over the different buckets. Here, the innovation strategy is important. A proactive or first mover innovation strategy should result in higher budgets for the projects that are characterized as transformational, whereas a defender strategy might put more emphasis on incremental (or core) projects. In the same way, strategic considerations will affect the division over channel innovations, innovations in financial models, innovation in customer relationships, innovation in supply chains, etc. Also, the division of budgets over buckets can change over time. For instance, in some energy companies in the past all resources would go to incremental projects, whereas today a relatively large part of the business development budget will be spent on radical new business models, such as creating new business models around renewables (e.g. solar energy). Nagji and Tuff (2012) mention a division of 70% of the total budget for core innovations, 20% for adjacent innovations and 10% for transformational. They claim that an innovative company such as Google has this division of the budget. Firms in relatively stable industries may spend a lower part of the budget on transformational innovation, whereas start-up companies may spend a far larger amount than 10%. C\ CASE 5.4 PORTFOLIO MANAGEMENT AND THE FALL OF NOKIA The case of Nokia shows how important proper portfolio management is. In the early 2000s, Nokia was by far the largest cell phone producer. It sold hundreds of millions of copies of its GSMs per year worldwide. A decade later, it lost its market position completely, and the company almost went bankrupt. The cell phone division was sold to Microsoft in 2013. According to many observers, the reasons for the fall of Nokia was failing to enter the smartphone market. But that is not true. Nokia entered the smartphone market early, and was even leading the smartphone market up to around 2010, so until a few years after Apple (2007) entered the market. What went wrong at Nokia, was proper portfolio management. Nokia applied a legacy operating system, Symbian, in its smartphones, that it owned with three other companies. The company relied on this operating system , and hardly invested in a future-oriented new one. In addition, it spread its investments in Symbian between a cost-focused and a quality line of development (Lamberg et al., 2019). As a consequence, Nokia's smartphones had an outdated operating system when Apple and Samsung entered the market. Nokia then worked on a new operating system , Maemo, later MeeGo, but the company underinvested in it and even discontinued the project in 2011 to go for the Microsoft operating system. So, in terms of portfolio management, the company underinvested in transformational innovations in smartphone software for a long period of time. The question is, what explains these decisions, that turned out to be catastrophic. One of the reasons given in the literature is the limited technological knowledge of top management, particularly under the leadership of CEO (and former CFO) Olli-Pekka Kallasvuo, who was leading the mobile phone division in 2004-2005 and became CEO 113 114 Innovation Management of Nokia in 2006. But the disruptive innovation theory may also explain the choices made. The dominant development direction in the GSM market was reducing the size of cell phones and increasing the battery time. In those two features, smartphones clearly underperformed compared to cell phones. In addition, Nokia is said to have had as a robustness check that cell phones should survive a drop from 6 feet high onto concrete without breaking. Smartphones clearly were not able to pass such a test. So, the orientations of managers and engineers from the GSM market can very well explain that the opportunities of the smartphone market were underestimated, resulting in underinvestment in transformational innovations for the smartphone market. While this explanation is still open for further research, what is certain is that inappropriate portfolio management and investment choices in innovation were behind the fall of Nokia. Project choices can subsequently be made within the buckets. Here all kinds of criteria come into play: ..;i.. For incremental projects (in the core horizon), the expected profits may be an important criterion . ..;i.. For next generation products (also in the core horizon), changes in technology, including channel technology, and markets will be important. Firms in more mature industries usually have a standard period between generations of products or services, for instance every four years in the car industry. They can shorten or extend that period based on market and technology developments. The same applies to web-commerce: firms completely renew the website or the logistics infrastructure at regular time intervals. These projects are relatively costly compared to other innovation projects, and the frequency of such next generation projects very much determines the choice of projects in the next generation bucket, and their size . ..;i.. Strategic reasoning tends to be key for adjacent and radical (transformational) projects. Where do we see the biggest opportunities? Firms can also apply financial considerations in these buckets. In the adjacent category, net present value (NPV) calculations may still work, but as we will argue in Section 5.4, NPV calculations will generally lead to underestimating the potential of projects in the transformational category. In fact, the reliance of companies on the NPV methodology in general leads to highly incremental innovation portfolios (Cooper, 2013). In Section 5.4 we will propose the use of real options methods for these types of projects. Day (2007) proposes a three-criteria approach for radical projects under the heading R-W-W: Is it Realistic (R)? Can we Win (W)? Is it Worth doing (W)? The first question 'Is it realistic?' concerns the feasibility of the project. Does the market for this offering indeed exist? Is the technology ready? The second question 'Can we win?' concerns the position of the company in the market. If the company can execute the project successfully but is not in a position to beat the competition, even in the longer term, the project will still fail to provide sufficient returns. Third, the question 'Is it worth doing?' concerns the profitability and strategic viability of the project. Does it promise to render profits, and does it fit into our strategy? It is not always self-evident into which bucket an innovation project should fit. Day (2007) gives an example of an experiment by McDonald's to sell pizzas in addition to its standard menu. While managers expected that it would be an incremental Portfolio management The reader should not conf use terms: • We use the terms reactive and proact ive for portfolio management approaches . • We saw that Prospector and Reactor were strat egies in the classification of Miles and Snow (see Figure 4.1). Firms can have an innovative prospector strategy and try t o reach that purpose with a reactive portfolio management process. This would mean that the firm aims to get ahead in the market, but waits for ideas from the work floor. Of course, implementing a prospector strat egy w ill work better with a proactive portfolio management approach t hat defines a clear plan for radical projects. We wou ld argue that even a firm with a reactive, follower innovation strategy would be better off w ith a proactive innovation process. Even if your strategy is to quickly follow others in the market, you should set clear targets for your innovation at particular moments in t ime, and create projects according ly, instead of being determined by the occasional provision of ideas from employees . Figure 5.3 Th e diff erence betw een prospector/reactor strategies and proactive/ reactive portfolio management innovation project, since it would target the current customers and the customer experience would not be much different, it did not fit into the existing delivery model of responding to orders within 30 seconds. As a consequence, waiting times became longer. In addition, the product didn't fit in with customer expectations of McDonald's offerings. The innovation project was expected to be incremental but turned out to be more radical. The essence of proactive portfolio management as described above is that managers first define categories, budgets and criteria before they select projects. In that way, they first operationalize priorities in their innovation strategies. The reactive approach starts with selection projects, which, as mentioned above, often leads to an unbalanced portfolio. By the way, the reader should not mix up the terms reactive and proactive portfolio management with prospector and reactor strategies (see Figure 5.3). 5.2 Platform and modular design Above we defined the three horizons as core, adjacencies and transformational. A different way to specify the three horizons in the proactive portfolio management approach is based on the platform and modular design approach. In that approach, you distinguish incremental, platform and radical innovations. In a platform and modular design approach, a company defines a basic architecture for its product or service. The firm aligns the other parts of the product or service to this basic architecture and can easily exchange one part for another. We call the basic architecture 'platform' and the parts 'modules'. Taking an example from the traditional product world: car manufacturers usually define a platform for a new car, on which they build modular variations over time. The chassis is the most important part of the platform. The platform defines interfaces with the modules; for instance, a car manufacturer can produce the same car with different engines. The interface between the chassis and the engines is fixed, and the engines are different. The platform is not necessarily limited to cars of a single manufacturer. Sometimes different manufacturers share a common platform: a joint venture between car manufacturers PSA and Toyota 115 116 Innovation Management Modular design mean s designing a product or service in a way in which the parts can be developed independently from each other. has developed a joint platform for the Peugeot 107, Citroen Cl and the Toyota Aygo. It means that the three cars are built on the same chassis and share quite a number of other parts. We have to distinguish modular design as defined here, from modular innovation as discussed in Section 1.4. Modular innovation means that innovators change one module of a product to another one. For instance, vehicle manufacturers might replace the car with a combustion engine by a car with an electrical engine. This is a modular innovation, since the manufacturer replaces one module by another one. However, most likely the innovation does not take place on the same platform, and the new engine will not be replaceable by another one. In other words, the new electrical car has an integral design, not a platform and modular design. So, a modular innovation (over time) is not necessarily accompanied by modular design. Even if the new electrical car has a modular design, its platform will not be the same as the platform of the old combustion engine car. So, since there would be two different platforms involved, the innovation would still not fit the definition of platform/modular design. ( \ CASE 5.5 MODULARITY IN WEB - SHOP AND CAR-SHARING SERVICES Modularity can also work in services. For instance, web-shops usually use the standard parcel delivery services to deliver the goods, or they may use the outlets of retail chains where customers can pick up their purchases. In such cases the delivery is modular because the interfaces, such as the maximum size of the package and the time windows for supplying the parcels, are bound by standards set by the delivery organization. The web-shop may also want to specify its own delivery process in more detail. For instance, it may want the client to have boxes at their premises in which the home delivery service can put the supplies (for instance, cooler boxes in the case of groceries, see also Case 8.2). Another example of modularity in services is the car-sharing service in Case 1.2. BMW and Sixt agreed on a modular design, according to which BMW provides the cars and takes care of the maintenance, while Sixt organizes the operations of providing the cars, registering and charging for use. The only interface needed is the data that Sixt has to send to BMW on the use of the cars, their location and need for repair. And the two parties need a joint financial model. Integral design mean s designing a product or service in a way that the interfaces and the parts are developed interdependently. The opposite of the platform and modular design is integral design (sometimes called 'systemic', see Section 8.2). If we take the example of a car, it means that the design of a part and the design of the rest of the car are interdependent. For instance, when high-end car manufacturers design a car, they often design all parts jointly, to align them neatly to each other. We speak of integral design, since the interfaces are not set up-front. The disadvantage is that the units developing different parts of the product or service have to collaborate closely to design the interfaces during the development. Figure 5.4 shows that there are different degrees of modular design, from creating modularity only for the producer itself to creating modularity for the market as a whole. All forms of design in Figure 5.4 are modular, except for 'integral design' on the first row of the figure. After the core product manufacturer has specified the platform, the modular approach facilitates independence between organizational units. For instance, the firm's unit that develops the engines can work independently from the unit developing Portfolio management Degree of modularity Description Examples Integral design Designers develop the interfaces The cook in a high-level restaurant between product or service and designs a meal in an integra l manner, component during the development since they develop one integrated whole, process. and do not think about the relations between the parts up-front. Modular for The producing firm develops the producer interfaces up-front, before the A computer manufacturer supplies a laptop with two alternative hard disk development of the rest of the product drive capacities. The customer can or service. The firm can replace one choose a laptop with different hard module by another. drives. A restaurant uses the same components (such as vegetables) in different meals. The customer can choose between different meals without knowing that some components are the same. Modu lar in the All producers in an industry use the Car batteries are produced in a limited industry same interfaces. set of sizes that all producers adhere to . The customer does not change modules (except for replacement) . Modu lar for the The customer can replace one module The customer of IKEA can choose customer for a by another, interfaces are open to the different parts of a cupboard. The stacks single supplier customer. define the interfaces, and the elements are the components that the customer can mix and combine. A hamburger chain sells different meals, but customers can mix and match components. Modu lar for the The customer can replace a module in customer between the product of a specific producer with set to sound systems of different makes, suppliers (for the a module from another producer. and vice versa. industry) Customers can connect the same speaker A car owner can use tyres for their car of a different brand than the original ones. Figure 5.4 Degrees of modularity the chassis or the body. The modular approach also facilitates independence between the car manufacturer and suppliers (see also Section 8.2). A car manufacturer and a car battery manufacturer can develop new products independently of each other, as long as they agree on a few interfaces between car and battery: voltage, capacity, and size. In such a case, the component (battery) is modular and firms do not have to collaborate beyond agreeing on the interface. Collaborating with external parties for integral design has its intricacies. Imagine that a high-end car manufacturer wants to develop a car with a battery that fits in a space that does not meet the standard sizes, and that he does not know in advance the exact dimensions. In practice, this is an exceptional situation since it will be an 117 118 Innovation Management A platform (or next generation) innovation is a complete redesign of a product or service, including the platform which forms its core. expensive battery due to the relatively low scale of production and high distribution and inventory costs of replacement batteries. The car manufacturer can approach a battery manufacturer with a request to develop the battery while the car designers develop the car. In this situation the development is integral: the car and the part (the battery) are developed in parallel and in mutual coordination. Not only will the battery manufacturer have to adapt to the development of the car, but the car developer will also have to take the requirements of the battery into account. Also, in the case of the engine supplier above, the car manufacturer and the external engine producer have to collaborate closely during the process to jointly develop the interfaces between the part (the engine) and the rest of the vehicle. For such reasons collaboration with an external party is less likely to occur in integral design. As we mentioned in the beginning of this section, firms applying the platform and modular design approach for their products or services can use the same approach for portfolio management. They can distinguish three buckets: incremental innovations, platform innovations and radical innovations. Modular innovations are part of the incremental innovation bucket. Platform innovations are sometimes also called 'next generation' innovations (see Case 5.3). Note that platform innovations belong to the core category in the Innovation Ambition Matrix. Radical innovations are products or services that are completely new, and thus do not build or renew the existing platform. In the case of Nokia (Case 5.4) the Maemo operating system was such a transformational innovation. So, the design strategy and the portfolio management approach are usually in line with each other. 5.3 Managing the decision process An innovation funnel: is the decision process for the set of innovation projects in an organization over their development and execution . Both the reactive and the proactive approach to portfolio management require management of the decision process in the portfolio. We call the process the 'innovation funnel'. The funnel describes the process according to which managers select projects from a set of options and manage these projects with resources and staffing. Figure 5.5 shows the funnel process. People usually depict a horizontal 0 0 0 0 0 0 I 0 Idea generation Figure 5.5 The innovation funnel Screen 2 Implementation Portfolio management 119 funnel, whereas a vertical position, with the ideas running from top to bottom, would in fact be more logical. Indeed, the picture of the horizontal funnel, as in Figure 5.5, sometimes raises the joke that ideas roll back out at the left-hand side. Employees and managers fill the 'mouth' of the funnel with ideas. As we have seen in Chapter 3, ideas can also come from outside of the firm. How does the process work? ~ Usually employees first develop ideas into concepts, which are more complete descriptions of the idea, including users and technologies. ~ Next a review board makes a first selection. The review board is the committee that makes decisions on the innovation portfolio. At that point, there can be three outcomes: the idea is rejected, accepted, or more information is requested. ~ If more information is requested, the review board may give the project team some more time to collect the information, and makes the decision some time later (but soon after). ~ In the next phase, the project managers or team build a business case and may do the first experiments (according to the lean methodology, see Section 3.1). ~ After that phase, the review board will make another selection. ~ After that decision, the project team develops the real innovation. ~ At the end of the development process, the review board can again make a decision on proceeding or not. Of course, stopping the project in the final phase is unattractive, since the firm has already made major investments. But on the other hand, for some consumer products, spending on marketing forms the largest investment in the process, and then it can still be better to stop late than to proceed with bad prospects. (See also the real options approach in Section 5.4.) Firms apply many variants of this process. Firms can make the first selection after building the business case, rather than before. Also, firms can form a team at different points in the process: in the concept phase, in the phase in which the business case is built, or after building the business case. However, in all cases a selection process takes place. When firms apply the reactive portfolio management approach, they will make their selection based on a list of criteria and scoring of projects on those criteria. When they apply the proactive approach, they first define buckets and criteria per bucket, then position the projects in the buckets and make a selection in each bucket. The fact that the portfolio usually contains projects in different phases will complicate the process. Resources are limited since they are already allocated to projects in later phases, and some buckets may already be filled with such projects. The review board can take different forms. It can consist of a single manager or a few select managers. In small firms the owner of the company will often make the decisions on innovation projects, alone or with advice from some other managers. In larger firms the board may consist of a top manager (e.g. the Chief Innovation Officer), some middle manager and potentially also one or two employees of the innovation or new business development unit. Those employees can advise on the practicability of the projects. Usually the review board not only selects projects; it also allocates resources and people to projects, and it monitors the progress of projects. Therefore, in larger companies a project office supports the review board. This office collects all the information on The project office is the unit managing the information on all projects that are going on in an organization. 120 Innovation Management V> +- u ·e Q) -- 0.. V> 0 Q) -0 4- ....0Q) -------·~-~-~ ---------- .D E ::::J z Idea Commercialization Figure 5.6 Reducing the number of ideas early in the process projects, develops decision criteria and formats for presentation of projects, monitors the allocation of resources, and responds to the decisions of the review board. The project office can even consist of several employees and can have a central role in the activities of an innovation or new business development. During the execution of projects, review boards regularly decide upon their continuation. This is not necessarily at the decision points of the stage-gate process (see Figure 6.2), but when the review board oversees the complete portfolio, they decide both on the creation of new projects and the continuation of existing projects. One of the most difficult types of decision in this process is how long a project should be kept alive when its success is low. As already emphasized in Section 1.2, firms should be efficient in their innovation activities. If they keep alive projects that have little chance of success, they in fact waste innovation budgets, with detrimental effects for the innovative performance of the company, and in the longer term for the future of the firm itself. So, stopping low-performing projects is a key capability in a company. Review boards also try to reduce the number of ideas and projects early in the innovation funnel for strategic or other reasons (see Figure 5.6). Iterative innovation processes, such as design thinking, lean innovation and the iterative processes described in Section 6.2, can help to do so. On the other hand, there are examples of projects which took an extremely long time to become successful, and sometimes even extremely successful. An example of the latter is Nespresso (see Case 5.6). (:'.\ CASE 5.6 NESPRESSO: PATIENCE TO WAIT FOR SUCCESS The case of Nespresso shows how long it can take before a product becomes successful. In 1976, Eric Favre, an employee of Nestle, invented and patented the Nespresso system. In that year, he introduced it to the business market in Switzerland, but with little success. In the 1980s, Nestle experimented with the product in the office market, in the consumer market and in the restaurant market. It all failed! Only when Nestle introduced the 'Le Club' community to acquire the capsules for private consumers did the product become successful. Also, in 1990, Nestle signed a contract with an external party, Turmix, which started to sell Nespresso machines in Switzerland. In 1994, actor George Clooney discovered the Nespresso machine at a winter chalet in Switzerland, and he loved the concept. George's friend and famed angel investor, PayPal founder Peter Thiel , aided George in securing contacts. Thereafter, Nestle signed contracts with many major coffee machine producers. In 2006, Nespresso's revenues amounted to over 1 billion Swiss francs. Portfolio management 121 Resistance and status in project decisions The previous section described highly rational strategic innovation processes. Both the reactive and proactive processes were described with clear steps and criteria that can be applied objectively. In reality, the creation of an innovation strategy and portfolio management are far from objective. They are often political arenas, in which there are large interests at stake. Managers often want to grow their section of the business and fight for projects that support that target. On the other hand, innovations can be perceived as undermining their current activities, and thereby their career chances, and they may fiercely attempt to oppose those activities. Managers can use all kinds of arguments to express their dislike of specific innovations (see Figure 5.7). Important in those arenas are the social networks of people. The more connections people have to others in the organization, the higher their chances of getting their projects accepted. They may actively use their networks to get support. In Section 7.3 we will see that it is particularly important to convince marginal people ('fence-sitters') to support innovation. Figure 5.8 shows that also framing of innovations in the right way can help to get them accepted. In general, strong communication is an important way to get projects accepted. Showing that a project is in line with the firm's identity is part of a strong communication strategy. As Simon Sinek says in his famous 'Golden circle' video: the 'why' is more important than the 'how' and the 'what' (see Section 7.3). On the one hand, irrational resistance can hamper the decision process, but on the other hand irrational support can keep alive projects which have little chance 1. We tried this before 2. This innovation does not fit our company 3. It's an interesting idea but involves too much change 4. The customer has not asked for this 5. This will be too expensive 6. Short-term economic gain is too low to result in implementation 7. Our CEO doesn't like it An individual 's social network consists of the set of specific relationships to the individual. for instance all relationships aimed at giving or seeking advice. Framing means purposely giving a certain meaning to a situation or object. 8. This will compete with our existing products 9. We have other priorities 10. This is not realistic Figure 5.7 Ten ways to kill an idea Sethi et al. (2012) investigated another mechanism for overcoming opposition - framing. You can frame an innovation in terms of the existing activities of the firm, or as a very different activity. For example, car manufacturers can frame car-sharing services as very different from what they are doing by pointing to the business model, or very similar by pointing to the function performed (mobility) and the target customers (people in a certain income group). Sethi et al. (2012) found that for engineers you can better frame your innovation as similar to what they are already doing, since that will generate their support. However, for marketers you can better frame it differently. The authors' explanation is that marketers will assume that a new unit will be created for a new activity that is really different from theirs. Thus, the more different the new activity, the less threatening the activity is for their position. Sethi et al.'s (2012) study also shows that compromising the concept to satisfy the decision makers has a negative effect. Figure. 5.8 The effect of framing of innovations on resistance 122 Innovation Management Groupthink is the tendency of a group of people to converge their opinions on a certain matter as a consequence of group processes. of becoming successful. There are several reasons (Van Oorschot et al., 2013). First, managers can show greater commitment when they want to justify earlier choices to invest in the project. Decision makers invest new resources in a project to hide negative information, even more so when this information would hamper their career. The new resources, however, make the final failure of the project even more severe. A second reason for irrational support is groupthink. When the group of people deciding on a project continuation, which may be the team itself or a review committee, is very cohesive, information and world views may start converging to a single viewpoint, contradictory information may be suppressed and the majority of the group may press dissidents to conform. Groupthink can keep projects alive despite information (partly kept hidden) that the odds of the project succeeding are low. We found in our research that social networks (see Section 7.2) and people's status can also have detrimental effects (Szatmari et al., 2020). While you can use them to convince others to get projects accepted and supported, they can also lead to the unjustified acceptance of projects. If a project's prospects are relatively weak, the status and network of the project manager, or the presence of a strong project sponsor in higher management, can keep the project alive against evidence of low quality, leading to a low performance outcome. There are many examples in industry of project managers delivering great project results and failing miserably in a subsequent project. In our research we found that the status of project leaders, measured by the strength of their network, had a curvilinear effect on performance, in the sense that the effect was positive up to a relatively high level of status, but above that level the effect of more status became negative. And, also, the variation in performance outcomes increased; very-high-status project leaders delivered extremely successful results, but also extreme failures (Szatmari et al. , 2020). So, firms should be cautious about remaining objective in their project decisions, and not being led by the status of the project managers. 5.4 Tools for portfolio management Financial method: NPV How do we calculate the expected returns (ECV, expected commercial value) of an innovation project? The most commonly used valuation method is the net present value or NPV calculation. This method involves calculating the expected future revenues of the project and the expected costs, and depreciating the values to what they are worth today. To find the ECV of the project, you sometimes multiply the revenues by a risk factor, and subtract the expected costs. Alternatively, firms can use the internal rate of return or IRR, which is the expected rate of return (interest rate) on the required investments from the innovation. While these methods work well for incremental projects with low risk, it has substantial flaws for radical and risky projects. The reason is that these projects can have a lot of intermediate decision points, where you can take advantage of information about the results of the project so far and about the market. These decision points are not included in these methods. Real options A more sophisticated way to evaluate radical projects is a real options approach. In the stock market, the buyer of a call option buys the right during a specified period, e.g. half a year, to purchase a share for a predetermined fixed price. For instance, if the Portfolio management price of share A is 50 dollars at the moment, you can buy an option for 2 dollars to purchase that share against a price of 50 dollars over a period of 3 months. If the share increases in value higher than 50 dollars, you will purchase that share. Of course, you buy the option hoping that the share will increase in value to more than 52 dollars. Firms apply the options approach in innovation activities and other investment decisions under the name 'real options'. It means that these firms view a project as a step in creating an opportunity for a real investment. According to the real options approach, firms consider projects to be options on future actions. For that purpose, they do not consider project decisions as one-offs, but as staged decisions. Those staged decisions are the basis of financial project evaluations. The advantage is that the flexibility and adaptability of the project to environmental changes are taken into account, leading to higher evaluations in general. You could say that a real options approach does justice to the adaptability that new projects provide to firms. In the real options approach, the assumption is that in each of the staged decisions a project can be cancelled or put on hold: 1. You may stop the project in an early phase because of disappointing outcomes so far; 2. After the early phase you may wait with the execution of a project until the market looks favourable. It might seem that including the option that a project is cancelled decreases the expected value of the project, but the opposite is true. By including that situation in the up-front calculation of the value of the project, counterintuitively the value of the project goes up. The reason is that the downside risk is in fact diminished, since the full costs of the project do not have to be found if the development of the project is not as expected, but only part of those costs. At the same time the upside returns remain the same. As a result, the total expected value of the project goes up compared to a calculation of NPV or IRR, as outlined above, based on the assumption that the total project is executed, even if the project runs badly. ( \ CASE 5.7 REAL OPTIONS APPROACH FOR AN INTERNATIONALIZATION PROJECT Imagine a company that wants to enter a new country with its products. Adapting the product to national quality standards, setting up an office, hiring salespeople, establishing a warehouse, creating the logistics etc. has a total cost of 3 million. The project has two potential outcomes, each with 50% chance: (1) profits of 8 million in a specified period (say five years). and (2) a return of no profit (since the adoption of the product will be low). The second outcome is clearly a failure of the project. Earning s 8million Development Cost: 3 million 0 million A real option is the possibility to pursue a certain project, based on created knowledge or physical assets. 123 124 Innovation Managem ent A regular NPV calculation, with no depreciation for ease of calculation , will give expected revenues of ½ x 8 = 4 million and an expected value (ECV) of the project of 4 - 3 = 1 million. A real options approach would recognize that the project consists of phases and take the stage decisions into account. Let's assume that the project has two stages. Stage 1 is adapting the product, setting up an office and hiring salespeople, and costs 1 million. Stage 2 concerns the warehouse and logistics, and costs 2 million, together making up the same 3 million total project costs as above. Imagine that managers estimate the chance that the project will be continued after the first phase as¾ (so, 75%). and that it will be discontinued as ¼ (so, 25%). So, when the salespeople are not able to find clients, the project is discontinued without creating the rest of the infrastructure. The reason may be that the customers in that country don't like the product, but it may also be that new competitors have entered the market during this stage, or the market itself is deteriorating, all of which diminish the prospects for the market. Assume furthermore that the outcomes of the second phase again are expected to be twofold: 2/3 (67%) chance of new profits of 8 million, and 1/3 (33%) chance of a zero outcome. Note that the overall chance of success of the project is now the same as in the first case, since the success outcome is 213 X ¾ = ½ (50%) and the failure outcome is ( 113 X ¾) + ¼ = ½ (50%). However, the calculation of the expected value in the second case is different. Expected revenues are the same: ¾ x 2/3 x 8 million = 4 million The expected costs of the project are lower, viz. the costs of first phase + ¾ x the costs of the second phase, if executed = 1 + (¾ X 2) = 1 + 1.5 = 2.5. So, the expected value of the project is now 4- 2.5 = 1.5. Earnings 8 million Installation Cost: 2 million Phase 1 Cost: 1 million 0 million Stop project 0 million Portfolio management This is clearly higher than in the first situation (1.5 versus 1) and may support the decision to undertake the project. In this example the difference between the values is not that large. It becomes much larger if the chance that the project is stopped after the first phase increases. ( \ CASE 5.8 SETTING UP A CHAIN OF CHARGING STATIONS FOR ELECTRIC CARS An electricity company, let's call it Enco, considers creating a chain of charging stations for electric vehicles. Assume that the construction costs are 30 million, but the project is highly uncertain. First, it may turn out that Enco will fail in this market, for instance since the major gas station operating companies will close deals with competitors, or because the market will move to inductive charging while Enco is installing traditional wired charging stations. Also, the car mobility market is highly uncertain. It may turn to electric vehicles entirely, it may end in a combination of alternative fuels, or charging stations may not take off at all, for instance because charging is done at home and at destinations. Enco expects earnings of 100 million in ten years in the best case, earnings of 40 million in ten years in the medium case, and no earnings if it is unable to create a position in this market or if the market does not take off. It estimates the chances on the three outcomes as 20% chance of 100 million, 20% of 40 million, and 60% of no returns. So, this is a risky project with high upside potential but also very large failure risks. Earnings 100 million Installation Cost: 30 million 40 million 0 million Let's first look at the standard NPV calculation : chances multiplied by returns minus the costs. For reasons of simplicity, we do not depreciate the numbers in this example. The expected value of the project is: ECV = (0.2 x 100 + 0.2 x 40 + 0.6 x 0) - 30 = 28 - 30 and = -2 million This is a loss of 2 million, so it would be better for Enco not to undertake the project. Let's now take into account the possibility that Enco abandons the project early. Let's assume that the project has a first phase in which Enco spends 5 million for a first few test stations in one region , and that after that phase there is a 50% chance that it stops the project, because it becomes clear that Enco has chosen the wrong technology or because operators of gas stations want to work with others. Only in the case that the company proceeds, does it spend the rest of the installation costs. Looking at the whole project, the chances of the positive market outcomes of 100 and 40 million are the same as before. However, since there is a 50% chance that the project does not proceed beyond the first stage, the chances of a positive outcome for the second stage are now 40% because 50% multiplied by 40% is 20%, the same as the chance in the previous situation. 125 126 Innovation Managem ent Earnings 100 million Installation Cost: 25 million Test station Cost: 5 million 0 million Stop project 0 million If we now make the real options ECV calculation for the case that we proceed after the first phase, we multiply the ECV of the second stage by 50% and subtract the costs of the first phase: ECV = (0.5 X (0.4 X 100 + 0.4 X 40 + 0.2 XO - 25)) - 5 = 0.5 X (56 - 25) - 5 = (0.5 X 31) - 5 = 15.5 - 5 = 10.5 million The result is now 10.5 million , an astonishing amount of 12.5 million higher than in the first case . Let's look at a third possibility, the option of waiting until sufficient market information becomes available that we can discard the option that returns will be zero. So far, we have assumed that we only get to know the market when we have built either the complete chain of charging stations or trialled a small number in one region . Let's now assume that Enco waits until it knows that there will be a market for electrical charging . So, it waits until it can discard the option that the returns will be zero. If the market for electrical charging does not take off at all, Enco stops the project. The chance of that outcome remains the same as in the second situation where it had imperfect information , 20%. At the end of the project there are two outcomes left, 100 or 40 million , now each with 50% chance. Note again that the overall chance that we reach these outcomes is still the same as in the previous situations: 50% x 80% x 50% = 20% for each outcome. Earnings 50% 100 million Installation Cost: 25 million Test station Cost: 5 million 40 million 0 million Stop project 0 million We can again make the real options ECV calculation: ECV = ((0.5 X 0.8) X (0.5 X 100 + 0.5 = 0.4 X (70 - 25) - 5 X 40 - 25)) - 5 Portfolio management = (0.4 X 45) = 18- 5 = 13 million 127 5 The difference of 0.5 million compared with the previous outcome is not large, but it is still considerable. So, if firms apply a real options approach to the valuation of projects, the flexibility for stopping projects that are under way is valued positively. This creates a more positive perspective on risky projects. While risk is generally considered to be negative from a financial standpoint, risk in combination with flexibility in decision making can turn out to be positive. This is even more so if the market is volatile. According to the real options approach, managers should consider the market when deciding on projects that are part-way through their execution. If the market is favourable, the project can be executed, while when the market looks less favourable, the project can be put on hold or stopped outright. Innovation projects can in this way create a set of options that can be exercised depending on how the market develops. Jointly these projects create flexibility for the firm as a whole to react to market changes. A real options approach will only be effective if the firm has a clear go/no-go policy at decision points. Managers tend to be inclined to be led by sunk costs . In other words, if money has already been invested in a project, managers and project members tend to proceed with the project and make new investments. To some extent the invested money does benefit the chances of a project proceeding, since the remaining investments become smaller, and the real options value of the project will on average increase. But apart from this rational increase in value, feelings relating to sunk costs can undermine the functioning of a real options approach. A real options approach has as a prerequisite that project decisions are strict and objective, in the sense that when the value is below a certain level, and there are no specific strategic reasons to continue a project that does not promise to generate value, the project is actually stopped, irrespective of the investments so far. Therefore, in an evaluation decision, it is good to have financial managers or other outsiders who could look at projects more objectively, as long as they don't apply a simplistic valuation criterion such as NPV on highly risky projects. Finally, it should be noticed that the policy of starting with cheap early actions as mentioned in Cases 5.3 and 5.4 is at the core of lean innovation (see Section 3.1). The real options approach provides a theoretical rationale for the lean development approach! Software tools There are many software tools available for management of innovation activities, including portfolio management. In general, these tools are called 'product life cycle management' (PLM), since they aim to administer the whole process of developing products, services or business models from idea generation to maintenance when in the market. There are software products for idea management, for crowdsourcing of ideas, for portfolio management, for management of the stage-gate process (see Figure 6.2), and for parts registration when a product is in the market. Also, there is software for computer-aided design (CAD) and computer-aided manufacturing (CAM) of products. CAM software facilitates early investigation and design of manufacturing equipment Sunk costs are costs already spent on a certain project or activity up to the present time. Sunk costs should not be included in financial projections of the project for the purpose of evaluating its financial feasibility. Product life cycle management refers to the collection of tools for developing and producing a product or service, including computeraided design (CAD), computeraided manufacturing (CAM) and product data management. Product data management is the centralized management and storing of all data with respect to the design and production of a product or service from idea generation until the end of its life. 128 Innovation Management and processes. Product data management software stores all data on a new product, service or business model in a central place, including technical specifications, bill of materials (BOM) for assembly and version control of CAD drawings. An overview of software products can be found on the website of Capterra Inc. (www.capterra.com \ \ product-lifecycle-management-software). The use of PLM software means that all of the people involved in developing a new product, service or business model have a common understanding and the right updated information on what the innovation actually entails. As we will see in Section 7.1, having such a common understanding is important for a proper design process. On the other hand, the common design should be flexible and adapted constantly over time to new insights and information. = 5.5 Summary In this chapter, we discussed alternative ways to manage innovation portfolios. We distinguished between the intuitively most obvious bottom-up reactive approach and the more organized top-down proactive approach. We argued that the proactive approach generally leads to a more balanced and future-oriented portfolio of innovation projects. We saw the importance of buckets in this approach, which could be defined according to the radicalness of innovations (core, adjacent, transformational). We also explained the platform and modular design approach, which is a way to design products and services, and at the same time serves as the basis of the innovation portfolio. We also explained the innovation funnel, which is the decision process on projects, and how to narrow down a set of projects over time. We presented two ways to deal with resistance: apply the right social networks and frame the innovation in the right way. Finally, we discussed tools to be used in portfolio management, particularly the real options methodology. Applying the concepts of this chapter helps firms to organize a well-balanced and future-proof set of innovation projects. 0 5.6 Discussion questions and exercises Discussion questions 1. Why do you think it is crucial that compan ies actively apply portfolio management to their innovation activities, and , in particular, use the proactive approach? What happens to companies when they do not analyze their ambitions and allocate budgets accordingly? 2. Additionally, why is it essential that companies apply an innovation funnel when selecting innovation projects? 3. Imagine that you are the Chief Innovation Officer of a large retail bank. You have to create a budget for innovation for next year. What factors would determine how much money you are going to spend? What would make the budget change compared to last year, in a positive or negative sense? 4. Imagine that a company has an innovation funnel with a review committee, but the committee hardly ever stops a project. As a consequence, the company has too many projects, people work on several projects at the same time, and the projects are delayed. The company is seen by the outside world as not very innovative. You investigate the problem and find that the committee consists only of the middle-managers of the different business units. These managers apply a rating system on a set of predefined criteria. Each manager usually scores their own projects high, and other projects low. As a result, all projects end with a similar score, making it impossible for the review committee to distinguish the good and the bad projects. Portfolio management 129 What would you do to reverse the situation? Think about the difference between a reactive and a proactive portfolio management approach . 5. Do you think many companies prefer to use the real options approach over the net present value approach? Why (not)? 6. When considering companies that operate in multiple markets, with different technologies/ products , which approach do you think is better to start defining a proactive innovation portfolio: the Innovation Ambition Matrix (see Figu re 5.2), or the platform and modular design approach (see Section 5.2)? Why? Exercises Responsible Innovation Inc. is deciding on whether to invest in a new innovation project, involving the development of zero-emission (i .e. during production) biodegradable batteries. The initial five-year project seeks to establish a foothold in the consumer electronics market. The initial cost of starting the project, involving the creation of a product prototype and market research , would be $50 million and would be paid up-front. The chance that the company can create a working prototype and find a favourable market is 40%. That also means that there is a 60% chance that they w ill not find a favourable market and/or are unable to create a prototype. In the latter situation they would then be forced to discontinue the project. Subsequently, if Responsible Innovation Inc. decides to develop the prototype further and implement the battery innovation in the marketplace, they incur another $100 million in costs. There are three scenarios when they bring the innovation to market: A. The batteries are a mega hit and return $900 million in profits in the first five years. There is a 20% chance for this scenario. B. The batteries find reasonable traction , but only provide medium profits of $300 million in the first five years. Estimated chances for thi s scenario are 30% . C. The batteries seem unable to garner mass interest from consumers. The gains of the project would only be $80 million in the first five years. Chances for this scenario are estimated to be 50%. 1. Draw the net present va lue visua l model using arrows and boxes. Calculate the Expected Commercial Value based on the net present value model. 2. Draw the real options visual model using arrows and boxes. Calculate the Expected Commercial Value based on the real options va lue model. 3. Would you choose to conduct this project as innovation manager of Responsible Innovation Inc.? Why (not)? Imagine that you are part of the management team of a large school or university. You are ta sked with deciding on how to select projects and allocate budgets for learning innovation in the next two to eight years. Additionally, w ith the recent COVID-19 crisis, you realize that digitalization has had a major impact on teaching and may yet change the face of teaching in years to come. 1. You decide to use the 'buckets' approach , as suggested by the Innovation Ambition Matrix in Figure 5.2. Wh ich buckets would you define? That is, w hich combinations of elements of a school 's business model would you make? You can think about target group, geographical reach , tools to use in online and offline teaching etc. You can also think of the second exercise in the previous chapter on disruptive innovations in university programmes. Based on the 'buckets' you defined, you decide that several ongoing projects need to be cancelled. One of the 'to-be-cancelled' projects involves the development of new chairs for the classrooms . The project has been ongoing for the past five years w ith practically the same group of people and is headed by one of your fellow management team members. Why do you suppose, according to the theory in Section 5.3, that it would be hard to convince your colleague to drop this project? How would you go about convincing them to drop the project? 130 Innovation Management References Anthony, S.D., Duncan, D.S. and Siren, P.M.A. (2014) 'Build an innovation engine in 90 days', Harvard Business Review (December): 60-68. Cooper R.G. (2013) 'Where are all the breakthrough new products? Using portfolio management to boost innovation', Research-Technology Management 56(5): 25-33. Day G.S. (2007). 'Is it real? Can we win? Is it worth doing? Managing risk and reward in an innovation portfolio', Harvard Business Review (December): 110-120. Jaruzelski, B., Loehr, J. and Holman, R. (2011) 'The Global Innovation 1000. Why culture is key', Strategy and Business (65): 31-45. Lamberg, J.