Innovation Management (ISMT 302) Week # 2 Instructor: J. Christopher Westland, Professor, ISMT Time: Tue & Thu 1:30pm-2:50pmVenue: Rm. 4333Duration: 5 Sep – 7 Dec Text. McGrath & MacMillan, The Entrepreneurial Mindset, HBS Press 2000 Contact: Office: 852 2358 7643 Email: westland@ust.hk Fax: 852 2358 2421 URL: http://teaching.ust.hk/~ismt302/ The Innovator’s Challenge A firm makes profits by offering products or services at a lower cost than is competitors Or by offering differentiated products at premium prices that more than compensate for the extra cost of differentiation Who? Ho w? Two Questions ? What Why? n? he W W he re ? How do low-cost and differentiated products come about? Why is it that some firms can offer them better than others? The Innovator’s Value Map Nature of innovation: Incremental, radical architectural Complexity, tacitness Life cycle phase Competences: Ability to design engines, integrate different functions, build logistics, market new ideas, manufacture Environment: Competitive Macro Value: Internals: Strategy from low-cost, differentiated products Knowledge Structure Systems People Nature of innovation: Incremental, radical architectural Complexity, tacitness Life cycle phase Assets: Size, patents, copyrights, location, skilled scientists, reputation, sponsor, licenses Elements of Product Innovation Innovation New Product: Core Competences: Assessment & Investment Ideas ons Inventi Competences and Assets Commercial Opportunities Low cost Improved qualities New qualities Opportunity Register Adaptive Execution Market Entrance & Competitive Strategy New Technological knowledge New Market Knowledge Sources of Innovation How innovation arises Functional: Innovations arise from thinking about the functional relationships between groups and individuals Attribute Maps and Quizzing help identify Innovations arising functional relationships Circumstantial: Innovations arise from thinking about the circumstances in which a product (innovation) will be encountered e.g., customer or manufacturer e.g., a cooking innovation when it is consumed in a restaurant Consumption Chain Analysis helps identify circumstantial Innovations Where innovations arise Internal R&D External Markets (Customers) Competitors & related industries University, government & private labs Other nations / regions The last two sources are strongly influenced by society and governments What sort of people are Innovators? Idea Generators Gatekeepers & Boundary Spanners Sell the innovation to the firm Sponsors (Coach, Mentor) Conduits for knowledge from other firms and labs Champions (Entrepreneurs, Evangelists) Can sift through large quantities of technological and market data to identify ‘innovations’ Senior level manager who provides behind the scenes support, access to resources, and protection from political foes Project Managers Planners with discipline; one-stop decision making shop Science & Technology What are they? How are they related? Influence / feedback Verbally Encoded Information Verbally Encoded Information Science Technology Influence / feedback Verbally Encoded Information *publications *patents Physically & Verbally Encoded Information *products & services *documentatiom *publications *patents An Example of a Successful Business Model Mad Catz, Inc. From Global Electronic Commerce (Westland & Clark) Mad Catz’s Products Controllers, Joysticks, memory chips, cables, power supplies, etc. Anything you could add onto a game console Question: How do you make money on this market? cycle: 2 weeks Mad Catz’ Value Map Packaging Mtl Package Design, Graphics 10% of Costs, in house 50% of Demand Value 60% of Cost, outsourced HW Vendors Specs Electronics Design 0% co st (cycle: Retailers (Toys 'R Us; Wal-Mart) Electronics Build 10 Electronic Parts 25% of Demand Value cycle: 4-6 months Plastic Parts % 25 10% of Costs Plastic Design: Main component of human interface cycle: 3:months e alu V d an m e D of Plastics Molding 20% of Costs, outsourced Assembly, Packaging and Shipping 10% of costs, in house for quality control cycle: 1 week Points to Note about Mad Catz’s Business Model Sources of costs and revenues are different Cycle time influences revenue The product is 100% ‘human interface’ Visual Mental Tactile Their market is driven by other vendors What does this imply about market and growth strategies Many components of this case are typical of