Chapter 4 - Standard battles and design dominance Flashcards

1
Q

What is a dominant design?

A
  • product or process that dominates a category

- 50% of market

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2
Q

Why having a dominant design is important?

A
  • pressure to select a dominant design
    • government regulatory action, intervene when there is a societal or consumer welfare benefit to having compatible technologies [telecommunication, industries]
  • market forces
    • increasing returns to adoption, more valuable the more it’s adopted
    • complementary product
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3
Q

Why some technologies become dominant?

A
  • total value offered is greater than that of other
    • standalone value [product] plus network externality value [users]
  • self-reinforcing process that continues to increase a technology’s dominance
    • even if it’s inferior to competitors
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4
Q

What are the sources of increasing returns?

A
  • learning effects
    • more used, more knowledge -> technology improvement
  • network externalities
    • increasing returns to adoption
    • a user’s benefit from using a good increases as the installed base [number of users] increases
  • complementary product creation
    • additional goods and services that enable or enhance the value of another good
    • self reinforcing cycle of installed base and availability of complementary goods [users attract developers, complements attract users]
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5
Q

What are learning curves used for?

A
  • model cumulative impact of learning on production costs and productivity
    • function of cost-performance per unit/cumulative output
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6
Q

What is Prior Learning?

A
  • prior experience influences its ability to recognize and utilize new information
    • knowledge base on technology or similar ones
  • influences learning rates of firms
    • also differ with the nature of the task and firm strategy
  • investment in prior learning can accelerate future learning by building absorptive capacity
  • technologies adopted earlier likely to become better developed, diffucult for others to catch up
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7
Q

What is Absorptive Capacity?

A
  • ability of an organization to recognize, assimilate and utilize new knowledge
    • experimentation, helps build a knowledge base to identify successful technologies
  • influences learning rates of firms
    • also differ with the nature of the task and firm strategy
  • has effects at the industry level
    • more complementary technologies, more efficient originary technology
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8
Q

Why are dominant designs selected?

A
  • path dependency
    • small historical events may have a large effect on the technology adopted
  • early entrants and sponsorship by large firms may lock market
  • not necessarily the dominant is the most superior
    • natural monopoly and winner-take-all markets
  • dominant firm has high returns and can affect the development trajectory
    • catching up might be difficult, lost capital on original technology
  • firms have a tendency to build on their existing knowledge base rather than build new ones
    • dominant desing influences knowledge accumulation and technological discontinuity that will replace it
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9
Q

Winner-take-all markets

A
  • very different competitive dynamics
    • technologically superior products do not always win
    • requires different firm strategies for success
  • there are benefits in competition (reduced cost, faster improvement) but users may get more value when one technology dominates
  • when monopoly costs exceed consumers benefits, intervention may be warranted (optimal market share where they intersect)
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10
Q

What determines the value of a technology?

A
  • stand-alone and network externality value
    • Buyer Utility Map to determine aspects valued by customers
  • perceptions of value
    • consumer choice is also affected by subjective information
    • can be considerably different from the actual value
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11
Q

Buyer utility map

A
  • Chan Kim and Renee Mauborgne
    • six utility levers (custmer productivity, simplicity, convenience, risk, fun and image, environmental friendliness)
    • six stages of a buyers experience cycle (purchase, delivery, use, supplements, maintenance, and disposal)
  • each benefit has to be considered in light of its cost
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12
Q

What is mindshare?

A
  • tactic used by firms, takes advantage of consumer reliance on perceptions
  • heavy advertising that makes:
    • installed base appear larger
    • make complementary goods appear better
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13
Q

What is vaporware and what is used for?

A
  • it’s a product that is not yet on the market and may not even exist
  • used as a tactic by firms to take advantage of consumer reliance on perceptions
    • pre-advertising
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14
Q

What is modularity? And a platform?

A
  • modularity -> when a product can be separated and recombined
    • expanding the range of compatible components
    • uncoupling components that were previously integrated
  • platform -> stable core that connects different units for components, complements and final users
    • change their configuration, scale, or functions
    • standardized interfaces to ensure compatibility
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15
Q

Modularity and market

A
  • in markets where products are complex or complements drive the value, modularity is competitive (provide different complements)
  • modularity to create a platform ecosystem where many different firms contribute to the product system
    • third-party developers
  • useful when:
    • diverse technological options that can be recombined
    • customers have heterogeneous preferences
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16
Q

What is an ecosystem and platform ecosystem?

A
  • Ecosystem
    • a system whose elements have some form of reciprocal dependence
  • Platform ecosystem
    • an ecosystem mediated by a stable core
    • ecosystem sucess depends in part upon the success of the other members
    • members often invest in co-specialization or exclusivity agreements
    • balance between pure modularity and pure integration
17
Q

Pure modularity

A
  • combinations in-market, no co-specialization
  • choice & reconfigurability
  • competition incentivizes firms to increase quality and decrease price
  • quality and compatibility is uncertain
18
Q

Platforms

A
  • combinations curated, components not owned
  • choice & reconfigurability depend on platform
  • competition incentivizes firms to increase quality and decrease price
  • quality and compatibility given by experts
19
Q

Pure integration

A
  • combinations by firms, no re-configuration
  • high co-specialization, components work well together
  • no competition
  • quality and compatibility given by producer