-A., Lubinaite, S., Ojala, J. and Tikkanen, H. (2019) 'The curse of agility: The Nokia Corporation and the loss of market dominance in mobile phones, 2003-2013', Business History: 1-32. Nagji, B. and Tuff, G. (2012) 'Managing your innovation portfolio', Harvard Business Review (May): 67-74. Sethi, R., Iqbal, A. and Sethi, A. (2012) 'Developing new-to-the-firm products. The role of micropolitical strategies', Journal of Marketing 76 (March): 99-115. Szatmari, B., Deichmann, D., Van den Ende, J. and King, B. (2020) 'great successes and great failures: The impact of project leader status on project performance and performance extremeness', Journal of Management Studies. Terwiesch, C. and Ulrich, K. (2008) 'Managing the opportunity portfolio', R&D/Business Strategy (September-October): 27-38. Vagnani, G. (2015) 'Exploration and long-run organizational performance: The moderating role of technological interdependence', Journal of Management 41(6, September): 1651-1676. Van Oorschot, K.E., Akkermans, H., Sengupta, K. and Van Wassenhove, L. (2013) 'Anatomy of a decision trap in complex new product development projects', Academy of Management Journal 56(1): 285-307. Van Pottelsberghe, B. (2009) 'Europe's R&D: Missing the wrong targets?', Bruegel Policy Brief (03). Implementation Part 4 Part 1 Introduction Innovation management Chapter 1 Part 2 Idea development Company Idea management Part 4 Implementation Part 3 Selection ------+ Sections 2.6- 2.7 Innovation strategy Portfolio management ------+ Sections 7.2-7 .5 Chapter 8 Chapters 4-5 Project Idea development Project selection ------+ Sections 2.1-2.4 Chapter 3 ------+ Chapters 4-5 Part 5 Specific firms Part 6 Conclusion Specific types of firms The future of innovation management Chapters 9- 10 Chapter 11 131 Organization of innovation Project execution Chapter 6 Section 7.1 Managing projects 6 Learning objectives After reading this chapter, you will be able to: 1. Describe the general purpose of innovation processes 2. Make a well-argued choice between alternative innovation processes for specific projects and phases in the project 3. Explain the purpose and list the main elements of a business plan 4. Choose a project planning approach for innovation projects dependent on the type of uncertainty in the project 5. Describe the main elements of agile project management 6. Choose between alternative types of control for innovation projects 6.0 Introduction In this chapter we discuss the implementation of innovations. This phase follows on from idea generation (Chapters 2 and 3) and the selection of ideas (Chapters 4 and 5). After selecting an idea, a project team has to convert it into a marketable product, service or business model. That means that the idea has to be refined and elaborated. The project team has to perform a lot of different tasks: technical work on the innovation itself (for products) and the production processes (for all types), setting up the marketing activities, creating the inventory management and logistics, call centre instructions, warranty, etc. To perform these activities to a high standard and to reduce uncertainty as quickly as possible, an appropriate process is required. This chapter mainly discusses the implementation of innovation at the level of individual projects. Alternative processes for innovation are central in this chapter. The chapter has the following structure: 1. We begin with a section on uncertainty, since uncertainty reduction is the main purpose of innovation processes (Section 6.1); 2. Then we review alternative innovation processes, and discuss their application for incremental versus radical projects (Section 6.2); 3. We zoom in on the purpose and elements of the business plan, which forms a core element of innovation processes (Section 6.3); 4. We discuss how project planning for innovation projects works, which forms a detailing of the innovation process (Section 6.4); 5. We review alternative ways that upper managers can use control on top of, and in combination with, an innovation process (Section 6.5). 133 134 Innovation Management We already discussed innovation processes in Chapter 3: design thinking and lean innovation. Innovators apply those processes mainly in the idea development phase. The emphasis in this chapter is on processes in the implementation phase, although some overlap with idea development processes occurs. In particular, in Section 6.2 we introduce iterative innovation approaches. Design thinking and lean innovation already belonged to that category, but here we refer to extending iterations to later phases of the process. And while design thinking and lean innovation focused on aligning the concept to the demands of customers, here we also take other aspects of the project into account, such as technical and supply chain aspects. We give a more detailed categorization of types of uncertainty in Section 6.4 (on planning), because it has an immediate effect on the character of the project plan. Internal uncertainty is uncertainty with an origin within the organization, such as uncertainty on the available knowledge, resources, etc. External uncertainty is uncertainty with an origin external to the organization, such as uncertainty on customer demands, competitor activities and government regulation. 6.1 Uncertainty and process models Innovation projects are usually faced with uncertainty, both internal and external. Internal uncertainty is generated by the project itself; the more it diverges from existing business models and offerings of the company, the higher the uncertainty on the availability of the knowledge required. Internal uncertainty refers to technical problems that the project team encounters during the project. External uncertainty refers to a lack of knowledge on what the market is willing and able to accept, and to unanticipated events in the outside world that might affect the project. External uncertainty was represented in Chapter 3 by uncertainty on customer needs and in the real options theory (Section 5.4) by different market scenarios. Internal uncertainty is decreased by problem-solving activities, generating the required knowledge. Acquiring external knowledge can be part of these problem-solving activities. External uncertainty can be decreased by collaborating with customers and observing the behaviour of competitors. Figure 6.1 shows decreasing uncertainty in projects versus increasing investments. In general, firms will want uncertainty to decrease during the innovation or new business development process, particularly since investments usually increase with time. If uncertainty does not decrease to a sufficient extent, the firm may consider the project to be 'out of control'. Note that the line representing decreasing uncertainty in Figure 6.1 is the same as the lines in Figure 3.3 showing the narrowing down of the solution space of projects. Idea Commercia lization Figure 6.1 Decreasing uncertainty versus increasing stakes Managing projects ( \ CASE 6.1 THE 'TRAIN SCHEDULE': REDUCING DELAYS IN PROJECTS AT MEDTRONIC Many firms have experienced problems resulting from a lack of structure in the innovation activities. The medical device company Medtronic had highly unstructured innovation portfolio and project management processes. One of the problems was that the people working on the projects kept on changing the purpose and planning of their projects, based on new insights. For instance, when a competitor brought to the market a new product with interesting new features, they changed the specifications of the product developed in their project. Therefore, projects were constantly delayed and, in combination with an overload of projects, the company was unable to bring new products to market, leading to a loss of market share and eventually even risking the survival of the company. A new manager created more structure in the portfolio, in the portfolio creation process and in the management of projects. Amongst other changes, he decided that the objectives of projects could no longer be changed along the way. Employees had to put new ideas on the shelf to be implemented in the next future project. He called this a 'train schedule': once the train (the project) had left the station, you had to wait for the next train to implement your idea. In this way, the firm executed innovation projects more effectively and timely, reversing the negative trend in market share into a positive one. The case shows that some structured process is needed to guarantee that innovation activities meet their objectives. Source: Christensen (1997). In the case of Medtronic (Case 6.1), the project members initially kept uncertainty high over the course of the project, by changing the direction and purpose of projects along the way. In fact, they added uncertainty to projects and kept the solution space (see Section 3.1) broad by bringing in new requirements which the innovation would have to meet. Their behaviour led to delays and a lack of market introductions. In other cases, continued high levels of uncertainty will lead to an imbalance between rising investments in the project and uncertain returns. In terms of the real options approach, if technical issues are not resolved and the range of potential target markets remains very divergent, there will be many market outcomes in which the project will fail or have low value, leading to a low financial option value. So, if uncertainty remains high, financial expectations deteriorate, and the project becomes infeasible. Process models for innovation aim to assist in reducing uncertainty and narrowing down the solution space. Process models stimulate innovators and business developers to generate knowledge on specific aspects of their project, such as market information, and to make choices so that they reduce the solution space of their project at an appropriate point in the project's life. Another purpose of process models is to stimulate innovators and business developers to work in an orderly fashion on their project, and to keep management informed about what is going on. The question is: what is the most appropriate process for specific situations? In Section 3.1 we compared evolutionary versus set-based approaches. Here we focus on processes that fit into the evolutionary approach. What kind of process, and in how much detail should the process prescribe activities? Many firms use a one-sizefits-all approach in which all projects have to conform to a single process, usually a stage-gate model (see below). The premise in this book is that the process to follow should depend on the characteristics of the project at hand. A radical project usually 135 136 Innovation Management needs a process with little structure and considerable room for flexibility, whereas an incremental one benefits from a highly structured process. And a project with very strict time targets may benefit from a parallel process. We outline the different process types in the next section. 6.2 Process models Sequential models Sequential models are the first type of process model. The most important one is the stage-gate model, which was introduced by Robert Cooper in the 1980s (see Figure 6.2). It is a sequential model consisting of stages and decision points. In every stage, activities take place, and after every stage a review committee or a manager takes a decision on the continuation of the project (a gate). Usually firms define up-front the format of the deliverables from every phase, for instance in a set of forms that the project team has to fill out. The definition of the deliverables provides guidelines for the innovation team on what information to generate and what choices to make in every phase of the process. Stage-gate models have a number of phases and gates (decision points): 1. In the first phase, the idea is born. The idea can be a response to a certain problem (closed problem), which can also be a strategic challenge, or it can be just born out of the blue. Usually a line manager will indicate (Initial screen, Gate 1) whether to invite the originator to develop the idea a bit further, into the description of a concept (Preliminary investigation, Stage 1). The idea generator can for instance have discussions with marketing and operations people to get a first impression of the feasibility of the idea. Only if this phase requires substantial investment will a review committee or manager do the initial screening. 2. Next, in Gate 2 the review committee or manager will decide whether the idea's originator or others will do more detailed investigations of the concept and define it in more detail. For instance, they may do market research and collect more information on technical and financial aspects, and will develop the concept into a business plan including a business case. The business case is a summary of the financial projection for the idea. Decision on business case Initial screen Prel iminary investigation Detai led investigation (Bu ild bus iness case) Figure 6.2 Stage-gate model Source: Cooper (1990). Precommercialization Post Post development bus iness implementation review analysis review Development Testing & validation Fu ll production & Market launch Managing projects 137 3. The review committee or manager decides in Gate 3 whether a project is justified, and a project team is created to develop the idea further. From this point on, the firm makes larger investments in the idea, so Gate 3 is usually an important one. Often at this point the review committee 'freezes' the design or specification of the concept, to prevent confusion and avoid the costs of reworking in subsequent phases. Stage 3 refers to the further development or specification of the new product, service or business model into a working version, and the development of production equipment. 4. In Stage 4 the product, service or business model is tested, either in a laboratory setting or in real life. With services it will usually be in real life, since they are hard to test in a laboratory. 5. Stage 5 concerns the marketing and purchasing, setting up and starting to run the production equipment. Between each of these activities the review committee can still stop the project, but this will usually only be done as an exception since uncertainty should already have decreased at Gate 3. The decisions by the review committee or manager in the gates have a different character than the portfolio management decisions discussed in the previous chapter. In stage-gate decisions a review committee or manager evaluates the project against its objectives. If the project outcome in the specific phase deviates too much from the objectives, including its objectives with respect to uncertainty levels, the review committee or manager will discontinue the project or adapt its objectives. Separate from these decisions, at regular time intervals, portfolio management review boards evaluate the complete set of projects against their stated objectives, and may decide to stop or start certain projects, particularly when circumstances change. For instance, when a new technology or market emerges, the board may create new projects to meet these, and stop others that have become less relevant. So, gate decisions and portfolio decisions are different. A single manager may take gate decisions, while a review board takes decisions on the portfolio as a whole. It is possible that the portfolio review board also makes the decisions at the gates, but this is certainly not necessary. It should be mentioned that decisions to stop projects as part of portfolio decision-making will be harder to explain to employees than decisions to stop a project because of the project's disappointing results at a gate. Portfolio decisions are beyond the control of the employees, and thus harder to accept for them, while the team itself is responsible for the project outcomes. Strong points of stage-gate models are the structure they provide to the project team, and the transparency for upper management. But stage-gate models also have several drawbacks: ~ They are rather inflexible. If the outcome of a certain phase leads to reconsidering some aspect of the project, the project has to return to an earlier phase. And since testing happens in a late phase, these iterations can be very cumbersome. For that reason, innovators will not always go back to the earlier phase to improve on their ideas, and design flaws may persist in later phases and thus the firm may end up with a suboptimal market offering. ~ They leave little room for unplanned actions and new ideas along the way. ~ They carry an element of bureaucracy, and innovators are usually wary of bureaucracy. According to some, stage-gate models reduce creativity. A design freeze is a fixation of the specification of the design of a product, service or business model at a specific moment in the development process. 138 Innovation Management For these reasons, firms can best apply stage-gate models to incremental projects, since the uncertainty is low in these innovations. Therefore, the chance that the team is confronted with unexpected information in late phases is low. Indeed, Sethi and Iqbal (2008) found that stricter stage-gate models have a negative effect on the performance of radical projects, since strictness in such models reduces learning possibilities in the team. Parallel models A second type of process model is the parallel model, also called concurrent Overlapping phases specifies a situation in which two groups of activities which would normally be executed sequentially are partly executed at the same time. engineering. The approach was popular in the 1990s (Wheelwright and Clark, 1992). In the parallel model the phases of the innovation process are not completely sequential but overlapping. So, a new phase starts before the previous one ends. People working on the activities in each of the overlapping phases have to communicate closely to exchange the newest information they acquired in that phase. The advantages of such overlapping phases are twofold: 1. First, the process is faster than the sequential model, since each phase does not need to wait until the previous phase has ended. 2. Second, people working on certain activities get information on the effects of their choices on other activities and can adapt those choices based on that information. For instance, if people working on the design of a new pram work in parallel with the people developing the marketing campaign, they may learn from the marketers and can adapt their design accordingly, to facilitate a proper marketing campaign. Let's say that the marketers may want to emphasize the similarities between the design of the pram and a giraffe, and for that reason the designers can accentuate the giraffe-like shape a bit more. Such joint working would be more difficult in a stage-gate model, in which the product is designed before the marketing campaign is organized. Nevertheless, the parallel approach brings several problems. The most important is that the interaction between the different phases leads to numerous design changes, and thus to lots of reworking. When people start working on a specific phase and change their course of action, the people working on another phase have to adapt. This may lead to changes in their choices, which they have to communicate back to the people working in the other phase, potentially leading to yet more design changes. All in all, the quantities of reworking can become excessive, even more so when the project is radical in nature. For that reason, few firms still use the parallel method in its original form. The reader may wonder why these objections do not apply to the iterative processes that we discussed in Chapter 3 (design thinking and lean innovation), and in the next subsection. The reason is that iterations in those processes happen in the beginning of the innovation process, when the flexibility is still high, and changes do not require a lot of effort. The parallel process has overlapping phases over the whole innovation processes, also in later phases, and thus also in later phases when design changes create much more work. A solution to these problems is only to collect information on activities in other phases from experts, without asking them to actually start their activities. To take the example of the pram above, instead of having the marketing people work on the design of a marketing campaign, the designers of the product may communicate with marketing experts in their company on potential marketing elements of their design. Managing projects Based on that, they may decide to include an option in the design to commercialize it as an image of a giraffe. Usually such a way of working is supported by a cross-functional team (see Section 7.1), in which all relevant functions are represented, and which accompanies the development of the new offering over time. The functional experts give feedback in every phase based on their expertise from previous projects, without performing the activities belonging to their phase in an early phase. Alternatively, the firm may also design a stage-gate model which defines for every phase precisely which activities are performed by every function. Accordingly, the marketing people will design the basic layout of the marketing campaign in an early phase, but they delay working out the details until a later phase. In that way large quantities of reworking are prevented. ( \ CASE 6.2 THE INNOVATION PROCESS MODEL OF MICROSOFT Microsoft applies an innovation process according to which they develop a series of intermediate products, which the company can test. The company orders the requirements for the new product from most important to least important and divides that list into a number of subsets. The engineers start implementing the first subset of most important requirements. When they have finished, colleagues can test the resulting product while they continue working on the next subset (Cusumano and Selby, 2016) . Iterative processes Iterative approaches are a third type of process. The essence of these processes is reducing uncertainty on a new offering in a very early phase by iterating. The principle of reducing uncertainty as early as possible is shown in Figure 6.3 . The design thinking and lean innovation approaches are iterative innovation approaches for the early phase of projects . These approaches have the purpose of reducing uncertainty, particularly with respect to market information. By iterating in the beginning of the development process, the degree of market uncertainty is reduced early. Note that Figure 6.3 is almost identical to Figure 5.6 on portfolio management, when we discussed the need to reduce the number of projects in an early phase in the innovation funnel. This is no coincidence: decreasing uncertainty in an early phase of innovation projects helps to make early decisions in the portfolio management process. So, the ----------------Idea Figure 6.3 The purpose of iterative process models Commercia li zation Iterative innovation processes are processes characterized by cycles in which the project team repeats the same sequences of activities, with the purpose of reaching an optimal outcome. 139 140 Innovation Management two processes go hand in hand. The two figures together visualize the adagio 'Fail early, fail cheap', but also that surviving projects should try to get a clear focus early. While innovators apply design thinking and lean innovation in the idea development phase, academics have introduced the so-called flexible development process (Iansiti and MacCormack, 1997) to apply such approaches also in later phases. According to the flexible process, firms extend the tests with their product into the implementation phase, during the development activities. This approach had the same purpose of reducing uncertainty as much as possible, but now also on technical matters. In the flexible approach the innovation team keeps the design open for a longer time during the process; so, they move the design freeze to a later stage, to also be able to test technical aspects. Technical tests refer to integrating the different components of the product before they are fully developed, to check the proper functioning as part of the full product. This is in line with the purpose of reducing uncertainty early, since otherwise the technical problems might only have appeared at the end, at market introduction. The firm also does market tests with the resulting unfinished full products to get early customer feedback. Based on the feedback, it adapts the concept and continues developing the product based on the new concept definition. C'.\ CASE 6.3 THE VALUE OF A MARKET TEST: KELLY SLATER'S PRO SURFER GAME The value of market tests is high in the video game industry, even in a very late phase of the development process. The failure rate of games in this market is high: only 10% of all games brought to the market make a profit. It is expensive to develop a video game, but the costs of marketing are even higher. By doing a market test of an almost finished game, the publisher of the game can still decide not to commercialize it. An example was the development of the Kelly Slater's Pro Surfer game by Activision , a publisher of video games in 2002. It took the company several years to develop the game, at a total cost of over $2 million. In June 2002 the company had to decide whether it wanted to introduce the game for the Christmas season, which is the peak time of year for sales of video games. In that case, the company had to release the game in September of that year. The cost of marketing the game would be over $3 million. Alternatively, the company could first do a market test and, if positive, release the game in March of the next year, at a lower price in a less attractive period. If the market test resulted in a negative outcome, the company could decide not to release the game at all. Although counterintuitive, a real options calculation shows that doing the market test first results in a higher expected value. The reason is that if the market test shows that customers are not interested, the company can decide not to introduce the game, saving itself over $3 million of marketing costs, which would otherwise largely have been lost. Source: MacCormack et al. (2004). In general, iterative processes are better for radical projects. The reason is that uncertainty is high, and it should be reduced early in the process, to prevent large costs at the end (see Figure 6.1). On the other hand, iterative processes have the disadvantage of giving little structure and transparency. We will see in Section 7.1 that frequent and intense information exchange within the team and with managers in the rest of the organization may help to solve this problem. Case 6.4 shows that proper information exchange is essential in innovation projects. Managing projects C\ CASE 6.4 PROBLEMS OF INFORMATION EXCHANGE IN A LARGE INNOVATION PROJECT It is important to have proper information exchange during an innovation project, within the team and with the outside world. Van Oorschot et al. (2013) describe a large team of over 100 people working on an integrated circuit development project for a car manufacturer, which failed in the end because of incomplete information leading to wrong decisions during the project. Remarkably, the steering committee only cancelled the project after more than 1½ years, when problems had been evident for a long time. The project started late as a consequence of problems in hiring the right staff, and remained understaffed, but it had a fixed deadline at the end. Because of the understaffing, the team initially decided to postpone deadlines (gates in the stage-gate model) and shorten the time allocated to future phases. However, in those phases the team again didn't meet the deadlines. The reason for the extremely late cancellation was that the team didn't see that the project was out of control because of mixed information: the negative news about the extension of deadlines was always mixed with positive news about other parts of the project. So, the team could remain optimistic about future progress of the project, partly based on overly optimistic future productivity, and because of selective filtering of information. Also, the problems in the project manifested themselves as either budget or schedule problems, so not consistently in the same way. This case shows that formal processes alone are certainly not sufficient for successful project execution, but that the team has to share and interpret information clearly and jointly. Does agile work? Agile project management is a specific type of iterative innovation process. Agile project management relies very much on day-to-day planning and greatly reduces the need for up-front planning. In agile project management the development tasks in a project are divided into subtasks that the project team can execute consecutively (see Figure 6.4). The approach is often used in IT projects and works for relatively simple products or services, such as websites or software. It will not work for large and complex projects like new aeroplanes or submarines. The agile approach has some semblance to lean innovation, described in Section 3.1, since it is iterative and divides the project into small tasks. However, there are some differences. While lean innovation mainly concerns the relation between the project team and the market, agile project management is more concerned with the internal organization of a project process and team. In addition, while lean innovation centres around the early Agile is a type of project process in which the team divides the project into small tasks that it can execute consecutively. The approach is also called 'scrum', after the way of restarting the game in rugby when the players stand close together, shoulder to shoulder, with their heads down to get the ball. The same team collaboration is expected in an agile team. The agile team divides subtasks amongst team members, which inform each other of their progress during the so-called 'daily stand-up' (usually at the start of the day). As soon as the team has finished the first set of subtasks, it shows the result to the so-called 'project owner', who represents the customer. The product owner can request changes in the presented results. The team completes the whole project iteratively in this way. During the process, it keeps a backlog of tasks that are waiting to be executed. A scrum master leads the process. See also Figure 7.2 for the relations in an agile team . Figure 6.4 How agile works 141 142 Innovation Management concept development phase of a project, agile focuses on the later development phase. However, agile and lean combine very well, since both are flexible and iterative. The agile approach has the advantage compared to stage-gate processes that members of the project team have short-term deadlines, which may work as motivators, and that they are always well informed on the activities of other team members. In addition, the client's feedback on the project is quick and early, which prevents complete redesigns of a product, which are time-consuming and de-motivating, after the full version is finished. An advantage for the company is that members of development teams closely monitor each other's activities, which improves productivity. But the approach also has some important limitations. First, it must be possible to modularize the product. As we saw in Section 5.2, this is not always the case. And second, the client must be clearly identified, and a representative of the client should always be available, and they should have the authority to make decisions. As a consequence, the approach is often applied in Business-to-Business (B2B) markets or in projects with a firm-internal client. Also, the client firm or department has to invest in the project by making a sufficiently senior person available. 6.3 The business plan A business plan is a description of all the major elements of a project, including the targeted outcomes and the steps to be undertaken to reach these outcomes. Creating a business plan, including a financial business case, is an important part of each of the processes discussed above. However, since the development of the lean and agile approaches, there is debate about the usefulness of writing a business plan at the beginning of the innovation process. Protagonists oflean innovation often quote the boxer Mike Tyson, who once said: 'Everybody has a plan until they get punched in the mouth.' In other words, plans often do not stand the confrontation with reality, and the same applies, possibly even more so because of the high levels of uncertainty, to business plans. As soon as the innovation is put on the market, often everything appears to differ from what was anticipated in the business plan. Therefore, some people consider writing business plans as an activity for MBA courses, but hardly relevant in practice. Nevertheless, managers in corporate contexts and venture capitalists take business plans seriously, and also entrepreneurs find it is highly useful to make a business plan for their start-up. The plan is not a prediction of what will happen but is a description of what may happen. By adding detail to the plan, all kinds of useful questions pop up. Also, the business plan shows whether there is at least a chance that the innovation concept will be profitable. But in response to the criticism that they are irrelevant in real life, most innovators today consider business plans to be dynamic, in the sense that the project leader or entrepreneur should update it regularly over time, as new information is collected and the concept itself changes. What are the essential elements of a business plan? ~ A description of the concept, the value proposition. ~ The target market: target customers, and the need that the innovation will fulfil ('the job to be done'). ~ Drivers of the opportunity: new technology available, new customer needs, changes in regulations, etc. If all the conditions to create this opportunity were present years ago, probably somebody else would already have successfully exploited it. ~ Other elements of the Business Model Canvas: channels, customer relations, key activities, resources needed, key partners. Managing projects """7 Competition: who else provides products, services or business models that fulfil the same need. """7 The team. """7 Risk analysis and contingency plan. """7 Time planning and activities (the roadmap). """7 The business case (financial projections). The business case, which represents the financial projections, is an important part of the business plan, and sometimes the part that gets most attention from senior management. Usually it includes projections of costs and revenues over several years (e.g. five years). Based on that overview, it is possible to calculate the net present value (NPV, see Section 5.4), the return on investment (ROI, the ratio of revenues to costs), and break-even time (BET, time to recoup the investments). Often firms make such calculations by discounting costs and revenues in different years. In Section 5.4 we argued for a real options approach, particularly for highly uncertain projects, since it gives a more realistic estimate of financial outcomes. Nevertheless, financial projections are always quite uncertain, and it is better if management doesn't focus too much on financial aspects only. Important elements of the business plan are the assumptions and risks. What are the basic assumptions behind the project, and which risks are involved if these assumptions do not come true? Of course, uncertainty levels and their proper estimate are essential to a business plan. Blank (2013) suggests linking the assumptions to the different elements of the Business Model Canvas. The innovator can assess the risks in each box. For instance, for channels: an assumption can be that retailers will be interested in selling our new product. The risk is of course that this assumption is incorrect. What does this mean for our plan? In Section 3.3 we gave an example of how to deal with assumptions for the case of home delivery of supermarket products. There we discussed discovery-driven planning to deal with assumptions (Figures 3.6 and 3. 7). McGrath and MacMillan (1995) even proposed quantifying all assumptions (for instance: what percentage of retailers will want to have our product on the shelf) and integrating the validation of all assumptions into the project plan, connected to specific phases. Later, they combined their approach with real options thinking (MacMillan et al., 2006). Part of the financial analysis in the business plan can also be an assessment of the sensitivity of the financial outcomes to certain input parameters. For that purpose, the innovator decreases and increases the input parameters by, say, 10%, and investigates the effects on the outcome parameters. This makes clear which input parameters are most significant for the financial result of the business case, and thus have to get most attention. Presenting the business plan in a clear and concise manner is an essential element. Business plans should therefore not be longer than 25 pages. The author of the plan can store more detailed information in separate documents. It should also have a clear summary. Presentations on business plans should be short. The 'elevator pitch' is well known: your plan is only good if you are able to explain it to a senior manager within the time of an elevator ride between floors (let's hope that the building is high ... ). As mentioned above, business plans are no longer static but should be considered as dynamic elements of an innovation project. Based on the outcomes of subsequent phases, business developers should constantly update the business plan and the 143 A business case is th e financial projection of a project to show that a project is viable, taking the risks into account. 144 Innovation Management business case. Having an updated business plan helps to create a joint understanding of the purpose and execution of a project. It is in fact part of project data management (see Section 5.4, Software tools) and serves the same function. In addition, it helps senior management and the review committee to make well-grounded decisions at milestones. 6.4 Project management A project is a temporary activity with a specific purpose, consisting of a series of tasks that need to be completed in order to reach the desired outcome. How do you manage an innovation project? Project management focuses on the division and planning of tasks. Firms have to manage every project, not just innovation projects, and a broad literature is available on how to do so. A project is a temporary activity with a specific purpose, using a defined quantity of resources and executed within a specified period. Projects can have completely different sizes, from very small (a few weeks of work for a single person) to extremely large, such as a multi-billion dollar and multi-party project to construct a new subway system. The difference between an innovation project and many other projects lies in the level of uncertainty. Although every project has some level of uncertainty, this will generally be higher for an innovation project, since not only technical uncertainties and internally generated uncertainties, such as the availability of human and other resources, but also market uncertainties play an important part. As a consequence, innovation projects have to deal with more unexpected events. Based on De Meyer et al. (2002) and Daft and Lengel (1986) we can distinguish four levels of uncertainty, which determine the choice of project management approach: 1. Variation. It means that the project team does not know some relevant quantities, such as the number of hours needed to make a marketing plan, or the exact performance of the new product on a specific feature. 2. Foreseeable uncertainty. It means that certain activities have different outcomes, for instance the outcome of a market test. The project team does not know the future outcome but does know which outcomes are feasible. We can also call this type of uncertainty 'risk'. 3. Unforeseeable uncertainty. Events can happen, but the project team does not know which events. These are also called 'unknown unknowns' (sometimes called 'unkunks'). For instance, there is a possibility that customers will like an unexpected feature of a product. 4. Ambiguity. This refers to the absence of the correct interpretation of the situation, because the relations between cause and effect are unclear. An example is a concept for which it is unclear where the company will be positioned in the supply chain. A company may have an idea of developing a service to advise on the selection of mortgages, but it doesn't know whether it will advise the end customer or financial intermediaries. Another ambiguity might be a drug that can be applied to different diseases. In such situations, the interpretation of the situation is unclear. The first three cases of uncertainty concern absence of information, which can usually be resolved by collecting data. In the case of unforeseeable uncertainty, data on similar cases in the past, or customer research, might give information on areas of uncertainty. In the case of ambiguity, it is more by thinking and reasoning than by collecting data that an answer to the situation will be found. Asking the right questions and conversations between experts are more important in such situations than data collection (Daft and Lengel, 1986). Managing projects The consequences of the different levels of uncertainty for project management are different . In the first two situations contingency plans provide a solution. Contingency plans involve the project team in specifying a decision tree with the different actions that it will take depending on the outcome of a previous action. A contingency plan requires that the project team has a Plan B, Plan C, etc. for every situation that may occur. Such decision trees are not uncommon in project management, but in innovation projects they tend to become rather complex, due to uncertainty levels. If uncertainty is too high, developing contingency plans for every situation may become too expensive or require too much time . In the situation of ambiguity, it may be hard to develop a full contingency plan. It may be better just to create a high-level plan, and to leave the details unspecified until later phases. In the case of unforeseeable uncertainty, either option can be chosen: creating a plan based on the information that is available, and creating some buffers to deal with unforeseen events, or to stick to the more high-level plan mentioned above. A contingency plan specifies how a project team or managers will act under different circumstances (contingencies). ( \ CASE 6.5 AMBIGUITY IN THE CASE OF RIMONABANT Sanofi-Aventis developed the drug Rimonabant in the early 2000s. It appeared that they could develop the drug for heart problems and to help cure obesity. For a long time, different options remained open, which created ambiguity, since test results depended on the chosen target disease. Eventually the firm decided to commercialize Rimonabant for the treatment of obesity, and the EU drug administration approved the drug in 2006. However, it turned out that the drug could have very serious side effects, such as depression and even suicide, and the EU withdrew its approval of the drug. It remains unclear whether the ambiguity in the development phase contributed to the failure to detect the side effects before approval. An important phase in managing a project is planning. In Figure 6.5 we see the different activities in planning a project. The project manager should develop a work breakdown structure that splits all of the activities into elementary tasks. Determining the relationships between activities can be particularly difficult. For instance, can we develop a marketing plan when we do not yet know exactly what the concept will look like? 'The conditions for the project schedule' in Figure 6.5 (fourth box) refer to time and resources available. Based on the information on tasks, relations between tasks and these conditions, the project plan can be developed, with its stages and people's responsibilities. A dedicated and popular methodology for project management is Prince2. The methodology has its origin in IT projects in the UK but has gained much broader popularity. It provides a lot of templates that project managers can use to plan their project. Important elements of the approach that we have also mentioned above are Determine the tasks in the project -+ Determ ine the time and resources needed for each task -+ Determine the relationships between tasks Figure 6.5 Stages in the project planning process -+ Determine the conditions fo r the project schedu le -+ 145 Set a project schedule 146 Innovation Management constant attention to justification of the project, for instance by continual updating of the business plan, keeping a risk register with ownership of the risks, and managing in different phases. Prince2 has seven phases: starting up a project, initiating a project, directing a project, controlling a stage, managing product delivery, managing a stage boundary, and closing a project. However, the fit between Prince2 and flexible development processes is low, and it is more appropriate for sequential processes. Alignment with the innovation process Two considerations are essential for managing innovation projects: alignment with the stage-gate model or other overarching innovation process, and fit with the type of project. When firms use a stage-gate model, that model already determines the basic structure of innovation projects. In that case, the project plan will entail detailing this basic structure, and describing the specifics of the current project within that structure, such as the content, length and who is responsible for the activities in the stages, and the specifics of the deliverables at each stage. In the absence of a stage-gate model the project manager has more freedom but will also receive less direction in developing the project plan. The fit with the type of project is another important consideration. As we described above, in cases of unforeseeable uncertainty and ambiguity, which will usually be higher for more radical projects, a high-level project plan will be more appropriate. If the firm has a stage-gate model, it may be better to ask for an exemption from using that approach. Another option for a high-risk project is to define a very long concept phase which includes a number of activities that would otherwise be done in later phases, and then have a relatively quick progression through the other phases, which serve more as a quality check. For instance, the project team may resolve the main technical and market uncertainties in the extended concept phase. Then, after that, it executes the project using a more traditional project management approach. If the objectives are not completely set, the team may also use an agile approach in that second phase. In fact, the project team then divides the project into two main phases in the same way as the lean approach (Section 3.1). 6.5 Control of innovation projects Innovation processes, as described in this chapter, don't just serve the purpose of diminishing uncertainty. Managers also use them to control innovation activities, to monitor their content and give direction. They give managers options to make decisions on projects, particularly in gates or other decision points. Two questions are central for managers: to what extent they want to be involved in innovation activities, and in which way they want to exert their controlling role. Managers often use the wrong criteria to determine their degree of involvement in projects: high levels of investment stimulate them to start studying the details of a project and to interfere in its targets (Wheelwright and Clark, 1992). Because the firm usually makes the highest investments at the end of projects, for marketing or production, managers also start to interfere in a late phase. In that phase, however, the room for change in the project is very limited. If managers want to have a real influence, they should get involved in projects in a much earlier phase, as early as in the concept phase. There are different reasons for senior managers to be involved in projects. First, they exercise their influence in selection and continuation decisions, but managers Managing projects can also have good ideas about the content of the project. Managers oversee the total portfolio; they are aware of trends and competition. This is all knowledge that can help them to make the selection decisions, but it can also be helpful in specifying the content of a project on a more detailed level. In addition, managers usually have experience in executing projects themselves, and this experience can be useful in guiding and supervising others in projects. When managers want to steer projects, they can do so in three ways: Outcome control means that managers set targets for the result of the project. They can do so in different ways. Senior managers can define the outcome in terms of the product, service or business model. This is called the project performance. For instance, the project aims to set up a working web-commerce site for the company within six months . Managers can also define the outcome in terms of market performance: e.g. the outcome of the project should be a 10% share of web sales in the total sales of our company within two years. The advantage of setting only the project performance is that the timeline can be shorter, and that meeting the target mainly depends on technical uncertainty, not on market uncertainty. The advantage of the second approach is that it provides the team with more freedom to make optimal choices, that the team is focused on the market, and not just on the product, service or business model, and that the company gets what it really wants: market outcomes. The first disadvantage of this approach is that it is much longer before the result can be evaluated; in the meantime, team members or the team leader may have moved to another position, and it becomes unclear who has to be rewarded or blamed for the outcome. Second, the result of the project will also be affected by market circumstances, and it becomes unclear to what extent the result of the project can be attributed to the team. ( \ CASE 6.6 THE USE OF OUTCOME INDICATORS FOR A MARGARINE PROJECT AT UNILEVER A margarine project at Unilever provides a nice example of the use of market performance indicators in outcome control. The purpose of the project was to develop a new liquid frying margarine for Europe (see also Case 10.2). Tex Gunning, the top manager responsible for the project, gave the team as a target to acquire a 10% market share in the European market for shallow frying products. He left it to the team to decide how to acquire such a market share with a new product. The advantage was that the team was not restricted by any kind of product specification in the design of the innovation. Thus, it created a lot of room for creativity and team commitment. Also, it focused the team on market share, which usually translates easily into profits in a volume market such as margarine. On the other hand, it would only be possible to evaluate the outcome of the team against the target quite some time after the introduction of the new product, and thus some time after the end of the project. In this case, the outcome indicators worked quite well, since the team developed a product with as little variation as possible for different countries, in that way creating high volumes and thus extensive scale effects and high margins. By focusing the team on market share, it not only focused on developing an appealing product from a customer's perspective, but also on scale effects in production. See also Case 10.2. Source: Edens et al. (2004). 147 Outcome control refers to the specification and evaluation of desired outputs that the project team should deliver. 148 Innovation Management ""7 Process control concerns mechanisms that specify which behaviours of team members are appropriate. Clan control relies upon a socialization process among managers and team members to align goals and to create shared norms and values between them. Process control is the second way to steer projects. With process control, the senior managers instruct the team how to execute the project. This type of control is also called behavioural control. For instance, the manager may instruct the team to do market research in a specific way, to test the product, service or business model in a specific phase and way, etc. The advantage is that the team can benefit from the experience of the senior manager, and that the instructions of the senior manager prevent disagreement in the team on the actions to take. On the other hand, the team usually has more information on the technical and market context of the new product, service or business model than the senior manager, and thus can make more informed decisions itself. Therefore, research has generally shown process control to have a negative effect on the performance of innovation projects (Bonner et al., 2002). Nevertheless, this type of control can be useful for inexperienced teams with a more experienced senior manager. ""7 Clan control is the third type of control. With clan control, the senior manager creates strong relations with the team leader, and possibly also with the team members. The purpose of clan control is to align values and strategic priorities between the senior manager and the team. The senior manager can, for instance, have regular meetings with the team leader or have a drink with the whole team. The advantage of clan control is that it doesn't need concrete directions in terms of outcomes or behavioural prescriptions, which are always hard to specify in the uncertain situation of an innovation project. In the end, the specified targets or behaviours may appear to be counterproductive at some point in time. With clan control the senior manager shares values and strategic considerations with the team. These are more abstract than instructions on how to execute the project, but they may be as effective in guiding the project, since the team itself can apply these values and strategic considerations to the project in unanticipated situations. Research shows shows that a combination of outcome control and clan control has the best results for projects (Rijsdijk and Van den Ende, 2011). Seemingly, tight relations between the senior manager and the team add to the specifications of outcome control because the purposes set in the outcome specifications are better understood by the team leader and members. The 'why' of a project is highly important (see also Section 7.3, on identity). Furthermore, strong relations may help to put the outcome specifications into perspective and may facilitate their adaptation when the circumstances require such adaptations or when better alternative outcomes become feasible. Clan control in combination with such 'adaptive' outcome control will therefore work particularly well for radical projects, since senior management will have problems with providing detailed specifications for such projects. Having good relations with the project team will then work better in choosing the right actions in unanticipated circumstances. Stage-gate models usually involve both outcome and process controls (Sethi and Iqbal, 2008). The model defines which deliverables the team should meet for each gate. The deliverables can refer to the product, service or business model itself. For instance, the model can specify that the concept has to meet certain quality requirements or certain expected profit levels at a certain gate. The deliverables can also refer to behaviours of the team, for instance that the team should perform a certain quality test in a certain way. The results of research on the effects of controls suggest that firms can best focus on setting outcome controls in the gates, instead of behaviour controls (Rijsdijk and Van den Ende, 2011). Managing projects 149 = 6.6 Summary In this chapter we discussed processes and project management for innovation and new business development activities. We discussed the details of alternative methods. A general conclusion is that firms' best choice of the process and project management methods is dependent on the characteristics of the project, and is especially dependent on the degree of uncertainty. This means that firms should apply different approaches for different projects. In practice, few firms do so. To keep management simple, many firms have a standard process for all innovation activities. This may be optimal from a simplicity perspective, but not from a performance perspective. In this chapter we also discussed different types of control that managers can apply, on top of their role in the decision points in innovation processes. We can characterize the approach of this chapter as task perspective, since we dealt with the order and planning of tasks. In the next chapter we will look at innovation projects from a people perspective. Amongst other topics we discuss teams and leadership. Of course, the task and people perspectives are closely connected. As we will see, team structures and processes have to fit with each other. Also, leadership is very closely connected to the control modes discussed in this chapter. While control refers to tasks , leadership is concerned with people, but the purposes and approaches are closely connected and support each other. In Chapter 11, I will argue that the process or task perspective of this chapter and the people perspective of the next chapter represent two fundamental perspectives in the field of innovation management and new business development. They represent different paradigms or perspectives, but they are at the same time closely connected. 