Pearl River Delta companies Worldwide video game industry Mad Catz’s Future Market Potential Revenues of $25 billion last year overtook movie box-office receipts Sales are expected to climb to $55 billion by 2008 While broadcast TV audiences dwindle and moviegoing stagnates, gaming is emerging as the newest and perhaps strongest pillar of the media world. Videogame Economics Costs for developing games are going sky-high. Five years ago, it cost about $3 million to develop a high-end game; now it's $20 million as games become more complex and require more artists and programmers. Microsoft spent $40 million to create and market Halo 2; around $160 million for Halo 3 Vs. $80 million average cost of a Hollywood movie, but it prices most small and midsize game makers out of the top of the market. The top five game developers last year accounted for 56% of the industry's more than $10.5 billion in U.S. sales (around $40 billion worldwide) Economics; Only 5% of all games reaching the 1 million "hit" mark, It's vital for game makers to build up a portfolio of winning franchises EA has Madden and Sims, NASCAR, James Bond, and the Medal of Honor shooter series totaling 27 game titles last year that sold more than 1 million copies. It found out early on that sports fans are willing to plunk down $50 every year for essentially the same game but with updated team rosters. Deals EA on Jan. 18 spent $800 million Microsoft is producing the movie version of its Halo video games, to lock up ESPN content such as X-Game sports competition for use in games for the next 15 years which have raked in $1 billion since 2001, rather than handing the job to a studio Sony and Nintendo are racing to be out with new consoles by Christmas 2006 Microsoft beat them by one year Market Trends These days more adults play games than kids and 39% of gamers are women On Web sites such as Microsoft's Xbox Live 2.4 million hard-core gamers match up their reflexes in multiplayer shoot-'em-up games China and South Korea are packing Internet cafés to play online games for as little as pennies per minute The tiny screen is grabbing attention, as cell-phone titles take gaming anytime, anywhere. By 2008, the markets for online and mobile-phone gaming are expected to top $15 billion and $13 billion, respectively Market Trends There's money to be made in new ways eBay runs multi million dollar markets in games weapons and characters Sony and Shanda (China) are introducing their own eBay style markets for game weapons, characters, and services Especially big in China are the rental of services for professional game players With game demographics trending older advertisers are getting their messages across through product placements, billboards within games, and sponsorships The ad angle is so promising that Nielsen Entertainment is setting up a new service for tracking gamers' likes and dislikes. Games and the 18-34 Male Games are siphoning off TV and Hollywood’s best customers: 18- to 34-year-old males. Madden is a game, not a football coach. Payoff goes straight to the game makers: These days, the studios' operating profit margins average just 10%, while game makers average 15% and the best reap as much as 25%. When studios license a movie to a game maker, they typically get $3 million to $5 million up front against about 9% of the take. Payoffs and Threats The real payoff for Sony comes in game software sales. Microsoft, Nintendo and Sony sell their hardware for a loss they typically make $5 to $10 in royalties for every game sold on their platform. PS2 has had more than 2,000 software titles, with more than 775 million total game copies sold. Sony's game business has for years propped up its consumerelectronics division, which accounts for two-thirds of the company's profits. Market shares (subject to change): Sony ~50% Microsoft ~30% Nintendo ~20% Back to Mad Catz By outsourcing much of its production, and coordinating the entire production process Mad Catz Controlled its profitability by being a Value Chain Integrator It was looking for new opportunities to Control costs Speed up time to market Improve quality By innovations in both logistics and information networks Mad Catz: Take Aways Look for cost – revenue spreads in the Business Model Cut costs where revenues are small Spend more if you can influence revenues with small additional cost Cycle time influences revenue Look