innovation Flashcards

(61 cards)

1
Q

Invention vs. idea

A

• The invention:
-the process of idea generation
–prototypic implementation of a new solution
on purpose or accidently.

• An idea
- structured thought 
- spontaneously or by making use of creativity.
- subject to ongoing and continuous 
developments
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2
Q

Typical reactions to crisis situations

A
• Cost saving initiatives
• Conserving cash/liquidity
• Efficiency improvements
• Re-stabilizing the core business
• Risk minimization
What does this mean for innovation spending? Often, innovation 
activities are being de-prioritized.
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3
Q

What makes innovation projects so special?

A
  • Novelty:
    Existing/previous knowledge and routines have to be left behind

-Uncertainty:
The probability to reach a desired (or undesired) result can not be assessed im vorhinein

-Complexity
Caused by unclear temporal dimension (e.g. jumps intechnology, dynamic arkets, new legal rules) as well as by manifold, different und interlinked relevant issues

-Conflict potential:
Caused by different, contradictory conditions of objects and goals of acting persons (e.g. intrapersonnel, interpersonnel, standards, cannibalisation of new nd existing products, scarce resources, enterprise culture, ethical and moral alues, public opinion, existing laws and regulations)

-Heterogeneity:
Innovation as a crossfunctional tasks unifies different internal and external actors/stakeholders having individual values, goals, interests, idioms, mental odels, working and knowledge culture,…

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4
Q

Goals of innovation management

A
  • Customisation
  • Growth
  • Competitiveness
  • Profit maximisation
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5
Q

innovation typologies

A

Trigger (Why a novelty? Push vs. pull )
Content (What is novel? Dimensions of change, Component vs. system level innovation)
Degree (How novel is it? Incremental vs. radical innovation)
Subject (To whom is it novel? New to the company vs. new to the)

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6
Q

innovation typologies - trigger

A

External drivers of innovation

Technologies 
• Digital ubiquity
• Rising technological complexity
• Increasing power of artificial intelligence
• …
Customers
• Shorter life cycles
• Customization
• Megatrends
• Climate change
• …
Competitors
• Globalization
• Shorter development cycles
• Imitation
• Vanishing industry boundaries
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7
Q

push innovation trigger

A

› Own technological means as guideline for planning
› Results in the diversification of the product spectrum of the company
› For means (technologies) suitable purposes (markets) are sought

limits:
-High risk investments
- Risk of building “a better mousetrap”
that no-one wants

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8
Q

pull inovation triggers

A

› Requirements of market and customers as guidelines for planning
› For a purpose (market) suitable means (technologies) are sought

limits:

  • Catching up to frontier, diminishing returns
  • Leading vs. following the market
  • The “faster horses” problem
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9
Q

innovation typologies - content - dimensions for innovation

A
  • Product (Changes in what (products/services) the organization offers)
  • Process (Changes in the ways in which these offerings are created and delivered)
  • Position (Changes in the context into which the products/ services are introduced)
  • Paradigm (Changes in the underlying mental models that frame what the organization does)
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10
Q

levels of change

A

component level until system level and incremental until radical

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11
Q

innovation typologies - degree-

A

incremental vs radical

incremental:
Advantages
• Low risk
• Builds on what we know
• Easy to implement

Disadvantages
• Low impact
• More of the same, risk of being overtaken by something radical

radical:
Advantages
• Changes the game
• Step change in key performance dimensions

Disadvantages
• High risk
• Uncertain to implement
• Requires new knowledge (learning effort

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12
Q

innovation typologies - subject

A

The perceived units of the idea for the individual determines his or her reaction to it. If the idea seems new to the individual it is an innovation.

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13
Q

innovation typologies - actors

A

crowdvoting , crowdfunding, crowdcreation (increasing costs)

Motivation of the crowd:

Intrinsic motivation

  • Learning: Contributors explore new ways to overcome problems and have the chance to try out ideas; feedback enhances the learning experience
  • Fun/ satisfaction: Contributors enjoy the intellectual challenge, it does not seem like work to them, enjoying the competition

Extrinsic motivation

  • Recognition/ acknowledgment: Contributors expect positive response from other participants or the company when demonstrating their skills, abilities and competencies
  • (Monetary rewards)
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14
Q

lead users

A

those users whose needs and preferences lead the market. These lead
users […] will modify products or use them in unforeseen ways to meet their needs.

