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Innovation and Information
       Technology Industries


Research Laboratory for the Economics of Innovation, HSE
      (and Manchester Institute of Innovation Research)




                    Higher School of Economics , Moscow 2011
                                   www.hse.ru
Outline

• PART ONE:
  – IT Industries
  – Technological and Service Trajectories
  – IT innovation: new goods and services
• PART TWO:
  – IT, Innovation and Competition
  – Winners, Losers, and Alliances
  – Futures of IT innovation


                  Higher School of Economics, June 2011
Before we begin

• Not all innovations come from private industry!
• Knowledge for innovation is often developed in the public
  sector.
Before we begin

• Not all innovations come from private industry!
• Knowledge for innovation often developed in public sector.




• Major new ways of doing things may be
   created in public sector institutions.
• Links to such institutions may be important
  for firms – spin-offs, partnerships.
What do we mean by
              PART ONE
                                              Innovation?
Product Innovation: Making new things (goods), doing new things (services)
Process Innovation: doing or making things in new ways
                                                             Realisation of an
                                                             idea in a product
Schumpeter,
Freeman,                                                     or process that is
OECD Oslo Manual
                                  Invention                  adopted by
                                                             users.

                      Applic-                   Develop-
                       ation                     ment

 All stages require
 development and
 application of
 knowledge and                            Commerc-
                          Diffusion
 skills                                    ialisation
What do we mean by
         PART ONE
                                   IT (aka ICT)?
• New Information Technology
• Mechanical and Analogue ways of storing,
  communicating, processing information have
  been existence since beginning of history
• Many specific innovations in C19th, including
  electricity-based ones: telephone, telegraph
   as well as mechanical and chemical ones
  (phonogram, photogram)
• C20th: electronics – valves and transistors     Transistor
                                                     1950s


• Microelectronics (and optronics etc.)
                                  VLSI 1968
New IT triggers innovation
        Technological Opportunities           “Swarming of Innovations”

     search for

Market Opportunities              Invention


                      Applic-                  Develop-
                       ation                    ment
Problems and
Needs may
trigger search for
solutions-
Technology
                                         Commerc-
possibilities may         Diffusion
trigger search for                        ialisation
problems
Cornucopia (Pandora’s Box?)
What do we mean by the IT
                        Industry (aka ICT Industry)?
                                        The Harvard Map
                             SERVICES        (bits)



                        Communication          Information
                           Services              Services


COMMUNICATION                                                INFORMATION


McLaughlin, JF and
Antonoff, AL, 1986,
                          Information
 Inf
Mapping the                   and              Information
information Business.   Communication            Products
Harvard University         Equipment
Program on
Information
Resources Policy,
Cambridge, MA
                             GOODS/          PHYSICAL PRODUCTS (atoms)
PREST
 Institute of
                     IT Industry (aka ICT Industry)
 Innovation
 Research                      The Houghton Framework
                                                                               Legal,
    Post,                      SERVICES     (bits)                         accounting
    courier                      CALL
                   BASIC                    HIGHER LEVEL      PROFESSIONAL
                 TELEPHONY    TELEPHONY       NETWORK           SERVICES
                               SERVICES       SERVICES
                         Communication          Information
              BCS &         Services
                               LEASED             Services     COMPUTER,
           TRANSMISSION         LINE &                          COMMS &
                                            NETWORKS &
                                 PSDN                          SOFTWARE
                                             SERVICES
                               SERVICES                         SERVICES
          CONDUIT,                                                CONTENT,
            FORM                                                  SUBSTANCE
          LINE.              SWITCH, LAN,
      TRANSMISSION &                        NETWORK           PACKAGED
                              WAN, DATA     SOFTWARE          SOFTWARE
      BROADCASTING            EQUIPMENT
        EQUIPMENT
                         Communication
                             COMPUTER
                                                Information
                                              SYSTEMS          NETWORKED
                TERMINAL &
                           Equipment
                             EQUIPMENT         Equipment
                                             SOFTWARE           CONTENT
                PERIPHERAL                                             Magazines,
Paper,          EQUIPMENT                                                books
filing
cabinets                          Business forms
                                GOODS/      PHYSICAL PRODUCTS (atoms)
IT Industry Sectors and Products
             RELATIONSHIPS