for possibilities for ‘Geographical Scaling’ Through improvements in Information and Logistics networks Mad Catz: Take Aways Market is driven by other vendors (not by your decisions) Bet that Sony and Microsoft will be leaders, and pander to them Consider game specific software for powerful software companies like EA E.g., branded controllers Mad Catz: Take Aways Because the product is 100% ‘human interface’ Consider the costs and benefits of professional industrial design What is Industrial Design? Why Business Models Matter “During the dot-com boom, ‘Business Model’ was a buzzword routinely invoked to glorify all manner of halfbaked plans” -- Michael Lewis Why Business Models Matter Telling a good story Tying Narrative to Numbers Part of selling your strategy / investment Strategy becomes less philosophy More performance and outcome When business models don’t work It’s because the fail either The ‘Narrative’ test Or the ‘Story’ test A business model is not strategy It doesn’t describe external forces: Competition Labor Work R&D Environment Scaling It only depicts the systems that will be put into place to achieve a strategic objective Des igns Factory Production ng keti r a M eds Ne A good model is not enough The boxes on the value map need to be understood in depth In order to develop a good strategy Customers Customer Relationship Management Graphing the Value Map External competitive environment (supply & demand curves) Internal strategies, competencies, knowledge, assets ‘owned’ Value flows between owners and/or the external environment E n v ir o n m e n t S tr a te g y - O w n e r V al ue Fl ow (c o t ,e e u en v e ,r st c. ) Mad Catz is an example of A Network Business Models SelfOrganizing Alliance Agora Distributive Network Control Aggregation Value Chain Hierarchical Low value integration High Taxonomy of Network Business Models Business Models Value Chain Integrator Uses both Electronic and Logistic Networks SelfOrganizing Alliance Agora Distributive Network Control Aggregation Value Chain Hierarchical Low value integration High Integrator Producers Customers Business Models Aggregator (e-Tailor) SelfOrganizing Alliance Agora Producer Distributive Network Control Aggregation Cust omer Value Chain Hierarchical Low value integration High Aggregator Cust omer Producer Producer Cust omer Business Models SelfOrganizing Alliance Agora Distributive Net, Agora & Alliance Distributive Network Control Aggregation Value Chain Hierarchical Low value integration Seller Buyer Buyer Price Discovery Mechanism Seller Buyer Prosu mer Buyer Prosu mer Seller Seller Prosu mer Customers Producers Value Space Distributive Network Producers Customers Prosu mer High What is the “Strategy” in Innovation Strategy? Business Model vs. Strategies Business Models Telling a good story Tying Narrative to Numbers Part of selling your strategy / investment Strategy becomes less philosophy More performance and outcome When business models don’t work It’s because the fail either The ‘Narrative’ test Or the ‘Story’ test Evolution of ‘Strategy’ Outcomes y g e t a r t S y r a ilit Classical M Profit-maximizing Evolutionary Classical rocesses eliberate 19 70 Systemic 1980 s 19 s 0 9 s Processual Plural Emergent Outcomes and Processes Differing perspectives on Strategy Profit-maximizing Outcomes CLASSICAL SYSTEMIC EVOLUTIONARY PROCESSUAL Pluralistic Deliberate Emergent Processes Classical Perspective on Strategy Inside the Firm (Operations) Information Manager Environmental Competitive Internal Financial Internal Non-financial Action Inputs Plan Organize Actuate Control Manpow er Money Machines Methods Materials Information System Information Systems Information System Information System Outputs Objectives Quantity Quality Cost Time Profitability Efficiency Grow th Survival Porter Perspective on Strategy Outside the Firm (Markets) Who? Ho w? Two Questions ? What Why? n? he W W he re ? How do low-cost and differentiated products come about? Why is it that some firms can offer them better than others? Capabilities A firm’s assets and competences together Make up its capabilities For example, Intel Capabilities = integrated circuit design & semiconductor manufacturing Assets = patents, copyrights, installed base of PC’s (Intel inside), reputation, scientific expertise Competences = protection of intellectual property, fast product time to market, compatibility of new