0 6.7 Discussion questions and exercises Discussion questions 1. In Section 6.1, we discussed why it is essential for companies to reduce uncertainty in their innovation process. How does the stage-gate model decrease uncertainty? a. Does it decrease uncertainty in a different way than the iterative model? 2. Many large companies have stage-gate models. ABN AMR0, a large Dutch bank, for example, has the DARE system, which comprises four stages: prove problem, prove solution, prove they pay, prove it scales. At each stage there is a classic gate, in which the project can be killed or can receive further investments. However, projects are allowed to iterate between the steps and may receive (advance) feedback from panel members. a. Would you categorize this model as a stage-gate model according to Section 6.2? Why (not)? 3. Have you ever worked with an agile project management approach? If so, what do you consider the most important addition to a traditional project management approach? Are there, in your experience, disadvantages to the agile way of working? 4. Case 6.5 describes the development of the drug Rimonabant. Can you describe how the ambiguity in the development process may have contributed to the unexpected side effects? 5. Management can use the stage-gate model to control the innovation process in projects. Which of the three types of control from Section 6.5 will they most likely use? Which element(s) of the stage-gate model serve(s) the type(s) of control? 150 Innovation Management Exercises BioNTech is a company that specializes in cancer treatment therapy using an mRNA approach. In January 2020, the CEO of BioNTech, Ugur $ahin, had the idea to apply a similar approach to developing a vaccine against SARS-CoV-2, the virus that causes COVID-19. 1. The first decision that the CEO considers is how to integrate this new innovation project w ithin the existing organizational structure. Wh ich one of these organizational structures would you implement for the COVID19 project at BioNTech? Briefly explain why. 2. Imagine you were designated as the project manager of the COVID-19 project at the start of the idea . Before determining a project management approach, it is important to evaluate the uncertainty that is associated with the project. Describe briefly how each of these levels might apply to the case of BioNTech's COVID-19 project. 3. As project manager, there are several ways to control and steer the project. Section 6.5 discusses three ways in wh ich project managers can exercise control. The first type of control that is discussed is outcome contro l. Describe in your own words the two different ways in wh ich outcome co ntrol can be defined, and provide two examples of how you can apply these two different types of outcome contro l as the project manager of BioNTech's COVID - 19 project. Describe one advantage and one disadvantage of each of these types of outcome control . Finally, explain what type of outcome control you th ink is most appropriate. Start- up company Innovation in Motion introduced smart curtains for the consumer market. It uses a 'retrofit' curtain motor that can be insta lled out- of-the - box by anyone on virtua lly any curta in rail. The company is considering developing a product for the business market. Develop the basic elements of a business plan for this idea. Think particularly of the following elements: 1. The target market wh ich business wil l be most interested, and w hat need wi ll the product fulfil ('the job to be done')? 2. Drivers of the opportunity: new technology available, new customer needs, changes in regulations, etc. If all the cond ition s to create this opportunity were present years ago, somebody else wou ld probably already have successfu lly exploited it. 3. Competition: who else provides products, services or business models that fulfil the same need? 4. Channels: how do you reach your customers? 5. Road map: wh ich activities wou ld you start with? References Blank, S. (2013) 'Why the lean start-up changes everything', Harvard Business Review (May): 65-72. Bonner, J.M., Ruekert, R.W. and Walker, O.C. (2002) 'Upper management control of new product development projects and project performance', Journal of Product Innovation Management 19(3): 233-245. Christensen, C. (1997) 'We've got rhythm! Medtronic's cardiac pacemaker business', Harvard Business School Press Case 8-698-004. Cooper, R.G . (1990) 'Stage-gate systems: A new tool for managing new products', Business Horizons (May-June): 44-54. Cusumano, M.A. and Selby, R.W. (2016) Microsoft Secrets: How the World's Most Powerful Software Company Creates Technology, Shapes Markets, and Manages People. The Free Press. Managing projects Daft, R.L. and Lengel, R.H. (1986) 'Organizational information requirements, media richness and structural design', Management Science 32(5): 554-571. De Meyer, A., Loch, C.H. and Pich, M.T. (2002) 'Managing project uncertainty: From variation to chaos', MIT Sloan Management Review (Winter): 60-67. Edens, B., Leeman, D., van Nuenen, J., van den Ende J. and Jans, R. (2004) 'Liquid Gold: Innovation on a European Scale', Rotterdam School of Management, Erasmus University. Iansiti, M. and MacCormack, A. (1997) 'Developing products on Internet time', Harvard Business Review (September-October): 108-117. MacCormack, A. and D'Angelo, E. (2004) Activision: The 'Kelly Slater's Pro Surfer' Project. Harvard Business School 9-605-020 MacMillan, I.C., van Putten, A.B., McGrath, R.G. and Thompson, J.D. (2006) 'Using real options discipline for highly uncertain technology investments', Research-Technology Management 49(1): 29-37. McGrath R.G. and MacMillan, I.C. (1995) 'Discovery-driven planning', Harvard Business Review (July-August): 44-54. Rijsdijk, S.A. and Van den Ende, J. (2011) 'Control combinations in new product development projects', Journal of Product Innovation Management 28(6, November): 868-880. Sethi, R. and Iqbal, Z. (2008) 'Stage-gate controls, learning failure, and adverse effect on novel new products', Journal of Marketing 72 (January): 118-134. Van Oorschot, K.E., Akkermans, H., Sengupta, K. and Van Wassenhove, L. (2013) 'Anatomy of a decision trap in complex new product development projects', Academy ofManagement Journal 56(1): 285-307. Wheelwright, S.C. and Clark, K.B. (1992) Revolutionizing Product Development. The Free Press. 151 Organizing for innovation 7 Learning objectives After reading this chapter, you will be able to: 1. Choose between alternative team structures for an innovation project 2. Judge the appropriateness of agile team structures for your projects 3. Choose between alternative organization structures for innovation in a company 4. Identify social networks in an organization that are conducive for different types of innovation 5. List the main requirements for leadership of innovation 6. Describe how deep versus broad knowledge affects innovation 7. Describe how different tensions create an innovative culture 7.0 Introduction In this chapter we review the organizational conditions needed to be successful in innovation. We will show that having the right organization and culture is key to innovation success. 'Organization' applies to two levels: the level of the project team, and the level of the organization as a whole: ~ In Section 7.1 we discuss alternative project team structures. We also discuss the importance of creating joint representations in team communication during the innovation process. ~ In Section 7.2 we introduce four alternative organization structures at the firm level, according to different degrees of separation from the existing business. We will discuss the advantages of separation versus integration of innovation in the business activities in a company. We will argue that the degree of innovativeness (radical versus incremental) and the type of company (e.g. knowledge intensity) affect the choice of organization structure. In Sections 7.3 to 7.5 we will explore the specifics of knowledge needed for innovation, of leading innovation teams and units, and the requirements for an innovation culture. All in all, this chapter provides the main foundations for setting up an innovative organization. 7.1 Team structures Cross-functional teams are common for innovation projects. As the term indicates, a cross-functional team has members from different functions that are relevant for the innovation. Traditionally, in the manufacturing industry usually R&D, engineering and 153 A crossfunctional team is a project team with representatives from each of the important business functions for the project. 154 Innovation Management marketing were represented (Wheelwright and Clark, 1992). R&D was responsible for developing the product technology and the design, engineering was responsible for the new production processes and marketing for commercializing the product. Usually the R&D department housed the innovation teams. In the present-day broader innovation context, innovation or new business development units may house the team, and, in some industries, they may be located in the marketing department. Teams are composed of other functions than the ones above. For instance, IT, logistics and finance may be represented in a business model innovation team. If specific elements of the business model are new, then it is more important to represent those functions in the team. For instance, if a business model innovation involves a new revenue model, such as the transition from product selling to service selling (servitization, see Section 10.3), it will be useful to have representation from the finance department. The literature distinguishes four types of team structure: functional, lightweight, heavyweight and autonomous. The differences are in the lines of authority. Figure 7.1 shows the types of team structure for a collaboration between engineering, manufacturing and marketing departments: 1. Functional Team Structure 2. Lightweight Team Structure Function Manager (FM) Project Manager (PM) 3. Heavyweight Team Structure ..·· ····· Liaison (L) 4. Autonomous Team Structure ........................ Con- ·; cept ! ............................. -· .......... ··············- ··... PM Con- \ cept j L FM = Functional manager PM = Project manager Figure 7.1 Four types of team structure Source: Clark and Wheelwright (1992). L L L = Liaison Organizing for innovation """7 A functional team is coordinated by the functional managers, who coordinate tasks between people in their respective units. You would not always call such a structure a team - it's more a regular work structure. """7 A lightweight team consists of members in different functional units coordinated by a 'lightweight' project manager. 'Lightweight' means that the authority of the project manager is limited. They will create time plans and inform and remind the team members of planning and deadlines. However, they will not have the authority to make major changes in the definition of the project itself. The project manager will usually be a junior employee. """7 A heavyweight team has a project manager with far more extensive authority. A heavyweight project manager has more control over the project team members, particularly since they have a say in their yearly evaluations . Also, they have more responsibility for the final outcome of the project. The heavyweight project manager may make decisions to change the course of the project. In some cases, a heavyweight team will be separated from the functional units and be co-located. """7 An autonomous team has a project leader with full say about the team members who are part of their unit. The project leader is the only person evaluating the team members, and they, or the team as a whole, have a strong say in the targeted team output. The difference between an autonomous team and the separated unit discussed in Section 4.3 (on disruptive innovation) is in the representation of functions and the financial accountability. An autonomous team will usually transfer the result of the development work to the existing organization, which will be responsible for sales. Also, supplier relations are from that moment on managed by the existing purchasing department. In Section 7.2 we will see that a separate organization will go a step further in autonomy than an autonomous team, since a separate organization (we will call it 'separate business unit') will commercialize the innovation itself and have full profit and loss responsibility. In addition to the four team structures described above, we have agile or scrum teams. Agile teams execute the agile innovation process described in Section 6.2. This process is iterative, and is overseen by a product owner, who is responsible for the outcome of the project, and who gives feedback during the process on intermediate results. The team is managed by a scrum master, who is mainly responsible for the process in the team (see Figure 7.2). Internally, the team has a flat structure in which team members give feedback to each other and divide tasks between them. The task cycles are very short: every morning during the so-called 'daily stand-up' the team members report on their progress and planning. In terms of the four team structures above, the team most resembles the autonomous team. The main difference is that the team is not fully responsible for the outcome, since that is the duty of the product owner (who is not a member of the team) . The choice of team structure depends on the purpose of the team, and particularly on the degree to which the innovation is new. The newer the innovation, the more autonomous the team should be. As mentioned above, more novel projects are usually confronted with higher degrees of internal and external uncertainty. Higher uncertainty in the project requires flexibility to react to unanticipated events and strong integration of functions to be able to generate original solutions to those events. Both flexibility and integration are 155 An agile or scrum team is a team that applies a short-cycled work process with small tasks and frequent horizontal communication, with the purpose of being flexible in reacting to customer demands and other external changes. 156 Innovation Management ••• • •• • •• I I I I .T !'. ··.\ --·········-- "' "'• Scrum Master •• Product Owner •• I I '\. / •• •• • •• •• ••• I ••• 1t1t1t Development Team "' - I I •• • •• • ••• •• Scrum Team Figure 7.2 The structure of an agile or scrum team facilitated by autonomous or heavyweight teams. On the other hand, the stronger link with other similar activities tends to enhance efficiency and functional quality in functional and lightweight teams . For incremental business model innovation, in which the project manager can define tasks more easily up-front and for which flexibility is less needed, functional or lightweight teams are more appropriate. The consequence of these requirements is that ideally firms apply the team structure to the type of innovation, but in practice many firms apply the same or similar team structures for every project, irrespective of its newness. Flexibility and external relations Not only should the team structure depend on the type of project, it should also be flexible over the course of a project. Research by Sting et al. (2015) has shown that during the course of a team's activities it may become evident that objectives cannot be attained as anticipated. For instance, the technology may appear to be more difficult to develop or competition could be emerging in a field. Just continuing on the same path and taking more time to reach the original goals appears not to be the best avenue to success. Making midcourse corrections or pivoting provides better chances (Ott et al., 2017; see also Section 3.1) than either sticking to the initial objectives or starting with a very broad strategy and leaving many options open. This may mean that a project changes in terms of radicality, either becoming more incremental or more radical, and that the team structure should also be adapted along the way. Having external people in teams or innovation units can be useful. Even when a team is autonomous, being composed of internal people only may still blind the team to all kinds of options. In addition, external relations benefit the performance of a team. Ancona et al. (2002) speak of X-teams: teams that have many external relations. The relations serve to lobby for resources, to gather information, and to align to other groups inside and outside the company. They distinguish three functions of external relations: ~ Ambassadorship connects the project to the power structure of the company. The team has to create a strong reputation for itself, lobby for resources and keep track of potential threats to the team activities. Organizing for innovation """7 Scouting monitors for relevant information. The team has to investigate markets, technologies and competitor activities. """7 Task coordination. The team has to coordinate with other teams, to align tasks and activities. The team can also coordinate schedules and deadlines to make sure that support services are available at the right time. 157 According to Ancona and Caldwell (2004, p. 437), the intensity of each of these activities should depend on the phase of innovation. In the early phase, scouting and ambassador activities are important. However, if scouting continues too long over the course of the project, it can be a sign of a lack of focus in the team, and excessive ambassador activities over the whole project appear not to be related to performance. Task coordination should be done over the whole period of the project since it remains important. To support the external networks, teams should be flexible and have 'outer-net' members who join the team for a limited set of tasks. Also, core membership can be flexible, with members joining or leaving the team. C\ CASE 7.1 THE INFLUENCE OF TEAM COMPOSITION IN AN AUTONOMOUS TEAM A classic case of a team that was autonomous but over-influenced by internal people was the so-called Kittyhawk project at Hewlett Packard in the 1990s. The autonomous nature of the team and the revolutionary objective were emphasized by it being housed in containers in a corner of the parking lot, and by the name of the team, which referred to the place where the Wright brothers developed their first aeroplane. The team had to develop a very small next-generation hard disk drive for which they also had to find application options. They found several of such options, amongst others a storage device for the Nintendo game console. However, Nintendo had a price limit of $50. Influenced by the history of the team members in the computer world, they chose a more familiar-looking application, in handheld PDAs (Personal Digital Assistant), in spite of several technical uncertainties in this application. These uncertainties concerned, amongst others, the required development of handwriting recognition software. Because handwriting software did not become available until later, the project failed. In retrospect, the Nintendo option would have been more attractive. If the team had brought in more external people, it might have been more open to this option. Source: Christensen (2006). Representations of the concept To function properly, teams do not just need the right structure and functional representation. They also have to communicate effectively internally. An essential element of communication is the representation of the innovation concept that the team creates. The representation of the concept is the image that the team members communicate amongst each other. Seidel and O'Mahony (2014) distinguish three elements of the representation (see Figure 7.3): """7 A story can refer to a situation that shows the need for the new concept. For instance, the development team of an e-book used the story of a person they knew who had to read a lot of books and papers but could not carry them all on a trip. Such a story helps the team to have a joint understanding of the project. A representation of an innovation is the image of the innovation that the innovation team creates in its communications. 158 Innovation Management Time Representations of product concept at Ti me 1 (Story 1, Metaphor 1, Prototype 1) Representations of product concept at Time 2 (new "Prototype 2 ") Representatio ns of product concept at Ti me 3 (new "Sto ry 2 ") Linking to constraints Linking to constraints Figure 7.3 Dynamics of representations Source: Seidel and O'Mahony (2014). ""7 Metaphors refer to well-known concepts from other contexts, which help to give meaning to the new concept. For the concept of the e-book, a metaphor could be a 'computer' or a 'book'. The implication of considering it as a book would be to speak of 'pages' instead of megabytes when discussing memory. In Case 4.1 we showed how many metaphors the developers of the smartphone had available. ""7 Prototypes can be physical prototypes for products, and detailed descriptions in the case of services or business models. Having the team's agreement on the representation of the concept increases effectiveness, since it helps to get all team members to work in the same direction. ( \ CASE 7.2 JIBO: DESIGNING A SOCIAL ROBOT The lack of a single representation of the project team seems to have been a reason for the low success of the Jibo social robot project. In 2012 MIT robot scientist Cynthia Breazeal came up with the idea for Jibo. The robot would have to be a companion of people in daily life. The initiative had a crowdfunding campaign on lndiegogo, which was the most successful of their campaigns at that time. In total the Jibo start-up collected over 70 million dollars. The team quickly grew to over a hundred people. The robot would be a physical object slightly resembling a small version of a human, moving its head when speaking. In 2017 Time showed the robot on its cover as one of the best inventions of that year. The company launched the robot in that same year, with a price of 899 dollars. However, consumers considered it similar to products such as Amazon Alexa, with much lower price points, and sales were disappointing. The company soon withdrew the product from the market. Jibo robots themselves told their owners that support would end, so that they would also cease to function properly. In retrospect, Kotelly (2019) mentions the lack of an explicit method to support rapid learning as one of the causes for the failure. However, the team did have a tool to study customer preferences, which was a smartphone taped to a model of the robot Organizing for innovation that designers moved manually. This resembles a minimum viable product. But it seems that the team members did not create a joint vision of the product based on outcomes of customer tests. So, at some occasion an executive could propose that the robot should dance when music was played, and the next day it did. At another occasion an executive said that he expected Jibo to act as though it was alive, but team members didn't agree. And more importantly: the product team was distracted by competing products in the market, such as Amazon's Alexa. For instance, since Alexa had a timer, the team also included a timer. The lack of consistency in vision may have been one reason that the product lacked distinctiveness, that the project was delayed several times, from 2015 eventually to the end of 2017, and that Jibo became too expensive. The process of the project and its outcome suggest that teams should focus on customer preferences as coming from customer interaction. And that a team has to build a joint repertoire to create a consistent product. There is some overlap between these representations and product data management, that we mentioned in Section 5.4. In product data management, the development team stores data on the concept in a central database. The representations above are linguistic and physical representations, while the databases contain pure data. What the two types of representation have in common, however, is that the team should update them frequently. Seidel and O'Mahony (2014) describe three practices to update the information: 1. Linking it to constraints. This is a way of validation, particularly by executing tests, but also by doing calculations on the business case and collecting information on costs of supplies. In fact it includes many of the validation activities of the team . .2. Collective scrutiny refers to actively sharing the representation in the team and with people in the team's network and discussing frequently whether this representation best meets the project objectives, in the light of the information available. 3. Active editing refers to summarizing the conclusions from the two previous activities, converting it into new representations, and removing the old representations from the repertoire of the team members and others. If a team has not integrated these updating processes, it runs the risk of sticking too early to a single representation. The team members will then not remain open to other and better options in the light of new information. Only by discarding old representations and creating new ones can teams end up with a high-quality solution, in terms of technological choices, customer focus and financial viability. Note that this model fits very well with the iterative processes we described in Sections 3.1 and 6.2. In Section 3.1 we dealt with design thinking and lean innovation. What the model above in fact describes is how teams should deal with the pivoting process in lean innovation. The difference is that lean innovation focuses on the customer, whereas the process above also includes technical and other aspects. Furthermore, note that the process above is also an example of the evolutionary processes described in Section 3.1 (Figure 3.3a). But whereas we discussed earlier how these processes work, and what they mean for uncertainty reduction, here the emphasis is on the required team communication to make these processes function properly. 159 160 Innovation Management 7.2 Organizing innovation at the firm level Firms have to organize innovation and new business development at the level of the company. It means that the firm creates an organizational structure for innovation. In this section we discuss four alternative structures: 1. Separate business unit 2. Innovation unit 3. Innovation manager 4. Integrated in the business Ambidexterity is the ability of an organization to combine exploration and exploitation . Exploration refers to the creation of the future of the company, while exploitation refers to the improvement of existing activities. The four options range from structures that are completely separate to those that are completely integrated in the existing business. As we see below, more disruptive innovations can be better developed in a separate organization, while more incremental innovations can be better developed in a unit that is integrated into the business. As you can also see, there is some similarity with the four types of team structure in the previous section, although in the opposite order. We will discuss this similarity in the final chapter, in Section 11.3. The degree of separation of innovation from the existing business has been central in literature on ambidexterity (Raisch et al., 2009). This literature addresses the question of how companies can combine improving their existing activities, called 'exploitation', and creating completely new activities, called 'exploration'. In other words, this literature addresses how to combine incremental and radical innovation in firms. Scholars discuss two alternative options: structural ambidexterity, which means separating radical innovation (exploration) from the core activities of the company (exploitation), versus contextual ambidexterity, which means that the radical innovation activities are integrated with other activities in the company. From the above it will be clear that these two options are the extremes on a spectrum. And integration with other activities can mean many different things: the radical innovation activities can be integrated with other innovation activities, such as within an innovation or new business development department, or they can be integrated with activities such as marketing or operations. Therefore, we use a more fine-grained categorization of four organizational forms in this section than the two types of ambidexterity. In other words, while it is useful to think about the proper organization of innovation activities in companies, we have to be more specific than just distinguishing between full separation and full integration. Option 1: Separate business unit A separate business unit for innovation manages the full process of innovation projects, including their development and commercialization (see Figure 7.4). Such a unit manages one or more innovation projects. It thereby creates new businesses for the company. Separate business units are currently a popular way of organizing innovation and new business development activities. The difference from an autonomous team is that the separate business unit has a more independent status, and performs the full set of activities, including sales and purchasing. Sometimes it even has the legal status of a separate company, under the ownership of the parent company. Separate business units are recommended for radical innovations. The separation of activities from the normal activities of the company can create the proper innovative atmosphere and focus needed to make radical innovation successful. The separation of activities also facilitates the application of different rules compared to the normal firm Organizing for innovation ~-------------1 Separate business unit for innovation Business 1 ~ >. ....... C: ::, 0 u N >. ....... C: ::, 0 u Senior management Business 3 ~ >. ....... C: ::, 0 u N >. ....... C: ::, 0 u ~ ....C:... >. ::, 0 u Corporate communications Finance N .......C: >. ::, 0 u Customers Figure 7.4 Separate business unit for innovation in a company activities. For instance, higher management can apply different control mechanisms, such as regular face-to-face meetings with the project leader instead of the standard stage-gate model (from Figure 6.2) . One of the most prominent defenders of separate business units for innovation is the author of the disruptive innovation model, Clayton Christensen. As we explained in Section 4.3, disruptive innovations underperform on the traditional performance attributes in an industry, and therefore employees of companies usually do not appropriately value their potential. Also, they focus on new customers or on new preferences of existing customers, that is, new to the existing sales staff. Since disruptive innovations are usually lower priced than existing offerings, initial revenues are low. While companies often reward salespeople based on revenues, the salespeople who underestimate the disruptive innovation's eventual volumes will consider it to be more of a burden than an opportunity. For these reasons disruptive innovations will seldom flourish when developed within the firm's existing organization. Christensen mentions that you need an organization that celebrates with a party when the first low-cost product is sold. The existing sales organization will not do so. A separate business unit creates the right spirit for success. Examples of such separate business units abound. In the airline industry, traditional European airlines often own one or more subsidiary budget airlines. By organizing them as separate business units, they can operate more flexibly, and the new businesses do not inherit the cost structure of the parent airline. Newspapers often have a separate business unit for their Internet news sites. Some conditions can help to make the separate business unit successful (Govindarajan and Trimble, 2010): ""7 External people can help to break away from the rules and routines of the parent company. As we have seen in the case of the Kittyhawk project (Case 7.1), a common knowledge base in the team, stemming from the existing business, 161 162 Innovation Management can hinder addressing new, unknown markets. New members in the business unit may not be hindered by preferences for existing markets. ""7 New communication lines. A radical innovation may require new communication lines. For instance, in an electric car the engineers developing the brakes should communicate in a new way with their colleagues developing the electricity generation system, since the brakes now generate energy (see Case 8.3). Engineers from the old combustion-engine world are not used to this line of communication, and if no new engineers participate, such a communication line may not function properly. ""7 New job descriptions. The radical project may require new jobs, such as 'growth hackers' in an IT-based new business model. ""7 Different performance metrics. Top management should not reward people in the separate business unit on the existing indicators, which may be revenues or margins. Instead, they should reward them based on indicators that are more closely related to learning, such as the success of their experiments or number of customers. Some authors (Govindarajan and Trimble, 2010) have adapted the concept of separate business units by emphasizing that firms can use certain capabilities of the existing organization. They call the existing organization the 'performance engine', to emphasize that it is usually very experienced in its activities. By using the performance engine, firms avoid duplication of effort and realize more scale advantages. For instance, a low-cost airline that is part of a traditional airline company may use the same aeroplane maintenance infrastructure. In fact, the existing organization can deliver every function that remains unchanged by the disruptive innovation. Still, as mentioned above, managers should be careful since, even when the functions themselves remain unchanged, the connections between them may change and require new communication lines. Apart from the potential loss of synergy and scale, separate business units for innovation carry the risk of relationship problems with the rest of the organization. Employees in the existing organization may be jealous of the freedom and facilities in the separate organization, even more so when this organization does not yet generate any income. Cases are reported in the literature in which employees of the regular organization even had walls built in the corridor to put the separate unit at a greater distance from themselves, so as not to be confronted with these free-riding colleagues in their daily lives. Such problems show that proper communication of the reasons to have such units in the company is essential. A venturing unit is a unit in an organization that accommodates and supports a number of innovation projects that are relatively independent from the rest of the organization. Ventures and spin offs Some large firms create a specific type of separate organization to promote innovation and new business development on a more permanent basis: a corporate venturing unit. Corporate venturing aims at employees who want to create their own innovation activity in a small independent unit. The employees form a team and make a proposal to the venturing unit management, which may fund the project for a specific period of time. Sometimes, but not always, management of the venturing unit involves one or more business unit managers in evaluating specific project ideas. The advantage of involving them is that the standing business will more easily adopt the venture later; a disadvantage is that the standing business does not accept ideas that are far removed from, or competing with, their business, even if those ideas are commercially Organizing for innovation CONCEPT (Inspiration) ""I • Unique Business SEED (Reduction) ~ ALPHA / (Integration) • Business model ' ~ • Pricing, busines Concept functional spec • Identify customer segments • Competitive landscape ' ) • Validated business plan, forecast • Product/service spec, • Product/service BETA (Testing) dema segment and competitive positioning • Priority whole product partners • Proven revenue and sales madel performance test • Limited commercial • Initial product stable, roadmap • Validated marketing strategy; positioning, go-ta-market plan • Marketing plan • Delivery, support model , Final test af all operating elements • Delivery, customer care performing • HR plan , Staffing ramp • Operating precesses execution • Segment expansion plan • CEO/Founder with vision • Core team 'I • Product/service launch • Research , validate MARKET CALIBRATION (Opemt;onol( • Full team, partners Figure 7.5 Bell-Mason Framework for corporate venture development ©2020 Bell Mason Group Source: http://www.bellmasongroup .com/ approach/. attractive. Usually the team must report regularly on its progress to get new rounds of funding from the venturing unit management. Firms often use the so-called BellMason framework or a similar framework to manage the ventures. The Bell-Mason framework is a stepwise approach, similar to a stage-gate model (see Figure 6.2), but more targeted to ventures (see Figure 7.5). Sometimes, the firm creates a separate legal entity for each venture, and the employee may even have to change their employment contract to the new entity. In other cases, employees may remain employed by the firm itself. In all cases, employees get a certain stake in the success of the venture. They develop their idea into a full-blown product, service or business model, and bring it to the market. If the venture team is successful, at some point the firm will reintegrate it into the business. Usually the firm does so after the venture has become successful in the market. Some companies reintegrate the venture before market introduction of the venture's offering. This approach has the advantage that the new offering fits into the daily activities of the firm, but it may hinder adoption of the activity in the existing business, since its success is not yet proven. If the venture is successful but the resulting offering appears to have little synergy with the rest of the business, the firm may spin off the venture. The team will then continue as a new company, usually compensating the parent company in the form of shares. If the venture has little success, the firm may still sell it off to the team or another company, although most likely at a loss. Option 2: Innovation unit The second option is to create an innovation unit that collaborates with the business units of the company (see Figure 7.6). The firm can also label the unit as a new business development unit. An innovation unit develops new concepts and elaborates the design in detail, but one of the business units commercializes the concept. For that purpose, at some point the innovation or new business development unit hands over the concept to the business unit. This option is very much like the traditional R&D department, which fulfils the role of an innovation unit in product companies. In that situation, R&D is responsible for technology and product development, and thereby for the major part of innovation activities. After R&D finishes the design and 163 164 Innovation Management Innovation unit Senior management Business 1 Business 3 .... N .... N .... N ....C:~ ....C:~ ....C:~ ....C:~ ....C:~ ....C:~ u u u u u u ::, 0 ::, 0 ::, 0 ::, 0 ::, 0 Corporate communications Finance ::, 0 Customers Figure 7.6 Innovation unit The capabilities of an organization are the specialist knowledge, skills and resources of the company, including their combination . development of a new product, the marketing and operations departments usually become responsible for commercialization. Today other types of firms than manufacturing firms, such as service firms , also create innovation units. These units do not distinguish themselves from the rest of the company by means of their technological knowledge, like R&D departments, but by means of their knowledge and experience in innovation or new business development activities. Some manufacturing companies recognize the importance of services and new business models and set up a new business development unit on top of their R&D departments. The difference between the innovation unit and the separate business unit discussed above is that the innovation unit collaborates far more with the existing business. As stated, the business units commercialize the innovations. Also, innovation units may be more open than separate business units to accepting assignments from the business units. Those assignments may involve requests to develop specific innovations. As a consequence of the closer connection to the existing business units, the innovation will be more inclined to use the existing capabilities of the company and to leave part of the innovation activities to the business units. The advantages of performing part of the activities on their own will be clear from the previous section: separation creates focus on the innovation activities, separation leaves room to set the right performance indicators for innovation and design the right processes, and it neutralizes most of the opposition from the existing business. On the other hand, integrating a large part of the innovation or new business development activities into the existing business units has the advantage that the firm does not have to hire dedicated people for the tasks, that people in the business units have a high level of knowledge of the business activities, that they are closer to the market, and Organizing for innovation 165 that the core business can carry part of the costs of the innovation activities. On the other hand, the business units may have different priorities from the innovation unit, which may lead to delays or complete abandonment of the innovations that come from the innovation unit. Also, a not-invented-here (NIH) attitude may prevent business units from spending time and money on the innovations that come from the central innovation unit (see Case 7.5). Such a not-invested-here attitude entails that employees reject ideas and innovations that come from elsewhere, either from inside or outside of the company. C\ CASE 7.3 PROS AND CONS OF A SEPARATE UNIT IN A BANK The bank lnnoFin was very innovative and created a dedicated innovation lab for futureoriented innovation ('Horizon 3 innovation', see Section 5.1). The bank organized all shorter-term incremental innovation within the business units. The firm set up innovative scrum teams in both the innovation lab and in the business units. Having a separate innovation lab guaranteed that the bank prepared for the future. The innovation lab had to develop the concepts for new offerings for customers and then hand them over to the business units, which had to implement them . Implementation included checking whether the propositions were in line with the many regulations for the financial sector. However, the business units gave priority to their own innovations. Long delays in the implementation of the future-oriented propositions of the innovation lab were the result. Above we saw that disruptive innovations can best be developed in separate units. The situation is different for radical innovations in the field of technology, also called technological innovations (Section 1.4), or supply-side disruptive innovations (while 'normal' disruptive innovations can be called demand-side disruptive innovations). When the technology forms the main new element in the innovation, an innovation unit or an R&D department that works more closely with the business is more appropriate. It has the specialist knowledge to work on such technology-oriented innovations. Even if the technology is new, the innovation unit will want to learn about the innovations, since R&D people are often eager to explore new knowledge areas. The same holds for innovations that require completely new specialist knowledge in other areas, such as new financial evaluation criteria in the insurance industry. The existing risk assessors in insurance companies will in general be happy to develop these. 1 Also, it is better for changes in the architecture of products to be developed by an innovation unit, since the task is to reassemble existing components into a new composition (Gans, 2016). In such cases, firms need to integrate their various component development units tightly to facilitate the required collaboration. However, when technological innovations also challenge the identity and overall strategy of the company, creating a separate business unit can be required. An example is the transition from traditional film photography to digital photography. Firms like Kodak and Polaroid were not able to make the transition within their existing organizations, because the new technology undermined their existing camera and film revenue model (Gans, 2016). 1 This will not apply for new assessment methods such as risk assessment by the participants in crowd sourcing initiatives (see Section 2. 7), who can evaluate each others' innovative ideas. Such methods will in general be distrusted by existing risk assessors. Technological innovations, also called supply-side disruptive innovations, are innovations that mainly rely on radical new technology, usually for existing customer groups. 166 Innovation Management Option 3: Innovation manager The third option involves having an innovation manager who coordinates the innovation and new business development activities in the firm, while business units perform the activities themselves (see Figure 7.7). The business units may again have a department or team within the business unit for this purpose, or employees dispersed in the business unit may perform the innovation activities (See 'D' of Development in Figure 7.7). The innovation manager may come up with ideas, select projects and organize portfolio management at the firm level. Either the business units or the innovation manager provide resources for the innovation projects. The innovation manager does not necessarily operate alone, but may have a supporting team or unit. The innovation manager will usually report to top management. The main difference between the innovation manager and the separate business or the innovation unit is that the innovation manager and their team do not execute activities themselves; they only coordinate. The business units perform the execution of the innovations. The advantage of the innovation manager solution is that the business units have a high expertise level in their activities, and they can apply this expertise when developing innovations. Also, the high level of involvement of the business units facilitates the dissemination of the innovations. However, a disadvantage is that the level of centralized control is limited, and therefore the coherence and speed of the innovation programme are limited. Business units have their own priorities, and these are not always in line with what the firm would prefer. For instance, people in the business units do not always see the advantage of large-scale operations, while the firm may have scale of activities as a priority. Also, business units may not always dedicate enough resources to innovation, leading to low speed, even if a budget from the innovation manager is available. When they have implemented the innovation only once or a few times, they may lose interest in it and return to their earlier activities, leaving the innovation in a loss-making condition. Senior management Corporate communi cation s N ....C~ ::, 0 u ... ....C~ ::, 0 u Customers Figure 7.7 Innovation manager Organizing for innovation Senior management Corporate communications M N M N M N ....1:C: ....1:C: ....1:C: ....1:C: ....1:C: ....1:C: :J :J :J :J :J :J u u u u u u 0 0 0 0 0 Finance 0 Customers Figure 7.8 Integrated in the business Option 4: Integrated in the business In the fourth option, the innovation or new business development activities take place fully in the business units (see Figure 7.8, the 'D' stands for Development). Each business unit performs these activities aimed at its own market. The heads of the business units may coordinate the innovation activities in their business units with each other, or the activities may happen without mutual coordination. Firms organize innovation activities to be fully integrated into the business units because they want to perform them as closely as possible to the existing business, to make optimal use of the available knowledge in the business. Also, the firm may only want to perform incremental innovation that fits best with the existing activities. Finally, the business units may cover such different markets that very little synergy exists between innovation activities aimed at the different markets. On the other hand, full integration of innovation in the business units may lead to a lack of coherence and synergy between innovation activities in the company (see Case 7.4). Also, the absence of any corporate innovation raises questions on the identity of the company. If there is no coherence in innovation, does the firm have a strategy for the future, or is the firm in fact a conglomerate of different companies, which are only combined for historical reasons or with the purpose of creating sufficient market power? ~ CASE 7.4 INTEGRATION OF NEW BUSINESS DEVELOPMENT IN AN ENGINEERING COMPANY Engineering company lnfraCo was active in infrastructure, energy and water management. The company had a new business development unit, but that unit was completely focused on developing IT solutions for the firm's existing markets. The firm left all other 167 168 Innovation Management innovation activities to the initiative of the business units. Some employees in those units were very committed to creating new propositions for customers other than IT solutions, but they had no budget to work on them . Some of them decided to work on innovations anyway, which meant that they did not reach their normal targets with respect to revenue generation and billable hours. Supervisors accepted that situation, which allowed them to continue working on the innovation projects. However, as a result lnfraCo had a very unbalanced innovation portfolio, since the individual choices of committed employees determined the selection decisions of projects. Also, the speed of the projects was low, since employees usually worked on them alone. Comparison of options The four options described above differ in terms of degree of separation from the existing business, from full separation in Option 1 (Separate business unit for innovation) to full integration in Option 4 (Fully integrated in business units) . The difference can also be expressed in terms of timing of responsibilities during the development process, as shown in Figure 7.9. A separate business unit for innovation will perform the full process of innovation, including sales. An innovation unit hands over the innovations to the business during or after development. In the two other options - the innovation manager and fully integrated - the business units perform the activities from beginning to end, with or without coordination by an innovation manager. Firms can combine several of these four options. Firms can have separate business units for innovation, an innovation unit or a business development unit that works with the business, and innovation in the business units, coordinated by an innovation manager (or the innovation unit) or not centrally coordinated. A division of tasks may be the basis of a combination of different options, according to which different units develop different types of innovation: ~ disruptive innovation in the separate business unit for innovation; ~ technological and radical sustaining innovation in an innovation unit; ~ incremental innovation in the business. Selection 1 Separate business 2 Innovation unit Implementation Business units Ul I... Q.) E ------------------+ t; 0 :::J u Control by Innovation Manager 3 4 Business units ! Business units Figure 7.9 Division of tasks over time in the four options Organizing for innovation Having different types of units for innovation also has disadvantages . The units may compete instead of collaborating with each other. For instance, innovation units within the business units may compete with the innovation unit. The notinvented-here syndrome can be one of the reasons for such competition. The innovation lab may involve people from the business in their projects from the very beginning, even in the idea generation process, to solve this problem. In this way it creates a sense of ownership of the new business propositions in the business units . Which factors determine the choice between alternative arrangements? A first consideration is the composition of the portfolio of innovation in the company. As mentioned above, the more disruptive innovations are, the more separate should be the unit that develops the innovation. The firm can develop the incremental innovations in the portfolio in the business units. Each of the different types of units develops some part of the innovation portfolio, and the composition of the portfolio determines the organizational forms that the firm applies. Blindenbach-Driessen (2017) mentions two other important considerations for the choice between options: the knowledge intensity of the firm and the complexity of the products or services. Highly knowledge-intensive firms , such as hospitals or engineering companies, have a lot of specialized knowledge dispersed in the company. This knowledge will usually be highly relevant for innovation. Integrating innovation into the existing business facilitates using that knowledge in innovation and new business development activities. The same holds for highly complex products or services: it promotes the performance of innovation in the business units. When knowledge-intensive firms integrate innovation, they have to create appropriate mechanisms to make sure that the employees involved make sufficient progress. We will get back to this issue in Chapter 10, when we discuss project-based and multinational firms . Other factors affecting the choice between options are strategy and culture. Firms with a follower strategy can leave innovation more to the existing business, while companies with an innovative strategy will create a separate unit to make sure that innovation gets proper attention. Culture can play out in two ways: firms with a conservative, innovation-avoiding culture may decide to organize innovation separately from the existing business, to prevent it from becoming stifled. However, to change the culture such firms may deliberately give innovation assignments to employees in the business units. C\ CASE 7.5 COMPETITION BETWEEN THE INNOVATION LAB AND EXISTING BUSINESS UNITS Agricultural food producer FruitCo had an innovation lab to create products and production processes for the future. The business units of the company were pretty well autonomous, since the company had taken over other businesses in the past that now continued as business units in the company, fairly independently from each other. The business units had their own innovation units, which had little connection with the lab. As a consequence, a not-invented-here syndrome blocked all of the lab's innovations from implementation. To solve the problem, the firm appointed an innovation head from one of the business units as head of the innovation lab. The firm also organized social events in which representatives of different units got to know each other better. However, the interventions did not solve the problem in the short run . 