Types of Innovation and Design Dominance

Post on: 16 Март, 2015 No Comment

Types of Innovation and Design Dominance

Types and Patterns of Innovation

  • Product innovations are embodied by the business outputs goods and services
  • Process innovations are innovations in the way business is conducted, such as techniques in marketing or production, to improve efficiency e.g. Reducing defect rate, or increasing output rate
  • Product innovations for one organization might be a process innovation for another new distribution service (product innovation) allows its customers to distribute faster (process innovation)
  • The difference lies in how far the innovation lies from existing practices
  • A radical innovation is like the introduction of the motorized car to replace horse-drawn carriage, whilst the iPhone 4 is an incremental innovation on the iPhone 3
  • Radicalness is defined by a combination of newness and the degree of differentness. It is also sometimes defined in terms of risk

Competence Enhancing v Competence Destroying

  • Competence enhancing innovation builds on the company’s existing knowledge base
  • Competence destroying innovation doesn’t build on the existing knowledge and sometimes renders it obsolete

Architectural Innovation v Component Innovation

  • Most products or processes are hierarchal nested systems. This means that at any unit of analysis, the entity is a system of components, and each of these components is a system of smaller components and so on
  • Component innovation is the change in the parts that make up the product but don’t have a significant effect on the overall configuration of the system
  • Architectural innovation is the change in the overall design of the system or the way that components interact

Technology S-Curves

  • The rate of  technology’s performance improvement and the rate at which the technology is adopted in the marketplace (rate of diffusion) repeatedly have been shown to conform to an s-shape curve

Technologies do not always get to reach their limits

  • May be displaced by new, discontinuous technology
  • A discontinuous technology fulfills a similar market need by means of an entirely new knowledge base
  • E.g. Switch from carbon copying to photocopying, or vinyl records to compact discs
  • Firms may be reluctant to adopt the new technology because performance improvement is initially slow and costly, and they may have significant investment in incumbent technology
  • S-Curves in Technology Diffusion

    • Adoption is initially slow because the tech is unfamiliar
    • It accelerates as technology becomes better understood
    • Eventually market is saturated and rate of new adoptions declines
    • Technology diffusion tends to take far longer than information diffusion
    • Technology may require acquiring complex knowledge or experience
    • Technology may require complementary resources to make it valuable (e.g. Cameras may not be valuable without film)

    S-Curves as a Prescriptive Tool

    • Managers can use data on investment and performance of their own technologies OR data on overall industry investment and technology performance to map the s-curve
    • While mapping the technology’s S-Curve is useful for gaining a deeper understanding of its rate of improvement or limits, its use as a prescriptive tool is limited
    • True limits of technology may be unknown
    • Types of Innovation and Design Dominance
    • Shape of s-curve can be influenced by changes in the market, component technologies or complementary technologies
    • Firms that follow the s-curve model too closely could end up switching technologies too soon or too late

    S-Curves of diffusion are in part a function of s-curves in technology improvement

    • Learning curve leads to price drops, which accelerate diffusion

    Types of Adopters

    • First 2.5% to adopt the innovation
    • Adventurous
    • Comfortable with a high degree of complexity/uncertainty
    • Access to substantial financial resources

    Early Adopters

    • Next 13.5%
    • Well integrated into social system
    • Great potential for opinion leadership
    • Other potential adopters look to early adopters for information and advice, so these guys are like missionaries for new products and services
    • The next 34%
    • Adopt innovations slightly before everyone else
    • Not really opinion leaders, but peer interaction is frequent

    Late Majority

    • The next 34%
    • Skeptical
    • Scarce resources?
    • Last 16%
    • Base their decisions primarily on past experience and possess almost no opinion leadership
    • Highly skeptical

    Theory in Action

    Technology Trajectories and “Segment Zero”

    • Technologies often improve faster than customer requirements demand
    • This enables low-end technologies to eventually meet the needs of the mass market
    • Thus, if the low-end market is neglected, it can become a breeding ground for powerful competitors

    Technological change tends to be cyclical:

    Each new S-Curve ushers in an initial period of turbulence, followed by rapid

    • Utterback and Abernathy characterized the technology cycle into two phases:
    • The fluid phase (when there is considerable uncertainty about the technology and its market; firms experiment with different product designs in this phase
    • After a dominant design emerges, the specific phase begins (when firms focus on incremental improvements to the design and manufacturing efficiency)

    Standards Battles and Design Dominance

    • Many industries experience strong pressure to select a few single dominant designs
    • There are multiple dimensions shaping which technology rises to the position of the dominant design
    • Firm strategies can influence several of these dimensions, enhancing the likelihood of their technologies rising to dominance

     W hy Dominant Designs are Selected

    • In markets with network externalities, the benefit from using a good increases with the number of other users of the same good
    • Network externalities are common in industries that are physically networked
    • E.g. Railroads, telecommunications
  • Network externalities also arise when compatibility or complementary goods are important
    • E.g. Many people choose to use Windows in order to maximize the number of people their files are compatible with, and the range of software applications they can use
    • A technology with a large installed base attracts developers of complementary goods
    • A technology with a wide range of complementary goods attracts users, increasing the installed space
    • Government Regulation

      • Sometimes the consumer welfare benefits of having a single dominant design prompts government organizations to intervene, imposing a standard
      • General standard of mobile communications in EU (GSM)

      Result: The Winner Take All Markets

      • Natural monopolies
      • Firms supporting winning technologies earn huge rewards; others may be locked out

      Increasing returns indicate that technology trajectories are categorized by path dependency :

      • End results depend greatly on the events that took place leading up to the outcome

      A dominant design can have far-reaching influence; it shapes future technological inquiry in the area

      Winner take all markets can have very different competitive dynamics than other markets

      • Technologically superior products do not always win
      • Such markets require different firm strategies for success than markets with less pressure for a single dominant design

      In many increasing returns industries, the value of a technology is strongly influenced by both:

      • Technology’s standalone value
      • Network externality value

      Technology’s Standalone Value

      • Includes such factors as:
      • The functions the technology enables customers to perform
      • Its aesthetic qualities
      • Its ease of use

      Network Externality Value

      • Includes the value created by:
      • The size of the technology’s installed base
      • The availability of complementary goods
      • A new technology that has significantly more standalone functionality than the incumbent technology may offer less overall value because it has a smaller installed base or poor availability of complementary goods
      • NeXT Computers were extremely advanced technologically, but couldnt compete with the installed base value and complementary good value of Windows
      • To successfully overthrow an existing dominant technology, new technology often must either offer:
      • Dramatic technological improvement (e.g. Videogame consoles)
      • Compatibility with existing installed base and complements
      • Subjective information (perceptions and expectations) can matter as much as objective information (actual numbers)
      • Value attributed to each dimension may be disproportional

      Competing for Design Dominance in Markets with Network Externalities

      • We can graph the value a technology offers in both standalone value and network externality value
      • We can compare the graphs of two competing technologies, and identify cumulative market share levels (installed base) that determine which technology yields more value
      • When customer requirements for network externality value are satiated at lower levels of market share, more than one dominant design may thrive

      Are winner-take-all markets good for consumers?

      • Economics emphasizes the benefits of competition
      • However, network externalities suggest users sometimes get more value when one technology dominates
      • Should the government intervene when network externalities create a natural monopoly
      • Network externality benefits to customers rise with cumulative market share
      • Potential for monopoly costs to customers


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