                 Network          (Information)
              Infrastructures        Services

TANGIBLE
                                                   INTANGIBLE

  Physical
Components
                Information
                    and          Digital Content
              Communication         Products
                   Goods


                 THINGS         Software
IT Industry Sectors and Products


                Network          (Information)
             Infrastructures        Services



  Physical
Components
               Information
                   and          Digital Content
             Communication         Products
                  Goods

                               Software
So the IT industry is very diverse
•   Goods and Services, Components and Systems
•   Communication, Data Processing, Content Production
•   Digitalisation  Convergence
•   Different skills, cultures, markets  Collision
•              C&C = Computers & Communications; = Convergence & Collision
Mergers and Acquisitions –
            vertical integration, economies..




Some viewed as successes;
Some disasters;
General impacts on innovation?
Lets Look at the various IT
       Industry Sectors and Products
              RELATIONSHIPS



                 Network          (Information)
              Infrastructures        Services

TANGIBLE
                                                   INTANGIBLE

   Physical
 Components
                Information
                    and          Digital Content
              Communication         Products
                   Goods


                   THINGS       Software
Physical
       Components   Components
• PROCESSING: Microelectronic Chips – VLSI – the
  core revolutionary technology?...
• CAPTURE: Sensors- semiconductors,
  mechatronics, chematronics, etc...
• STORAGE: magnetic memory, electronic
  memory, optical memory....
• DISPLAY: CRTs, LEDs, LCDs, etc. (plus audio
  etc.)...
• COMMUNICATION: wires, optical fibres, radio
  signals....
Components: underpinning
                                           trajectories
                                      Gordon Moore (Intel) noted in 1965 that
                                      this ratio was doubling every 18 months
   Number of transistors on a chip




                                      People now suggest a doubling
                                                     every 2 years




From Wikipedia,
for more and
debate see
http://www.kurzweilai.net/
articles/
                                     1971          1981               1991      2001   2011
Manchester
Institute of
Innovation
                      Impact on Processing Power
Research



                         100
                 Millions of
               Instructions
                per second
                    (MIPS) 10



                         1.0
      Mainframe
      Minicompr
             PC          0.1
      Embedded
   From a                .01
   Scientific
   American                1960   1970   1980   1990
   article
Rapid Improvement of Other
        Components
Problem Areas?

•   Batteries/power sources.
•   Vulnerability to EMP/solar flares/etc.
•   Dependence on rare earth elements.
•   Fabrication plants also become increasingly
    costly.

• Underpin problems in many applications of
  these components
Physical
           Components    Implications            Physical Goods




• Increases in amount of data that can be handled, in
  speed at which it can be handled
• Continuing change in underpinning components
  means continual reinvention of products and
  creation of new products                      All sorts of
                                               information
• ...performing new services, and performing are being
                                                 digitised,
   services in new ways (speed, quality,      both from old
                                               information
   mobility, customisability)                   and media
                                                industries,
• IT involves a revolutionary new “heartland” and across
                                                 economy.
  technology, with applications across the economy
Physical Goods
                            Examples
• Computers
• Digital phones
• PDAs, smartphones, tablets, etc.
• Audiovisual equipment – digital TVs, PVRs, Music
  players; consumer electronics (incl. Synthesisers,
  cameras....); office and educational equipment
  (projectors, smartboards...)
• Products using new IT: “informatised” household
  appliances and industrial equipment, new devices in
  medicine (scanners), utilities (metering), logistics, and
  automated manufacturing ....
Manchester
   Institute of
   Innovation
                        Physical Goods
                                          Mark Weiser’s View
   Research

source: http://www.ubiq.com/hypertext/weiser/UbiHome.html
                                     Envelope curve (systems of all types)
     Sales/Year