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15
Q

diffusion vs adoption

A

Diffusion
The process by which something new spreads throughout a population (a consequence of adoption decisions)

Adoption
The choice to acquire and use a new invention

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16
Q

Theory of the diffusion of innovations

A
2,5% innovators
13,5% early adopters 
34% early majority 
34% late majority
16% laggards
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17
Q

The 9x effect of wanting consumers to

embrace innovations

A

-consumers overweight the common products benefits by a factor of three and companies overweight the new products benefits by a factor of three

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18
Q

technology acceptance modell

A

external variables:
perceived usefulness and perceived ease of use

model no2:
enhanced by social influences and cognitive instruments

7 influencing factors:
-performance Expectancy
- Effort Expectancy
- Social Influence
- Facilitating Conditions
- Hedonic Motivation: „the fun or pleasure derived from
using a technology“
- Price Value: „consumers‘ cognitive tradeoff between the
perceived benefits of the application and the monetary
cost for using them“
- Habit: „the extent to which people tend to perform
behaviors automatically“ (161)

3 moderation effects

  • Gender
  • Age
  • Experience
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19
Q

shark fin of technology adoption

A

few innovators lots of early adopters few early majority only very very few late majority now laggards

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20
Q

Approaches to categorize technologies –

Life-cycle

A

Demand driven technology lifecycle models

  • How do customers perceive a technology?
  • Gartner‘s Hype Cycle Model

Performance-oriented technology lifecycle models

  • What is the technology‘s performance
  • McKinsey‘s S-Curve
  • Arthur D. Little‘s tlc model
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21
Q

gartners hype cacle model

A

characterize the typical progression of innovation, from overenthusiasm through a period of disillusionment to an eventual understanding of the innovation’s relevance and role in a market or domain.”

Phase 1: Innovation Trigger
breakthrough, public demonstration, product launch or other event generates press and industry interest in a technology innovation.

Phase 2: Peak of Inflated Expectations (maybe adopt too eraly)
“A wave of “buzz” builds and the expectations for this innovation rise
above the current reality of its capabilities.

phase 3: Trough of Disillusionment (maybe give up too soon)
“Inevitably, impatience for results begins to replace the original excitement
about potential value. Problems with performance, slower-than-expected
adoption or a failure to deliver financial returns in the time anticipated all lead
to missed expectations, and disillusionment sets in

phase 4: slope of enlightenment (maybe adopt too late)
Some early adopters overcome the initial hurdles, begin to experience
benefits and recommit efforts to move forward. Organizations draw on the
experience of the early adopters. Their understanding grows about where and
how the innovation can be used

Phase 5: Plateau of Productivity (maybe hang on too long)
“With the real-world benefits of the innovation demonstrated and accepted, rowing numbers of organizations feel comfortable with the now greatly reduced levels of risk. A sharp rise in adoption begins (resembling a hockey stick when shown graphically), and penetration accelerates rapidly as a result of productive and useful value.”

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22
Q

mckinsey S curve

A

x = performance y= effort and time

low effort, low performance: embryonic
increasing effort increasing pefromance: growth
high effort high performance maturity and after that ageing

between growth and majurity umschwung von S , wachstum nimmt wieder ab man kann die technologie nicht weiter verbessern

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23
Q

arthur d little

A

time and level of realisation of competitive potential:

Future technologies: Technologies, which recently have been discovered and it is not clear, whether and to what extent they can be applied in future markets

pacemaker technologies: Technologies, which are likely to have a strong future
market position

Key technologies: Technologies, which are already established in the market, offer strong competitive advantages

Basic technologies: Technologies, which have been established in the market for a while; important for the company, however, no source of competitive advantage