169 The knowledge intensity of an organization is the degree that specialist knowledge is central to the activities of the company and the extent to which said knowledge is distributed throughout the company. 170 Innovation Management Team structures and organizational structures A mechanistic management system is characterized by a high level of structure and specifications of tasks in a company, and by centralized decisionmaking and control. An organic management system is characterized by a low level of structure and definitions of tasks in a company, with decentralized decisionmaking and low levels of control. Hierarchy is the structure by which managers exert control over the activities of their subordinates (either lower managers or work-floor employees). How do the team structures from Section 7.1 fit with the four organizational structures for innovation? First, we observe that we define team structures and organizational structures at different levels. Team structures apply to projects, whereas organizational structures relate to the level of the company as a whole (see the figure in the Overview section of the book). As a consequence, firms can apply different team structures as part of their organizational structure. The separate business unit for innovation will usually have autonomous teams within the unit. The teams can have a cross-functional composition, in the sense that the members of the teams have different functional backgrounds. But the relationships between the functions within the business units will be limited, in spite of the plea above to use the existing capabilities of the company ('the performance engine'). The innovation unit can also have cross-functional and autonomous teams, but the links with the existing business will generally be stronger. For innovation in the business units, heavyweight and lightweight teams are appropriate structures. The business unit manager can collect people from the different units, operations, marketing, etc., within the business unit, and compose a team for each project. Again, the choice of team structure may depend on the radicalness of the project for the business unit. Organizing for innovation in the rest of the company So far, we have discussed the organization of the innovation and new business development activities in the company. But how do you organize the normal business activities within companies that aim to be innovative? The traditional idea is that innovative companies should have very little structure. In the 1960s, the academics Bums and Stalker, in their famous book The Management ofInnovation (1961), which was based on a study of the Scottish electronics industry, distinguished mechanistic and organic management systems. Mechanistic systems consist of very specific definitions of each employee's tasks, a strong hierarchy and a lot of vertical communication (between superior and subordinate). An organic system, on the contrary, has a low level of task specification, which can be adapted to personal capabilities and changing circumstances, a flat hierarchy, and a lot of lateral communication. Bums and Stalker claimed that innovative companies should strive for organic systems. A famous quote in their book is: 'Of course, nobody knows what his job is in here' (p. 93). According to Bums and Stalker, such an unspecified organizational structure is best suited to adapting to a fast-changing environment. The organic form appears very often in start-up companies. But larger firms, including innovative ones, are usually more structured. An important reason is that organic structures tend to score low on productivity. As we will see in Section 7.5, where we discuss innovative cultures, innovative firms have to combine performance management and support. And performance management is difficult if tasks are not clearly prescribed. Nevertheless, some companies still experiment with self-organizing teams, even for operational tasks. Self-organizing teams can refer to teams without any hierarchy, or teams that decide on task allocation themselves. Some people consider agile teams (see Section 7.1) as self-organizing, but that is not completely correct, since these teams have clearly prescribed structures and work processes. A recent study investigated the effects of hierarchy on the innovation process itself (Keum and See, 2017). One would expect that in these activities, which are characterized by uncertainty and ambiguity, organic organizational forms would perform better Organizing for innovation than in other activities. The authors found that flat structures were indeed positive for idea generation, but that hierarchy was better for idea selection. In idea generation, flat structures can create a productive competition between employees in which they try to outperform others or earn respect by generating good ideas. Hierarchy creates fear of negative reactions to risky ideas in idea generation. On the other hand, hierarchy is better in the selection phase of ideas since flat structures promote the selection of people's own ideas. In addition, in a study of the fashion industry, the authors found that hierarchy was positive for companies in firms producing commodity products and in firms producing trendy products with very quick cycle times, but hierarchy was negative for firms producing trendy products with regular cycle time. The implication is that firms that have a focus on efficiency (commodity) or on innovation (trendy) with high-speed turnarounds should have more hierarchical structures. Only firms producing innovative products with low turnaround requirements benefited from flatter structures. So, the traditional expectation that flat structures are in general positive for innovation only applies to situations in which time pressure is modest. Since firms in most innovative sectors have to be quick to innovate, this research strongly modifies the traditional view. Generally, some degree of hierarchy appears not to be at odds with innovation. Another aspect of management that affects the innovativeness of an organization is 'management innovation'. Management innovation refers to changes in the organization's strategy, structure and processes that affect the work of its members (Damanpour, 2014). Academics claim that to be successful, firms have to apply management innovation. The reason is that the firm has to align the organizational structure and processes to new products, services or business models that the firm produces or applies. On the other hand, it should be realized that management innovation can only create performance improvement if combined with such innovations. Just changing management structures over time, without the underlying need generated by changes in the core activities of the firm , will not improve firm performance. On the contrary, changes occurring too frequently can generate uncertainty and inefficiencies for employees, reducing performance. 171 Management innovation is a change of management systems and management behaviours in an organization. Social networks In addition to the formal structures in companies, informal social networks of employees and managers in organizations become increasingly important. Employees have informal networks that can be conducive to innovation and new business development. We discussed the role of networks for creativity in Section 2.2, where we saw that large and diverse networks are good for creativity, since they connect people to diverse sources of knowledge. We also saw in Section 7.1 that external networks are important for the performance of innovation teams. Large and diverse networks are generally more suitable for radical innovation, and for the front end of innovation. Closed networks are better at supporting incremental innovation and for implementation of innovation (see Figure 7.10). 'Strong ties', which means relations with people who know each other very well, are good for knowledge exchange. Strong ties are also good for the execution of innovation initiatives. If you know people elsewhere in the company, they can help you in executing your project. Particularly in more flatly organized firms, such networks can be of paramount importance. Firms that want to be innovative can facilitate this strategy by creating many networks in the organization. Rotating people and staffing projects with people from different parts of the organization can be conducive to network creation in a company. The social networks of an individual consist of the set of specific relationships to the individual, for instance all relationships aimed at giving or seeking advice. 172 Innovation Management Figure 7.10 A diverse network (left) and a closed network (right) 7.3 Leadership Team leadership How do you lead an innovation project? As noted before, innovation needs new ideas and is characterized by high levels of uncertainty. The effect is that innovation teams have to work in an environment of creativity, lack of information on what to do, and of repeated reworking. In addition, innovation projects need to receive appropriate support from the rest of the organization, while at the same time soliciting sufficient feedback. How do you lead a project and team in such a situation? In general, the leadership literature has shown that leaders with high levels of openness, extraversion, cognitive ability, energy, stress tolerance and selfconfidence are more effective. On the other hand, low agreeableness, which can be part of leadership behaviour, does not contribute. In other words, a leader who communicates well and is open to influences from others does a better job in leading innovation. Leading creativity is an important element in the leadership of innovation activities. Creativity is not just needed at the start of an innovation activity, but is required throughout the process, since the team has to constantly adapt the concept to changing situations. The question is, who is supposed to be creative: the leader alone, or the team? Based on these two dimensions, Mainemelis et al. (2015) distinguish four types ofleadership style (see Figure 7.11): ~ Directing. The leader is creative, and expects the team around them to act on their ideas. Some artists are examples of this first type. The authors call this style 'directing' because the leader directs their subordinates in execution. Elon Musk (initiator of Tesla, SpaceX, Zip, Hyperloop) is an example, since he comes up with new ideas and finds other people to implement them. ~ Facilitating. The leader helps others to become creative, but does not try to be very creative themself. This is the opposite of directing. ~ Integrative. The leader challenges both themself and the team to become creative. This is a combination of the two styles above. An example is Steve Jobs, who assumed that he himself was the most creative, but who also made use of the creativity of his people. ~ Non-leadership. The leader does not expect themself nor the team to be very creative. The leader is in fact not leading creativity. Organizing for innovation V) C 0 ·.;::; ::::, Directing Integrating Non leadership Facilitating .!:l ·;:: +' C 0 u QJ > ·.;::; 0 ~ u V) ·,._ QJ --0 0 QJ _J Follower's creative contributions Figure 7.11 Leadership styles for creativity Source: Mainemelis et al. (2015). The choice of leadership style not only depends on the personality of the leader, but also on the team members' expertise in creative tasks. In the case of low expertise, the leader may have to choose the directing style in order to show the team the way. Edmondson (2016) mentions four types of activity for a leader of innovation teams: ""7 Fostering an adaptable vision is very much in line with preparing the team for uncertainty. Team members shouldn't become demoralized when the vision of the team changes over time, but they should accept such changes as normal practice. At the same time, the leader should emphasize the unchanging nature of the underlying principles and of the values that the project pursues. Edmondson (2016) uses the example of a five-year project to create a smart city in Portugal, with green and high-tech IT applications. The purpose of the project gave the team a strong shared identity, which helped them overcome many changes in the project. ""7 Enabling psychological safety. A leader can create a safe environment by emphasizing that risk-taking and failures are accepted, and by emphasizing the value of diversity of expertise in the team. Socializing activities at the start of the project also support such an environment. ""7 Facilitating the sharing of expertise. Leaders can organize face-to-face meetings, particularly at the beginning of a project. In such meetings, professional values should be aligned. Edmondson gives the example of builders, who value reliability and getting it right the first time, and software engineers who are used to experimenting. If these people have to collaborate, the leader should make such differences in values explicit and get them accepted to create mutual understanding. ""7 Promoting execution-as-learning. Leaders should encourage a vision of execution that is aimed at learning, instead of following a pre-set plan. Furr and Dyer (2014) emphasize that a leader of an innovation project should prepare the team for uncertainty and share with the team that it is normal to feel uncomfortable under uncertainty. On the other hand, the leader should limit uncertainty to some extent, for instance by setting a 'time box' (e.g. a number of months) to resolve some basic uncertainties around a project. The leader has to encourage the team to try out 173 174 Innovation Management Transactional leaders manage their subordinates by means of transactions aimed at desired outcomes in exchange for rewards. Transformational leaders manage their subordinates by motivating and supporting them to work towards desired outcomes. options that are outside of the core of the project and acknowledge that it is normal that such options may prove to be unfeasible. Notice that this is in line with the setbased approach discussed in Sections 6.1 and 7.1. The leader of the team should be the 'chief experimenter': the one stimulating the team to experiment to find answers to important questions, instead of answering those questions themselves. The leader should try to stay away from making decisions on the final design or the outcome of the project, but at some point, the leader should have the courage to stop certain directions of investigation, or even to pull the plug on the project altogether. Furr and Dyer (2014) also emphasize that the leader should be able to create an appropriate team for the task, with the right competencies, particularly competencies for learning on the innovation process itself. It can mean hiring design experts or specific technical experts with competencies that are hard for the team leader to judge. What type of leader is appropriate to meet the above requirements? In general, the leadership literature makes a distinction between so-called transactional and transformational leaders. Transactional leaders consider their relations with subordinates as transactions: they expect certain outcomes from their subordinates, and they reward them appropriately in return. Transformational leaders aim more at expressing a vision of the future, intellectually stimulating their subordinates, and considering their individual situations in supervising and rewarding them. In general, they are more involved in the individual development and performance of their people. Transactional and transformational styles are not completely different; often they are highly correlated, since both types of leader are more active compared to the more inactive 'laissez-faire' leaders. But insofar as they are different, research shows that transformational leaders are more effective for innovation activities. The reason is that the details of such activities cannot be determined in advance, and thus determining the right outcome and reward is difficult. In fact, we saw similar phenomena when we discussed control in the previous chapter (Section 6.5). Outcome control was positive, but it was even better in combination with clan control, which is close to transformational leadership. Ancona et al. (2019) distinguish between three types of innovation leaders: 1. Entrepreneurial leaders. These leaders seize opportunities, lobby for resources and lead the journey to implementation. They have self-confidence and a willingness to act, they think strategically within their organization, and have the ability to attract others to work with them. 2. Enabling leaders. These leaders focus on enabling others to be innovative. They need to coach, connect people to each other, and communicate relevant information to the people in the organization. 3. Architecting leaders. These leaders focus on creating the conditions in the organization to facilitate innovation. They respond to external changes and adapt the organization when and where needed. They set the criteria to make decisions on innovation projects, in line with the firm's strategy. These three different leadership styles all promote innovation, but usually at different levels in the organization. The entrepreneurial leadership style fits with project managers, enabling leaders will usually operate as middle managers, and architecting leaders operate at the company level. The three styles fit with each other and can be conducive to making an organization more innovative. Leadership characteristics not only depend on the level in the company, but also on the phases in the innovation process. The more transformational and enabling Organizing for innovation leadership styles apply mainly at the beginning of the innovation process, the phase in which the team develops a concept. In that phase a lot of creativity is needed, for which experimenting and learning are key. In later phases, learning is still important, since the activities in those phases, such as setting up operations and marketing, also score high on uncertainty, but the overall level of uncertainty decreases, since the concept as a whole will now be set. At the same time, in those phases planned execution and reliability become increasingly important. The team should quickly and efficiently create all the necessary infrastructure and processes for the new offering. While knowledge exchange between team members and shared values remains important, more traditional management capabilities, such as time planning, creating work breakdown structures and critical path analysis, become key in this phase. More entrepreneurial and transactional styles will fit better in this phase. An important challenge for team leaders is making the transition between the phases. We can speak of ambidextrous leaders, leaders who can behave in different ways: emphasizing learning, experimenting, and accepting mistakes and knowledge exchange in the early phases of a project, while emphasizing proper execution and low fault tolerance in the later stages. Time-dependent ambidextrous leadership involves that the behaviours of a leader change over time. Another option is to change the leader of the project, but that can have detrimental effects on the continuity of the content of the project, since the new leader will not understand the background of all the choices made. If the same leader stays on the project, they may make some changes to the team to change the way of working. Getting more operations or marketing people from the standing organization in the team can be helpful. Also, the team leader should express clearly that the new phase in the project requires different skills and behaviours. They may also explain the changes in their own behaviour in order to remain authentic. Ambidextrous leadership can also relate to different parts of the organization (see also Section 7.2). The leader manages the core business from a traditional perspective, emphasizing growth and efficiency, while they manage the innovation activities, such as corporate ventures or innovative separate units, from a learning and innovation perspective. Such a dual management style can create serious tensions amongst managers in the company, since the core business may need investment for its survival, which makes it hard to justify investment in innovation activities. The question is how the CEO of the company can manage these tensions. Tushman et al. (2011) give two alternative management models to deal with the tension: a hub-and-spokes model, in which the CEO has contacts with the managers from different units, who have no joint decision-power (network at the left in Figure 7.10), or a ring team, where the managers of the units jointly decide on the investment portfolio (network at the right in Figure 7.10). The ring team has the advantage of creating more support for the total investment portfolio, but it will be a challenge for the CEO to defend the investments in innovation against other priorities. Getting support The other highly important task of a leader of innovation activities is getting support in the organization. It can be helpful for the team leader to first determine which stakeholders are strongly interested, and which stakeholders actually have the power to interfere in the project (see Figure 7.12). The ones combining interest and power should get particular attention. 175 Ambidextrous leaders are leaders who can manage both activities aimed at exploration and activities aimed at exploitation, each in an appropriate but different way. Stakeholders of an organization are persons or groups that have an interest in the behaviour of the organization. 176 Innovation Management High Keep satisfied Manage closely Monitor Keep informed Stakeholder power Low Low Hrgh Stakeholder interest Figure 7.12 Stakeholder interest-power matrix Team leaders should have the right network of friends and acquaintances to be effective in creating support. We already discussed networks of people in Section 7.2, where we discussed the use of networks to find information. Disconnected networks appeared to be particularly beneficial for collecting information. Here we focus more on getting support, the political use of networks. People with large networks of course have an advantage in this respect, since they can mobilize the right people. Battilana and Casciaro (2013) emphasize that leaders of innovation teams should have the right connections to support their project, depending on the innovativeness of the project. They mention in particular so-called 'fence-sitters', people who have no direct interest in the innovation project. Having relations with such people is often beneficial for your project because, if they can be convinced of its value, they can have a positive influence on others. On the other hand, Battilana and Casciaro have found that close contacts with resistors are not always beneficial. They work well for incremental projects, but for radical projects such relations may even backfire, since the resistors may convince you as innovator that your project has major deficiencies. And as we have seen in Section 5.3, compromising on your project with resistors is not always positive for the outcome. Organizational identity Th e organizational identity is the set of perceptions of the image of an organization by its members and by the outside world. An important consideration in getting support for innovation ideas is to frame them in the organizational identity. Identities are key for people. Identity, such as being part of a certain peer group, determines much of people's behaviours. Think of the strong group identity of teenagers, which influences a lot of their behaviour. In the same way the identity of companies is important for their employees. A restaurant can have the identity of supplying the highest quality of food, in traditional combinations. Employees of such a restaurant will strongly resist ideas for new dishes that deviate from this identity. For that reason, the innovator should think hard about how to frame an innovation idea in the corporate identity. In a famous video 'The Golden Circle', Simon Sinek eloquently explains the importance of corporate identity for employees and customers of a firm, when he argues that the 'why' of an activity is more important for employees and customers than the 'how' and 'what', while innovators defending their innovation tend to start with the 'what' instead. He gives the example Organizing for innovation of Apple, that aims to 'change the status quo' (why) by designing beautiful and userfriendly products (how), and by selling computers (what). By explaining the reason to be involved in an activity, employees and customers feel more committed than by just telling them what the activity entails. The same applies to selling business ideas. By explaining how they serve the corporate identity, the recipient of the message will be more affected than just mentioning financial, technological or market attractiveness. Thereby corporate identity itself is not a fixed given. The innovator can define the corporate identity as being narrow or broad. For instance, a narrow definition of the identity of a firm can be to provide baby food of good quality. A broader definition can be to provide everything a baby needs to grow healthily. A business idea to provide medical items or healthy additives for babies would fit in the latter definition of identity, not in the first one. And in the example of the restaurant above: if an innovator frames the identity of the restaurant as 'the highest quality experience', employees may more easily accept a new dish that uses high-quality ingredients in a new combination. Defining the identity in a broader way can help to get an innovation accepted. 7.4 Knowledge for innovation and new business development The need for knowledge Knowledge is essential for innovation and new business development. We have already seen in Section 2.1 that creative people need knowledge of certain relevant domains, and that ideas often originate in the combination of different types of knowledge. And knowledge, for instance on marketing, is also essential for the implementation process of innovation projects. We can identify different types of knowledge. First, there is technological knowledge. This is usually the domain of the R&D unit. Technological knowledge is central in product innovations, for instance electric cars require lots of IT and artificial intelligence knowledge. Technological knowledge can also be essential for service innovations, such as new 4G mobile services which require the development of a new network technology. The producers of the network technology, such as Huawei and Ericsson, develop this knowledge, but also telecom operators need to acquire part of this knowledge to be able to implement these networks successfully. A second key type of knowledge is market knowledge. Dependent on the type of innovation, this can be knowledge of the existing market or new markets. For instance, we saw in Section 4.3 that disruptive innovations do not usually involve new technological knowledge but aim at new customers or creating new preferences for existing customers. The literature makes a distinction between exploitative market knowledge, aimed at existing customers, and explorative market knowledge, aimed at new customers. For disruptive innovation, explorative market knowledge is needed. Third, firms need other kinds of functional knowledge. In fact, each element of the Business Model Canvas corresponds to particular types of knowledge that are needed for introducing and supporting the business model. For instance, firms need knowledge of their distribution channels (often in sales), of their customer relations (marketing), key activities (operations, technology and others), suppliers (purchasing, alliance management) and financial models (finance). Innovators can require all these types of knowledge when developing and introducing new products, services or business models. Some of the knowledge may already be available in the firm , but 177 178 Innovation Management The depth of knowledge of a person or company refers to the extent to which the person or company has knowledge of specific domains. The breadth of knowledge of a person or company refers to the number of domains of which the person or company has knowledge. they have to develop the new knowledge needed. And finally, firms have knowledge of managerial processes and activities. The contents of this book provide an example of such knowledge. Firms can have deep or shallow knowledge in each relevant domain. Deep knowledge means that the firm has extensive knowledge in the particular domain, including all kinds of details. For instance, a telecom firm can have deep knowledge of a certain customer segment, e.g. sales representatives, including their potential preferences and needs. A firm can also have shallow knowledge of a certain domain. For instance, the telecom operator may have a shallow knowledge of Internet routing technologies, since that field is somewhat peripheral to its activities. The same applies to management knowledge. Some firms have deep knowledge in a certain management field, such as innovation management, and possess the latest insights by attending conferences, taking courses, reading books or communicating with other firms. These firms will in general also have a strong innovation capability: they have the knowledge, the people and the organization to effectively create new businesses. Others are less knowledgeable and have more superficial knowledge in management and innovation. On the other hand, firms can have broad or narrow knowledge of domains. Broad means that the firm has knowledge of many relevant domains . Narrow means that the firm has knowledge of a few domains only and may rely on others for knowledge of other domains. Also, the search for new knowledge can be deep or broad. Deep searching means that firms or individuals search for new knowledge in a field in which they already have a strong expertise. Insurance companies developing new knowledge on risk management are an example of deep knowledge search. Broad search means searching in new domains, in which the firm or the individual has no or only superficial knowledge. The breadth of the search can refer to knowledge dimensions (distant fields of knowledge) or organizational dimensions (searching outside the boundaries of the company) (Rosenkopf and Nerkar, 2001). Katila and Ahuja (2002) show that search depth in firms has a curvilinear effect on the number of new product introductions, in the sense that the number of new product introductions increases up to a certain point, after which it decreases, while search breadth has a linear positive effect on new product introductions. An explanation is that firms which are searching too deep take too long to convert the results into innovations. Literature has also shown that the possession of a broad knowledge base in firms has its strongest benefits if firms also have strong knowledge integration mechanisms (Zhou and Li, 2012). Knowledge integration mechanisms can be teams, in which knowledge is exchanged and combined, or IT systems which share knowledge between employees from different units and functions. 7.5 Culture of innovation An innovative culture is a set of values and goals in companies that support innovative behaviour. How can a company create a culture of innovation? What is a culture of innovation? In general culture is about a set of shared attitudes, values, goals and practices in a certain group or country. Here we focus on the culture of organizations - what distinguishes the organization from other organizations. For instance, an organization can be strongly directed at efficiency in its practices and values. An innovative culture means that an organization is strongly directed towards innovation in its practices, values and goals. A well-known example of a company with a strong innovation culture is Google. Google uses symbols to emphasize its culture, such as the slides between floors in some Google offices. They show: 'We do things differently; we are open to innovation'. Organizing for innovation An organization with an innovative culture thus consists of a majority of people that give high priority to innovation. Top management can take several actions to create such a culture. In the traditional view, these actions are all directed at giving employees a high degree of freedom to choose their own activities, and allowing them to fail in those activities, particularly if they are innovation related. A more specific approach is provided by Theresa Amabile (1997), who claims that top management should create six elements in the organization to create a climate that is supportive to creativity: 1. Organizational encouragement. Managers in the organization should encourage people to be creative. One way to do so is by implementing an idea management system (see Section 2.6). Such a system not only collects ideas, but also demonstrates that the company values ideas. Proper evaluation of ideas also encourages people to be creative. 2. Supervisory encouragement. The supervisors of teams should set appropriate targets, value individual contributions and show trust in their teams. 3. Work group encouragement. Teams should be diverse, have open communication and challenge and support each other's work. 4. Resources. People should have sufficient resources to be creative. 5. Challenge. People should feel that they are expected to work hard on important projects. 6. Freedom. Control over one's own work should be given, and freedom to decide how to perform tasks. As can be seen, the approach has some elements of setting targets, but the main emphasis is on leaving people free to do what they like to do and to decide how to do it. This emphasis on freedom is in line with Amabile's general theory on the three sources of creativity (see Section 2.1), of which intrinsic motivation is one. Freedom stimulates people to become intrinsically motivated and to act in line with this motivation. As we mentioned before, when we discussed the organic organizational structure (Section 7.2), an approach which creates a lot of freedom may have an important disadvantage: it may hamper the efficiency and effectiveness of the organization. People may become more creative, but they may not be induced to be productive, harming the short-term productivity of the firm. In addition, even the second part of the innovation process itself, implementation, may be hindered by such an organizational context, since implementation requires a structured approach (see Section 6.2 and Section 7.3 on Leadership above), efficiency and goal orientation, values that may be at odds with high levels of freedom in a firm. Bahcall (2019) gives the example of GE, Nokia and RIM (the producer of the BlackBerry smartphone) which all claimed to have an innovation culture shortly before their market values plummeted. More recent approaches to innovation culture consider the topic from the perspective of tension: the tension between giving freedom and managing performance. Gibson and Birkinshaw (2004) claim that innovative organizations need both strong performance management and support for employees. It means employees are stimulated to perform to a high level, and at the same time get support to do so. Performance management includes setting ambitious goals and issuing creative challenges for people in organizations, and rewarding people based on reaching their goals. Support refers to giving people autonomy and sufficient information to perform their tasks and developing the capabilities that people need. Performance management and support together appear to create an ambidextrous organization (see Section 7.2), Performance management: the way a company aims to improve the performance of employees, for example, by setting individual goals in line with the strategy of the firm or unit. 179 180 Innovation Management which is an organization that is both productive in the short term and creates the required change for the future. So, it is more the combination of seemingly opposing management principles (performance management and support) that creates an innovative organization. Safi Bahcall (2019), a physicist by origin, moves to the requirements side of the tension. He claims that it is not so much 'soft' cultural factors, but 'hard' structural factors that characterize an innovative company. He mentions four such factors: 1. Equity fraction. How many of your incentives reflect the outcome of projects, instead of rank, within the organization? 'Incentives' refers to hard motivators, such as pay, but also to soft ones, such as recognition: the higher the fraction of incentives from projects, the more innovative the organization. 2. Fitness ratio. This is the ratio between the returns from working on the area of your skills, which usually is your project work, versus the returns from political activities in the firm, such as lobbying for promotion. A higher return from project work leads to more innovative companies. 3. Management span. The higher the management span (the number of people reporting to a single manager), the lower the number of managers relative to work-floor employees, and the lower the chance of making promotion in the hierarchy. So, a wide span increases the focus on the work done, the importance of peer-to-peer assistance in the company instead of managerial control, and thus leads to a more innovative organization. 4. Salary growth. Low salary growth, and consequently higher performance-based bonuses, increase the focus on project work, and thus innovativeness. All in all, Bahcall argues that such structural measures, instead of soft cultural ones, create a focus on project work instead of aiming for promotion in the firm hierarchy, and thus are inducive of an innovative organization. Gary Pisano (2019) seeks more a balance between freedom and requirements. He proposes that every element of the traditional concept of an innovative culture, providing freedom, is balanced by an element stating requirements: Traditional element Balancing element Tolerance for freedom Intolerance for incompetence: high-quality standards for employees Experiment Rigorous discipline to meet the targeted learning outcomes of experiments Psychological safety managers Brutal candour: speak up honestly against higher Collaboration Individual accountability for your decisions Flat organization Strong leadership, setting clear goals and communicating them clearly Such a balancing approach of innovation culture is more convincing than just putting emphasis on freedom and autonomy. As stated above, just providing freedom may lead to a non-performing organization. Creating a balance between freedom and setting requirements is more conducive to setting the stage for both creativity and implementation. And that is what innovation needs. Organizing for innovation 181 = 7.6 Summary In this chapter we reviewed four ways of organizing teams and four ways to organize innovation and new business development in the company as a whole. We looked at the reasons for applying each of these organizational structures, and the combination of different structures. The type of innovation is one of the main reasons for the choice between structures, but the knowledge intensity and complexity of the activities of the company and strategic considerations also play a role. For instance, high knowledge intensity of the company is a stimulus to organize innovation close to the normal day-to-day activities. We discussed alternative organizational forms in the rest of the company, and different visions on leadership and on innovation culture. Taken together, this chapter gives the reader insight into how to organize and stimulate innovation in a company, depending on the circumstances. 0 7.7 Discussion questions and exercises Discussion questions 1. Imagine you are part of the innovation department of a large car manufacturer. You are asked to put together a team to develop a new business model for the car manufacturer (see Figure 7.1, Four types of team structures) . Which type of team structure would you prefer to use and why? a. After two years of re searching, developing and testing , you and your colleagues start a separate business unit to begin implementing the new business model. Your first task is to put together a new business development team that will make sure that the business unit keeps exploring opportunities to expand its business. Would you pick the same type of team structure as in your previous answer or another one? Why? 2. In w hich of the four team types, as depicted by Figu re 7.1, do you believe the risk of conflict among team members wi ll be the highest? Why? 3. What do you consider the most important advantage of the innovation-manager structure compared to the innovation-un it structure? For wh ich type of firm would you think this advantage is the most important? 4. Going back to the exercise in Chapter 6 on the BioNTech vaccine against COVID-19, their website stated that the aim was to make it available to the public as quickly as possible - worldw ide. Appropriately, the project name was 'Project Light Speed'. To achieve this goal, the CEO decided to put 40 of his best people on the project, rescinded their leave rights and vacation , and stimulated overtime with generous overtime compensation . a. According to Gibson and Birkinshaw's (2004) approach to innovation cultures, is this an example of performance management or support for employees? b. Discuss which of the four options for organizing innovation from Section 7.2 this solution resembles most. 5. At the end of Section 7.2 we discussed the importance of informal social networks for innovation . How could firms use (some of) the team structures from Section 7.1 to create such networks? 6. In Section 7.3 we mentioned the option to change team leadership between idea development and implementation phases. W hat do you think is a downside of this approach and how can firms diminish this downside? 182 7. Innovation Management Case 1.2 described the DriveNow initiative of BMW, a car sharing service for end-consumers. How do you think that this initiative fits in with the perception of the corporate identity of engineers in BMW? How could management increase the fit between the initiative and the identity perception? 8. In Section 7.5 we describe both soft and hard factors to create an innovative culture. Which of the two would you prefer? Why? Exercises The following exercise is for a group of at least six people. Divide the group in two subgroups, each consisting of half of the total group: • Team A is a functional team. This means that every member of the group has a specific field of expertise (idea generation, idea development. production , general manager) and experts perform the tasks below, without interfering in each other's activities. After performing a task, the person hands over the task to the next responsible person . The exception is the manager, who is responsible for the project moving on from function to function in a timely manner. • Team B is a self-organizing autonomous team. The members perform the tasks jointly, possibly under the supervision of a leader or not (that's the choice of the team). Each team has to come up with and implement their own paper plane design (for reference see the exercise in Chapter 3). When finished, reflect with everyone involved on the team the processes involved in creating the paper plane: 1. How did the collaboration go in each team? Was there much conflict? In which team? 2. How creative were you? Did you feel everyone could contribute? 3. Was there a difference in effectiveness of the various team structures, in terms of meeting requirements, resource usage and speed of development? 4. Was there a difference in creativity of the outcomes? Take the example of DriveNow from Case 1.2. Imagine that the managers of the initiative want to introduce the service in a big metropolitan city that is currently struggling with a large shortage of parking spaces. On the surface it seems that DriveNow has a great opportunity for expanding its business and can provide a clear-cut solution for the city. However, to implement the service DriveNow has to put hundreds of cars in the city, using the already scarce parking spaces available. To further analyze this problem and to figure out from which stakeholders they need to gather support. DriveNow has asked you to conduct a stakeholder analysis . 1. Make a stakeholder analysis of the parking problem of DriveNow in the new city. Who are the key stakeholders that are related to this problem? 2. Draw the stakeholder interest-power matrix and put the various stakeholders within the matrix. Can you argue why you put them there? 3. How would you deal with the stakeholders in the upper right corner? Organizing for innovation References Amabile, T.M. (1997) 'Motivating creativity in organizations: on doing what you love and loving what you do', California Management Review 40(10): 39-58. Ancona, D., Backman, E. and Isaacs, K. (2019) 'Nimble leadership', Harvard Business Review (July-August). Ancona, D., Bresman, H. and Kaeufer, K. (2002) 'The comparative advantage of X-teams', MIT Sloan Management Review 43(3, Spring): 33-39. Ancona, D.G. and Caldwell, D.F. 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(2012) 'How knowledge affects radical innovation: Knowledge base, market knowledge, market knowledge acquisition, and internal knowledge sharing', Strategic Management Journal 33: 1090-1102. Open innovation 8 Learning objectives After reading this chapter, you will be able to: 1. Describe three alternative forms of open innovation 2. Choose with good reasoning between collaboration and developing innovation by oneself 3. Explain the two main management challenges in collaboration projects 4. List formal and informal governance mechanisms 5. Describe the purpose of a corporate incubator 6. Explain three important success factors for the emergence of innovation clusters 8.0 Introduction Collaboration with parties outside the firm is essential in innovation and new business development. However, whereas collaboration has been common practice in these activities for decades, in 2003, Henry Chesbrough gave it a strong stimulus by introducing the concept of 'open innovation'. Open innovation means that firms interact with their innovative context in managing their innovation activities. We can distinguish three elements of open innovation: 1. Outside-in: Acquiring knowledge and innovation from outside the firm (Section 8.1); 2. Collaboration: Collaborating with outside parties in innovation (Sections 8 .2-8.3); 3. Inside-out: Exporting knowledge and innovation to the outside world (Section 8.4). While the first two elements existed before Chesbrough introduced the concept of open innovation, the deliberate idea of exporting knowledge and innovation to the outside world was novel. So, whereas firms had usually considered knowledge or people leaving the firm as undesirable but sometimes inevitable, Chesbrough proposed making the transfer of knowledge or innovation to outsiders, in return for financial compensation or a stake in the new activities of others, into a part of the open innovation strategy. The diffusion of new information and communication technology facilitated the trend towards open innovation, since many new tools for collaboration became available. Open innovation requires a new attitude from companies. Instead of wanting to do everything themselves, they should be open towards innovative activities around them, being prepared to collaborate, to acquire innovations, and to share their own technology and innovations with others when this contributes to success (see Figure 8.1). Open innovation should be embedded in the firm's strategy. Since open innovation refers to the strategy of a company as a whole, we consider this chapter mainly to be at the company level of innovation. However, we often also discuss phenomena at individual project level. 185 Open innovation is the use of purposive inflows and outflows of knowledge to accelerate internal innovation, and expand the markets for external use of innovation (Chesbrough, 2003). 186 Innovation Management Research results Licensing-in technologies Crowdsourcing ideas Start-up companies Outside-in Innovation process Sharing ideas Collaborating Licensing-out Spin-off companies Figure 8.1 Forms of open innovation In this chapter we will address the three elements of open innovation as indicated above. Next, we show how the collaboration strategies of companies have effects on the phenomenon of integration and disintegration in supply chains (Section 8.5). We also describe the phenomenon of innovation clusters (Section 8.6). We addressed one part of the outside-in element of open innovation - crowdsourcing ideas from outside of the firm - in Section 2.7, and will therefore not discuss it in this chapter. 8.1 Acquiring knowledge and innovation Traditionally firms developed knowledge and innovations in their R&D departments. Open innovation means that firms search externally for knowledge and innovation. A famous saying, attributed to Bill Joy, the founder of Sun Microsystems, helps to understand the reasoning behind this approach: 'no matter who you are, most of the smartest people work for someone else.' So, it is better to work with outside parties to get access to knowledge that you do not possess yourself. To obtain this knowledge, firms work with research institutes, individual inventors, and other firms. For instance, firms can subsidize knowledge development in universities and research institutes, so that they are the first to gain access to the results. Often the research institutes will also want to diffuse the knowledge to the rest of the world, but the sponsoring organization can negotiate a period for exclusive use of the information. Research has shown that firms also need internal capabilities to be able to acquire external knowledge: capabilities to be able to process the knowledge from outside. Cohen and Levinthal (1990) have argued, maybe counterintuitively, that firms need internal R&D for this purpose. They speak of the 'absorptive capacity' provided by internal R&D. Absorptive capacity means that firms are able to assimilate, understand and integrate outside knowledge. They need internal experts to assess and evaluate the content of external knowledge. Only then can firms convert the external Open innovation knowledge into innovations. Also, so-called 'technology gatekeepers' can facilitate the absorption of external knowledge. Technology gatekeepers are employees who monitor external technological knowledge developments, and inform colleagues about interesting opportunities. In addition to knowledge, firms can acquire external innovations. In fact, they then acquire the result of outside knowledge. Firms can acquire innovations in different ways: they can buy external parties or take a financial stake in them. The latter approach has become quite popular. Large companies acquire start-ups, sometimes for considerable amounts of money, to be able to integrate the innovation of the start-up into their own activities (see Case 8.1). Firms can also take a licence on a technology that outside parties have developed, and on which those parties have intellectual property rights. Firms can acquire such external innovations in different phases of development. In a very early phase firms can acquire ideas by hiring people who have an idea for an innovation or they can acquire a licence. They can acquire innovations that are much closer to the market, that is market-ready products or services, for instance by buying a start-up that has already developed the product and is ready to bring it to market. And they can wait even longer and buy companies that have already proven the success of their products or services on the market. ( \ CASE 8.1 ACQUISITION OF DOLLAR SHAVE CLUB BY UNILEVER Mark Levine and Michael Dubin established the Dollar Shave Club in 2011. They offered subscriptions to customers for regular deliveries of razor blades. They mailed the customers a set of blades every month for a fixed price, claiming that the blades were high quality and cheaper than competing brands. They did not produce the blades themselves but purchased them from an outside supplier. Their innovational addition was the delivery model. In 2012, through a highly unusual and creative video that went viral, CEO Michael Dubin gained a lot of attention and thousands of new customers. Over time, the company added several related products to its product portfolio, and it had several rounds of fundraising from venture capitalists to finance its activities. In 2016 Unilever acquired the company for the incredible amount of $1 billion. For Unilever the acquisition provided a learning opportunity on new e-commerce business models. Nambisan and Sawhney (2007) have theorized on the consequences of timing decisions in relation to the cost of external innovations. In an early phase the cost of acquiring an idea is low and the reach is large, which means that the firm can easily monitor a large number of outside ideas (see Figure 8.2). In this phase, however, the risk is high since the idea has not proven itself yet, and the time-to-market will be long. In later phases the risks decrease, since the outside party has already shown that the idea is feasible and successful on the market, so the time-to-market decreases, but the cost will go up, often considerably, as the example of the Dollar Shave Club in Case 8.1 shows. In that phase the reach goes down, since the number of options for acquisition has decreased. Nambisan and Sawhney (2007) emphasize that the middle category, which they call 'market-ready ideas', is an attractive one. Those are ideas that are more mature than initial ideas, in the sense that the inventor has selected a market for those ideas and developed them into more fully developed concepts. But the rest of development Technology gatekeepers are employees of organizations who monitor relevant technology developments outside the organization, and facilitate the transfer of that knowledge to the organization. 