                                                                                        UBIQUITY:
                                                                                         many
                  MAINFRAME: one                              PC: one                   computers
                  computer serves                      ----- computer                   per person
                  many people                          per person

    Remore      Local                                     Mobile         Pervasive
Physical Goods
                             Some Trajectories
•   Smaller, more powerful
•   Networked
•   User Interfaces – “anthropotropic” (Levinson)
•   Converged devices (though also specialisation)

• Beginning to see: wearable (implantable?)
• Speech and gesture recognition ((companionable?)
• Many new plastic-based displays and devices;
  nanotechnology possibilities
• New applications – health, security, home systems…
Networks &
          Infrastructure   Infrastructure
• Digitisation
• Gilder’s Law - bandwidth triples every 12 months;
  Rabiner’s Law -the optical capacity on a single mode
  fibre doubles every 10 months. *Metcalf’s Law - the
  value of a computer network increases at a rate of the
  square of the number of connections.]
• Extension of optical fibre, improved capabilities
• Development of successive generations of mobile
  phone and wireless networks
• Satellite systems
Infrastructure Trajectories

• Increased scope for connectivity, with wider and
  higher-quality coverage
• Cross-network interoperability of devices

• Addressing security and reliability issues
Continuing with IT Industry
             Sectors and Products
              RELATIONSHIPS



                 Network          (Information)
              Infrastructures        Services

TANGIBLE
                                                   INTANGIBLE

   Physical
 Components
                Information
                    and          Digital Content
              Communication         Products
                   Goods


                   THINGS       Software
Software
                      Software

• Instructs physical equipment concerning actions
  (on/off switches)
• Operating Systems, Applications Development
  Software, Applications Software
• Embedded in hardware, installed via storage
  media or download, accessed remotely (e.g.
  Cloud computing)
• A huge industry (emerged from “unbundling”),
  but most small firms are simply customising
  applications for end-users
Software
                       Software Trajectories

• Production methods like Software Engineering
  & SOA to confront “software crisis”.
• User-friendly interfaces for producing as well as
  using software
• Open source and FLOSS production and access
  to software
• Efforts to reduce ”bloatware” (impact of
  mobiles)
Information/
      Communication
          Services
                      Services

• Computer Services – remote data processing,
  cloud computing
• Communication Services – virtual networks,
  social networks, one-to-one and many-to-
  many services
• Transactional Services – ecommerce,
  reservations and booking
Information/
        Communication
            Services
                         Services Trajectories

•   Location-based (mobile) services
•   Natural language processing
•   Semantic Web (Web 3.0)
•   Context-aware services
•   Agents
Digital Content
                                  Content
• Digital(ised) Content Production, “Packaging”, Delivery
• Traditional Media – were 1-to-many (digital converts-
  sometimes very latecomers)
   – Text and Graphics (print media)
   – Audio (recording industry, radio)
   – Video (TV, Film)
• Information Services (databases, business news (digital
  converts and natives)
• New Media (Born digital, digital natives)
   – Also Multimedia, videogames, websites...
Digital Content
                           Content Trajectories

•   User produced content (Web 2.0)
•   Shared experiences
•   “Free” content
•   Content via narrowcast, P2P, social networks
•   “Realism” – 3D, VR,
•   Real-time access
•   Online storage
PART TWO   Innovation in Context

• Markets, Competition and
  Innovation
Successful Innovation

• Diffusion and Adoption of a Product
  – Product life cycle and innovation
• Disruptive Innovation
  – Often Digital natives versus (would-be) digital
    converts or digital deniers
  – Sometimes battle between digital platforms
  – Can incumbents maintain/regain position?
Diffusion of innovation

 • Examples: adoption of PCs, mobile phones

      Typical
    Model of
uptake of an
 innovation:
 percentage
   of market
    adopting




                Network effects: more people using compatible systems
                makes it easier to learn, easier to communicate, share
Diffusion of innovation

 • Examples: design of PCs, mobile phones
                                  New models? Product differentiation?