products with prior genrations The Value Map Firms create that deliver low-cost or differentiated products By performing the activities Of their value configuration (i.e., value chain, value network, value shop, profit chain) To perform these activities A firm needs resources (assets): Manpower, money, machines, methods, materials Plants, equipment, patents, scientists, brand name recognition, geographic location, client relations, distribution channels, trade secrets Value Map = The Resource Based View of Strategy Environment's Resource Supply Curve & Constraints Value Flow {valuet , volumet} Owner of Strategy (R-P-V Source of Competitive Advantage) Value Added by Strategy (difference between two value flows) Value Flow {valuet , volumet} Environment's Demand Curve & Constraints Definition: ‘Innovation’ An ‘Innovation’ is: Invention + Commercialization A new way of doing things that is commecialized Freeman, The Economics of Industrial Innovation Porter The new knowledge in an innovation can be either Technological, or Market related Elements of Product Innovation New Product: Low cost Improved qualities New qualities Competences and Assets New Technological knowledge New Market Knowledge Markets: “The Purpose of a Business is to Create a Customer” (Peter Drucker) Even if you create marvelous inventions Business customers are especially impatient Your customers won’t care Unless that is exactly what they need With any product that doesn’t help them gain competitive advantage Yet your firm wants to build products that take advantage Of their Core Competences Framing the Challenge Task #1: Establish what your business needs to do to make innovation worthwhile What do we mean by ‘needs to do’? What do we mean by ‘worthwhile’? This is what will drive the Business Model Facts of Life There is no checklist! Incremental improvement of existing products or business models is insufficient! You must really make a difference Will your efforts yield a good return for your shareholders? Exactly how? Targets and Goals If I were to do something in the next 3-5 years That I, my boss and my company’s investors would regard as a major win What would this performance record have to look like? If I were to do something in the next 3-5 years That my customers would regard as a major (disruptive) innovation How would I change their lives? How would my relation with customers affect my performance? Are the motivations in Hong Kong different than elsewhere? What Drives your Strategy? What’s your Strategy Driver? What makes your proposed business perform? What makes your proposed innovation a commercial success? E n tre p re n e u ria l A ctiv ity D riv e s P e rfo rm a n ce (cu sto m e rs, in v e sto rs, e tc.) Reality Check Your text suggests a simplistic (but revealing) reality check For any new business idea (click for the spreadsheet) Projections Goals Innovation Year +1 +2 +3 +4 +5 +6 Profits 200 220.00 242.00 266.20 292.82 322.10 354.31 10% annual increase Return on Sales 10% 10% 10% 10% 10% 10% 10% Return on Assets 15% 15% 15% 15% 15% 15% 15% Assets 1333 1466.667 1613.333 1774.667 1952.133 2147.347 2362.081 New asset investment at current utilization 133.67 280.33 441.67 619.13 814.35 1029.08 Sales 2000 2200 2420 2662 2928.2 3221.02 3543.122 New Sales 200.00 420.00 662.00 928.20 1221.02 1543.12 Lucent’s Performance Targets Carly Fiorina set the following targets prior to Lucent’s IPO: Sales from 1% growth to the high teens R&D from 8% to 11% if Sales Reduce SGA from 27% to 19% Reduce tax rate 4% points Lift ROA from 0% to 1% What are the Strategy Drivers? Business Models Each of these companies looks at their problems in a new way The Opportunity ‘Register’ Concept: Always keep an inventory of possible opportunities so that you are unlikely to run out of ideas for making the next competitive move or capturing the next prospect for growth Fields: 1. 2. 3. 4. 5. 6. 7. 8. 