Displaced technologies: Technologies, which have almost been completely substituted by superior technologies

kurve increased bis basic technolgies und nimtm dann ab

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24
Q

tension between the logics of “exploration” and

“exploitation”

A
Exploration
• Revolution
• Start-Up
• Trial and error
• Speed
• Uncertainty
• Creativity
• Breakthrough
 Exploitation
• Evolution
• Corporate
• Control and Monitoring
• Scale & scope
• Security/predictability
• Optimisation
• Cost
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25
Steps in creating an innovation strategy
(1) How will innovation will create value for potential customers?(market orientation) (2) How will the company capture and defend the innovations’ value? (3) What types of innovation will allow the company to create and capture value, and what resources should each type receive? - -> innovation landscape map (disruptive, architectural, routine, radical)
26
What do we need for an innovation strategy?
resources capabilites (searching, selecting, configuring, deploying) processes
27
Four generic types of innovation strategies
Passive innovation strategy (occasionally incremental) Reactive innovation strategy (wait and see, entirely incremental) Active innovation strategy (quickly follow, mainly incremental) Proactive innovation strategy (Aiming for technological and market leadership, radical and incremental)
28
innovation strategies
Market-oriented „What do our customers desire?” Competition-oriented „How do we differentiate ourselves from our competitors?” Co-Opetition „How could we best leverage firm-external resources for innovation?” Technology-oriented „How could we realise new solutions by means of cutting edge technology?” Time-oriented „When should the new solution be introduced into the market?” Industry-specific “Shaped by the particular characteristics of industries/markets/technologies
29
innovation strategies market oriented
“Market-orientation promotes the satisfaction of market needs with a higher degree of excellence than competitors. ``` Strategy alternatives: • Market expansion • Diversification • Market penetration • Product development ```
30
innovation strategies - technology oriented
Strategy alternatives: • Technology leadership vs. technology presence Long-term, systematic development of unique competencies and skills in selected fields, in particular pacemaker and key technologies vs Average level of performance (no uniqueness), in particular in maturity phases and when no competencies and skills for technology leadership are accessible * Strategy of technological niche pursuit * Strategy of technological competence purchase
31
innovation strategies time oriented
Strategy alternatives: • First mover strategy -Goal Technology / market leadership, -Type of innovation Long-term, high-risk projects, Radical innovation - Source of knowledge Scientific progress, In-house R&D • Strategy of the early follower - Goal ▪ No technological leadership but not lagging behind - Type of innovation Incremental improvements in products and processes, Differentiation, Short-termed orientation - Source of knowledge Learning from first movers‘ mistakes/failures, In-house R&D (Absorptive Capacity!) • Strategy of the late follower • Imitation strategy -Goal Following the innovators with rather long distance -Type of innovation Imitation of existing technologies, Use of production technologies, Focus on efficient processes (economies of scale) -Source of knowledge Competitors, Licensing and purchase of external knowledge
32
innovation strategies - competition
Strategy alternatives: • Differentiation strategy • Strategy of cost leadership • Niche strategy
33
innovation strategies - industry specific
trategy alternatives: • Traditional strategy (covering market demand, no change in products, only in design, manufacturing technology) • Dependent strategy (surviving besides established, modifaction of technical specifications, imporvement of know how)
34
Four types of creativity
``` Expected creativity (open problem external driver) Required solutions to discovered problems (e.g., creating artwork) ``` Responsive creativity (closed problem external driver) Required solution to specified problem (e.g., responses produced by think tank) ``` Proactive creativity (open problem internal driver) Volunteered solution to discovered problem (e.g., unprompted suggestions) ``` ``` Contributory creativity (closed problem internal driver) Volunteered solutions to specified problem (e.g., contribution by nonproject member) ```
35
Drivers of creativity
* Discrepancy between desired and current status * Dissatisfaction with existing solutions * Will to create something "new," "unique" (expressive component) * Limitations in available resources – "deficiency
36
Creativity – what it take
* Relevant knowledge * Flexibility in action and intuition * Personal traits * Cooperation and interaction * Environment/framework * Responsible action