187 188 Innovation Management HIGH HIGH LOW LOW - ~-··.. ••I I Figure 8.2 Effects of acquisition of innovations in different phases of development Source: Nambisan and Sawhney (2007) . Innovation capitalists: people who buy raw ideas, develop them further into market-ready ideas, and sell those ideas to firms in exchange for a share in the revenues. still has to be done. For those ideas the risk has decreased, but the cost is still low. Nambisan and Sawhney (2007) introduced the concept of 'innovation capitalists': people who buy raw ideas, develop them further into market-ready ideas, and sell those ideas to firms in exchange for a share in the revenues. The choice between the alternative acquisition options of external knowledge and innovations depends on the characteristics and strategy of the acquiring firm. Firms with an innovative culture and low levels of not-invented-here syndrome (see Section 7.2) can acquire ideas in an early phase and develop them quickly into a marketable product or service. Firms with a less innovative culture, which are more bureaucratic or have a higher level of not-invented-here syndrome may wait longer and purchase new products or services when they have already proven themselves on the market, of course at a much higher price. Usually, the acquiring company will try not to just capture the new revenues generated by the acquisition, but to integrate the acquired activities in a way that is advantageous to its existing business. 8.2 Collaboration between firms Why collaborate? Capabilities There are several reasons to collaborate. Firms do not possess all the capabilities and knowledge they need, and developing them can take a long time. If the capabilities are available outside the company, it may be faster and more cost-effective to work with other parties to acquire the needed capabilities: ~ Scientific knowledge. Whereas in the past many large firms had their own R&D departments to develop such knowledge, today they increasingly rely on collaboration with research institutes for this purpose. ~ Commercial capabilities. Firms may be capable of developing a new offering for customers, but they do not always have the commercialization capabilities or the channel to the customer to sell the offering. For instance, biotech Open innovation 189 companies have the capability to develop drugs, but they do not have the capability to commercialize them. On the other hand, pharmaceutical companies may not have the technological capability to develop specific drugs based on biotechnology. Biotech companies and pharmaceutical companies therefore often collaborate in drug development. In this collaboration, usually the pharmaceutical companies are the financing, and thus risktaking, party. They pay substantial amounts of money, into the hundreds of millions of dollars, for the development of the drug. If the drug becomes successful, the pharmaceutical firm easily reaps its investments from the sales of the drug. Business model innovation also often requires collaboration for reasons of acquiring capabilities. Well-known examples are European car companies introducing car-sharing services in city areas. BMW collaborated with car rental company, Sixt, to introduce its car-sharing DriveNow system in German cities (Case 1.2). While for BMW such an initiative mainly serves the purpose of anticipating a potential future and promoting its cars to new users, Sixt has capabilities in registering car use, screening potential users, maintaining rental cars, etc. that are important in an initiative like this. So, BMW derives important advantages of collaboration with such a partner in time-tomarket and risk control. In other cases, in which firms possess most of the required capabilities themselves, they can also create the product, service or new business model alone. Other examples of collaborating for innovation are companies that hire advertising agencies, manufacturers of production equipment or call centres for their innovations. To make collaboration successful, firms need to create specific collaboration capabilities. Many firms have alliance managers, who are involved in every alliance to create clear agreements between parties. Since these officers also aim to defend the firm's interests, and thus put a strong emphasis on legal aspects, they may sometimes hinder instead of enhancing innovation, amongst other reasons by delaying setting up the collaboration. Some firms, like Unilever, have appointed a collaborative innovation manager, who is dedicated to innovation and has a better understanding of the requirements for creativity and innovation. For instance, while an alliance officer or legal expert would want to assign the property rights to the party that came up with a creative idea, such a collaborative innovation manager may be more open to other arrangements, such as sharing all intellectual property that results from an innovation activity. A more 'open innovation' attitude (see Section 8.0) can foster innovation, since it creates a more open atmosphere and takes away the hindrances formed by an overemphasis on the collaborating companies' private interests. Alliance refers to a collaboration activity between two or more organizations. An alliance can be temporary or permanent. Why collaborate? Low interdependence Autonomous innovation A second reason to collaborate is low interdependence between products or services and their parts. In other words, it refers to the modularity of the product or service. As we have seen in Section 5.2, modularity refers to the degree to which a product or service consists of different elements that firms can develop and deliver independently from each other. A high degree of modularity leads to a low intensity of collaboration, which we call 'autonomous innovation'. It facilitates the division of tasks across different actors in the supply chain. The economics literature calls it 'arm's length relations'. An example is the earphones of a smartphone. If the smartphone producer has decided on the interface between the earphones and the smartphone, it can easily outsource the development and production of the earphones to a supplier. Collaboration on the development process is no longer needed. is the development of a part of a product or service independently from other parts. Autonomous innovation is identical to modular design (see Section 5.2) . 190 Innovation Management The opposite of modular is 'integral design' (see Section 5.2). When interdependence is high between the overall product or service and its modules, the product or service as a whole and any components have to be designed in mutual coordination. Therefore, the units developing the module and the product as a whole have to collaborate closely during the process to jointly develop the interfaces between the component and the rest of the product or service. This is what we call 'integral design'. As an example, imagine that a bank develops a consultancy service for its business customers, having elements such as financial advice, strategic advice, etc. It is difficult to outsource the development of part of that new service to an outside party, since it is unclear up-front how the elements of the service fit together. In such a case the degree of interdependence of the parts is high, and collaboration with an external party is less obvious because of the intricacies of intense collaboration if different parties are involved. ( \ CASE 8.2 INTEGRALITY IN THE DESIGN OF THE LOGISTIC PROCESS OF A WEB-SHOP Mirroring hypothesis is the idea that the structure of a product or service is similar to the structure of the units within a firm or the configuration of firms producing that product or service. Web-shops usually use standard parcel delivery services to deliver the parcels, or they may use the outlets of retail chains where customers can pick up the parcels. In such cases the delivery is modular because the interfaces, such as the maximum sizes of the packages and the time windows when the parcels can be supplied, are bound by standards set by the delivery organization. The web-shop may also want to specify its own delivery process in more detail. For instance, it may want the client to have boxes at their premises in which the home delivery service can put the supplies (for instance, cooler boxes in the case of groceries). In such a case the internal systems of the web-shop and the delivery process are interdependent. Therefore, the web-shop may prefer to create its own IT system and delivery processes since developing the dedicated interfaces with another party is cumbersome. So, interdependences between product and module stimulate integral design by one party. In this case, the interdependence also creates asset specificity. This means that the parts that each party develops only have value in the relationship with the other party. For instance, if the logistics party has created the boxes for use at home for the webshop, and the web-shop suddenly decides to cancel the project, the logistics party may not be able to use the boxes for anybody else. Alternatively, the web-shop may become dependent on the logistics party during the project. Asset specificity hinders collaboration with an outside party, since it makes firms dependent on the relationship and on the behaviour of the other party. If parties want to collaborate despite the potential problems, they need very good agreements up-front, or there should be a high level of trust, to prevent unanticipated risks. As we see, modularity has implications for organizing: high modularity facilitates collaboration between different units or companies. Based on this phenomenon, academics have developed the 'mirroring hypothesis': the configuration of a product or service and the overall configuration of the organizational units or firms producing that product or service mirror each other. It means that if certain parts are connected in specific ways in a product, you will find units in the organization that are responsible for each part communicating with each other in the same way as the product's parts communicate with each other. The idea for the similarity of a product and organization appeared in the book The Soul of a Open innovation New Machine by Tracy Kidder (1981). Tom West, the head of a group of engineers at a computer company, opens up a computer newly brought to the market by a competitor. He remarks that the design of the machine reflects exactly the design of the competitor's company structure. The message of this is that not only do organizations reflect the product they develop, but that products reflect the organizations developing them. This applies to both the structure of units within companies, as well as the collaboration pattern between companies . The implication is that firms have to be careful: when you design a new product with a different structure, you have to make sure that the business units and companies involved create new communication lines between them (see Case 8.3). ( \ CASE 8.3 THE MIRRORING HYPOTHESIS IN BMW The implications of the mirroring hypothesis are seen in the example of hybrid cars. Hybrid cars have a different overall design from traditional combustion engine cars. For instance, the brakes of a hybrid car generate electricity during braking. For that reason, the brakes have to communicate with the electrical system in the car. It means that in the design of the car, the brake developing unit has to communicate with the electricity power developing unit. These units didn't have to communicate with each other when they had been developing traditional cars. Govindarajan and Trimble (2010) report that problems in the communications between the brake specialists and the electricity power specialists in BMW hindered the design of the company's first hybrid car in 2007. Chris Bangle, head of design at BMW at the time, created a dedicated team to solve the communication problem between the two groups. Based on the two considerations of the availability of capabilities in the market and the degree of interdependence between overall product or service and the part, Chesbrough and Teece (1996) have developed a model for the choice between collaborating and innovating alone. They distinguish four options (see Figure 8 .3): QJ "C "iii ....:I ....0 Vl ·x Go virtual Ally with caution Ally or bring in-house Bring in-house ~ Vl QJ :-e :.cC a. "C 8~C ....QJ u QJ .0 .... Vl :I E Autonomous Systemic Type of innovation Figure 8.3 Collaboration versus in-house development Source: Chesbrough and Teece (1996). 191 192 Innovation Management 1. 'Go virtual'. The innovation is modular (autonomous) and the capabilities exist outside. Collaboration ('go virtual') is most obvious. The case above of BMW and Sixt is an example (provided that they organize the innovation in the modular way as described). However, Chesbrough and Teece (1996) point to the example of IBM, that took this approach for developing the IBM PC. We described this example in Case 4.14. IBM chose a modular design and outsourced all parts development, including the software, to outside suppliers, and they left the sales in the hands of independent retailers. In this way they were able to innovate quickly and acquire a large market share (41 % in 1985 (Chesbrough and Teece, 1996)). They even set the industry standard for the design of the personal computer. But since competitors could acquire all of the components themselves, IBM was not able to retain its dominance. It introduced the next generation of personal computer, with the OS/2 operating system, but other parties did not follow, and it did not become very successful. 2. Ally or bring in-house. If the innovation is modular (autonomous) but the capabilities do not exist outside of the company, it can either develop them itself or have them developed by somebody else. For instance, if the aforementioned bank, that wants to develop a consulting service for its business customers, needs certain software to support this new service, provided that this software runs independently of the bank's other software, it can either develop it itself or outsource it to an IT supplier. However, if the capabilities are not available externally, the advantages of collaboration are less pronounced since the other party also has to develop the capability. 3. Ally with caution. When the innovation is integral (called 'systemic' in the scheme) and the capabilities exist outside, it still makes sense to collaborate. However, because the innovation is integral, the partners make so-called 'asset-specific investments': investments that only have value for a single other party (see Case 8.2). Such investments create the risk of hold-up: they become dependent on the other partner, and cannot easily switch to a third party, because the activities of the two are dependent on each other. This all hinders collaboration. 4. Bring in-house. Finally, if the innovation is systemic and the capabilities do not exist outside, collaboration is difficult, as we see in the example of the web-shop of Case 8.2. In such a case it may be better if you develop the innovation yourself. Other reasons to collaborate The choice to collaborate depends on more reasons than the availability of capabilities and the degree of modularity. Another reason is the availability of capital: collaboration provides the opportunity to share costs. Also the availability of suitable, trustworthy partners can be a reason to collaborate. However, if the innovator works with another party in order to spread the risks, they will also have to share the returns. In fact, the partners reduce the size of the project to half its total size, at the cost of the effort of collaborating. In addition to the capability argument mentioned above, financial considerations are a reason for pharmaceutical and biotech companies to collaborate. As mentioned above, pharmaceuticals invest hundreds of millions in biotech projects. We can look at this behaviour from a real option perspective. Usually the alliance partners agree on milestones at which the pharmaceutical company makes its investments in the collaboration, that is in the activities of the biotech, dependent on the results so far Open innovation and on external circumstances. The pharmaceutical firm may also ask for adaptations in the project at a milestone. And the pharmaceutical company may decide to end the alliance. Every alliance is an option for the pharmaceutical firm, which it can exercise at the milestone by investing again and continuing to the next phase or by abandoning the project. The literature distinguishes between growth options and deferral options. Growth options aim at creating new options, that is new projects, for the future. Deferral options are more defensive, to prevent missing the boat. The firm invests and applies a 'wait-and-see' attitude: the pharmaceutical firm invests relatively little in the biotech, just enough to keep the opportunity to invest more heavily in the biotech in the future. 193 Growth option is an investment in a company or project with the aim of growing the investment in the future. 8.3 How to collaborate Coordination of tasks Collaborating firms have to manage two elements of the collaboration: coordination of tasks and appropriation of returns (Dekker, 2004): ""7 Coordination of tasks refers to the alignment of the partners' activities. The more the tasks are interdependent, as a consequence of the systemic nature of the underlying innovation, the more coordination is needed. ""7 Appropriation of returns refers to safeguarding the returns on investments. Parties have to make sure that their partners do not opportunistically appropriate the returns on their investments, or too large a part of those returns. The activities of coordination of tasks and appropriation of returns can also be summarized as 'coordination and control', in which coordination refers mainly to tasks, and control refers mainly to the appropriation of returns. Collaboration activities need a governance mechanism to manage the collaboration. Governance mechanisms have different levels of integration. A very loose governance mechanism only agrees on a few rules or agreements and leaves all the rest to the partners. The rules can refer to the price that the parties charge each other for certain activities or results of the collaboration. The basic theory of firms and collaboration, transaction cost theory, calls such governance mechanisms 'arms-length', since the parties remain at a distance from each other from a governance perspective. A more integrated governance mechanism is an alliance based on a contract. In such an alliance, usually two firms close a contract for a joint project. In the contract, the firms set targets for the project and agree on the division of costs and benefits. Also, the contract specifies the milestones at which the companies can comment on the activities of the team and can set targets for the next phase. Further, as mentioned above, the milestone serves as the point of investment or a decision to abandon the alliance. Setting up a contract is not easy. One of the reasons is that innovation is an uncertain activity, so the contract can never specify how to behave for all situations that may occur. So, during the project the partners have to make choices in unanticipated situations. Also, the costs and duration of activities can be uncertain at the start of the activity. Therefore, the partners have to agree on when they will set certain financial agreements, but they cannot agree in advance on the content of those agreements. Differences between partners' interests may hinder making such choices later on. For these reasons, the partners often create a steering committee to manage the alliance. The committee has members from both partners. It takes the daily decisions and Deferral option is an investment in a company or project to secure the ability to invest more in the future. A contract is a written agreement between parties to specify the conditions of a joint project or activity. 194 Innovation Management A joint venture is an independent organization owned and governed by two or more parties, usually for a specific collaborative activity. Trust is the willingness of a party to be vulnerable to the action of another party based on positive expectations regarding the other party's motivation and/ or behaviour. informs the parent companies on the progress of the alliance. Sometimes the partners also create technical committees, for the coordination of activities on subtasks of the overall project. An even more integrated governance mode is a joint venture. The parties create a separate new legal entity and both agree to invest a certain percentage. They appoint executives and a board of directors for the entity and agree on the division of investments and shares. From that point on, they can leave the decisionmaking to the executives of the joint venture. In terms of transaction cost theory, a joint venture represents a more integrated governance form, which is closer to 'hierarchical control' as it exists within the firm . The executives can run the joint venture as if it is an independent company. However, in specific cases, e.g. in large disputes, management of the parent companies can still interfere in the actions of the joint venture. The structures mentioned so far are examples of formal governance. In addition, informal governance is highly important. Trust is defined as 'the willingness of a party to be vulnerable to the action of another party based on positive expectations regarding the other party's motivation and/ or behavior' (Malhotra and Lumineau, 2011 , p. 982). Trust is an example of informal governance. Particularly in the case of high uncertainty, trust between partners is highly important. When parties trust each other, they can rely on good outcomes from decisions in unanticipated situations. It facilitates governance of the alliance. We will elaborate on the role of trust below. C\ CASE 8.4 PROBLEMS IN A COLLABORATION PROJECT DUE TO UNCERTAINTY An initiative to create mobile banking services far ahead of their time was a project between Postbank and telecom provider Telfort in the Netherlands in 2000. Postbank was one of the Netherlands' largest retail banks with more than seven million customers (today Postbank is part of ING). At that time more than one million of its customers used the bank's existing Internet banking facilities. Telfort was a medium-sized telecom operator with 920,000 postpaid and prepaid clients on its GSM network (today Telfort is owned by KPN). The purpose of the project was to be the first to introduce mobile banking to the Netherlands. The customers of the bank were offered a free GSM phone with so-called WAP software. The free phone was offered so that the service would be attractive to customers, and the preinstalled software on the phone would help them to use the banking services. For the telecom operator this project offered the possibility of extending its customer base considerably. The project aimed at 500,000 customers, which meant that Telfort would extend its customer base by more than 50% in one step. For the bank, the project provided an opportunity to promote the use of its electronic services by means of a new channel. The bank wanted to offer several basic services on a mobile network, for example electronic transfers and balance retrieval. Every user that applied for this service received a free mobile phone, with a free prepaid budget of 25 guilders (€12) and the only obligation was to increase the budget by the same amount within a few weeks. Renewing the phone's credit could be done from the bank account by means of the banking application. The project became highly problematic, partly due to unanticipated events. One of these was that the national bank of the Netherlands required more checks than originally Open innovation anticipated to be sure that the right person was using a bank account, and that users had no unauthorized access to other accounts. As a result, for every transaction, the bank had to make sure that the GSM phone, the phone number and the bank account all belonged to the same person. These additional checks made the project far more complicated than originally anticipated, and the bank had to hire tens of additional software engineers. The cost of the project surged, and the original division of costs and returns between the two parties became inappropriate. To make new agreements during the project appeared to be impossible. In addition, there was a fixed time limit on the project because the bank wanted to use the phone as its usual summer gift. In the end, the bank provided the phones to its customers, but the banking software was deficient and hardly anybody ever used it. The project ended in a big loss for the bank. The project shows that it is hard to collaborate under high uncertainty, even more so when the different tasks are interdependent. In this case an outside event - the requirements of the national bank - created interdependence between different tasks: development of the phone and development of the banking application. Contracts As mentioned above, the partners can create a contract up-front, but due to uncertainty they cannot accommodate all potential circumstances. In the case of unanticipated events, they will have to come to an ad hoe agreement, which again is easier if there is already trust between them. Contractual agreements can have different forms. One party may make the investments and get the returns and give a share of the returns to the other party. This is usually the case in drug development collaborations between pharmaceutical firms and biotech companies. The pharmaceutical firm usually bears the costs of the development, which run into the hundreds of millions of euros or dollars. If the drug gets approval and becomes successful, which happens in a minority of the cases, the biotech firm gets a share of the profit. The allocation of patents is an important element of contracts. Research has shown that in vertical collaborations between suppliers and buying companies, it is best to leave the intellectual property rights to the supplier (Leiponen, 2008). This motivates the supplier to develop a high-quality product that meets a broader market need. If the buyer contributes to the development financially or otherwise, the buyer can demand an attractive price for the final product or service of the supplier, or the buyer can negotiate a period of exclusive use of the resulting product or service. In that way the buyer can recoup its investment. In the case of collaboration between pharmaceutical firms and biotech firms, the patent is usually left with the biotech (supplier), and the pharmaceutical firm negotiates exclusivity and pays part of the revenues to the biotech. The fee for the biotech will depend on the success of the drug: the better it performs, the higher the percentage of the revenues. Alternatively, firms may apply for a joint patent. In that case they can each limit the other party's use of the new product or service outside of the collaboration. For instance, if a fragrance producer X and a detergent producer Y jointly develop a new fragrance, they may acquire a joint patent. This would facilitate the sale of a variation of the new fragrance to other detergent producers, since detergent producer Y would share in the benefits. However, such a joint patent also bears a danger: if one party decides, for instance because of cannibalization of other products or services from its portfolio, not to commercialize the new product or service (in this case the fragrance), the other party cannot move forward either, which of course hurts that party. A 195 196 Innovation Management solution can be to agree up-front that in such a situation the other party has the right to apply the patent on its own. So, appropriate division of intellectual property rights over the collaborating parties should be part of collaboration agreements. Trust Formal governance means written agreements or institutional arrangements that govern a certain project or activity. Parties can also base their collaboration on trust. Trust involves both parties expecting that the other party will take its interests into account in the case of unanticipated events. The advantage of trust is that it is flexible under different situations, which contracts are not, as we saw above. However, trust is of course a soft mechanism to control collaborations, since parties never know whether the other one is behaving as expected. There has been debate in the literature on the question of whether trust is complementary to formal governance mechanisms, such as the structures and contracts mentioned above, or whether it substitutes formal governance. If it complements, more formal governance will lead to more trust, because creating contract rules and arrangements gives parties the confidence that the other party will not misuse its position. As a consequence, they trust each other more. According to the complementarity view, trust also leads to more formal governance, since the parties are less afraid to enter formal arrangements or to draw up a detailed contract. In the view that trust substitutes for formal governance, the more trust, the less formal governance. The reason would be that the parties do not need formal governance, since they trust each other and rely on finding a joint solution in the case of unanticipated events. So, the collaboration only needs formal governance when trust is low. Also, according to this view, more formal governance leads to lower trust since it signals mistrust. Dekker (2004) proposes a middle road: at low levels of trust and formal governance, the two enhance each other (so the complementarity view applies) . But at higher levels of formal governance, the two may substitute for each other since trust is a cheaper and simpler solution to organizing arrangements. Also, at those levels more formal governance starts damaging trust. For practical purposes, firms may expect that when they start developing formal governance, this will enhance trust, but they should be cautious because at some point adding governance mechanisms starts to hinder trust. Also, they may understand that if they work with a trusted partner, they should still create formal governance up to a certain level, but not to an excessive degree. Malhotra and Lumineau (2011) distinguish between two different types of trust: ~ Goodwill trust means that a party relies on the good intentions of another party to behave in a trustworthy manner. The description of trust above refers to goodwill trust. ~ Competence trust means that a party relies on the ability of the other party to behave in an appropriate manner. These authors also distinguish between coordination provisions in contracts and control provisions: ~ Coordination provisions refer to the exchange of reports during the project and the right to monitor each other's activities. ~ Control provisions are related to the confidentiality of information, termination of part of the agreement and lawsuit provisions. Open innovation 197 Malhotra and Lumineau found that coordination provisions have a positive effect on competence-based trust because, while negotiating the coordination provisions, partners create a shared language, and thus get to know each other better. Contrarily, control provisions in contracts have a negative effect on goodwill trust, since they focus partners on a business mindset instead of an ethical mindset. But control provisions also have a positive effect on competence-based trust, because in negotiating the control provisions partners have to clarify their internal abilities to comply with the provisions. So, while according to Dekker (2004) the effects of formal control on trust depend on the level of control, according to Malhotra and Lumineau the effects depend on the type of trust. A question is of course how to create trust between parties. The most important is by repeated collaborations. Once parties have worked with each other, they know each other's behaviour, which reduces uncertainty. Even if some of the experiences were not positive, they may know how to deal with the difficulties in dealing with the other party, which gives confidence in good outcomes from the relationship. Of course, if previous collaborations have resulted in too many problems, partners will probably decide not to collaborate again. When partners work with each other for the first time, representatives of the partnering companies can have extensive face-to-face sessions to discuss the joint project, in that way creating trust between them. 8.4 Collaborating with start-ups and selling off innovation Corporate incubators So far, the discussion has been about collaboration between established firms or other organizations. Firms can also work with venture initiatives and start-up companies. We discussed ventures in Section 7.2. The alternative is to have a corporate incubator. Corporate incubators are more institutionalized ways to promote the radical initiatives or activities of start-ups. Corporate incubators are centres that host a number of startups. They offer facilities for the start-ups such as office space. But usually corporate incubators also offer coaching and financial support to start-ups. Originally mainly universities and governments created incubators (which we will discuss in Section 9.4). But recently also firms have started to do so, as part of their open innovation programmes. The firm or institute which creates the incubator serves as a sponsor of the incubator and its start-ups. The incubator can host former employees of the company who want to create a spin-off and to start their own business. It can host external entrepreneurs. In that case, the sponsoring firm will usually invest in these start-ups. Firms create incubators to be able to monitor new developments in technologies and markets, but also to be able to acquire the start-up if the product or service becomes strategically interesting for the firm. After some time, the firm can decide to take over the start-up altogether, or let it leave the incubator. Even in the case of former employees in the incubator, firms may re-integrate the activities in the company if they turn out to have synergy. The purpose of these activities for firms is to learn and to boost their innovation and new business development performance. The difference with venturing programmes is the larger distance of the start-ups in the incubator from the activities and organization of the sponsoring firm. A corporate incubator is a unit within a company that supports startups, usually by providing space and support services. 198 Innovation Management C\ CASE 8.5 CORPORATE INCUBATOR AT AN ENERGY COMPANY The energy company EnCo aimed at implementing a more innovative strategy than an average energy company. However, the market for energy was very competitive, and the business units of the company were very much focused on purchasing and selling energy at attractive prices to beat the competition. To create innovation, top management started to invest in start-ups that were active in related activities, and could make use of, or stimulate, the current market of the company. One of the investments was in a start-up developing remotely controlled thermostats. The product was quite successful, and the company could sell it with an energy contract. After some time, EnCo invested more regularly in start-ups, and invited them to take offices in a dedicated part of its headquarters, together with employees' ventures applying new types of innovation for EnCo. For instance, one of the ventures set up by employees developed a heat pump to extract energy from the ventilation systems of houses, collaborating with a company in the heating systems business. Spinning off innovations Spinning off is outsourcing an innovative unit or project of a company into an independent new company. Spinning off activities is an important means of inside-out innovation. Actually, a research project on departed employees from Xerox who had started their own business was the trigger for Henry Chesbrough's (2003) idea of open innovation (see Case 8.6). Spinning off projects as start-ups can be part of an open innovation approach. If an employee starts a new company, the parent firm may take a financial stake and support the initiative. As mentioned above, later on the parent firm can sell its part in the company or buy the whole company back if the innovation turns out to fit better in its strategy than originally anticipated. In this way the parent company can create a 'cloud' of smaller companies around it that can serve as a learning environment for innovation for itself. The parent can observe the ideas and their market performance closely and adapt its strategy accordingly. C\ CASE 8.6 THE VALUE OF BUSINESSES OF DEPARTED EMPLOYEES FROM XEROX The printer company Xerox is well known for the many innovations it developed in the field of computers and printers in the 1970s and 1980s, particularly in its Palo Alto research lab, without commercializing them. For instance, Xerox developed the icon, the mouse, the WYSIWYG (what-you-see-is-what-you-get) screen, etc. Steve Jobs once got a tour of the lab and immediately started including some of these innovations in his own products. Engineers involved in research and innovation at Xerox became frustrated by the lack of commercialization, and many left the company to start their own businesses, using the technology they had developed but which Xerox did not want to commercialize. Several had success and their companies grew quickly. Much later, the scholar Henry Chesbrough collected information on the market value of those companies, and it appeared that the total market value was higher than the market value of the parent company, Xerox! This observation was an inspiration for writing his book Open Innovation (2003). Chesbrough concluded from his observations that firms should not consider such employees' leaving as an undesired phenomenon but that they would do better to exploit the unapplied technologies by creating spin-offs. The advantages are that firms may make money by the commercialization of such spin-offs, and that they keep the option of re-integrating the spin-off if they see that the technology has become useful for themselves. Open innovation 199 Licensing out technology Another way to bring technology to the outside world is by licensing it. In that case, firms first guarantee ownership of the technology, usually by patenting it, and subsequently sell licences to use the technology to one or more other firms. 8.5 Integration and disintegration in supply chains Collaboration decisions of companies have consequences for the dynamics of the supply chain in which firms operate. Supply chains can integrate through firm mergers or because firms decide to start doing certain activities themselves. Supply chains can disintegrate because firms sell off activities or split into different firms. Such dynamics often occur for the same reasons as the factors discussed above for determining collaboration, and the dynamics of supply chains to some extent resemble patterns of collaborations. That's why we address this topic here. Above we explained that the degree to which an innovation is integral versus modular affects the choice between collaboration and doing-it-yourself, and the type of collaboration, which is more intense for integral innovation. The degree of integrality versus modularity also affects the dynamics of supply chains (see Figure 5.4 for definitions of integrality and modularity). If a technology becomes integral having been modular in the past, for instance as a consequence of radical innovation, the production of the parts and the production of the product as a whole may be integrated in a single firm. We speak of vertical integration. An example is the car and battery industries when electric cars were brought out. While car batteries had always been a separate business from the car industry, the performance of the batteries became so important for the performance of the car that Tesla established a large battery factory. Case 8. 7 gives the example of integration in the market of navigation products. ( \ CASE 8.7 INTEGRATION IN THE SUPPLY CHAIN OF Vertical integration is integrating historically different parts of the supply chain into a single firm, by internal innovation or by mergers. NAVIGATION PRODUCTS We find an example of integration of a supply chain in the market of geographic information data for digital mapping by the providers of navigation and location-based services. In the early 2000s, companies such as TeleAtlas and Navteq collected geographic data, while software and telecom companies such as Google, TomTom and Nokia developed software to offer services to customers using this data. Around 2007 a vertical merger and takeover wave went through the industry, combining the providers of geographic data and the software providers. Google as a software provider started collecting its own data. The data were so essential to the software, that the software developers wanted to have their own data sources. On the other hand, when technologies become more modular, which usually happens in the course of the life cycle (after the technology becomes the dominant design, see Section 4.2), industries may split up and become vertically independent. We speak of vertical disintegration. For instance, when smartphones were first brought to market, telecom companies also developed software applications (apps) such as simple games. However, over time, the interfaces between cell phone technology and the apps became more standardized, and independent app developers could enter Vertical disintegration is the opposite of vertical integration: separating activities in the supply chain into different firms. 200 Innovation Management App developers Applications Google Operating system s Vl Cell phone hardware 0 +' Samsung etc. 0 I... Subscription s Entrance points / routers QJ 0.. 0 E Mobile service providers 0 u QJ Licensed spectrum ai f- Mobile network operators (a) (b) Cell towers Switching equipment Figure 8.4 The change in the mobile telecom value chain over time between 2000 (a) and the 2010s (b) Horizontal integration is increasing the number of different products or services of a company for the same or similar markets, by means of internal innovation or merging with other companies Horizontal disintegration means that companies split up according to the product or markets that they serve. the industry. In this industry, the standardization was limited, since the different systems (iOS, Android, Windows) had different standards. Nevertheless, a separate app industry originated, based on the modularity of the mobile technology. Figure 8.4 shows the changes in the mobile phone supply chain between 2000 (a) and the 2010s (b).An exception to the disintegrated supply chain on the right-hand side is Apple, which integrates cell phone hardware and operating systems. Another example is the computer industry. Initially the major computer manufacturers integrated the full supply chain because the designs of the different parts were highly interrelated. They produced their own integrated circuits, developed their own operating systems, and had their own customer relations. Over time components became more standardized, and companies disintegrated vertically. Integrality and modularity of design are not the only reasons for vertical integration and disintegration in supply chains. The size of companies in a specific part of the supply chain can stimulate other parts to strive for complementary sizes. For instance, in many countries supermarkets chains are very large, and do not want to deal with multiple suppliers for the same product. This forces suppliers to increase to a large size so that they remain a relevant supplier. Another reason is profitability: if a certain part of the supply is far more profitable than the part next to it, the less-profitable part will try to include the more profitable neighbouring activity. This may have been a reason for Google's development of its own databases of geographic information. We also see dynamics in horizontal integration and disintegration between industries, although for slightly different reasons. Horizontal integration means that companies increase the number and diversity of products or services that they produce. Google is a highly horizontally integrated company since it produces many different products and services, such as a search engine, an Internet browser, an operating system (Android). In Section 4.2 (subheading Knowledge life cycles and the dynamics of firms) we explained that knowledge development can be a reason for horizontal rearrangements of the value chain. Over the life cycle of a knowledge area, often firms initially integrate many different activities. After dominant designs have been established, they may disintegrate horizontally, separating different product or service types into different companies. Towards the mature phase of the knowledge life cycle they may re-integrate. Increasing research intensity in a sector can create a new horizontal integration process in a disintegrated sector. For instance, genetic engineering has increased the research intensity in the vegetable breeding sector (see Case 8.8). Open innovation C\ 201 CASE 8.8 RESEARCH INTENSITY AND HORIZONTAL INTEGRATION IN THE PLANT BREEDING SECTOR Breeding is the activity of creating new varieties of crops. Traditionally breeding was a craft. The most common approach was to cross plants from the same crop that had different characteristics. For instance, a breeder of corn could cross plants with high productivity with plants yielding corn with a superior taste, and hope to create plants with the two characteristics combined. Breeding was a lengthy process since the breeder had to repeat the process many times to get a homogenous variety. It could take about ten years to create a single new variety. In the 1980s genetic engineering speeded up this process because, instead of planting numerous crossings, the breeder could select the right ones based on the genetic codes of the plants (see also Case 4.5). Also, in some parts of the world, the breeder was allowed to insert new genes in a variety (genetic modification). As a consequence, the research intensity of breeding increased strongly. Breeding companies created research laboratories, and to exploit this research efficiently they integrated horizontally by bringing new crops into their companies. They usually did so by acquiring other breeders or by merging. This process first happened in breeders of large agricultural crops such as corn and cotton , and subsequently in breeders of vegetables. In the 2020s this process also seems to have started in the breeding sector of floriculture (flowers and plants). It's an example of how the application of a new field of scientific knowledge (genetic engineering) stimulates horizontal integration in a sector. So, changes in technologies and products affect both horizontal and vertical integration and disintegration, albeit in different ways. Firms' decisions to collaborate are closely related to their decisions to integrate or disintegrate. For instance, above we explained that firms can choose between collaboration and doing activities themselves (see Section 8.2). In the same way, firms can choose between collaboration and acquiring another firm to be able to perform the activity. A firm can also choose between performing the activity itself and disintegrating and subsequent collaboration with an outside party. The reasons behind such decisions are highly similar, such as integrality and modularity of technology, the phase of the knowledge life cycle, and power relations in supply chains. 8.6 Innovation clusters Firms can take advantage of other companies and research institutes in the region when innovating. We speak of innovation clusters or business clusters. In such a cluster, firms can learn from each other by exchange of knowledge, e.g. explicit information sharing, or by the movement of personnel between companies and research institutes. Also, specific firms can become suppliers to other firms, in this way creating innovation. The most well-known and typical example of an innovation cluster is Silicon Valley. It's the region between San Francisco and San Jose in California, a vibrant region which is the origin of many major innovations in the field of information and communication technology. Dozens of large technology firms and a few famous universities are located there. Amongst technology firms, Google, Facebook and Apple have their headquarters here. Famous universities are Stanford University and Berkeley (officially, University of California, Berkeley). In addition, a large number of start-ups and venture capitalists populate the region. Innovation cluster is a region hosting many organizations and talent in a specific field of expertise, leading to a high level of innovation and competitiveness. Silicon Valley is the region between San Francisco and San Jose in California, with many companies and talent and a high level of activity in the field of information and communication technology. 202 Innovation Management ~ CASE 8.9 THE ORIGINS OF SILICON VALLEY Just before the Second World War, Stanford graduates William Hewlett and David Packard founded a company for electrical devices, originally in the garage of one of their parents. In the 1950s, Stanford professor Frederick Terman stimulated entrepreneurial activities by creating an industrial park on the premises of the university, to which Hewlett and Packard relocated their company. In 1953, William Shockley, one of three inventors of the transistor at Bell Labs, started a laboratory to do research on the device in the region where his mother lived. Shockley was such a bad manager that eight engineers left his institute to found the company Fairchild to produce transistors. Later, two of the eight founders, Robert Noyce and Gordon Moore, left Fairchild and created Intel. The success of these companies and the availability of advanced knowledge in the universities stimulated others in the region to start similar activities. As a result, the region acquired the name 'Silicon Valley' from the basic material for manufacturing transistors, which is silicon (the main component of sand) . Steve Jobs and Steve Wozniak, founders of Apple in the 1970s, were dropouts from two schools in the region, Reed College and UC Berkeley. They benefited from the knowledge exchange in the so-called Homebrew Computer Club for hobbyists. Two Stanford PhD graduates, Larry Page and Sergey Brin, created Google in 1998 (they had already registered the website in 1997), and one of their first investors was former Stanford PhD graduate and founder of Sun Microsystems, Andy Bechtolsheim, even before they formally created the company. The question is what explains the location of all these activities in this particular region. Case 8.9 shows that the presence of people with specific knowledge combined with an entrepreneurial spirit explains the emergence of Silicon Valley in that particular region. But we see that chance was also important (the mother of William Shockley living there). Also, the law on competition clauses in employees' contracts played a role: in California it is forbidden to have an anti-competition clause in employment contracts. That facilitates employee mobility, such as in the case of Shockley's employees. Later on, the innovation cluster was reinforced because the presence of such companies attracted others. Today the region is still vibrant and immensely popular, both for start-ups and established companies in the field of IT. For start-ups it is important that there is high availability of venture capital in Silicon Valley, and a lot of experienced venture capital investors, which facilitates the start-up process. Amongst other reasons for starting a business there, Silicon Valley venture capitalists pay a far larger amount of money for the same quantity of shares in the company than investors in other parts of the world. On the other hand, the exorbitant prices of real estate in Silicon Valley diminish the attractiveness of the region today. Governments in other parts of the world attempt to mimic the success of Silicon Valley by establishing industrial parks or campuses. They try to attract a collection of firms in the same or similar industries and hope to generate a similar dynamic to Silicon Valley's. A successful example is the high-tech campus in Eindhoven in the Netherland, where many companies in the fields of electronics and consumer products, such as Philips and ASML, are located. ASML produces lithographic machines, which are the machines that produce chips (integrated circuits). While the company originated as a spin-off of Philips, it now leads the world in this industry. Another example is the campus of the technical university of Aachen (Case 8.10). Open innovation C\ CASE 8.10 THE INNOVATION CAMPUS AT AACHEN (GERMANY) An interesting example of an innovation cluster is the campus of RWTH Aachen University in Germany. This university has created an extensive campus with collective business buildings. Each building houses companies in the same field , such as production technology. Both growing start-up companies and units of large established companies have offices in these buildings. In addition, every building houses a university service centre, run by university professors in that particular area. The centre provides different types of services, such as executive education, consulting and community services. The community services enable the centre to invite companies to participate in seminars for joint learning. Not just the companies with an office in the building but also other companies can become members of these centres, on payment of a yearly fee . The concept creates an innovation ecosystem between the university and the business world. Note that the clusters are a different type of ecosystem than the ones discussed in Section 4 .5. In that section, we discussed ecosystems that are in fact technology systems, which consist of different products or services, produced by different parties. Here we refer to a knowledge or innovation ecosystem: several companies and knowledge institutes in the same region share knowledge and expertise. Success factors for such attempts are the availability of knowledge in a specific area or discipline that is in a dynamic phase, sufficient talent that is mobile between employers, venture capital, incubators, legal advice and other facilities for start-ups, and an entrepreneurial spirit, amongst university executives and academics as well as companies. And it may be good to have some role models for people considering starting a company, since it strengthens their belief in the potential positive outcome of the endeavour (increasing self-efficacy, see Section 9.2). = 8.7 Summary In this chapter we discussed different forms of open innovation: acquiring knowledge and innovation from outside the firm, collaborating with other firms, collaborating with start-ups, and bringing knowledge and innovation to the market. Firms do so to speed up their innovation processes and to make them more efficient. Important factors behind the choice for these forms of open innovation are the existence of capabilities outside the firm that the firm does not possess itself, and the degree of modularity (autonomy) of the innovation. We reviewed several governance mechanisms of collaboration projects, both formal and informal. We saw that the collaboration strategies of firms have an effect on horizontal and vertical integration in industries and supply chains. Finally, we discussed regional facilitators for collaboration, in the form of innovation clusters. 