9. Business concept Relevant trends Key industry data Obstacles and barriers Company position Competition and Substitutes Sources for your information What type of opportunity is this? Timing of proposed actions Practicum: Slice and Dice Discovering the Attributes of a Product or Service Innovation and Improvement by Slicing and Dicing the Attributes An Example of a Successful Business Model Mad Catz, Inc. Mad Catz’s Products Controllers, Joysticks, memory chips, cables, power supplies, etc. Anything you could add onto a game console Question: How do you make money on this market? cycle: 2 weeks Mad Catz’ Value Map Packaging Mtl Package Design, Graphics 10% of Costs, in house 50% of Demand Value 60% of Cost, outsourced HW Vendors Specs Electronics Design 10 0% co st (cycle: Retailers (Toys 'R Us; Wal-Mart) Electronic Parts Electronics Build 25% of Demand V alue cycle: 4-6 months Plastic Parts % 25 10% of Costs Plastic Design: Main component of human interface cycle: 3:months e alu V nd ma e D of Plastics Molding 20% of Costs, outsourced Assembly, Packaging and Shipping 10% of costs, in house for quality control cycle: 1 week Points to Note about Mad Catz’s Business Model Sources of costs and revenues are different Cycle time influences revenue The product is 100% ‘human interface’ Their market is driven by other vendors Visual Mental Tactile What does this imply about market and growth strategies Many components of this case are typical of Worldwide video game industry Mad Catz’s Future Market Potential Revenues of $25 billion last year overtook movie box-office receipts Sales are expected to climb to $55 billion by 2008 While broadcast TV audiences dwindle and moviegoing stagnates, gaming is emerging as the newest and perhaps strongest pillar of the media world. Market Trends There's money to be made in new ways In China, online leader Shanda Interactive Entertainment Ltd. is building an eBay-like marketplace to let players buy and sell game characters or new colors for that favorite Ferrari racing vehicle -- with Shanda taking a cut With game demographics trending older advertisers are getting their messages across through product placements, billboards within games, and sponsorships And even hiring developers to build "advergames“ LG Electronics of Seoul has sponsored an online car-chase game in which players use an LG videophone as they zoom after bad guys modeled on Fox's 24 TV show The ad angle is so promising that Nielsen Entertainment is setting up a new service for tracking gamers' likes and dislikes. Factors in Mad Catz’s markets By outsourcing much of its production, and coordinating the entire production process It was looking for new opportunities to Mad Catz Controlled its profitability by being a Value Chain Integrator Control costs Speed up time to market Improve quality By innovations in both logistics and information networks Mad Catz Market is driven by other vendors (not by your decisions) Bet that Sony and Microsoft will be leaders, and pander to them Consider game specific software for powerful software companies like EA Mad Catz Because the product is 100% ‘human interface’ Consider the costs and benefits of professional industrial design What is Industrial Design? Prac·ti·cum (prăk-tĭ-kəm) noun Lessons in a specialized field of study designed to give practical application of theory Topic Practicum Business Needs: Framing the Challenge False Faces (perceptual reversals) Building Blockbuster Innovations Slice and Dice (Attribute Maps pp. 24-35) Redifferentiating: New Technology / New Uses Think Bubbles (Quizzing; customers’ experiential context pp. 50-56) Building Breakthrough Competences The Idea Box (morphological box) Selecting Your Competitive Terrain Hall of Fame (forced connection) Assembling Your Opportunity Portfolio Cherry Split (fractionation) Executing Your Entrance Strategy Tug-of-War (force-field analysis) Managing Under Uncertainty Future Fruit (rationalizing future uncertainty) Assumption Reversals (False Faces) Which line is longer, AB or CD? Which guy is taller? Which way is up? Think outside the box Connect all the dots with 3 lines BLUEPRINT State your challenge. List your assumptions. Challenge your fundamental assumptions. Reverse each assumption. Write down the opposite of each one. Record differing viewpoints that might prove useful to you. Ask yourself how to accomplish each reversal. List as many useful viewpoints and ideas as you can. Benefits / Objectives Assumption reversal enables you to: 1. Escape from looking at a challenge in the traditional way. 2. Free up information so that it can come together in new ways. 3. Think provocatively. You can take a novel position and then work out its implications. 4. Look for a breakthrough. Assumption reversal helps your imagination escape daily circumstance, as a bough that has been held down suddenly straightens itself out.