37
Creativity tools & techniques
Free associations - Unstructured, no criticism, all inputs are welcome / no guidance - Generating as many new ideas as possible Structured associations - Given structure is being passed through / - deepening ideas and developing perspectives - scamper. 6 hats Combination - New combinations of existing elements / sorting thoughts - extending / broadening existing ideas & solutions Confrontation - Transfer of principles / concepts not connected to the problem - Linking solutions / ideas from different areas
38
Free association - Brainstorming variant
Buzz-Session Headstand Brainstorming Situative
39
Analogical reasoning
1. choose company 2. mapping 3. transferrable elements 4. modifications
40
conceptual comibnation
1. choose modifier concept 2. search ffor differences 3. filling the slots 4. modifications
40
Opportunity theories: Discovery vs. creation
Opportunities “those situations in which new goods, services, raw materials, and organizing methods can be introduced and sold at greater than their cost of production” Discovery theory Opportunities exist and need to be detected Creation theory Opportunities emerge when enacted by individuals or organizations
41
Selected approaches to assess idea
Qualitative assessment – 7C checklist Qualitative-quantitative assessment: -Subjective evaluation of objective criteria -Benefit evaluation
42
idea evaluation - 7c
``` qualitative assessement - 7c checklist Advantages • Easy to use and handle • Not much time needed • Force towards clear statements (yes/no) • Many application fields ``` Disadvantages • Subjective estimations potentially lead to biases • Only broad and general results • Only to be used in early stages of idea assessment
43
idea evaluation subjective evaluation
Qualitative-quantitative assessment: Subjective evaluation of objective criteria ``` Advantages • Easy and fast to use • Clarity and transparency • Feasibility • Reduces complexity • Suitable for initial prioritization ``` Disadvantages • Only feasible for assessing a limited number of ideas • Risk of wrong assessments • Limited transparency
44
idea evaluation - benefit evaluation
Quantitative-qualitative assessment – Benefit evaluation ``` Advantages • Systematic procedure • Recognition of qualitative AND quantitative criteria • Objective and transparent • High level of acceptance ``` Disadvantages • High effort • Quality of results depends on thorough performance (e.g., weights have to be derived from the corporate strategy
45
Technology-Roadmapping
Roadmaps can therefore be used for: › The control of concrete activities › The coordination of larger functional areas › The orientation of entire industries A distinction must be made between the terms: › Roadmap: Result-oriented view (PRESENTATION) › Roadmapping: Process-oriented view (CREATION)
46
innovation funnel
input: - operative suggestion program - improvement team - creative processes ``` stages: idea gneration rough concept detailed concept market launch ``` risk decreases from start cost of activties increases in rough concept then decreases customer involvement decreases cost of modification increases manage risk but not postpone investments, time saving, remain flexible, coordination effort low
47
stage gate based on cooper
``` 0 discovery 1 scoping 2 build buisness cases 3 developement 4 testing and validation 5 launch ``` ``` gates: 1 first assessment 2 detailed assessment 2 deicison for developement 4 decision for testing and validation 5 decision for market launch ``` Advantages • Flops can be recognised early - Improvement of resource allocation - Time period between idea generation and market implementation can be reduced • Systematisation and visualisation of the innovation process • Can be flexibly adapted to individual organisational / project contexts • Ensures the involvement of different experts / knowledge carriers in the process of development • Risk management manage risks and postpone investments but not time saving or flexible, coordination effort medium
47
Simultaneous Engineering
Advantages • Cross-functional integration • Significant reduction of time to market (up to 50%) • Joint agreement on goals and specifications increases intrapreneurial behaviour • Solution orientation • High flexibility Disadvantages • Working under high uncertainty in the first stages requires high flexibility, strong communicational skills and high commitment to standardised communication • High efforts for coordination • Bad planning and communication causes severe implications for all steps in the innovation process not manage risk and postpone investments but time saving and flexible, coordiantion effort high
48
How to lead ecosystem innvoation?
1. Identify the „focus zones“ (arenas of opportunities) and innovation partners 2. Find and define the problem 3. Convene the participants to prototype 4. Achieve commitment
49
Basic models of open innovation
creative bazar jam central orchestra mod station