203 204 0 Innovation Management 8.8 Discussion questions and exercises Discussion questions 1. According to the literature on open innovation , thi s approach should be a consistent strategy in companies. Look at the Innovation Ambition Matrix in Fig ure 5.2 . In which part of the matrix wou ld you expect most examples of open innovation? W hy? 2. In Section 8.2, we mentioned two main reasons to collaborate. To what extent are these reasons facilitated in an innovation cluster? Wh ich of the two is facilitated most? 3. Firms can choose to collaborate: • to acquire certain capabilities • because they have to acquire a certain product or service, and there is high dependence between their innovation and the innovation of the other party (systemic innovation) . For both situations, explain if they may expect problems in the coord ination of tasks and in the appropriation of returns, and if so, what kind of problems. 4. In Chapter 7, Section 7.2, we discussed venturing (under Option 1, Separate business unit). In this chapter we discussed corporate incubators (Section 8.4). In terms of how large companies develop new innovations, w hat do you think are the key differences between these two types of arrangements? 5. Do you know an innova tion cluster in your region or country? If so, what explains its origin? W hich advantage does it give to new start-ups? Exercises In January 2020, BioNTech initiated the development of a vaccine against COVID-19 (see also the exercises at the end of Chapters 6 and 7). In March 2020, it was announced that BioNTech wou ld collaborate with Pfizer in developing and distributing the COVID-19 vaccine. 1. There are several reasons mentioned above w hy organizations engage in collaboration. Looking at the collaboration between Pfizer and BioNTech , identify two reasons w hy BioNTech decided to collaborate w ith Pfizer. 2. Pfizer is a large diversified pharmaceutical firm. BioNTech is a much smaller scale up. Consider the three types of governance of collaboration projects from this chapter. For each type of governance, identify w hat risks BioNTech , as the smaller party in the collaboration , may experience. Wou ld the same risks exist for Pfizer? Also, find out on the Internet w hich form of governance they used. We described in thi s chapter (Section 8.1) that firms acquire start-ups or scale-ups to increase their innovation performance . Siemens is a large electrical equipment company (e.g., trains, nuclear power plants, medical equipment, household appliances). Search on the Internet for some companies Siemens has taken over in recent years. 1. List the reason s w hy you think that Siemens acquired these companies. For example, were they looking to cut out competition , were they looking to improve/co mplement their existing capabilities, or to obtain entirely new capabilities? 2. In hind sight, to w hat extent do you think it was a good choice for Siemens to take over each of these companies? Wo uld it have been better for them to have developed the capabi lity or innovation in-house for some of these cases? Openinnovatlon References Chesbrough, H.W (2003) Open Innovation: The New Imperative for Creating and Profi.ting from Technology. Harvard Business School Press. Chesbrough, H.W. and Teece, D.J. (1996) 'When is virtual virtuous?', Harvard Business Review (January-February): 65-73. Cohen, WM. and Levinthal, D.A. (1990) 'Absorptive capacity: A new perspective on learning and innovation', Administrative Science Quarterly 35(1): 128-152. Dekker, H.C. (2004) 'Control of inter-organizational relationships: Evidence on appropriation concerns and coordination requirements',Accounting, Organizations and Society 29: 27-49. Govindarajan, V and Trimble, C. (2010) 'Stop the innovation wars', Harvard Business Review (July-August): 76-83. Kidder, T. (1981) The Soul of a New Machine. Little, Brown & Company. Leiponen, A. (2008). 'Control of intellectual assets in client relationships: Implications for innovation', Strategic Management Journal 29: 1371-1394. Malhotra, D. and Lumineau, F. (2011) 'Trust and collaboration in the aftermath of conflict: The effects of contract structure', Academy of Management Journal 54(5): 981-998. Nambisan, S. and Sawhney, M. (2007) 'A buyer's guide to the innovation bazaar', Harvard Business Review (June): 109-118. 205 Innovation in specific types of firms Part 5 Part 1 Introduction Innovation management Chapter 1 Company Part 2 Idea development Part 3 Selection ----------------- -------------------- Idea management _. Section s 2.6-2.7 Project Idea development Section s 2.1- 2.4 _____Chapter 3 ____ Innovation strategy Portfolio management Part 4 Implementation _. _. Project selection Chapters 4-5 --------------------Part 5 Specific firms Part 6 Conclusion Specific types of firms The future of innov ation management Chapters 9-10 207 Organization of innovation Sections 7.2-7.5 Chapter 8 Chapters 4-5 _. ------------------ Chapter 11 Project execution Chapter 6 Section 7.1 ------------------ Entrepreneurship Learning objectives After reading this chapter, you will be able to: 1. Describe the main differences in innovation activities in start-ups and established firms 2. Explain what makes a person an entrepreneur 3. Give examples of specific behaviours of entrepreneurs in the entrepreneurial process 4. Describe team formation of a start-up 5. Distinguish between alternative financial valuation methods for a start-up 6. Explain what an incubator can do for a start-up 9.0 Introduction Start-ups are an important locus of innovation. They generate new products, services and business models, often more quickly and effectively than established companies. The question is what is special in the conditions and way of creating innovation in start-ups compared to mature firms. So far in this book, we have discussed the different innovation activities, from idea development to implementation. We will argue that some of these activities are very similar in start-ups compared to established firms. For instance, start-up entrepreneurs also generate ideas for their activities. Sometimes the idea itself is the reason to start the company, and if they want to start a business but do not have a good idea yet, they can use the techniques we mentioned in Chapter 2. Start-ups also have to learn from the market and can use the techniques we discussed in Chapter 3. Also, the further development of the idea will follow patterns that are very similar to the ones sketched out in Chapters 6 and 7. On the other hand, we will see that start-ups have different capabilities, and the innovation process in start-ups differs in several respects from the process in established firms . In addition, start-ups have to set up an organization themselves. We also devote attention to the characteristics of entrepreneurs, to the start-up team, to valuation of the start-up and the function of incubators. 9.1 Start-ups and innovation Start-ups have an important role in innovation because they are a major source of innovation. Start-ups can change a whole industry. Airbnb was a start-up that changed the accommodation business. Uber changed the taxi business. These are salient examples, but we also see start-ups on a more modest scale. You may know a new local company delivering food to your home or a new hairdresser with a new approach in your neighbourhood. 209 9 210 Innovation Management Fundraising is seeking financial assets to finance a certain activity, in this case the creation and first activities of a start-up company. A legal structure is the formal structure of a company, such as sole proprietorship, limited company, commercial partnership, etc. There are important differences between innovation activities in start-ups and established firms. A start-up founder experiences stronger personal consequences of the outcome of the endeavour than innovators in established companies. If an innovator's project in a large company becomes a success, the company may reward them by recognition or financially. Although some companies aim also to celebrate failures, in order to keep people motivated, project team members may feel ashamed in front of their colleagues if the project fails . For an entrepreneur, the success of their project may mean that they guarantee an income for the future and may even mean that they are financially independent for the rest of their life. If the start-up fails, the entrepreneur loses their own investment, and is jobless afterwards. There are also substantial differences in the activities and process. Whereas in large firms innovators can acquire funds from the resources of the company, entrepreneurs have to do far more active fundraising and have to find outside investors. Entrepreneurs need to set up a company, which means choosing a legal structure, creating the entity, and starting the activities. They have to create production facilities, logistics, distribution channels and marketing activities for their products or services, elements that often already exist for innovators in large companies. Usually after a short period of time, an entrepreneur has to hire new colleagues, negotiate salaries, etc. They have to create financial systems and human resource management. In general, an entrepreneur has a much broader package of activities compared to innovators in large firms. This makes the life of entrepreneurs quite different from that of their corporate innovation colleagues. Innovators in large firms also have some activities that entrepreneurs do not, such as portfolio management. Also, the strategy of start-ups can be more straightforward than in large firms. What entrepreneurs and innovators in large firms have in common is that they both have to spend a lot of time on activities that are not directly related to the business opportunity. For entrepreneurs, setting up the company and negotiating the division of shares, for instance, takes a lot of time and attention. In the same way, corporate innovators have to spend a lot of time on the firm's hierarchy and bureaucratic requirements. What types of innovations do start-ups create? Start-ups have large advantages over big firms in terms of flexibility and speed of action, but they also have their limitations. We have already mentioned that resources are usually more limited. But start-ups also miss deep expertise in specific areas, knowledge that established companies have been able to build up over time. This can include expertise in production, marketing or patenting and other legal activities. As a consequence, start-ups are generally very good at creating business opportunities, but not in all fields and situations. Their limited resources usually prevent them from creating a business that requires high up-front investments. So, it is unlikely that a start-up will invent and develop a new type of aeroplane. For instance, development of the Airbus A380 cost around €13 billion, and the Boeing Dreamliner is reported to have cost $32 billion. A start-up will never be able to collect such amounts of money. Nevertheless, there are exceptions: Tesla developed a new car that created extensive manufacturing facilities, a huge investment. The acquisition of the required funds was largely owing to the private funds and enormous fundraising capabilities of Elon Musk. Start-ups also created several budget airlines (see Case 4.8, Ryanair), which also require huge Entrepreneurship 211 investments. In that case, the possibility of leasing aeroplanes has facilitated the entrance of start-ups into this industry. Finally, it's unlikely that start-ups develop innovations that require replacing an existing widespread standard. Start-ups can collaborate with established companies to acquire capabilities that they are lacking themselves. For instance, biotech companies developing new drugs do not have the specialized marketing capabilities and distribution channels needed to get the drugs accepted by physicians and to bring the drugs to patients. They therefore almost always team up with an established pharmaceutical firm for these activities. Start-ups will usually stay away from head-to-head competition with large firms. Usually a start-up's strategy will be to focus on an opportunity in such an early phase that it creates a new market niche, in which large firms do not operate. Later they can undertake head-to-head competition with large companies. This was the process followed by Red Bull, which entered the market with an energy drink and started competition in the very crowded market of sodas (Case 9.1). 0 CASE 9.1 RED BULL: HOW A START- UP ATTACKS A MARKET OF LARGE ESTABLISHED COMPANIES Red Bull is an example of a start-up that was able to enter the existing and highly 'fortified' market of soft drinks, which huge companies such as Coca-Cola dominated. The Thai entrepreneur, Chaleo Yoovidhya, and an Austrian, Dietrich Mateschitz, founded the company. Yoovidhya had already introduced an energy drink to the market. It was called Krating Daeng and had a high concentration of caffeine. Mateschitz tried it out when visiting Thailand and liked it. He approached Yoovidhya and jointly they created Red Bull GmbH in 1987. Red Bull is the English translation of Krating Daeng. They launched the product during the Grand Prix of Monaco, and subsequently in Austria and other countries. They consistently associated the product with adventure sports. This strategy has had its price: several men have died while training or taking part in Red Bull extreme sports events. However, the company has become a multi-dollar revenue generator that is able to compete with incumbents, not just in energy drinks but also in soft drinks. In spite of their limitations, start-ups have enormous potential to create new industries, or to overtake existing industries. They are a major source of innovation. Survival rates Entrepreneurship is a risky activity. Many entrepreneurs fail. A study by Alfred Nucci in 1999 showed that 81 % of entrepreneurs in the US survive for one year, 65% survive for two years, 40% survive for five years, and 25% for ten years (Bygrave and Zacharakis, 2011, p. 3). So, the chance of becoming successful is small. 9.2 Who becomes an entrepreneur? What kind of people become entrepreneurs? First, the personal characteristics that we mentioned in Chapter 2 on creativity also apply to entrepreneurs. Entrepreneurs have to start with a creative idea, so knowledge, motivation and creative thinking skills are also important for entrepreneurs (see Section 2.1). But in addition, entrepreneurs need to believe in their abilities to convert their idea into a success. So, self-efficacy, Self-efficacy is a person's conviction that they are able to perform a particular task successfully. 212 Innovation Management Internal locus of control is the conviction of a person that they have control over what happens in their life. Underexploited opportunities are options for new products or services that a company or other organization can develop but in which it does not actually invest. the conviction that they are able to realize your goals, is important for entrepreneurs. Entrepreneurs also appear to have a high 'internal locus of control' (Bygrave and Zacharakis, 2011, p. 52). This means that they have a strong desire to control their own future and activities. A rather curious physical characteristic that distinguishes entrepreneurs from other people is the relation between the length of the forefingers and the ring finger. Entrepreneurs often have a longer ring finger than forefinger, while it is the other way around for non-entrepreneurs. The reason has to do with hormone levels in the uterus during pregnancy of the entrepreneur's mother (Nicolaou et al., 2018). And finally and most importantly, parental entrepreneurship is a strong predictor of entrepreneurship in their children. In addition, environmental factors influence the decision to become an entrepreneur. An important one is necessity. For this reason, in poor countries we usually find a high number of entrepreneurs, and also many seniors in developed economies start a business of their own out of necessity. Employees losing their jobs often start a business to generate new income. On the other hand, underexploited opportunities in an existing business can stimulate employees to start their own. In 1982, John Warnock and Charles Geschke left Xerox to found Adobe in order to create a document format (Postscript) that facilitated exchange with printers. While working at Xerox they saw an opportunity for this application which drove them to create the company. They named the company after a creek that ran behind their houses. An environment with many other entrepreneurs also stimulates entrepreneurship. Silicon Valley is a perfect example. There are so many start-ups around, and so many of them are successful, that other people feel stimulated to start one themselves. Everett Rogers called this 'Silicon Valley fever' in a book with that title (Bygrave and Zacharakis, 2011, p. 52). 9.3 The entrepreneurial process Bricolage is the approach according to which entrepreneurs use the means that they have at hand, instead of searching for the optimal means. Start-ups often apply the lean innovation process that we introduced in Section 3.1. In fact, the authors of the lean innovation process, Steve Blank and Eric Ries, derived this practice from the activities of start-ups, and transferred it to the world of large firms. The essence of lean innovation - getting information on the viability of a new business opportunity or innovation as soon as possible - is enormously important for start-ups, which have limited funds and thus have to redesign their efforts quickly if the innovation concept appears not to be viable. On the other hand, Cohen et al. (2018) emphasize that entrepreneurs should think deeply and intensely about all aspects of their business opportunity before executing their first experiments. Otherwise they may choose a specific pathway too early, from which they cannot easily move away later on. We already mentioned this in Section 3.1, when we discussed alternative ways to deal with the solution space. There are some more characteristics of start-ups, other than applying the lean process in their approach to innovation. Two of them are 'bricolage' and 'effectuation'. Bricolage means that entrepreneurs use the means that they have at hand, instead of searching for the optimal means. For instance, start-ups sometimes use empty office buildings or abandoned factories for housing or operations, since they are cheap and available. Bricolage refers to improvisation to get to your goal. The concept of effectuation is very close to bricolage and refers to decision rules or thinking styles that start from what you have available instead of what you want to Entrepreneurship achieve. We explained effectuation in Section 2.1 under Thinking styles. Four elements are distinguished in the literature when start-ups apply effectuation (Sarasvathy, 2008): ~ 'Affordable loss', where you don't focus on profits or average returns, but on possible losses and to what extent you can cope with them. ~ 'Crazy quilt', which means that you work with people you trust (and not necessarily with the best one in a specific field); a quilt is a collection of cloth patches - the choice of collaborators may form a weird collection. ~ The 'lemonade principle', which means that you consider unexpected events as opportunities; the term originates from the saying: when life gives you lemons, make lemonade. ~ The 'pilot-in-the-plane' principle, which means that you react to what happens instead of fully planning your actions. So, you would rely on human actions more than on structural factors such as new technology or markets. Established firms can also apply these processes and principles, but start-ups are more in need of resources, and since all of these principles tend to diminish the need for resources, start-ups apply them more often. Team formation While setting up the company and developing the product or service, the founders have to create a team which reflects the required core capabilities. An innovation frequently requires expertise in some specific areas. The founding team will often reflect these fields of expertise (see Case 9.2). These will be the fields that really require new insights. In other fields in which the start-up can apply the standard technology or processes, the founding team can hire people as employees, not as part of the founding team. These people bring in expertise, but they may participate to a lesser extent in the creative combination of different types of knowledge. Nevertheless, members of the team often find each other by chance, as can be seen from the case of X2AI (Case 9.3). 0 CASE 9.2 SIREN CARE: HOW THE FOUNDING TEAM REFLECTS THE REQUIRED EXPERTISE Diabetes patients can suffer from disastrous effects of small wounds on their feet. The wounds do not heal and eventually even a foot amputation may be needed. Prevention is difficult, since the patients do not feel the cause of the wound, such as a small stone or shoelace in their shoe. The start-up Siren Care developed socks with electric fibres that give a signal if a wound is starting to develop, based on the temperature increases that happen in such a case. The start-up had to create new knowledge or technology in three fields: medical treatment, sensors and electrical wiring, and textiles. The composition of the founding team reflects these fields: medical, IT and textile. It consists of CEO Ran Ma, a biomedical engineer, Jie Fu, experienced in hardware and IT, and Henk Jan Scholten, a textile expert. They hire employees with expertise in supply chain management, marketing, etc. 213 214 Innovation Management 0 CASE 9.3 X2AI: HOW ENTREPRENEURS FIND EACH OTHER X2AI develops software for mental health problems. Patients can communicate with the program about their problems. The program asks them specific questions based on the input they deliver and gives them options for treatment or actions. The founders met while staying in the same dormitory in the Silicon Valley region . By coincidence one of them , a business student who visited the region to look for opportunities, met the other, an engineer who was working on software, and who slept on the bed next to him. After some days they started a conversation and decided to jointly create the company. Marketing and sales Firms can apply bricolage in commercializing the new product or service, by seeking smart sales tricks. The approach is sometimes called 'guerrilla marketing'. Using channels for new purposes can be an option. For instance, a founder of a start-up operating in the consumer market may give an interview on a television show on their start-up, or on a related topic. As a result, the start-up may acquire many new customers. Another trick of start-up founders is writing a blog on a 'How to .. .' or a 'What is the difference between .. .' question related to their product or service, to give a helpful answer to the question and in doing so mentioning the product or service of the company. Viral marketing is another option. The start-up creates a funny video on a topic related to its product or service. If the video is funny enough, people will forward it to their relatives, creating buzz at a very low cost. An example is the commercial for the Dollar Shave Club (see Case 8.1), that had exceptional simplicity and humour and had millions of watchers on YouTube. Scaling up Scaling up is the process in which a start-up enters the phase of volume production. Important in the development of a start-up is the scale-up phase. In this phase, the start-up needs expertise from existing businesses, e.g. on operations, the use of distribution channels, financial models, etc. The start-up may hire experienced people from established companies for this purpose. In this phase the founders of the company may also attract new executives to work with them in the executive committee or take a step back to create room for such executives. Not every founder of a successful start-up is the right person to lead the firm in the growth phase, when the emphasis shifts to efficiency, execution, and internal and external collaboration based on explicit contracts, while in the first period management relied on creativity, trust and loyalty. It is similar to the problem of leadership in innovation teams in the idea development versus the implementation phase, discussed in Section 7.3. When the start-up scales up the activities, it may require new leadership. Business angels are former entrepreneurs who use their financial assets to invest in startups, usually in combination with an advisory role. Financing the start-up An important activity of start-ups is fundraising. The founders of the company can start with their own savings, but these are usually only sufficient for a very short period. Soon they need additional money. Start-ups will usually start raising money from so-called 'business angels': former entrepreneurs who have earned sufficient money to invest in new firms. The term 'angel investor' had its origins at the beginning of the 20th century when these people financed the theatres that were going through difficult times. Angel investors usually do not just provide funds, but also give advice to the new entrepreneur. In most cases their reason for investing is not just earning Entrepreneurship money but also being able to transfer their knowledge to new generations and to stay aligned to current developments in business. In return they get a small part of the shares in the company, which may in exceptional cases grow to extremely high value. In the next phase, start-ups usually need higher investments, for instance to create production or marketing campaigns. Venture capitalists are more appropriate parties to support the business in this phase in view of the higher amounts of money involved. Venture capitalists are more profit seeking than angel investors. They usually invest in a portfolio of start-ups according to a preset strategy and preset criteria, with the aim of earning high profits on a few of them. By making these risky investments, venture capitalists tacitly or explicitly apply real options thinking (see Section 5.4). They get part of the shares of the start-up in return. Especially in the US, this part is small, since venture capitalists want the founders to keep sufficient equity (shares) to stay motivated and committed to tum the start-up into a success. Valuation When acquiring investments from business angels or venture capitalists, the valuation of the company is important, since it determines the quantity that the outside investor receives. Two types of valuation are relevant for valuing start-up companies (Bygrave and Zacharakis, 2011): ~ present value of future cash flows; ~ market-comparable valuation. In the present value of future cash flows capitalization, the value of the company is dependent on the expected future free cash flows. The valuator sums these cash flows for several years, adds the residual value of the company after the number of years, and depreciates the result to the present time. In the case of a fast-growing start-up there are often no free cash flows, since the company uses all income for its growth. So, the value would then be dependent on the expected future value of the company only, which in fact substitutes the problem of the present valuation of the company by the problem of determining its future value. In the market-comparable valuation, a measure of income of the company is taken, such as EBIT or EBITDA (earnings after taxes). Then the valuator determines the price to earnings ratio (P /E ratio) for publicly traded companies in the same industry. They take the same measure for earnings as the measure that was taken for the earnings of the focal company. The valuator then reduces the P/E ratio somewhat to compensate for the fact that the shares of the start-up company cannot be traded on the market. The resulting market value of the focal company is P/E multiplied by the earnings, in which P/E stands for the slightly reduced P/E ratio. P/E ratios are generally between 3 or 4 for slow-growing industries and companies, up to 25 for very fast-growing industries and companies. Next, based on the ratio between the computed value of the company and the amount of money invested by the angel investor or venture capitalist, the valuator can easily compute the number of shares that the investor receives. Of course, this second procedure only works if the start-up company is already generating revenues. Also, the procedure can only take the future growth of income of the start-up into account by increasing the P/E ratio to a higher level than the industry standard. Since this higher P/E ratio will be somewhat arbitrary, in such cases a modified method is feasible. According to that method, the valuator estimates the earnings of the company in a certain future year X. Then, based on the procedure above, the valuator determines the value of the company in Year X. Next, they take the amount of money The valuation is the determination of the value of a company for an investor or acquirer. 215 216 Innovation Management that the business angel or capital investor wants to invest, and determine what amount of money would be equivalent to the value of that amount in Year X. For that purpose, the valuator multiplies the amount of money by a certain interest rate for each year between the present and Year X. This interest rate compensates for the risk that the start-up company ceases trading or goes bankrupt between now and Year X. So, the interest rate ranges from 80% per year for a start-up in the seed phase, to 40% for a start-up that is close to market introduction (Bygrave and Zacharakis, 2011). The ratio between the value of the company in Year X and the amount of money that the investment should represent in Year X based on the interest rate determines the number of shares that the investor receives in exchange for their investment. Bootstrapping Bootstrapping means funding a start-up stepwise from the returns of its own initial activities. Start-ups can reduce their need for funds by a tactic called 'bootstrapping'. This means that the start-up tries to limit the need for funds by getting some revenues from its activities and using those to finance the next round of activities. The term has its origin in the tape in the back of boots, and the metaphor that people could lift themselves by pulling these tapes. The metaphor is used in the book The Surprising Adventures of Baron Munchhausen, in which the baron pulls himself out of a swamp by pulling his hair. The term is also used in 'booting the computer', which means that the computer starts itself by first loading the software needed to start from the disk memory to the RAM (Random Access Memory) and then using that software to actually start the operation of the computer. A good example of bootstrapping is provided by Steve Jobs, who sold his first set of 50 mini-computer kits to a retail chain. He received confirmation of the deal that specified that he would receive a certain amount of money upon delivering the computers. With that document he went to suppliers of the parts he needed, who appeared to be prepared to supply the materials and accept payment upon receipt of the payment by the retail chain. Another example is the aforementioned cheap 'guerrilla' marketing techniques. 0 CASE 9.4 HEALTHTAP, WITH ANGEL INVESTOR ERIC SCHMIDT The CEO of Google, Eric Schmidt, invested in a start-up called HealthTap. HealthTap creates communication between medical patients and a large network of physicians (over 100,000 in 2017). The patient can log in and the opp connects them to a physician who is available at that moment in time. The patient can also choose to search for advice from a database of replies to earlier queries. Eric Schmidt was one of the angel investors in the start-up by means of his investment fund, and he provided them with solicited or unsolicited advice. So, angel investors do not just invest in start-ups, but also use their Incubators are organizations that facilitate the development of start-ups, usually by providing office space and support services. entrepreneurial experience to assist them in their activities. 9.4 Incubators Incubators aim to facilitate the start-up process and activities. We have already encountered corporate incubators in Section 8.4. Here we address incubators that are initiated by other institutes, such as regional governments, universities or other research organizations. These incubators primarily aim to support the transfer of Entrepreneurship knowledge from research to the economy and to stimulate the regional economy by facilitating entrepreneurship. Universities have incubators primarily to support students who want to become entrepreneurs and sometimes to commercialize their intellectual property. Such incubators are centres that offer several facilities to support the start-ups. The basic facility is cheap office space. In addition, in many cases incubators offer coaching and other support services. Sometimes experienced entrepreneurs serve as coaches, in other cases staff members of the incubator do so. The coaching can concern all aspects of the start-up's activities: how to test an idea, how to set up your legal structure, and, importantly, how to raise funds. Incubators often organize fundraising events themselves, in which they invite a number of venture capitalists or business angels to listen to a number of pitches by start-up entrepreneurs, and to invest in selected ones. Business angels can also set up incubators. An example is 500 Startups, with sites in Silicon Valley, Mexico City, Kuala Lumpur, San Francisco, and other cities. 500 Startups is a combination of investment fund and incubator. It has a very rigorous selection process, out of which only a small percentage, which can be up to only 1 out of 20, of applicants survive. It funds the selected start-ups with a certain amount of money, e.g. $100,000, in return for 5% of their equity. In this way it is able to finance its own activities from successful start-ups, which even in this incubator are only a limited number of the total set. Nevertheless, while the incubators were only established in 2010, they have already participated in several of their start-ups' stock market flotations with IPOs of over a $100 million each (of which they received a small percentage). 0 CASE 9.5 INCUBATORS OF THE SPACE ORGANIZATION ESA The European Space Agency (ESA) has research centres in several of its 22 member states; ranging from research to testing facilities, from astronaut training to space mission control centres. Beyond these facilities, ESA has established Business Incubation Centres in 60 different locations, operated by local partners. The main purpose is to support regional economic activity by attracting entrepreneurs who build new products and services based on space technology and infrastructure (e.g. satellite systems), for nonspace-related markets. = 9.5 Summary In this chapter we discussed an important type of innovating firm: start-ups. Start-ups are new companies created to develop and commercialize an innovation. We discussed what kind of people usually become entrepreneurs, and what types of innovation they can develop. We saw that people with high efficacy and high internal locus of control, and with parents who are entrepreneurs, often also become entrepreneurs . Also, we compared the process and activities of start-ups with those of innovators in established firms. Large parts overlap, but start-up entrepreneurs have to set up a company and acquire finances, while innovators in established firms have to deal with existing processes in their firm, convince managers and overcome resistance to their innovation. We presented some alternative valuation techniques for start-ups. Finally, we discussed the role of independent incubators for start-ups . 217 218 0 Innovation Management 9.6 Discussion questions and exercises Discussion questions 1. Why do you think people become entrepreneurs? What drives them to take the risk of building their own company and being self-employed? 2. What do you think defines a start-up? Are all young and small companies always defined as start-ups or do you think there is a different qualification? 3. In this chapter we introduced several concepts that apply to start-ups: bricolage, effectuation and bootstrapping. Can you relate these concepts to each other? Are they distinct, do they overlap, or is one a specific example of one of the others? 4. In which industries do you expect many start-ups? In which industries would you not expect start-ups? a. Do you know a start-up in one of the latter industries ? If so, w hat explains its existence, in spite of the fact that you would not expect start-ups in this industry? 5. It can often be hard for entrepreneurs to raise the necessary financial resources from (angel) investors. Why do you believe this is the case? a. W hat are the aspects of new businesses that make it hard for investors to estimate their va lue? Exercises Go to the webs ites of Startup Nation and/or Crunch base (finder.startupnationcentral.org , www.crunchbase.com/ discover/organization .compan ies). Take some time to investigate the data of the companies/ start-ups listed on these websites . 1. What kind of information can you publicly find? 2. How many start-ups and scale-ups are there in your country or neighbouring countries? 3. What are the fastest-growing start-ups according to the database? Which company has most recently received a large investment? Had you heard of these companies before? 4. Can you also find entrepreneurs that have founded multiple companies? Are all of the companies they founded successful? Come up w ith an idea for a new business. Make the following analysis: Envision four scenarios, divided over two conditions: • There appears to be a small market for your company vs. there appears to be a large market; • You have to finance your start-up with own funds (bootstrapping) vs. it appears easy to find external funding. For each of the four resulting scenarios, draw the Business Model Canvas of your innovation, adapted to the conditions. Then answer the following questions: 1. How does your business model change over the scenarios? 2. Where can yo u cut costs the most w hen you have to bootstrap? 3. Where do you believe you could grow the most when it's easy to find investme nts? 4. Wha t probability wo uld yo u give each scenario? W hat research wo uld you need to determine the probabilities? 5. What research wou ld you need to assess the feasibility of each business model? a. For example , yo u may have to extend the range of scenarios to six , by adding the dimensions of 'technical feasibility' or 'ease of innovation development' (low vs. high). 6. Finally, do you feel you could pursue this idea and/or one of the business models? W hy (not)? Entrepreneurship References Bygrave, W. and Zacharakis, A. (2011) Entrepreneurship. Wiley. Cohen, S.L., Bingham, C.B. and Hallen, B.L. (2018) 'The role of accelerator designs in mitigating bounded rationality in new ventures', Administrative Science Quarterly 64(4): 810-854. Nicolaou, N., Patel, P.C. and Wolfe, M.T. (2018). 'Testosterone and tendency to engage in self-employment', Management Science 64(4): 1825-1841. Sarasvathy, S.D. (2008) Effectuation: Elements of Entrepreneurial Expertise. Edward Elgar. 219 Innovation in project-based and multinational firms 10 Learning objectives After reading this chapter, you will be able to: 1. Explain the influence of dispersed organizational settings on innovation and new business development 2. Distinguish proactive and customer-oriented innovation and new business development in project-based firms 3. Explain the two core (conflicting) purposes in innovation in project-based and multinational firms 4. Choose an appropriate organization for innovation and new business development in project-based and multinational companies 5. Explain the meaning of servitization 6. Describe the main problem in innovation in health care 7. Describe different options for the organization of innovation in servitizing product firms 10.0 Introduction In this chapter we will address innovation and new business development in two types of firms: project-based firms and multinationals. They have in common that they are both distributed firms, in the sense that knowledge and innovation-related activities are more spread across the company compared with single-division firms or firms with more concentrated product portfolios and markets. Project-based firms undertake broader assignments for their clients and consequently have a different structure than product or other service firms. Examples are IT solution providers, construction companies and consultancy firms. Even if such firms operate in a single country, their sales and operations are spread over different units and projects. Multinationals operate in different countries and consequently often have sales, operations and innovation activities in different locations, which poses challenges to innovation activities. Both project-based firms and multinationals have to meet the challenge in their innovation and new business development activities of integrating knowledge from different units in the firm and diffusing the resulting innovations back to those units. In addition, multinationals must balance synergy creation versus responding to local needs. We discuss the solutions to these tensions in these two types of firms in this 221 222 Innovation Management chapter. Also, we address the challenges of innovation in health-care organizations and in product firms that add services to their products or sell their products as services (servitization). 10.1 lnnovotion in project-based firms How do project-based firms innovate? Project-based firms are firms that do everything in the form of projects. Examples are contractors in the construction industry, IT solution providers, engineering consultancies and management consultancies. A typical example of a product of a project-based firm is an IT solutions provider who builds a new IT system for a bank as a client. Such projects involve an innovation for the client, so project-based firms have innovation for clients as a core competence. But as the saying goes: 'The shoemaker's children go barefoot', and project-based firms are usually not good at innovating for themselves. As we will explain, this has much to do with the distributed character of the knowledge base in project-based firms. There are in general two ways of innovating for project-based firms. The first is a reactive, customer-oriented process, which involves innovating on a customer's project. This means that the project-based firm performs a project for a customer in which it includes some innovative part, which it can apply in the future for other customers. So, for instance, a contractor builds an office block with an innovative air-conditioning installation which is new to the contractor and the customer. The customer is of course aware of the innovation, and if it is more expensive, they will pay an extra price. The customer may (also) pay for the cost of the provider learning about the innovation, or these costs may be shared between the project-based firm and the customer. This way of innovating is an attractive option for the project-based firm, because it is certain of an income from the innovation, and it already has its first customer for the innovation. In fact, the cost of the innovation is fully or partly paid by the customer. However, this approach also has disadvantages, two in particular. The most important one is that the project-based firm will be inclined to adapt the innovation to the specific needs of the first customer, but those requirements do not necessarily coincide with the needs of the larger market. In many cases, the first customer will be an innovative company, which is not necessarily representative of the average customer. The project-based firm may therefore have to adapt the innovation again for other customers, or a permanent misfit may remain between the innovation and other customers' needs. Second, this innovation approach will always be targeted at existing customers and will be unlikely to recruit new customers. So, by applying this approach the project-based firm may run straight into the innovator's dilemma as depicted by Clayton Christensen: overshooting the main market and missing potential disruptive innovations for new customers (see Section 4.3). A project-based firm can also develop a process innovation in a customer project. For instance, an IT solution provider uses a new IT language for programming. In this case, the customer may or may not be aware of the innovation, and may or may not pay extra for it. Again, the disadvantage may be that the process innovation only fits the demands of the first customer, although this risk is lower since process innovations are usually less customer specific. The second way of innovating for project-based firms - proactive innovation - is by initiating innovation or new business development projects itself. In such a project, Innovation in project-based and multinational firms 223 the project-based firm describes, develops and tests the innovation before selling it. In fact, this is the way in which most other companies innovate. In such an innovation project, the project-based firm develops a new product or service that it can sell to existing or new customers. If the innovation concerns a new process, it can later apply this process itself. The main advantage of this approach is that it is a more proactive way of innovating, since the project-based firm takes the initiative more clearly itself. The project will aim more at a market as a whole, and not just at a single customer as in the reactive approach. Also, the project-based firm can give more direction to the project. In a proactive innovation project, the project-based firm may address completely new customer groups, or yet unmet needs of existing customers. So, it can also address disruptive innovations. On the other hand, of course both the costs and the uncertainty will be higher, since there is no outside paying customer yet. Many project-based firms only have a reactive process, usually with a rather negative effect on overall innovation performance. In better cases, project-based firms apply the two innovation processes in parallel. On the one hand, the firm operates a reactive process in response to explicit customer demands. Often the business units will perform these activities. On the other hand, it may have a proactive process of defining and creating new services. Often a central innovation manager, innovation unit, or new business development unit will initiate these activities. The business units can still take care of the execution. A challenge is to bring the two processes in line with each other, since conflicts can easily occur. Coordinating the processes is even more challenging if the firm operates in different countries, which many projectfirms do, since the innovation activities take place in different countries. A central innovation manager or innovation unit should align the activities (Option 2 or 3 in Section 7.2), reporting to the executive board, and supported by national coordinators. How to run innovation projects How should project-based firms run the proactive innovation or new business development projects? Project-based firms cannot simply apply the project-management and team approaches we discussed in Chapters 6 and 7. The reason is that the company context is quite different from mass-manufacturing or mass-service firms, and the theory we discussed in those chapters fit best to those kinds of companies. Projectbased firms have a different structure. They are usually organized partly around certain competencies, for instance 'tunnelling' and 'road construction' in a project-based construction firm, and at the same time they are organized around certain customer segments, such as 'government', 'offshore', etc. Matrix structures are quite common in these kinds of firms. In addition, these firms may have supporting departments for marketing, purchasing, etc. This means that the traditional functional structure does not exist. In addition, employees in project-based firms often work more autonomously than in other types of firms. Many employees have direct customer contacts, and they are used to organize projects, including collecting resources, themselves. All in all, activities are more distributed in project-based firms than in more functional or divisional companies. Blindenbach-Driessen and Van den Ende (2010) studied the success factors for innovation projects in project-based firms. The question was whether the normal success factors, such as having a cross-functional team or having a structured process, would also apply to proactive innovation projects in project-based firms. We had to adapt our vocabulary; for instance, in the absence of functional departments we had to replace 'cross-functional team' with 'multidisciplinary team'. We compared functional A matrix structure is a firm's internal organization according to which it has functional units according to specific expertise, and crossfunctional units according to specific products or markets that the firm serves. 224 Innovation Management firms (product and mass-service firms) with project-based firms in the same industries and found that: ""7 While cross-functional teams contribute to the performance of innovation projects in functional firms, multidisciplinary teams do not contribute to the success of those innovation projects in project-based firms. Our explanation was that cross-functional teams serve to integrate knowledge from different functions, but that project-based firms have little need for dedicated mechanisms to integrate knowledge, because they are already used to doing so in their customer projects. So, it's relatively easy to integrate knowledge in innovation projects, even if there is no multidisciplinary team. ""7 A structured innovation process didn't increase success in project-based firms. Our explanation was that project-based firms are used to a fairly strict way of organizing customer projects, and innovation projects need more flexible processes. So, the innovation processes they apply are too rigid, which does not contribute to success. ""7 A heavyweight project manager, on the other hand, did have a positive influence on innovation projects in project-based firms, and much more than in functional firms. This is because the diffusion of innovation is a particularly difficult process in project-based firms. You can't just send the product to the factory, as in a product firm, or start the operations, such as in mass-service firms. In a project-based company, you always need other people to sell your innovation concept to the customer, or to apply the innovation to the processes. And a heavyweight project manager is better able to get other people committed. The general lesson is that the application of management practices in innovation projects, such as cross-functional teams or heavyweight project managers, depends on the firm's context. A project-based firm is a highly distributed organization, where people work fairly autonomously in a matrix organization. In such a context innovation or new business development projects have to be run differently from similar projects in a functional context. For instance, a highly mono-disciplinary project team can even work better in such a firm, since it is easy to acquire knowledge from other disciplines in the project context. The bottleneck comes later, when the result of the project has to be commercialized. ~ CASE 10.1 COORDINATION OF INNOVATION IN AN ENGINEERING COMPANY Engineering company WaterCo develops and manages hydraulic projects, infrastructure projects, chemical installation projects etc., and operates in several countries, with different disciplinary units in each country. The company performs future-oriented research projects for customers, often government agencies, financed by those customers. Although the company develops new technologies in those projects, implementation on markets is often not guaranteed. To improve this process and facilitate implementation, a central new business development unit defines proactive innovation projects. As a result of those projects, the firm can make offerings to customers. However, employees have to perform these projects on top of their customer-oriented projects and with limited budgets. Often also these projects are delayed. To improve these innovation projects, the new business development unit appoints experienced project managers on each innovation project. Innovation in project-based and multinational firms 225 Innovation in health care A similar sector to project-based firms is health care. Traditionally in most countries health care was part of the public sector and not very innovative. The main topics of innovation were medical treatments, in which medical specialists aimed to adapt their treatments to the most recent medical knowledge. But innovating patient services or creating new business models was unusual. Recently, in many countries the pressure to reduce the costs of the excessively expensive medical sector has increased, and also patients require higher service levels: for instance, in consultation hours and means of communication with the doctors. Doctors and entrepreneurs have started specialist medical clinics, which focus on executing a limited set of treatments in a high-quality and cost-effective manner. Hospitals invest in customer service, for instance by improving their customer scheduling systems. Also, they attempt to reduce their operating costs, for instance by transferring non-specialized tasks from specialists to administrative or lower-educated medical personnel. However, these kinds of innovation processes in hospitals meet specific barriers. Hospitals are highly complex organizations, and risks for patients should be avoided at all costs. So, innovation and new business development activities will always have to go through rigorous tests or risk assessments before being implemented. But also, the professional identity of medical specialists can be a barrier, particularly for innovations that may affect their professional image. For instance, it appears to be hard to get specialists to communicate with patients by email or electronic device. Although such communication may be handy for patients and may give the option of providing more real-time monitoring of patients' conditions, doctors often resist such changes since they consider them to decrease the quality of their communication and treatment. The COVID-19 crisis has changed their attitude with respect to online communication, but then it was for medical reasons, not because of the service level for customers, which confirms the point above. The disruptive innovation dilemma (see Chapter 4) is particularly strong in this sector. Also, reorganizing in hospitals to create more specialist clinics for a limited set of treatments can meet substantive resistance since specialists consider that it diminishes their professionalism. In line with recommendations from disruptive innovation theory (Section 4.3), a way to overcome such problems can be to create a separate unit with strong topmanagement support. Staffing such a unit with experienced professionals will also help. Members of such a unit will have to create strong networks with professionals in other parts of the organization to get support for their projects. An alternative is creating financial incentive systems for doctors to participate in innovation, although this option may be hindered by the high salary level that medical specialists already enjoy, and objections from politicians or society. 