50
Basic models of open innovation - orchestra
• Innovation scope / main theme and network management is defined (usually by a specific organization) • Group of companies come together to seize a market opportunity • Just as an orchestra is headed by a conductor, leadership by the dominant company is crucial for the innovative contributions of individual participants • Formal relationships or ties between members of the innovation network
51
Basic models of open innovation - creative bazar
• A dominant company is looking for innovation in a global bazaar of new ideas, products and technologies, leveraging its proprietary infrastructure to build on the new ideas and make them ready for the market (“shopping/screening for ideas”) • The company is the dominant member of the innovation network and makes the decision regarding the commercialization of innovation (products, services, technologies) come from a diverse network of inventors /consumers / users • Products or services have a different degree of maturity (raw ideas to market-validated concepts)
52
Basic models of open innovation - jam central
• JAM = short, free improvised passage played by the whole band; all players are on an eye-to-eye level (no hierarchy) • This model brings together contributors to help shape and develop ambitious breakthrough innovations / breakthrough technologies • The innovation space is typically unstructured, the goals and directions of innovation serve to emerge organically from collaboration • Key decisions that shape innovation processes and outcomes tend to evolve from the interaction of network members (not dominating network members
53
Basic models of open innovation - mod station
• "Mods" = computer-based games that allow modifications to existing coding (mod = modification) • Modification of existing products or services by the users/crowd as a basis for new innovation (“open-source”) • Goal: add, improve or customize existing products or services • Modifications can be taken-up later by the initiating company for the sake of commercialization • Standards and values that govern innovation are not determined by a dominant company
54
ecosystem
“a group of interacting firms that depend on each other’s activities” Innovation ecosystem • Focus: One single firm and the set of components and complementary elements, that support the innovative offering Ecosystem strategy is defined by the way in which a focal firm approaches the alignment of partners and secures its role in a competitive ecosystem
55
Hofstede: National vs. Organizational culture
``` National culture A group of people who have been brought up within a given country. based on values • Power Distance Index (PDI) • Individual vs. collectivism (IDV) • Masculinity vs. femininity (MAS) • Uncertainty avoidance Index (UAI) • Long vs. short term orientation (LTO) • Indulgence vs. restraint (IVR) ``` ``` Organizational culture The culture of a company, how the members of the company relate to each other, to their work and to the outside world. based on practices • organizational effectivness • customer orientation • level of control • focus • approachability • management philosophy ```
56
Hofstede: The onion peel model
Culture - “The programming of the human mind by which one group of people distinguishes itself from another group. - Culture is learned from the environment. - Culture is always a shared, collective phenomenon Values • Broad preferences for a certain state of affairs; transmitted by the environment (what is acceptable? What isn’t?)/ shaped by the time we hit 10-12 years of age Rituals • Recurring events that shape our unconscious minds Heroes • People who have shown behavior that sets the example Symbols • Items (observable)
57
building blocks of an innovative organizational culture
resources • People (often the most critical) • Systems • Projects values • Drivers of priorities and decisions (“how a company spends its time and money”) processes • The innovation journey behaviours • how people act success • External recognition • Business success • Personal careers climate tenor of workplace life
58
How to build an innovation-friendly culture
articulate - Articulate what you believe in, what you want all members of the organization to share - Specify the kinds of behaviors that support these believes enable Enable people to learn and practice the desired behaviors -Training of specific skills  -Providing structure/ guidance (e.g. policies or procedures) -Providing tools (e.g. idea sharing platforms) reinforce -Setting a feedback pattern (reward & sanction) to help reinforce the desired behavior review
59
effectuation principle
- starts with the actor who owns resource (who am i, what know, who do i know) - what can i do instead of what needs to be done - accept potential loss in case of failure make sure it’s affordable - no emphasis on detailed competition and opportunity cost analysis - objectives influenced by actors on board