10.2 lnnovc:ation in multinationals International innovation strategies Multinational firms operate in different countries or regions. Synergy of activities in different countries and regions is often one of the main sources of competitive advantage for multinationals. Multinationals can achieve synergy in operations, e.g. production, but also in expertise. For instance, specialized logistics knowledge can be a source of competitive advantage for supermarket chains, which they can exploit in different regions in the world. On the other hand, multinationals also have to take into account the specifics of customer demand in different regions in the world. A multi®tional is a firm that has operations in more than one country. 226 Innovation Management Innovation and new business development in multinationals also have to serve these two rather opposing goals: creating synergy and serving local demand. In addition, innovation and new business development in multinationals have to serve a third one: taking advantage of specialist knowledge in specific regions in the world. For instance, cities like Paris, Milan and New York are known for their high fashion and lifestyle products. Multinationals operating in those industries will want to have an innovation activity in those cities, to take advantage of the newest trends. Silicon Valley is known for its advanced ICT knowledge. Multinationals in those markets will want to have a development centre in that region. In order to tap into specialist regional knowledge and to serve local or regional markets, multinationals often create multiple research and innovation centres over the world. We can distinguish four strategies guiding the innovation and new business development activities of multinationals (Bartlett and Ghoshal, 1997): 1. Centre-for-global strategy. In this strategy, the multinational targets its innovation and new business development to the global market. The multinational develops the same products or services to be used across the globe. There are multiple examples in the IT industry. Apple and Google both develop products and services for the worldwide market, with only marginal local adaptations, which may be targeted at local regulations. They usually also apply the same financial model, e.g. Google applies its advertising model all over the world. In this strategy, the firm doesn't necessarily develop and produce the worldwide product or service in its home country, but develops each product or service in their portfolio in one specific place in the world. The essence of this strategy is that the firm develops the same products or services for the worldwide market. The advantages of such a centre-for-global strategy are clear: the company creates enormous synergies and scale advantages in design, development, production and commercialization. The firm can also advertise the product or service on global media channels. On the other hand, the firm runs the risk of misalignment with local demands. Therefore, a condition for this strategy is that the worldwide market is quite homogeneous, as is the case for many IT services and electronics products. For food and personal care, cultural differences in consumer preferences between regions are more pronounced, and firms will therefore apply this strategy less often, although there are even possibilities for those kinds of markets, as Case 10.2 ofliquid margarine shows. 2. Globally linked. In this strategy, the firm also commercializes its products or services worldwide, but it makes use of sources in different parts of the world. The firm employs research centres in different regions, to tap into local knowledge, and use this knowledge in product development in other locations. For instance, Microsoft has its main research and innovation centre in Seattle, in the USA, but it also operates research centres in the UK, China and India. According to this strategy, the firm can also distribute its product development over different locations, to make use of cheap resources. Many IT and service firms, such as IBM, have IT development centres in India, often in Bangalore, to take advantage of relatively cheap local labour. These centres may not develop full products, but they have a supporting role. It is clear that this strategy has the same synergy advantages as the centre-for-global strategy, but that it makes better use of the worldwide market for expertise and labour. On the other hand, the firm has to spend more energy and resources on coordination between the different locations. 3. Locally leveraged. According to this strategy, a firm develops a product or service for a specific market, and if it becomes successful in this market, the firm adapts Innovation in project-based and multinational firms it for another market. A nice example is the ING Direct savings product (Dunford et al., 2010; see also Case 3.7). The international bank ING developed this online savings product in the early days of the Internet, to penetrate countries where the bank had no presence. The bank developed the product first for Canada. After it became successful, it introduced the service in other countries, one by one. In every country it adapted the service to local conditions and regulations, supported by a separate country organization. Such a strategy has the advantage that the offering can be adapted more closely to local demands, and that the initial investments can be lower, because the firm has to take only the situation of a single country or region into account. Also, the first country serves as a test site for the larger market. On the other hand, the firm loses synergy and control of its products and services. A typical problem that emerges if the firm already has a presence in the target countries is the so-called 'not invented here' syndrome (Bartlett and Ghoshal, 1997). Local units of the multinational will oppose the new product or service that comes from another country because they see it as not fitting with their local market. Top management will have to push the product or service to the local market to overcome such resistance. Another way to overcome the resistance is involving the second country in an early phase of development of the new product or service for the first application. 4. Local-for-local. This strategy involves firms developing dedicated products, services or business models in every country. As mentioned above, this strategy is often applied in culturally sensitive markets such as foods and home care, although top brands in high-level perfumes and high-end fashion often have worldwide coverage with very similar products. It is clear that this strategy has the advantage of being a close fit with local demands, but the disadvantage of a loss of synergies and scale effects. Over time, there has been a general trend from local strategies to global strategies. For instance, some decades ago television set producers applied a local-for-local strategy. They had different products for every country in the world in order to meet local regulations and standards, supported by development centres in every country. Of course, today television sets have become a global market with global products, although some country-specific differences may still occur. In general, cultural convergence in the world facilitates this trend. The case of liquid margarine (Case 10.2) shows that even in food products multi-country market strategies can win from national strategies, although accompanied by high internal resistance in the company. C\ CASE 10.2 INTERNATIONALIZATION OF LIQUID MARGARINE A great example of internationalization of an originally local-for-local product and the challenges that such a change brings with it is the development of liquid frying margarine by Unilever. Until the end of the 20th century the liquid shallow frying market in Europe was mainly local. Every country had its own frying products, usually wrapped solid margarine in northern and mid-Europe, and mainly olive oil in southern Europe. Around 2000, Tex Gunning, manager of food products in Europe and at the same time manager of the Belgium-Dutch-Luxembourg (Benelux) country organization, set up a project team to develop a liquid frying product for Europe. Unilever had made attempts to develop liquid frying margarine for specific countries, but thus far with little success. The team went out to study consumer behaviour to search for a single product attribute that would appeal to everybody in Europe, both margarine and olive oil users. While observing a Portuguese 227 228 Innovation Management GlocaU-zation is selling low-end products from developed economies for the mainstream market in emerging economies. woman cooking, they heard her saying that she was always afraid in the kitchen while using olive oil, because of the spattering. This triggered the project team. Unilever R&D appeared to have a gas available that, if added to the margarine in small quantities, prevented spattering. That generated the idea of the core slogan for the product: 'Doesn't spatter, doesn't burn'. However, users in the Benelux, where the innovation centre was located, were used to the browning of margarine in the pan. Unilever had even used the beautiful browning of some of its products as a core attribute in its commercials in these countries. The project team designed the new liquid product without any additives for browning, so that it remained pale in the pan, to be able to appeal to olive oil users. The resistance against the new product amongst marketing managers in the local organization in the Benelux was fierce, since they were convinced that consumers in the Benelux would never adopt this non-browning product. Only the strong communication skills of the project team, organizing several meetings with the marketing managers, and the strong position and support of Tex Gunning made the project survive. The product eventually was highly successful. This case shows that the transition from a local-for-local strategy to a centre-forglobal strategy (in this case: centre-for-region strategy) is not easy and requires an appropriate organizational structure and strong management support. At the same time the case is a nice example of customer-focused design thinking. See also Case 6.6. Source: Edens et al. (2004). Frugal innovation Frugal innovation means developing an innovation for a specific, usually low-income, customer group in an emerging economy. Reverse innovation is an innovation process according to which a company develops a dedicated product for an emerging economy, and then applies an adapted version of the innovation in a specific niche market in a developed economy. Local strategies become more important in emerging economies. When average income in those countries starts to rise, initially many firms try to sell their lowend products or services in those countries, but often not very successfully. Immelt et al. (2009) labelled this approach as 'glocalization'. Firms found out that to be successful in this so-called 'bottom of the pyramid' they had to develop dedicated products and services which fitted local requirements more closely than their low-end products from the developed world. The new trend was called 'frugal innovation', since developers tried to use simple and cheap technologies as much as possible. A good example is Gillette, that developed Gillette Guard, a simple and cheap razor for India. The example shows that such frugal innovations require extensive market learning. It took 20 Gillette developers 3,000 hours in total with over 1,000 consumers to learn about local shaving behaviours. Gillette made a TV commercial in which it mixed modern and traditional Indian culture. The frugal innovation trend means a revival of the local-for-local strategy. In some cases, firms apply these frugal innovations for specific purposes in their main markets. Immelt et al. (2009) labelled this trend as 'reverse innovation'. They gave the example of a cheap ultrasound machine that the firm GE had developed for China, using technology from other parts of the GE organization. The machine was a frugal innovation: it was much simpler and cheaper than the normal ultrasound products of the company. The firm subsequently developed an adapted version for use in a specific application in their home market of the US: a simple ultrasound machine for use in ambulances. In fact, this strategy is an example of the locally leveraged approach: first developing a product for an emerging economy, and then transferring it to other countries. GE overcame the not-invented-here syndrome because the head of the global development organization was also responsible for the local team. In this way, information exchange between the local and global units starts in an early phase, which facilitates the diffusion of the local product or service later on. Innovation in project-based and multinational firms International organization The four strategies above concern the coordination of the innovation and new business development activities. They do not fully determine where firms locate their development activities, and how they are embedded in the structure of the multinational. Von Zedtwitz and Gassmann (2002) developed a typology of four ways in which firms organize international R&D (see Figure 10.1): Market-driven R&D Global R&D National treasure R&D Technology-driven R&D Dispersed Development Fo llows production, technica l service, and sales i Domestic Domestic Dispersed Research Follo ws know- how and development Figure 10.1 Organizational forms for international R&D Source: Von Zedtwitz and Gassmann (2002). 1. National treasure R&D: At the bottom left we find the traditional approach of a single R&D centre, usually in the home country of the company and at the corporate level. The centre usually applies a centre-for-global strategy and develops all of the company's new technologies, products and/ or services for the world market. The advantage is the economies of scale, but the connection with local markets and with business unit activities will be limited, nor does the company benefit from local specialized knowledge elsewhere in the world. Steel companies, car companies and chemical companies usually apply this organizational form. 2. Technology-driven R&D: This involves having research centres in different places in the world, but development activities are centralized. In this way, firms can benefit from expertise in specific regions in the world (bottom right in Figure 10.1). As mentioned above, Microsoft has research centres in different places in the world, but does most of its development work centrally in Seattle in the USA. It is a nice example of a globally linked strategy. 3. Market-driven R&D: At the top left we find market-driven R&D. It involves the firm having a strong R&D centre but combines it with overseas development units. A 229 230 Innovation Management central research unit develops the basic knowledge, with which local development units can develop innovations aimed at local markets. The company can have different strategies: local-for-local, locally leveraged, by which it transfers innovations from one country to another, or a globally linked strategy, by which it picks up local innovations and develops them into a standard for the rest of the company. A firm having this structure and applying a local-for-local strategy is the Dutch energy company ENECO, which has innovation centres both in the Netherlands and in Belgium. Each of the centres develops innovations for its own country. 4. Global R&D: At the top right we see that the company has research and development centres distributed around the world. Usually the work in these centres is coordinated by a central strategy to develop products or services for the global market, so they operate a globally linked strategy. But specific innovation centres may be responsible for part of this global strategy. Von Zedtwitz et al. (2015) have shown that the trend with respect to internationalization strategies is even more varied. They distinguish between the creators of the concept and the developers of the product or service. While the typology above assumes that the people generating an idea for a new product or service are co-located with the people who do the development work, this is not necessarily the case any longer. For instance, local teams can develop concepts, while global units can develop the corresponding product, which can be first applied locally and next globally. Many patterns are possible. 10.3 Servitization: adding services to products Increasingly, product firms are adding services to their portfolio of offerings, and they can even replace the sales of products by the sales of services. A typical example is printer manufacturers, which can sell their printers to customers but they can also provide them as a service, according to which the customer pays per copy or per hour of use. Xerox became big in the 1960s by inventing this business model (see Case 10.3). q CASE 10.3 XEROX AND THE SERVICE BUSINESS MODEL In 1960 Xerox had developed a new so-called 'dry copier', which was far better than the wet copiers that were then on the market. Xerox, which was a small company in those days, introduced the concept of paying per copy, instead of purchasing the machine. The A service level agreement (SLA) is an agreement between a supplier of a service and a customer, specifying the dimensions and level of performance that the customer will receive for this service. new business model appeared highly lucrative since customers made far more copies with the new machines than they had done with the old ones. They had budgeted based on the numbers of copies from the old machines. But now their spending, and thus the income for Xerox, was much higher. Within 10 years, Xerox generated more than a billion dollars in revenues per year with the new business model. Firms in other industries also introduce service business models (see Case 10.4). Signify (formerly Philips Lighting) offers a service model to municipalities, according to which the city pays for the hours that streetlamps are operational, or even for the quantity of lumens that are emitted. The service includes an SLA (service level agreement) with respect to the uptime of the streetlights. The business model takes away the burden of maintenance for the municipality, while Philips is motivated to Innovation in project-based and multinational firms use cost-efficient lamps to reduce the energy costs. In addition, Philips can include other services in the model, such as security services by monitoring streets based on sensors in the lampposts. In other cases, product firms provide consultancy services to their customers. For instance, providers of medical equipment can advise hospitals on the efficient use of the equipment, based on aggregated data from other users. Such consultancy can be part of the tendering process for the sale, in which case it is a free service for the customer. However, the medical firm may also sell the consultancy service at a price, independently from the sales of new equipment. C\ CASE 10.4 SERVITIZATION FOR LIFE RAFTS: WILHEMSEN The company Wilhelmsen produces and sells inflatable life rafts for ships. These life rafts have to be inspected regularly, e.g. once every two years, and Wilhelmsen also provides the inspection service. In the past, for that purpose the life raft had to be taken from the ship, inflated, inspected, and folded again. The service was usually delivered at the location of the ship, since ships only seldom visit their home harbour. However, the process could take a few days, during which the ship had to wait. In addition, in some harbours, ships disembarked or embarked in open waters, since the harbours were not deep enough. In those cases, taking the life rafts off the ship was in fact illegal, since the ship remained at sea without life rafts. Wilhelmsen therefore converted its sales model into a service model. Instead of selling the life rafts to the customer, the customers paid a fee per use. Now Wilhelmsen could take the life rafts off the ships and immediately replace them with substitutes. This reduced the cost of inspection for Wilhelmsen but much more so for the customers. In addition, illegal situations no longer occurred. The case is a nice example of how servitization can benefit both the supplier and the customer, and can lead to operational efficiencies. Servitization creates specific organizational challenges in the providing firm (Ulaga and Reinartz, 2011). Product firms usually have a well-organized product innovation process, where the roles of R&D, marketing, engineering and other functions are well specified. When they start servitization as an innovation activity, they need organizational change to support its development and delivery. They should be ready to inspect the installations, to deliver on-time service, to monitor their own performance, etc. They have to create the appropriate IT to support these processes, and they should create sufficient experience to be able to set appropriate prices and conditions for these contracts. One of the key challenges is selling the services. Salespeople in product firms are used to selling products, not services. In addition, firms usually reward their salespeople based on revenues, and the revenues from services are only generated over the years. So, salespeople in product firms are not particularly motivated to sell services. It often happens that salespeople use the new services to raise interest from new customers, but once in a conversation they try to sell products (Moore, 2007). Alternatively, firms can set up a separate sales department for services, but that can lead to competition between product sales and service sales for the same customers. Simple solutions to this dilemma are hard to find. A separate sales organization, which collaborates closely with product sales, can be a solution. It will be clear that firms add to their complexity by adding services to the product portfolio. The firm starts to resemble the project-based firms discussed above. Also, innovation and new business development activities have to become more dispersed, 231 232 Innovation Management as in project-based firms. If the servitizing product firm operates on an international scale, it has to coordinate customer-responsive new service development in different countries, self-initiated service development and product development. Appropriate portfolio management and coordination systems should be in place for this purpose. = 10.4 Summary In this chapter we discussed three types of companies that need a more dispersed innovation and new business development process and organization: project-based firms, multinationals and servitizing product firms. We saw that each of these types of firm has to balance customer-oriented innovation with proactive or centrally initiated organization. In project-based firms the innovation unit or the innovation manager option from Chapter 7 will work best. We presented a set of four options for multinationals, with a more centralized versus a more decentralized emphasis. We showed that the identity of medical specialists is an important driver, but sometimes also a barrier, for innovation in health-care institutes. Servitizing product firms have different options for the organization of innovation, either integrating organization of innovation and new business development for products and services or keeping them separate. 0 10.5 Discussion questions and exercises Discussion questions 1. As we explained, project-based firms can have reacti ve and proactive innovation activities. Why would yo u think that it is important to align the two processes to each other? How would you advise managers in these firms to do so? Think of the portfolio management approaches we discussed in Chapter 5. 2. Imagine that you work as a consultant in a consultancy firm. Why wou ld you engage in innovation activities ? Why wouldn't you? 3. Case 10.2 describes a margarine innovation project in Unilever. The project was successful in targeting an international market for a product category in which the company had developed specific products for different countries. What do you consider the main success factors for the project? You can also look at Case 6.6, which describes the same project. 4. In this chapter, we described innovation in project-based firms and multinational firms as two types of distributed firms. To what extent do you see similarities in the dilemmas in those two types of firms when it comes to innovation? 5. In the subsection on innovation in health care, we described how professional identity perceptions of medical specialists affect the choice and execution of innovation activities. How would you expect that similar phenomena occur in companies such as consultancies, with specialists in specific areas? How may professional identity perceptions of these specialists affect the direction of innovation activities in those firms? 6. In Section 10.3, we argued that it may be better for companies with a servitization strategy to have a separate sales department for services. To what extent would you expect that this also applies to the innovation unit? In other words, what are the potential advantages and disadvantages of separating product and service innovation in these companies? Innovation in project-based and multinational firms 233 Exercises Take the engineering company WaterCo from Case 10.1. In that case description, you read that the innovation projects had insufficient budget to be executed in a timely manner. Imagine that the company has improved this situation. The central new business development unit has created budgets for each project, and it distributes these budgets over the project team members of each project, in line w ith their tasks in the project. The central unit finds out that the speed of projects is sti ll insufficient. Look at the success factors from the research by Blindenbach-Driessen and Van den Ende, as described in Section 10.1. From the perspective of these success factors, w hat would you do to improve the speed of the projects further? In this chapter, we have seen four internationa l innovation strategies. Imagine that yo u are the CEO of a multinational company that produces and sells personal care products all over the world. You wa nt to implement a new sustainab ility strateg y for the entire company. It means that you want to make sure that all of you r current and new products are produced in a more sustainab le manner. For in stance, by sourcing more sustainab le materials or altering the production process. Additiona lly, you want the products to be used more sustainab ly. For instance, by innovating the packing of the products. Imagine also that your company has a market-driven R&D organ ization (see Fi gure 10.1). 1. Wh ich of the four internationa l innovation strateg ies wou ld you apply to implement this strategic change in the company? Why? 2. How wou ld you create the requ ired change in the central R&D department? References Bartlett, C.A. and Ghoshal, S. (1997) 'Managing innovation in the transnational corporation', in M.L. Tushman and P. Anderson (eds) , Managing Strategic Innovation and Change. Oxford University Press, pp. 452-476. Blindenbach-Driessen, F. and Van den Ende, J. (2010) 'Innovation management practices compared: The example of project-based firms', Journal of Product Innovation Management 27(5, September): 705-724. Dunford, R., Palmer, I. and Benveniste, J. (2010) 'Business model replication for early and rapid internationalisation: The ING Direct experience', Long Range Planning 43: 655-674. Edens, B., Leeman, D., van Nuenen, J. , van den Ende J. and Jans, R. (2004) 'Liquid Gold: Innovation on a European Scale', Rotterdam School of Management, Erasmus University. Immelt, J.R., Govindarajan, V and Trimble, C. (2009) 'How GE is disrupting itself', Harvard Business Review (October): 56-65. Moore, G.A. (2007) 'To succeed in the long term, focus on the middle term', Harvard Business Review (July-August): 84-90. Ulaga, W. and Reinartz, W.J. (2011) 'Hybrid offerings: How manufacturing firms combine goods and services successfully', Journal of Marketing 75 (November): 5-23. Von Zedtwitz, M. and Gassmann, 0 . (2002) 'Market versus technology drive in R&D internationalization: Four different patterns of managing research and development', Research Policy 31: 569-588. Von Zedtwitz, M., Corsi, S., S0berg, P.V and Frega, R. (2015) 'A typology of reverse innovation', Journal of Product Innovation Management 32(1): 12-28. Conclusion Part 6 Part 1 Introduction Innovation management Chapter 1 Company Part 2 Idea development Part 3 Selection Part 4 Implementation ----------------- -------------------- ------------------ Idea management ---+ Sections 2.6-2.7 Project Idea development Sections 2.1-2.4 , _____Chapter 3 ____ Innovation strategy Portfolio management ---+ Sections 7.2- 7.5 Chapter 8 Chapters 4-5 Project selection ---+ ---+ Chapters 4-5 ---------------------~ Part 5 Specific firms Specific types of firms Chapters 9-10 235 Organisation of innovation Part 6 Conclusion The future of innovation management Chapter 11 Project execution Chapter 6 Section 7.1 ------------------ The future of innovation management and new business development 11 Learning objectives After reading this chapter, you will be able to : 1. Describe the current state of the innovation and new business development fields 2. Explain how the current positioning of innovation management originated from the history of the discipline 3. Distinguish between three main theoretical perspectives in the field 11.0 Introduction In this chapter we will look at the fields of innovation management and new business development as disciplines. Innovation itself is as old as humankind, but the disciplines of innovation management and new business development are more recent. A question is how the discipline of innovation management will evolve in the future. More particularly, will the discipline develop a core theoretical framework? In this chapter we will briefly touch on the current developments in the field of innovation and the history of the discipline. Then we will sketch three perspectives in the field of innovation management that can serve as frameworks to distinguish different approaches . Practitioners may apply these perspectives in their application of innovation management or new business development. 11.1 Innovation in practice As we have seen in this book, innovation management has become an established activity in the business world. Today, many companies have an innovation or R&D unit. Some companies do not have such a unit, but they innovate within the marketing department or within their daily activities, such as often happens in project-based firms (see Section 10.1). Public institutes and not-for-profit firms often do not have an innovation unit, but nevertheless innovation is usually rising on their agendas . New business development is less widely accepted. New business development has an emphasis on business model innovation and creating new markets . In some firms, particularly in B2B environments, new business development units are more an extension of the sales department. You could call that 'business development' but not 'new business development', since the products, services and business models that they offer are not new to the firm. 237 238 Innovation Management An interdisci plinary field is a field of science in which academics integrate theories from other fields. To different degrees, firms have developed a consistent approach to innovation management. For instance, R&D usually focuses on product and process innovation only, whereas sales and marketing usually limit their activities to market- or customer-driven innovation. Both types of innovation leave large areas of innovation, and particularly business model innovation, unaddressed. Also, many public and not-for-profit organizations can greatly improve their organization of innovation. They should make explicit choices in how to organize innovation, e.g. by setting up an innovation or new business development unit, or by nominating an innovation manager, and they can coordinate innovation much better than they currently do. So, many organizations have a lot of room for improvement in this area. On the other hand, the good news is that innovation management is increasingly institutionally embedded as a discipline. There are dedicated professional organizations, such as the PDMA (Product Development and Management Association), and the Academy of Management has for a long time had a dedicated division (Technology and Innovation Management). There are dedicated journals, such as the Journal of Product Innovation Management, and there is a plethora of conferences in the field, such as the PDMA conferences, IPDMC (International Product Development and Management Conference) and the R&D Management Conference. In addition, many educational programmes and courses in innovation management exist, such as master's programmes in universities and in professional colleges. And there are many consultancy firms dedicated to innovation management. Such an institutional infrastructure is still lacking for the field of new business development. So far, there exist hardly any specialized academic or professional institutes targeted at new business development. Professionals in this field usually come from other domains, and are self-educated in new business development. So far, new business development serves as a sub-discipline of innovation management, marketing or entrepreneurship. In spite of its widespread relevance for industry and its institutional setting, administrators of business schools usually do not consider innovation management as one of the core fields of business administration. Strategy, finance, marketing, organization and operations management usually count as core fields. In this view, organizational behaviour and personnel management are considered to be part of organization. However, innovation management is seen as an interdisciplinary field between the core fields. The question is how innovation management, including new business development, can become more established in the field of business administration. In the remainder of this chapter, we will discuss the extent to which developing a core set of theoretical perspectives can contribute to its position in the field. We will argue that developing such a set of perspectives will help academics and business people to have a better orientation in innovation management and new business development. 11.2 The origins of the field Invention Factory is a label for industrial R&D laboratories according to which they have to produce inventions in a productionwise manner. Let's first have a look at the origins of the field of innovation management. It's hard to determine when exactly the field originated. The managers of early industrial research laboratories had explicit opinions on research management. Thomas Edison did not just produce technical inventions, but he also created the 'Invention Factory' as his biggest invention. It was a laboratory in which he organized systematic invention as a daily activity. Gilles Holst, the first director of the research laboratory of the electronics company Philips in the early 20th century, had 'ten commandments' on how to organize the laboratory (Figure 11.1). The rules stipulated that the researchers in the lab got a lot of freedom and could participate in scientific discussions. But there was also a rule that said 'let the leading figures be aware of their responsibility towards the company'. In that way they would direct the free work of the researchers towards the right goals. Some of these rules still have value today, such as the rule to form multidisciplinary teams. But the field of innovation management was still not a discipline at that time. The field of innovation has its origins in the 1960s and 1970s, when academic researchers started studying the process of innovation in a systematic manner. The book The Management of Innovation by Tom Bums and G.M. Stalker (1961) was not a study of innovation in particular but more a sociology of industrial practices. These authors made a distinction between organic and The future of innovation management and new business development 1. Engage competent scientists with academic research experience. 2. Do not pay too much attention to the details of their previous experience. 3. Give them a good deal of freedom and give some leeway to their particular preferences. 4. Let them publish a nd take part in international scientific activities. 5. Steer a middle course between ind ividualism and strict regimentation; base authority on real competence; in case of doubt prefer anarchy. 6. Do not split up a laboratory according to different disciplines, but create multi-disciplinary teams. 7. Give the research laboratory independence in choice of subjects, but see to it that leaders and staff are thoroughly aware of their responsibil ities towards the future of the company. 8. Do not run the research laboratory on budgets per project and never allow product divisions to have budgetary control over research projects. 9. Encourage transfer of competent senior people from the research laboratory to the development laboratories of product divisions. 10. In choosing research projects, be guided not on ly by market possibilities but a lso by the state of development of academic science. Figure 11.1 The ten commandments of Gilles Holst Source: Casimir (1983), p. 237. mechanistic systems of management (see Section 7.2). The organic system had very little hierarchy (much like the self-organizing teams of today) that functioned best in dynamic contexts. Mechanistic systems with a lot of structures and rules were more adapted to stable environments. The so-called 'SAPPHO studies' at the Science Policy Research Unit (SPRU) in the UK studied success factors for innovation projects. The book Managing the Flow of Technology (1977) by Thomas Allen from MIT described internal and external communication processes in R&D organizations. Amongst other factors, he showed that a larger distance between engineers' desks had a strong negative impact on the frequency of communication between them. Figure 11.2 compares the content of a 1970s book, Managing Technological Innovation (Twiss, 1974), with the content of this book. The two books do have some similarities, such as project selection and organization of innovation. On the other hand, all kinds of new approaches, new types of innovations and more specific models have been developed since Twiss wrote his book, such as design thinking, lean innovation, disruptive innovation and open innovation. In the 1980s Robert Cooper developed the stage-gate approach to product development, based upon earlier phased review processes at NASA (Cooper, 1993) (see Figure 6.2). Cooper also developed a set of success factors for the implementation of the approach. Important ones were the quality of execution of the different activities, customer and supplier involvement, and the attractiveness of the market targeted by the new product. The approach became highly popular in the business world. Firms developed their own version of the approach, including their own definition of gates and deliverables in the gates. The authors of the book Third Generation R&D (Roussel et al. 1991) developed a more strategic approach to innovation. The three authors, all managers at the Arthur D. Little consulting firm, distinguished three generations: 1. The first generation, in which research and innovation were mainly driven by research. 2. The second generation, in which the researchers organized their activities in projects, which were partly financed by the business units of the company. 3. The third generation, in which the firm developed a research and technology strategy at the firm level, and the firm organized a set of innovation projects that jointly implemented the strategy. 239 240 Innovation Management Managing Technological Innovation (1974) Innovation Management (2021) 1. The process of technological innovation 1. Innovation management and new business +----+ 2. Strategies for research and dev~lopment development The front end of innovation Design thinking Innovation strategy Portfolio management Managing projects Organizing for innovation Open innovation Entrepreneurship Innovation in project-based and multinational firms 11. The future of innovation management and new business development 3. Technological forecasting fo r decision 2. 3. making 4. Creativity and problem solving 4. 5. Project selection and evaluation , ~ 5. 6. Financial evaluation of researc h and - - - 6. development projects ~ 7· 7. Research and development~ rogramme planning and control 8. 8. Organization of innovation 9. 10. Figure 11.2 The content of Twiss (197 4) Managing Technological Innovation compared with the current book Third generation R&D is a framework for innovation according to which firms have to align all innovation projects to the strategy of the company. The third generation R&D created the basis of what we call today 'portfolio management of innovation'. Major steps in this line of strategic thinking in innovation management were made by the Japanese-Harvard school in innovation management in the 1990s (see Figure 11.3). Harvard professor and later dean, Kim B. Clark, and University of Tokyo professor, Takahiro Fujimoto, laid the groundwork with their studies in the car industry, and the resulting book, Revolutionizing Product Development by Wheelwright and Clark (1992), serves as a landmark. The book introduced a myriad of concepts that became standard in the innovation management field, many of which survive today: the development strategy framework, aggregate project plan (portfolio), the funnel, cross-functional teams, gap analysis, parallel development (concurrent engineering), four team structures, and quality function deployment. According to the development strategy framework, firms should have a clear market and technology strategy and should base their project choices on this strategy. According to Wheelwright and Clark, firms should create their aggregate project plan, which we today call the innovation portfolio, by balancing incremental (derivative), generational (or platform) and breakthrough (or radical) product development projects (see Section 5.2). A recurring approach in the book Revolutionizing Product Development was an analysis of the performance of products over time, We fi nd typica l examples of the type of thinking of the Japanese-Harvard school in innovation management in Wheelwright and Clark (1992). They analyze the market performa nce of two competitors, Northern and Southern, in the compact stereo equipment market. They determine the decreasing price and cost of products over time of each of the two firms, and how new products affect the trends. Originally both firms had a two-year new product introduction cycle. At a certain point in time, Southern shortened the cycle to 1.5 years, applying the concepts of the JapaneseHarvard school, such as clarity of development goa ls, cross-functional and relative ly autonomous teams, strong leadership and focus on time-to-market. The authors labelled t he set of changes in Southern as a new 'development capability'. Because of its lead in the market, Southern extended its market share and was able to earn a price premium. Due to its decreasing market share, Northern's cost per product started to increase. As a response, Northern also reduced its time-to-market, however, by just speedi ng up its existing processes, and without introducing the required organ izationa l changes. As a consequence, the product and the production process of Northern started suffering from errors, and the manufacturing costs went up even more. The ana lysis clearly shows how the Japanese-Harvard school combined the analysis of internal organization and processes, and the performance of the firm in the market, in th is case in terms of product prices and market share. Figure 11.3 The paradigm of t he Japa nese-Harvard school The future of innovation management and new business development coupling this performance to the firm-internal innovation capabilities on the one hand, and to the market context of the products of the company on the other. The approach of matching internal organization to the performance of products in the market forms the core paradigm of the Japanese-Harvard innovation school. The Japanese-Harvard innovation school's paradigm of positioning the firm's products in the market is clearly visible in the work of Clayton Christensen. Christensen received his doctorate from Harvard in 1992, the same year that Revolutionizing Product Development appeared. Christensen had a background as an entrepreneur but had returned to academia where he developed the disruptive innovation model (Christensen, 1993). Christensen emphasized that firms should be aware of potential disruptive innovations in their markets and respond appropriately by including disruptive innovations in their own portfolio (see Section 4.3). Just as in the Japanese-Harvard approach, Christensen's model (Figure 4 .3) positions the performance of firm's products over time in the market. So, we can consider his theory as an offspring of the Japanese-Harvard school in innovation management. In the 2000s, quite a number of new approaches emerged in the field of innovation management. Not only was innovation a dynamic activity, innovation management as a discipline increasingly became so. New approaches were: ""7 Open innovation (2003) by Henry Chesbrough, from the University of California, Berkeley. See Chapter 8. ""7 Design thinking, by IDEO and others. It began in the 1990s, but became highly popular in the 2000s. See Chapter 3. ""7 Lean innovation, introduced by entrepreneurs Eric Ries and Steve Blank in the early 2010s. See Sections 3.1, 3.3 and 6.2. ""7 Ecosystem innovation, in the same period, by Ron Adner from the Tuck School of Business at Dartmouth College. See Section 4.5. The conclusion is that the discipline of innovation management emerged in the 1960s and 1970s, and has matured since then, particularly through the contributions of the JapaneseHarvard school of thought. Since the 2000s the field has become highly dynamic and more diverse, with contributions from different academic and business sources. Also, the business impact of the field grew tremendously in that period; concepts such as disruptive innovation, design thinking, pivoting and lean innovation became highly popular in the business world. Although the richness and relevance of the field increased strongly in that period, the field became more fragmented, due to the different origins of new approaches. The question is whether we can bring more synergy to perspectives in the field. 11.3 Towards a theory of innovation management and new business development The field of innovation management has grown and gained impact, but does it have a theoretical foundation? Such a foundation helps to move a field forward, since it invites academics to contribute, and it provides synergy and cohesion to the business community practising in the field. The development of the field of new business development also depends on the development of a common body of theory. To what extent do we have broader theories on innovation management and new business development? Are there one or more theories that embody the core of the field of innovation management, which are not obvious and can guide business practice? There is no consensus on this point, but we will make a proposal to distinguish a few perspectives in the field. First, we have to mention that we can distinguish two levels in innovation management: the firm level and the project level (see Figure 11.4). These are consistently distinguished in this book and are also evident in the literature. Several authors have described innovation processes on the firm level. In an article in Harvard Business Review, Hansen and Birkinshaw (2007) 241 242 Innovation Managem ent Idea development Selection --------------------- Implementation ,--------.:' Innovation strategy : Protfolio management Idea management Idea development ----+ Project selection ----+ Organization of innovation ----+ Project execution Figure 11.4 The innovation p rocess a s d epicted in thi s book The innovation value chain is a model of innovation activities that firms have to perform in their natural order. described the 'innovation value chain', which stands for the set of activities that firms have to perform to be successful in innovation. They distinguished three main types of activities: 1. Idea generation, which can be internal, external or cross-unit in the firm. 2. Conversion, which includes both selection and development. 3. Diffusion, which covers both firm-internal diffusion and commercialization in the market. Compared with our model, the addition of diffusion as a separate phase is interesting. As we indicated in Chapter 10, diffusion is a problematic process in innovation, particularly in project-based firms and in multinationals. The message of Hansen and Birkinshaw (2007) is that the different types of activities form a chain, and, just as the strength of a chain depends on its weakest part, the success of innovation in firms depends on the activity with the lowest performance. David Teece (2007) proposed a similar model in his paper on the microfoundations of dynamic capabilities. Dynamic capabilities are a firm's capacity to change itself over time, to create and adapt to changes in the environment. Dynamic capabilities include capabilities to innovate products, services and business models. Teece distinguished three types of activity: sensing, seizing and reconfiguring. Sensing refers to acquiring knowledge from the environment and generating ideas for new business models, seizing refers to selecting certain options and developing them further, and reconfiguring refers to implementing the activities and restructuring the organization for that purpose. Teece's main premise is that companies need to perform each of these activities at a sufficiently high level to be successful in innovation. Much of the other literature in innovation management focuses more on the project level. In a seminal paper from 1995, Shona Brown and Kathleen Eisenhardt reviewed the literature on innovation management at the project level. They distinguish three streams of research: 1. Rational planning, which considers product development very much as a planned activity, the success of which depends most on the quality of the different activities that are performed. An example is the work of Robert Cooper on the stage-gate model and on success factors for innovation (see Section 6.2). 2. Communication web, which considers product development very much as information exchange and communication. See Section 7.2 on networking. 3. Disciplined problem solving, which emphasizes the importance of information processing in product development, for instance by cross-functional teams. This approach dedicates a lot of attention to the influence of higher management in product development, by means of heavyweight project leaders (see Section 7.1) and 'subtle control'. Higher management could exert subtle control by communicating a vision on the purpose of a project, but leaving the team free on how to attain that purpose. Also 'product integrity' is an element of this approach: the alignment of the product with corporate goals. This approach overlaps strongly with the Japanese-Harvard approach outlined above. The future of innovation management and new business development Product Characteristics Product advantage Product meets customer needs Prod uct price Product technological sophistication Product innovat iveness Firm Process Characteristics Structured approach Predevelopment task proficiency Marketing task proficiency Technological proficiency Launch Proficiency Reduced cycle time Market orientation Customer input Cross-functional integration Cross-functional communication Senior management support Firm Strategy Characteristics Marketing synergy Technological synergy Order of entry Dedica ted human resources Dedicated R&D resources Marketplace Characteristics Likelihood of competitive response Competitive response intensity Market potential Figure 11.5 Success factors for innovation projects Source: Henard and Szymanski (2001). Eisenhardt and Brown didn't consider these research streams as theories, but instead tried to create an overarching theory themselves. Henard and Szymanski (2001) did a meta-analysis of success factors in the new product development literature, which they categorized into four types (see Figure 11.5). In fact, their analysis fits very well into Brown and Eisenhardt's rational planning stream above. Crossan and Apaydin (2010) did a review of the literature on organizational innovation. They distinguished three types of determinants of innovation: leadership, managerial and business processes. Managerial factors referred to organizational factors, such as strategy, structure, resource allocation, etc. Melissa Schilling gave an overview of topics and theories in the field of innovation management at a conference in 2016, showing the diversity of theories (see Figure 11.6). Based on this and other literature, we distinguish three theoretical perspectives in the field of innovation management and new business development: a process perspective, a people perspective, and a strategy perspective. We address each of them below. Success factor refers to a condition affecting the success of an activity. In our case, a condition affecting the success of an innovation project. Creativity: intrinsic motivation, networks and creativity, social capital, self-efficacy, social networks. user innovation Industrial dynamics: S-curves, dominant designs, disruptive innovation , increasing returns, modularity and architectural innovation, first mover advantages Innovation strategy: portfolio management, real options Managing projects: open innovation, ambidextrous organization, loosely coupled organization, ecosystems Others: dynamic efficiency, complexity theory, morphing innovation to markets, packaging strategic innovation with other innovation, people collaboration across silos Figure 11.6 Theories in the field of innovation management Source: Adapted from Melissa Schilling, Presentation at Academy of Management Meeting, August 2016, Anaheim, US. 243 244 Innovation Management The process perspective A process model is a representation of a standard process that people follow in their activities, in our casein innovation activities. The process perspective considers innovation and new business development activities mainly as a series of activities that people perform in a certain order. Explicit process models guide the order of activities. We have discussed sequential, parallel and iterative process models in Chapter 6. According to the process perspective of innovation, the success of innovation activities depends strongly on the order in which the firm performs the activities and on the quality of execution. The process perspective has a lot in common with the rational planning approach of Brown and Eisenhardt (1995), mentioned above, because of the emphasis on processes and activities. The process perspective includes the design thinking and lean innovation approaches, since both approaches emphasize the importance of following the right process in innovation activities. We can distinguish processes for innovation and new business development on the firm and on the project level. On the firm level, processes for innovation and new business development encompass all activities in the firm directed at the development of innovation. The innovation value chain of Hansen and Birkinshaw (2007) is an example of the process model on the firm level (see above). Processes at the firm level include portfolio management processes and monitoring processes of projects. Processes on the project level concern the activities as performed in a specific project, and the order in which they are done. These include idea generation, concept development, selection, development and implementation. The different processes described in Section 6.2 are process models on the project level. Different process models propose different orders and ways of executing the innovation activities. As indicated in Chapter 6, the core premise of process theories is that the choice of project process depends on the level of uncertainty and complexity in a project. The higher the degree of uncertainty, the more iterative the process, whereas the higher the degree of complexity, the more sequential the process should be. Another general assumption of process models is that the different activities form a chain, and that the strength of the chain depends on the weakest link. The quality of the other activities cannot compensate for the low proficiency of a firm or project team in one activity in the process. We can summarize important elements of the process perspective on innovation and new business development as follows: '"7 Innovation performance at the firm level depends on the proficiency with which the firm executes the main activities needed for new business development (knowledge acquisition, idea generation, selection, implementation and commercialization). '"7 Innovation performance at the firm level depends more strongly on the weakest of the proficiencies with which the firm executes each of the main innovation activities (knowledge acquisition, idea generation, selection, implementation and commercialization) than on the average proficiency with which the firm executes these activities. '"7 The higher the degree of uncertainty, the more positive the effect of an iterative innovation process in an innovation project on the performance of the project. '"7 The higher the degree of complexity, the more positive the effect of a sequential process in an innovation project on the performance of the project. The people perspective The people perspective of innovation and new business development focuses on people and the relations between them. This perspective builds on the creativity and team literatures in the field of organizational behaviour, on network literature, and on organization theory. In terms of Brown and Eisenhardt's three approaches (1995), the people perspective fits best with the communication web research stream, but it also has elements of the disciplined problemsolving approach, since the latter emphasizes the importance of cross-functional teams. The people perspective of innovation management focuses on the people that are active in innovation, and on their goals and capabilities. The perspective emphasizes that you The future of innovation management and new business development need the right people and appropriate forms of collaboration between those people to make innovation successful. The creativity literature shows that creativity skills, expertise and intrinsic motivation enhance creativity (Amabile, 1998; see Section 2.1). Also, non-redundant networks of people with many weak ties are positive for creativity (see Sections 2.2 and 2.6). For implementation we need people to have stronger ties and more cohesive networks. As we have shown in Section 7.1, cross-functional teams have a positive effect on innovation performance. The higher the degree of uncertainty in the project, and the more complex the task, the more autonomous the team should be. Studies on the degree of separation of innovation activities from the daily business, as described in Section 7.2, are also an element of the people perspective on innovation. As we have shown in that section, the extent to which a project team or unit should be separated from the daily activities in a firm depends on the degree of uncertainty in the innovation activities. A project developing a highly novel new product, service or business model will benefit from more separation to facilitate the acquisition and generation of new knowledge, and to create new external relations. We have also shown that more incremental innovation activities can very well be integrated in the daily activities, particularly in project-based firms (see Section 10.1). We consider this issue part of the people perspective on innovation because we separate innovation mainly to create the right goals and context for the people involved. We must admit that creating the right context for people is not the only reason for separation of innovation, since separation also facilitates having a different innovation process from the rest of the firm. The degree of separation from the operational activities is evident in three typologies that we have seen in this book: the four types of team structures (Section 7.1), the four modes of organizing innovation (Section 7.2) and the four strategies for the international organization of innovation (Section 10.2). In Figure 11.7, we integrate these three typologies. From top to bottom, innovation becomes more decentralized in each of the columns of the figure, and integration with the operational activities increases. At the top, a central leader steers the innovation activities. Usually, strategic considerations at the firm level are prominent in the targets of the team. Lower in the matrix, decentralized influence in the company is larger. It usually means that specific customers have a stronger say in the development of the innovation. A small exception to the scheme is 'Globally linked' in the final column: the decentralized innovation units are usually part of the central innovation programme, and have no structural connections to local business units. They do have connections to local research institutes or partners. Some combinations of the modes can also occur. For instance, firms that integrate innovation in the business (third column, at the bottom) can employ different team structures within the business (second column), even autonomous ones. The same holds for the localfor-local innovation activities in multinationals that can be performed by autonomous teams. Description Team structures Modes of organizing in International the firm innovation strategies Separate Autonomous Separate business unit Centre for global strategy Central leadership with Heavyweight strong links to the business Innovation unit Globally linked Coordinated by central Lightweight manager, execution in business Innovation manager Locally leveraged Integrated in business units Integrated in the business Local for local Functional Figure 11.7 Integ rated typolog ies of organ izatio na l forms 245 A typology is a classification of certain concepts or objects according to a specific criterion. In ourcase: a classification of organizational forms, according to the degree of separation between units that they create. 246 Innovation Management We can summarize important elements of the people perspective of innovation management and new business development as follows: ~ Creativity skills and the intrinsic motivation of people active in innovation have a positive effect on innovation performance. ~ Access to the diverse knowledge of people active in innovation has a positive effect on innovation performance. ~ The higher the degree of uncertainty and complexity in an innovation project, the more positive the effects of separation and centralization of innovation activities on innovation performance. The strategy perspective The strategy perspective of innovation and new business development focuses on the decisions made, both in the choice between projects and within projects. The basic assumption of the strategy theory of innovation management is that the success of innovation activities depends very much on the quality of the innovation strategy of the firm, on the alignment of the selection of projects with that strategy, and on the alignment of projects with the innovation strategy. Important elements of this perspective are that firms need a clear innovation strategy, and a well-organized portfolio management system, to make sure that they execute the right activities at the right time. Also, firms need to monitor activities constantly, and shouldn't be afraid to stop projects when they no longer fit the strategy. The strategy perspective of innovation and new business development fits most closely to the disciplined problem-solving research stream of Brown and Eisenhardt (1995). This theory of innovation management finds its origins in Third Generation R&D and in the JapaneseHarvard school of innovation management in the 1990s (see above). The open innovation approach of innovation also fits best in this perspective, since it emphasizes the need for an open innovation strategy. The open innovation approach dedicates little attention to the processes and people needed for the execution. Also, the ecosystem approach of innovation fits best in the strategy perspective, since the core issues are about the strategies and business models needed to keep all partners aligned in the ecosystem (see Section 4.5). We can summarize important elements of the strategy perspective of innovation and new business development as follows: "'?"" Setting targets for innovation activities in terms of achievements on the different elements of the business model (value proposition, channel, market segments, etc.) over a specific timeframe has a positive effect on the innovation performance of the firm. ~ Balancing innovation activities between different degrees of radicalness of projects (incremental, generational, disruptive, radical) has a positive effect on the innovation performance of the firm. ~ Consistency in monitoring of innovation projects and in go/no-go decisions on innovation projects has a positive effect on the innovation performance of the firm. How to combine perspectives Of course, the distinctions between the perspectives are not clear-cut. Above we have indicated that we consider the separation-integration theory of innovation as part of the people perspective, but that it also has implications for processes. Also, portfolio management includes the monitoring of projects, which requires clear processes. Sometimes the perspectives come very close to each other: decisions on projects based on portfolio considerations fit within the strategy perspective, whereas decisions on projects based on the outcome of the projects themselves fit more with the process perspective, since the latter have more to do with the quality of execution of those activities. Nevertheless, such examples emphasize that The future of innovation management and new business development distinguishing between the approaches improves clarity between different approaches and trends in the fields of innovation management and new business development. Also, academics can study phenomena within innovation management from different perspectives. For instance, they can study design thinking from a process perspective (Blank, 2013), whereas they can study the marketing-R&D interface (closely linked to design thinking) from a people perspective (Leenders and Wierenga, 2002). Nevertheless, distinguishing between the three perspectives provides orientation in studying the literature on innovation management and new business development. Academics can position their theories relative to the three perspectives. Also, practitioners can choose the perspective that best fits the circumstances or their preferences. For these reasons, distinguishing the three perspectives can contribute to the development of the discipline of innovation management. 247 The marketingR&D interface is the degree of communication between the marketing and R&D departments in a company. 11.4 Summary In this concluding chapter we reflected on the fields of innovation management and new business development. We briefly summarized the current state of the fields in the business world. While innovation management is a fairly established field of activity, new business development is still new. We were taken through an overview of the history of the field of innovation management. Subsequently the chapter distinguished between three perspectives in the field: the process perspective, the people perspective and the strategic perspective. Distinguishing between these perspectives may help the field to move forward in reaching a higher level of maturity and in strengthening its position between other disciplines in the field of business administration. 0 11.5 Discussion questions 1. In this chapter, we described the origin of the field of innovation management in the research laboratory in large companies. To which of the four organizationa l structures discussed in Section 7.2 does this resemble most? What do you think explains the emergence of the other three structures in later times? 2. Above we saw that a lready in the early 20th century, Gilles Holst, as head of a research laboratory, had certa in ru les ('commandments') for managing innovation. In Section 7.5, where we discussed an innovation culture, we saw that some authors advise seeking a balance between creating freedom and setting certain requirements for innovators. To what extent do you find these two elements of an innovation cu lture in the commandments of Gilles Holst? 3. Academic disciplines usually have different elements: a core set of theories, an active community, and institutions that support the discipline, such as journals, academic societies and conferences. What do you think are the strongest of these elements for the discipline of innovation management? And for new business development? 4. In Section 11.3, we described three perspectives in the fie ld of innovation management. How do these perspectives match with certain chapters of this book? Which chapters fit in different perspectives? References Allen, T.J. (1977) Managing the Flow of Technology: Technology Transfer and the Dissemination of Technological Information Within the R&D Organization. MIT Press. Amabile, T.M. (1998) 'How to kill creativity', Harvard Business Review (September-October): 77-87. Blank, S. (2013) 'Why the lean start-up changes everything', Harvard Business Review (May): 65-72. Brown, S.L. and Eisenhardt, K.M. (1995) 'Past research, present findings, and future directions', Academy of Management Review 20: 343-378. Burns, T. and Stalker, G.M. (1961) The Management of Innovation . Oxford University Press (reprinted 1995). 248 Innovation Management Casimir, H.B.G. (1983) Haphazard Reality: Half a Century of Science. Amsterdam University Press, (reprinted 2010; originally Alfred P. Sloan Foundation series/Harper & Row, 1983). Christensen, C.M. (1993) 'The rigid disk drive industry: A history of commercial and technological turbulence', The Business History Review 67(4, Winter): 531-588. Cooper, R.G. (1993) Winning at New Products: Accelerating the Process from Idea to Launch. Addison-Wesley. Crossan, M.M. and Apaydin, M. (2010) 'A multi-dimensional framework of organizational innovation: A systematic review of the literature', Journal of Management Studies 4 7(6, September): 1154-1191. Hansen, M.T. and Birkinshaw, J. (2007) 'The innovation value chain', Harvard Business Review: 121-130. Henard, D.H. and Szymanski, D.M. (2001) 'Why some new products are more successful than others', Journal of Marketing Research 68(3): 362-375. Leenders, M.A.A.M. and Wierenga, B. (2002) 'The effectiveness of different mechanisms for integrating marketing and R&D', Journal of Product Innovation Management 19(4, July): 305-317. Roussel, P.A., Saad, K.N. and Erickson, T.J. (1991) Third Generation R&D: Managing the Link to Corporate Strategy. Harvard Business School Press. Teece, D.J. (2007) 'Explicating dynamic capabilities: The nature and microfoundations of (sustainable) enterprise performance', Strategic Management Journal 28(December): 1319-1350. Twiss, B.C. (1974) Managing Technological Innovation. Longman Group. Wheelwright, S.C. and Clark, K.B. (1992) Revolutionizing Product Development. The Free Press. Index Page numbers in italics indicate figures A Absorptive capacity 186-187 A/B tests 65 Academy of Management 238 Active editing, representation 158, 159 Activision 140 Adner, Rod 90, 241 Adobe 212 Aeroplanes 80-81 Affordable loss 213 Agile project management 141-142, 141 Agile teams 141, 155, 156 Ahuja, Gautam 178 AirAsia84 Airbnb 10, 13, 88, 97, 209 Airline industry creativity 26 disruptive innovation 84-86, 84, 87 first mover disadvantages 89 innovation costs 210-211 separate business units 161 Alessi 67 Alibaba31 Allen, Thomas 239 Alliance, collaborative innovation 189, 193-194 Alphabet 83 Alpha-testing 65 Altshuller, Genrich 34 Amabile, Theresa 179 Amazon Alexa 158, 159 cloud computing activities 34 complementary assets 99 E-commerce 31 follower advantages 99 marketing strategy 89 network effects 97 Ambassadorship 156 Ambidexterity 9, 160 Ambidextrous leaders 175 Ambiguity 128, 145, 170 Analogue computers 31 Ancona, Deborah 7, 156-157, 174 Angel investors 214-216 Ansoff matrix 14 Anthony, Scott 108-109 Apaydin, Marina 243 Appert, Nicolas 26 Apple corporate identity 177 dominant design 99 first mover disadvantage 99 hedonic innovation 67 innovation, centre-for-global strategy 226 iPhone 14, 15, 89 origins 201, 202 patent battles 102 supply chain integration 200 Architecting leaders 174 Architectural innovation 15 Arm's length relations 189, 193 Armstrong, Gary 81 Artificial intelligence (AI) 17, 56, 177 ASML202 Asset-specific investments 190 Associating, innovator skill 7, 26, 28 Autonomous innovation 189 Autonomous Team Structure 154, 155, 157,170 B B2B markets 142 Bahcall, Safi 179, 180 Bangle, Chris 191 Banking bank service prototyping 60 collaboration, uncertainty problems 194-195 ING Direct, online banking 65,227 ING, team reorganisation 4 innovation strategy 76, 165 interdependent collaboration 190, 192 product life cycles 81 Barnes & Noble 89 Battilana, Julie 176 Bechtolsheim, Andy 202 Behavioural control 148 Bell-Mason framework 163,163 Benchmarks 18-19 Benedictus, Edouard 30 Beta-testing 65 Better Place 91 Bezos, Jeff 89, 97 Bicycles 81 Bill of materials (BOM) 128 Bingham, Christopher B. 57 Biomimicry 30 Biotech companies 188-189, 192-193, 195,211 Birkinshaw, Julian 25, 179-180, 241-242, 244 Blank, Steve 54, 143, 212, 241 Blindenbach-Driessen, Floortje 169, 223-224 Blue Ocean strategies 35 Blu-ray consortium 98, 99 BMW DriveNow initiative 5, 8, 10, 116, 189, 192 mirroring hypothesis 191 new business development 5, 189 Booking.corn 13, 97 Book Stacks Unlimited 89 Bootstrapping 216 Brainstorming 25, 28, 40 Breazeal, Cynthia 158 Bricolage 212, 214 Brin, Sergey 27, 79, 202 Brokers 33 Brown, Shona 242-244, 246 Buckets decision process management 119 definition 111 249 portfolio management categorization 111-113 Burke, Andrew 99 Burns, Tom 170, 238-239 Business angels 214-215, 217 Business formation 27, 27 Business model canvas business plan 143 functional knowledge 177 idea generation 33 innovation strategy 76, 78 key elements 10, 11, 12 supermarket 10, 11 , 61, 62 definition and concept 9-10 innovation BMW/Sixt collaboration 5 collaboration, capabilities acquisition 189 concept and scope 9-10, 238 definition 10 portfolio management 113 product and service types 14-16 team structures 154-156, 154, 156 trends as drivers 30-32 service 230 strategy, comparison 13 success factors, potential 13, 13 types 12-13, 12 value chain 9 Business Model Generation (Osterwalder and Pigneur) 9 Business networks 32 Business plan 142-144 Business strategy 76, 77 Business units, innovation activities innovation manager 166, 166 integrated 167-168, 167,170 Buyer switching costs 89 C Caldwell, David 157 Candi, Marina 67 Car industry alternative energy, innovation strategies 77, 79-81,162 DriveNow initiative 5, 8, 10, 116, 189, 191 ecosystem innovation 90-91, 92 integral design 116-118, 199 mirroring hypothesis 191 modularity matrix 15, 15 platform and modular design 115-116 portfolio management 112-114 prototyping 61 Casciaro, Tiziana 176 Causation 29-30 Charitou, Constantinos D. 87 Chesbrough, Henry 185, 191-192, 191 , 198,241 Chevrolet 79-80 China18 250 Index Christensen, Clayton 5, 52, 64, 84-86, 161, 222,241 Cirque du Soleil 35 Clan control 148, 174 Clark, Kim 77-78, 240-241, 240 Clooney, George 120 Coca-Cola 103, 211 Co-creation with customers 63-64, 67, 68-69 Cohen, Susan L. 212 Cohen, Wesley 186-187 Co-innovation partners 91, 95-96 Collaboration between firms capabihties acquisition 188-189 coordination and control contracts 193-196 governance mechanisms 193-194 trust 196-197 innovation spin-offs 198 low interdependence 189-192, 191 start-ups 197-198 Collective scrutiny, representation 158, 159 Communication web 242, 244 Complementary assets 98, 99 Complementary product/service 90, 95-96, 99 Complementors 91, 95-96 Computer-aided design (CAD) 127 Computer-aided manufacturing (CAM) 127-128 Computer technology artificial intelligence (AI) 17, 56, 177 copyrights 102 driver of innovation 31 ecosystem innovation 93 IBM innovations 45, 192 innovation clusters 201-202 multinational firms, innovation strategies 226-227 network effects 93-97 organizing innovation 157 software tools 127-128 standardization 98 supply chain integration 199-200 see also Information technology Concurrent engineering 138-139 Constraints, representation 158, 159 Contingency plan 145 Contracts 193-196 Contributory creativity 28, 29 Control of innovation projects 146-148 Cooper, Robert 136, 239, 242 Copyrights 102 Corporate identity 176-177 Corporate incubators 197-198 Costs, development and innovation business case 143 buyer switching 89 collaborative investment 192-193 experimentation risks 65 external innovation, acquisition 187, 188 lean innovation 55 low-performing projects 120 market tests, value of 140 patents 101 portfoho management, SMEs 108-109 project-based firms 222-223 real options approach 122-12 7 sunk costs 12 7 Covid-19 crisis 17,111,225 Crazy quilt 213 Creativity contributory 28, 29 expected 28, 29 human 27-29, 29 knowledge and problems 26-27 leadership style 173-174, 173 'out-of-the-box' 28-29, 33, 44 proactive 28-29, 29 responsive 28, 29 skills 8, 244-245 thinking styles 29-30 tools 33-35, 34-35 workshops effective objectives 40-41 phased structure 41-43 Crick, Francis 82 Crossan, Mary 243 Cross-functional teams 4, 153-154, 223224, 242,244 Crowdsourcing customer involvement 59-60 ideas 45-47 InnoCentive 46, 47 P&G initiatives 45-4 7 Culture of innovation. see Innovative culture Customers co-creation 63-64, 67, 68-69 crowdsourcing 59-60 customer journey 58-59, 58 feedback60 innovation process involvement 52 observation of 53, 59 partnering with 64, 66, 67 D Daft, Richard 144 Data analytics 60 Dattee, Brice 92-93 Day, George S.114-115 De Bono, Edward 42 Decision process management framing 121, 121 groupthink 122 innovation funnel 118-120, 118 irrational support 121-122 project office 119-120 resistance and status 121-122, 121 review board 119-120, 120, 136-137 Deep knowledge 27-28, 178 Deferral option 193 Dekker, Henri 196 Dell, Ideastorm 46, 47, 59-60 De Meyer, Arnaud 144 Denmark20 Design-driven innovation 67-69, 68 Design freeze 137,140 Design patents 101-102 Design thinking causation 30 concept 53 contemporary approaches 241 iterative innovation process 53-54, 53, 55,139-140,139 lean innovation comparison 54-55 process perspective 244 Deutsche Post 43 Digital Research 94 Directing leadership 172 Disciphned problem solving 242, 244, 246 Discovery-driven planning 61-62, 63,143 Discovery skills 6-7, 28 Discussion questions entrepreneurship 218 idea development phase 48 innovation management origins 247 innovation process and business models 21 innovation strategy 104-105 iterative innovation and market learning 70 open innovation 204 organizing innovation 181-182 portfoho management 128-129 project-based and multinational firms 232 project management 149 servitization 232 Disruptive innovations airline industry, impact on 84-86, 84 concept 83, 241 definition and scope 85 demand-side 165 diversification opportunities 87-88 Erasmus value proposition framework 35 firm level organization 160, 161, 165, 168-169 health care 225 lead users 63 management responsibilities 5-6 market knowledge 177 missed opportunities 83, 161, 222 supply-side 165 team structures 155 DNA technology 82 Dollar Shave Club 187, 214 Dominant design 79-80, 96, 98, 99 Donald Duck, patent block 101 Dreams 27, 27 Dredging industry, scenario development 38-39 DSM 27, 64, 66, 93-94 Dubin, Michael 187 Dutch Blend 63, 64 Dyer, Jeff H. 6-7, 173-174 Dynamic capabihties 242 Dyneema 27, 64, 66 E easyJet 84, 89 Eberle, Bob 34 E-commerce/Web commerce business model options 10 cloud computing 34 creativity 27 data analytics 60 driver of innovation 31 innovation hfe cycles 81, 82 interdependent collaboration 190 modularity 116 one-sided platforms 97 outcome control 147 portfoho management 113 Economy, impact of innovation 16, 16 Ecosystem innovation co-innovation/adoption and risks 91-94, 92 contemporary approaches 241 control points 93 definition and scope 90 dynamic model 92-93 theoretical foundation 246 Edison, Thomas 238 Edmondson, Amy C. 173 Effectuation 29, 212-213 Eisenhardt, Kathleen 242-244, 246 Electric cars charging station chain, project evaluation 125-127 Index complementary product/service 90, 91 first mover advantages 88 innovation classification 15 life cycle model 79-81 societal impacts 17 supply chains, integration 199 technological knowledge 177 'Elevator pitch' 143 Empathy, with customers 53, 66, 67 Enabling leaders 174-175 EnCo 198 ENECO230 ENIAC31 Entrepreneurial leaders 174, 175 Entrepreneurial process approaches 212-213 bootstrapping 216 fundraising and investment 214-216 marketing and sales 214 scaling up 214 team formation 213-214 valuation 215-216 Entrepreneurs business plan 142 environmental factors 212 health care innovation 225 internet opportunities 27 lean innovation influence 54, 54, 212 personal and company responsibilities 210 personal characteristics 211-212 survival rates 211 Entrepreneurship incubators 216-217 process 212-216 start-ups and innovation 209-211 Environmental Management and Audit Scheme (EMAS) 100 Equity fraction 180 Erasmus Value Proposition Framework 33, 35,35 Ericsson 177 Europe patents 100-101 standardization 100 trademarks 102-103 European Innovation Scoreboard 20 European Space Agency (ESA) 217 Exercises entrepreneurship 218 idea development phase 49 innovation process and business models 21-22 innovation strategy 105 iterative innovation and market learning 71 open innovation 204 organizing innovation 182 portfolio management 129 project-based and multinational firms 233 project management 150 Expected creativity 28, 29 Expected value idea selection 42, 44 portfolio management 123 Experimenting, innovator skill 7 Expertise collaboration activities 189 crowdsourcing 46 entrepreneurship 213-214 health care innovation 225 human creativity 27 innovation ecosystem 203 leadership facilitation 173 multinational firms 225-226 multi-product/service enterprises 82-83 organizational capabilities 145, 164-165, 244-245 process models 138-139 Exploitation disruptive opportunities 87 innovation, firm level 160 knowledge life cycles 83 market knowledge 177 multinational firms 225-226 patents 100 Exploration 160, 177 Externalities 18 External relations 7, 156-157, 161-162, 245 Extrinsic motivation 28-29 F Facebook 201 Facilitating leadership 172 Fairchild 202 Favre, Eric 120 Feasibility 42, 44 Finland20 Firm level, organizing innovation business unit integration 167-168, 167 innovation manager 166, 166 innovation unit 163-165, 164 options evaluated 168-169, 168 separate business unit 160-163, 161, 163 structural options 160, 245, 245 Fitness ratio 180 500 Startups 217 Flexibility, team structure 156-157 Flexible development process 140 Focus groups 59, 66, 67 Ford, Henry 52 Formal governance 196-197 Framing 121, 121 Front-loading 61 Frugal innovation 228 FruitCo 169 Frying products 96,147 Fu, Jie 213 Fujimoto, Takahiro 61, 240 Functional innovation 67, 68 Functional knowledge 177-178 Functional team structure 154, 155, 156 Fundraising, start-ups 215-216 Furr, Nathan 7, 173-174 Future cash flows 215 G Gassmann, Oliver 229, 229-230 Gates, Bill 94-95, 99 Gaye, Marvin 102 GE 179,228 Gemser, Gerda 67 Germany 18, 20, 203 GeronimoAI 56 Geschke, Charles 212 Gibson, Cristina 179-180 Gillette228 Global Innovation Index 19, 19 Glocalization 228 GNU General Public License (GPL) 103 Google business strategy 10, 77 dominant design 79 evolving dynamics 83 innovation budget 113 innovation, centre-for-global strategy 226 innovative culture 178 origins 201, 202 problem solving 27 supply chains, integration 199, 200 10"100 campaign 46 'Go out of the office' slogan 54 Gopher78 Govindarajan, Vijay 191 Groupthink 122 Growth option 193 Guerrilla marketing 214, 216 Gunning, Tex 147, 227-228 H. Hansen, Morten 25, 241-242, 244 Hayek, Nicolas 87 Health care innovation 225 HealthTap 216 Heavyweight project manager 155, 224, 242 Heavyweight team structure 154, 155, 156, 170 Hedonic innovation 67, 68 Henard, David 243 Hewlett Packard Kittywake project 157, 161-162 origins 202 Hewlett, William 202 Hierarchy, innovation process 170-171 Holst, Gilles 238, 239 Horizontal integration 200-201 Huaweil77 Hub-and-spokes model 175 Human computers 31 Human creativity 27-29 Hybrid cars 79-80, 191 Hydrogen cars 79-80 IBM ecosystem innovation 93 idea catalysts 45 innovation and collaboration 192 innovation, globally-linked 226 Innovation Jam 46 network effects 93-95, 98 standardization 98 Idea(s) creativity workshops 40-43, 40 crowdsourcing 45-47 development phase 8, 25 generation customer involvement 53-54, 58-59, 58 data analytics 60 disruptive innovation 87 iterative innovation processes 52-57, 53-54,56-57 organizational structure 170-171 software tools 127-128 human creativity 27-29 implementation phase 8 management systems 28-29, 43-45, 127-128,179 managerial resistance 121, 121 rewards 44 sources business and social networks 32-33 251 252 Index trends as 'drivers of innovation' 30-32, 31 IDEO design thinking 59, 241 shopping cart design 53 toothbrush development 59 IKEA58,58 Immelt, Jeffrey R. 228 Incremental innovation classification 14, 15 firm level organization 160, 167, 168, 245 innovation budget, large firms 113, 114 key features 9 life cycle model 80-81 networking 171, 176 platform and modular design 118 portfolio management 109 stage-gate model 137-138 team structures 156 testing phase methods 66 Incubators corporate 197-198 start-ups 216-217 India 18 Information-intensive firms 32 Information technology (IT) agile project management 141 business model options 10 business networks 32 cloud computing activities 34 ethical issues 17 idea facilitation 40 innovation clusters 201-202 innovation, multinational firms 226 innovation, project-based firms 222 knowledge integration 178 leadership, innovation project 173 navigation products 199 representation of the concept 157 separate business units 162 servitization challenges 231 technological knowledge 177 InfraCo 167-168 ING 4, 65, 227 InnoCentive 46, 4 7 InnoFin 165 Innovation culture 40, 4 7, 169, 178-180 definition 5 economic impacts 16, 16 funnel118-120,118,120 national comparisons 19, 20 niche 14 paradoxes 7-9 people perspective 244-246 process perspective 244 representation of the concept 157-159, 158 societal impacts 17 strategy perspective 246 success factors 243, 243 types and classifications 14-16, 14-15 uncertainty, scenario development 36-39 see also individual entries Innovation Ambition Matrix 111-113, 112 Innovation capitahsts 188 Innovation clusters 201-203 Innovation ecosystem 203 Innovation management business adoption 237-238 definition 6 discipline origins 238-241, 239-240 firm and project levels 241-242, 242 institutional organizations 238 key features 3-4 new business development relationship 4,6,6 theoretical foundation, perspectives 241-247,242-243,245 Innovation manager 4, 166, 166, 168, 223, 238 Innovation process concepts 51-52 hierarchical effects 170-171 idea development phase 25 iterative 52-57, 53-54, 56-57, 139-142, 139,141 overlapping phases 138 phased activities 8 project-based firms 222-223 servitization challenges 231-232 structured 224 Innovation strategy business elements 77, 77, 169 creation 76-78 definition 76 disruptive innovation 83-88, 84 ecosystem 90-94, 92 life cycles 78-83, 78 portfolio management 113 sustainable development 17 theoretical foundation 246 timing 88-90 Innovation unit 163-165, 164,168, 168170, 223 Innovation value chain 242, 244 Innovative culture 40, 47,169, 178-180 Innovator 6-8, 32 Installed base 88, 95, 96, 99, 103 Institute of Electrical and Electronics Engineers (IEEE) 100 Integral design (integrality) 116-118, 190, 199-201 Integrative leadership 172 Intel 103, 202 Intellectual property rights contracts 195-196 copyrights 102 crowdsourcing 4 7 innovation licencing 187 innovation strategy 99, 100-102 open-source strategies 103 patents 100-102 protection benefits 18 secrecy 103 Internal front end, management 43-45 Internal locus of control 212 International Organization for Standardization (ISO) 5, 100 International Product Development and Management Conference (IPDMC) 238 Internet business model options 10 customer surveys 58 disruptive innovation 86 driver of innovation 31 entrepreneurs 27 knowledge life cycles 82 online banking 65 search engine design 78-79 Intrinsic motivation 28-29, 44, 179, 245 Invention Factory 238 Iqbal, Zafar 138 Iterative innovation processes 55, 139-142, 139,141 iTunes 97 J Jacuzzi bath 60 Japanese-Harvard innovation school 240, 240,246 Jaruzelski, Barry 111 Jetstar 84 Jibo, robot project 158-159 Jobs, Steve 52, 99, 172, 198, 202, 216 Joint venture 194 Journal ofProduct Innovation Management 238 Joy, Bill186 K Kallasvuo, Olli-Pekka 113-114 Katila, Riitta 178 Kavadias, Stelios 13 Kelley, Tom 59 Kelly Stater's Pro Surfer game 140 Kidder, Tracy 190-191 Kijkuit, Bob 33 Kildall, Gary 94-95 KLM46 Knowledge breadth of 178 depth of 178 ecosystem 203 external, acquisition of 186-187, 245 functional 177-178 intensity 169 life cycles and dynamics of firms 82-83 market177 role in creativity 26-28, 171 specialist regional, advantages of 226 tacit 88 technological 177 Kodak165 Kohavi, Ron 65 Kondratiev, Nikolai 16, 16 Kotelly, Blade 158-159 Kotler, Philip 81 Krnyer, Karl 101 l. Laker Airways 89 Laker, Freddie 89 Landscape, solution space 57, 57 Leadership activities and vision 173-174 ambidextrous 175 leading creativity 172-173, 173 organizational identity 176-177 start-up, scaling up 214 styles 9, 172-174 support sources 175-176 team 172-175, 173 technological 88 transactional 174, 175 transformational 174-175 Lead users 63-64, 67 Lean innovation agile project management 141-142 contemporary approaches 241 discovery-driven planning 61-62, 63, 66 idea development phase 50, 54-55, 54 iterative innovation process 139-140, 139 'lean start-up' 54 portfolio management 113-114 process perspective 244 real options approach 122-123, 127 representation of the concept 159 Index start-up entrepreneurs 54, 212 Leapfrogging 87 Learning advantages 88 Lemonade principle 213 Lengel, Robert 144 Lenovo 93 Leonard-Barton, Dorothy 64, 66 Levine, Mark 187 Levinthal, Daniel 186-187 Life cycle models knowledge and dynamics of firms 82-83 technology, product and services 78-81, 78 Lightweight team structure 154, 155, 156, 170 Linux 97, 103 Lumineau, Fabrice 196-197 M MacMillan, Ian C. 61-62, 143 Macro trends 36-39, 36 Mainemelis, Charalampos 172, 173 Malhotra, Deepak 196-197 Management innovation 171 Management of Innovation, The (Burns and Stalker) 170, 238 Management span 180 Managing Technological Innovation (Twiss) 239,240 Managing the Flow of Technology (Allen) 239 Ma, Ran213 Market-comparable valuation 215-216 Marketing banking4 business development 5 cross-functional teams 153-154 data analytics 60 first mover advantages 88 follower advantages 89 guerrilla marketing 214, 216 innovation costs 119 traditional techniques 57-59, 58 viral 214 Marketing-R&D interface 247 Market knowledge 177 Market learning design-driven innovation 68-69, 68 idea development phase 51, 54 ING Direct 65 market tests, value of 140 testing phase 60-65, 62-63 Markides, Constantinos C. 87 Mateschitz, Dietrich 211 Matrix structures 223 McDonald's 52, 114-115 McGrath, Rita G. 61-62, 143 Mechanistic management system 170, 238-239 Medium-radical innovation 66 Medtronic 135 Metaphors, representation 158, 158 Michehn 90-92, 92 Microsoft NB tests 65 ecosystem innovation 93 innovation failure 99 innovation, globally-linked 226, 229 innovation process model 139 network effects 94-97 Nokia acquisition 113 Minimum Viable Product (MVP) 54, 61-62, 63 Mirroring hypothesis 190-191 253 Mobile telecommunications ecosystem innovation 90 knowledge for innovation 177 portfolio management 103, 113-114 supply chain integration 199-200, 200 see also Smartphones Modular design 116, 117 Modular innovation 15, 116, 118 Modularity degrees of 116, 117, 189-191, 199 matrix 15-16, 15 service industries 116 Moore, Gordon 202 Motivation extrinsic 28-29 intrinsic 28-29, 44, 179, 245 Multidisciplinary teams 224 Multinational firms frugal innovation 228 innovation, international strategies 225-228,245 international organization 229-230, 229 Multi-product (or multi-service) company 82-83 Musk, Elon 91, 172, 210 Myopia (in business) 87 implementation phase 9 innovation management relationship 4,6,6 key features 3-4 knowledge for innovation 177-178 people perspective 244-246 process perspective 244 Sixt 5 strategy perspective 246 success factors 243, 243 theoretical foundation, perspectives 241-247,242-243,245 Newness 66, 67-68, 156 Newspaper industry 86, 161 Niche innovation 14 Niche market 57, 64, 80 Nike 103 Nintendo 157 Nokia 113-114, 118,179,199 Nominal group technique 41 Non-leadership 172 Not Invented Here (NIH) problems 47,165, 169,188,227 Novelty 14, 14, 26, 42, 44, 101 Nayee, Robert 202 Nucci, Alfred 211 N 0 Nagji,Bansilll-112,112,113 Nambisan, Satish 187-188 Navteq 199 Nespresso 120 Nestle 120 Netherlands, The collaboration, uncertainty problems 194-195 dredging industry, scenario development 38-39 Dutch Blend, co-creation 63, 64 ENECO, innovation centres 230 human computers 31 innovation campus, Eindhoven 202 innovativeness 20 Net present value (NPV) 114, 122, 143 Networked market first mover advantages 88 key features 94 network effects 94-97 path-dependency 96 standardization 98 Networks and networking business 32 business consortiums 98, 99 communication web 242, 244 'idea connectors' 4 7 innovation phases 8 innovator skills 7 network effects advantageous behaviours 98, 99 complementary assets 98 concept 94 direct 95 dominant design 79, 96 indirect 95-96 platforms, one/two-sided 97 political use 176 social 32-33, 60, 121-122, 171, 172 trends, innovation drivers 31-32 New business developer 4, 6-8, 32 New business development BMW5 business adoption 237-238 definition 6 Observing, innovator skill 7 O'Leary, Michael 85 O'Mahony, Siobhan 157-159 One-sided platforms 97 Opel 79-80 Open innovation collaboration between firms capabilities 188-189 financial reasons 192-193 low interdependence 189-192, 191 methods and activities 193-197 contemporary approaches 241 corporate incubators 197-198 forms 186 innovation clusters 201-203 key elements 185 knowledge and innovation acquisition 186-188,188 licensing out technology 199 spinning-off activities 198 supply chains, integration and disintegration 199-201, 200 theoretical foundation 246 Open Innovation (Chesbrough) 198, 241 Open-source strategies 103 Organic management system 170, 238-239 Organizational identity 176-177 Organizational structures 170 Organizing innovation firm level innovation manager 166, 166 innovation unit 163-165, 164 organizational structures 170 separate business unit 160-163, 161, 163 structural options 160, 245, 245 innovative culture 169, 178 knowledge for innovation 177-178 leadership organizational identity 176-177 support sources 175-176, 176 team 172-175, 173 management systems 170-171, 238-239 new business development 177-178 organizational capabilities 164-165 254 Index team structures cross-functional 4, 153-154, 170 flexibility and external relations 156-157 representation of the concept 157159, 158 types and activities 154-156, 154, 156,170 Osborn, Alex F. 34 Osterwalder, Alexander 9-10, 33 Outcome-based interviews 59 Outcome control 147, 174 'Out-of-the-box' creativity 28-29, 33, 44 p Packard, David 202 Page, Larry 27, 79, 202 Parallel model 138-139 Partnering with customers 64, 66, 67 Pasteur, Louis 30 Patents contract allocation 195 definition 100 design 101-102 joint 195-196 utility 100-101 Path-dependency 96 Pavitt, Keith 32 People perspective of innovation 244-246 Performance engine 162 Performance management 170, 179-180 PESTEL framework 36, 36, 41 Pharmaceutical industry capabilities acquisition 189, 211 collaborative investment 192-193, 195 Covid-19 crisis 17, 111 multi-product firms 83 R&D intensity 111 Philips Blu-ray consortium 98, 99 evolving dynamics 82-83 Holst's laboratory rules 238, 239 HomeLab60 innovation cluster 202 service business model 230-231 Pigneur, Yves 9-10 Pilot-in-the-plane principle 213 Pisano, Gary 180 Pivoting 49, 54 Plant breeding, research intensity and horizontal integration 201 Platform and modular design 115-118, 117 Platform innovation 118 Platforms, one/two-sided 97 Polaroid 165 Portfolio management concept origins 239-240 decision process management 9, 118, 118-120, 120 platform and modular design 115-118, 117 proactive 108-115, 110,112,115 reactive 108, 115, 115 reactive versus proactive 107-108 tools net present value (NPV) 122 real options 122-127, 159 software tools 127-128 Postbank 194-195 Price to earnings ratio (P/E ratio) 215 Prince2 145-146 Proactive creativity 28-29, 29 Proactive innovation 222-223 Proactive portfolio management 'buckets', project combinations 111-113 definition 108 'horizons', innovation categories 111-113 Innovation Ambition Matrix 111-113, 112 innovation budget 109-110 large firms 109-115, 110, 112, 115 R&D intensity 110, 111 small or medium-sized firms (SMEs) 108-109 Probe and learn 65 Problem, open/closed 26 Problem solving creativity 27, 27 disciplined 242, 244, 246 Process control 148 Process innovation 6 Process models agile project management 141-142, 141, 146 iterative 139-142, 139 Microsoft 139 parallel 138-139 process perspective 244 stage-gate 136-138, 136,146,148,239, 242 uncertainty 134-136, 134, 146 Process perspective of innovation 244 Procter & Gamble (P&G) 'Connect and Develop' initiative 45 crowdsourcing 45-4 7 Product data management (PDM) 128 Product development approach expansion 239-241, 240 globally-linked 226 internationalization of regional product 227-228 servitization challenges 231-232 stage-gate model 239 theoretical foundation 242 Product Development and Management Association (POMA) 238 Product innovation creativity workshops 40 crowdsourcing 59-60 economic impacts 16, 16 network effects 99 servitization challenges 231-232 technological knowledge 177 types and classifications 14-16, 14-15 Product integrity 242 Product life cycle management (PLM) 127-128 Project-based firms health care innovation 225 innovation approaches 222-223, 245 innovation, operational factors 223-224 product and services 222 Project management business plan 142-144 control of innovation projects 146-148 information exchange problems 141 innovation process alignment 146 market performance 147 planning 145-146, 145 process models agile project management 141-142, 141,146 iterative 139-142, 139 parallel 138-139 sequential 136-138, 136,146,148 uncertainty 134-136, 134,146 project, definition 144 project performance 147 uncertainty levels 144-145 Prototype, representation 158, 158 Prototyping 60-61, 67, 67 PSA115-116 Public policy 18 Q Questioning, innovator skill 7 Quickplug 28 QWERTY keyboard 80, 89, 98 R Radical innovation customer involvement 59 disruptive opportunities 87-88 firm level organization 160-161, 165, 168 idea management systems 43-44 innovation budget, large firms 113 innovation performance 111 integral design 199 iterative processes 140-141 key features 9 market learning 66-67 modularity matrix 15, 118 networking 171, 176 portfolio management 108-109, 114-115 project management 146,148 stage-gate model 138 technology-market matrix 14-15 Rashid, Karim 67 Rational planning 242, 244 Reactive portfolio management definition 108 large firms 109, 115, 115 process 108 Reactive process 222 Real options collaborative investment 192-193 definition 123 portfolio management 122-127, 159 project management 135,143 project scenarios 123-127 RedBull211 Renault 91 Research and development (R&D) academic literature 238-241 cross-functional teams 153-154 global230 government subsidies 18 innovation unit compatibility 163-165 international organization 229-230, 229 key feature 4 knowledge acquisition 186-187 knowledge life cycles 83 management Conference 238 market-driven 229-230 national treasure 229 R&D intensity 110, 111 technological knowledge 177 technology driven 229 third generation 239-240 Resource dependency 86 Responsive creativity 28, 29 Reverse innovation 228 Revolutionizing Product Development (Wheelwright and Clark) 77-78, 240-241 Rewards for ideas 44 Index Ries, Eric 54, 212, 241 RIM 179 Rimonabant 145 Ring team 175 Rogers, Everett 212 Roquette Freres 93-94 Roussel, Philip 239-240, 246 Royal IHC 87-88 RWTH Aachen University 203 Ryanair35,84,85,89,99,210-211 s Salary growth 180 Samsung, patent battles 102 Sanofi-Aventis 145 Sara Lee 64 Sawhney, Mohanbir 187-188 Scale-intensive industries 32 Scaling up, start-ups 214 SCAMPER 33, 34, 42 Scarce assets 88, 99 Scenario workshops 36-39, 36-38 Schilling, Melissa 99, 243 Schmidt, Eric 216 Scholten, Henk Jan 213 Schumpeter, Joseph 5 Science-based firms 32 Science Policy Research Unit (SPRU), SAPPHO studies 239 Scouting 157 Scrum teams 141, 155, 156, 165 Secrecy, intellectual property 103 Seidel, Victor 157-159 Self-efficacy 211-212 Self-organizing teams 170 Separate business unit 140-143, 155,161, 168-169,168 ventures and spin-offs 162-163, 163 Serendipity 30 Service innovation 14-15, 14, 40, 177-178 Service level agreement (SLA) 230-231 Servitization 230-232 Set-based approach 173 Sethi, Rajesh 121, 138 Shell 43, 90 Shockley, William 202 Signify (Philips Lighting) 76, 230-231 Silicon Valley 201-202, 212,214,226 Sinek, Simon 42, 121, 176-177 Siren Care 213 Sixt DriveNow initiative 3, 8, 10, 116, 189, 192 new business development 5, 189 Small or medium-sized firms (SMEs) 108-109 Smartphone alternative names 79, 158 business model options 10 development outsourcing 189 first mover advantage 89 network effects 95-96 Nokia's innovation errors 113-114 Social construction 52 Social networks 32-33, 60 Society, impact of innovation 17 Solahart 90 Solution space concept 55 evolutionary approach 50, 55, 57 landscape 57, 57 process models 135 set-based approach 49-51, 56 Sony, Blu-ray consortium 98, 99 S0rensen, Hans E. 5-6, 9 Soul of a New Machine, The (Kidder) 190-191 SouthWest 26, 29-30, 84, 89 Specialized suppliers 32 Spin-offs 163, 198 Spradlin, Dwayne 46 Stack, Charles M. 89 Stage-gate model 136, 136-138, 146,148, 239,242 Stakeholders 175-176, 176 Stalker, G.M.170, 238-239 Stam, Daan 33, 35 Standardization 98, 100 Stanford University 201, 202 Start-ups collaboration 198, 211 entrepreneurial process 212-216 entrepreneurial responsibilities 210 incubators 216-217 innovation clusters 201-203 innovation opportunities 210-212 larger firm acquisitions 187 Sting, Fabian 156 Story, representation 157, 158 Strategic fit 44 Strategic leverage 44 Strategy, business model comparison 13 Strategyn 59 Strategy perspective of innovation 246 Subsidies, direct/indirect 18 Sunk costs 127 Supermarket business model canvas 10, 11 carts, design process 53 discovery-driven planning 61-62, 63, 143 innovation life cycles 81 supply chains 200 value proposition framework 33 Supplier-dominated sectors 32 Supply chains, integration and disintegration 199-201, 200 Surprising Adventures ofBaron Miinchhausen, The 216 Sustainability creativity workshops 40 driver of innovation 31 ecosystem innovation 93-94 innovation strategies 17 manufacture 14 scenario development 37-39 UN policies 17 Sustaining innovation 86 Swatch87 Sweden20 Switzerland 20 Systematic Inventive Thinking 33, 34, 41 Szymanski, David 243 T Tacit knowledge 88 Task coordination 157 Team leadership 173-174 Team structures agile/scrum teams 155,156 appliance 155-156 cross-functional 4, 153-154, 223-224, 242,244 external relations 15 6-15 7 flexibility 156-157 multidisciplinary 224 organizational structure relations 170 representation of the concept 157-159, 158 self-organizing 170 types 154-156, 154 Technological innovations 14, 17, 165 Technological knowledge 177 Technological leadership 88 Technology gatekeepers 187 innovation clusters 201-203 licensing 199 network effects 95 open-source strategies 103 smartphones 78-79, 81 sustainable development 17 transfer 27, 27 user-developer roles 64 see also Computer technology; Information technology Technology life cycle model concept 78, 78 dominant design 79-80 fluid phase 78 product and service categories 81 specific phase 80-81 transitional phase 79-80 Technology-market matrix 14-15, 14 Teece, David 191, 191-192, 242 TeleAtlas 199 Telfort 194-195 Terman, Frederick 202 Tesla 79-80, 88, 199, 210 Thicke, Robin 102 Thiel, Peter 120 Thinking styles 29-30 Third Generation R&D (Roussel et al) 239240, 246 Thomke, Stefan 61, 65 Tom Tom199 Toshiba 99 Toyota 79-80, 115-116 Trademarks 102-103 Transactional leadership 174, 175 Transaction cost theory 193 Transformational leadership 174-175 Trends, scenario workshops 36-39, 36-39 Trimble, Chris 191 TRIZ 33, 34, 41 Trust, collaboration 194, 196-197 Tuff, Geoff 111-112, 112, 113 Turmix120 Tushman, Michael L. 175 Twiss, Brian 239, 240 Two-sided platforms 97 Tyson, Mike 142 u Uber 13, 88, 97, 209 Ulwick, Anthony 59 Uncertainty business plan 142, 143 collaboration problems 194-195 external 134, 134 internal 134 leadership, innovation project 173-174 levels of 144 organizing innovation 170-171, 175, 244,245 portfolio management 108-109 proactive innovation 223 process models 134-136, 134,139, 139-140,146,244 255 256 Index team structures 155 technical 157-159 Uncertainty concept 7 hfe cycles of innovation 78, 79 paradoxes of innovation 7-8 prototyping 61 solution space 55-57, 56-57 trends 36-37, 37 Underexploited opportunities 212 Unilever Dollar Shave Club acquisition 187 margarine project 147, 227-228 United Kingdom (UK) 20, 145, 239 United Nations (UN) 17 United States (US) bank service prototyping 60 innovativeness 20 patents 100-101 Silicon Valley 201-202, 212,214,226 venture capitalists 215 University of California, Berkeley 201 Unsworth, Kerrie 28-29 User-developer 64, 66, 67 User innovation 52, 59-60 Utilitarian innovation 67, 68, 69 Utility patents 100-101 V Valuation, start-ups 215-216 Value chain 9 Value created 26-27, 27 Value proposition framework 33, 34, 35 Value sought 26-27, 27 Van den Ende, Jan 33, 35, 67, 223-224 VanOord90 Van Oorschot, Kim E.141 Venture capitalists 215, 217 Venturing unit 162-163, 163 Verganti, Roberto 67 Vertical disintegration 199-201 Vertical integration 199, 201 Viral marketing 214 Volkswagen 81 Von Zedtwitz, Maximilian 229-230, 229 w Warnock, John 212 WaterCo224 Watson, James 82 Web commerce. see E-commerce/Web commerce Web-shops, integral design 190 Website developers 65 West, Tom 191 WhatsApp 95 Wheel clamps 52 Wheelwright, Steven 77-78, 240, 240-241 Wikipedia 34 Wilhelmsen 231 Williams, Pharrell 102 Winner-takes-all 96-97 Wozniak, Steve 202 X X2Al214 Xerox innovation spin-offs 198 missed opportunities 212 service business model 230 X-Teams 7, 156-157 y Yoovidhya, Chaleo 211 z Zunino, Diego 78