 Abernathy/                                                             Competition
                                                                        over service/
  Utterback                                                                extras
   Model of
Product Life
      Cycle                                              Dominant
      Teece:                                             Design(s)
                                                           Competition
stabilisation                                             over efficiency
   of design
  paradigm
                 Design flux                 Competition over
                                             functionality


                Increasing user-friendliness, less need for skill, economies of scale
Two ideas from David Teece
http://www2.haas.berkeley.edu/faculty/teece_david.aspx

• Stabilisation of design
  paradigms
• Complementary assets
     – Innovations are rarely
       unique; first-comers often
       do not succeed in creating
       substantial markets; life is
       tough
Design Paradigm
• Innovation begins when an idea is
  commercialised: we can offer this new/better
  service
• But just what form does this take?
• Often other firms will be trying to offer similar
  services – or if not, and if your idea is a good
  one, they soon will.
• Competition at the outset is often about what
  design will prevail.
• This may come to be seen as the “natural”
  solution – e.g. car or PC keyboard layout.
So who wins?

• Not necessarily the person with the technically
  best design!
• Not necessarily the cheapest!
• Who can mobilise Complementary Assets –
  – Brands, marketing, distribution channels
  – Supply chain connections (e.g. hardware, content
    providers)
  – Intellectual property,
    intellectual assets
  – Links to users, etc.
Successful Innovation - 2

• Diffusion and Adoption of a Product
  – Product life cycle and innovation
• Disruptive Innovation
  – Often Digital natives versus (would-be) digital
    converts or digital deniers
  – Sometimes battle between digital platforms
  – Can incumbents maintain/regain position?
Examples of disruptive IT
                         Innovation
Comp-
onents     • Semiconductors displace valves, LCDs displace
             CRTS
Infrast-
ructure    • Telecomms networks displace postal service
Goods
           • Microelectronic watches, cameras, CD players,
             etc. displace traditional designs
           • Music/film downloads challenge recording
Content
             and film industries, crisis in newspapers (and
             now books – already encyclopedia etc.?)
Services
           • Travel agents , dating agencies etc.
It can be hard for incumbents to
               stay in the game
• When there is a new business model, then
  adaptability is key – often very problematic
• When there is new technology, then will
  usually need to acquire, or form alliances
• Some successes with mergers
• Many problems
• Drives move to more Open Innovation
  (alliances, collaborations, etc.)
Often mergers fail




 Industries,       Technologies,
  Products,          Cultures,
Components         Organisation
Convergence
Digital convergence: blurring boundaries
(but multiple platforms)

Wars over standards, platforms
Finally...

• IT may be used in the innovation process itself
• New tools for innovation:
  – Simulation, visualisation, CAD
  – Virtual laboratories, networking and division of
    labour
• Support for open innovation:
  – Collaboration software
  – Online crowdsourcing
Conclusions
• IT continues to be the source of many promising
  innovations
• Even if rapid hardware evolution slows, much scope for
  new services and content
• Continuing disruption and opportunities for new
  entrants and niches
• Expect moves up and across sectoral categories by
  firms from emerging economies
• Requires putting together right skills and knowledge –
  of markets and cultures as well as technology and
  technique
Higher School of Economics, June 2011
Digital Populations

•   Digital Natives
•   Digital Converts
•   Digital Deniers
•   Digital Excluded

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It industry innovation

  • 1. Innovation and Information Technology Industries Research Laboratory for the Economics of Innovation, HSE (and Manchester Institute of Innovation Research) Higher School of Economics , Moscow 2011 www.hse.ru
  • 2. Outline • PART ONE: – IT Industries – Technological and Service Trajectories – IT innovation: new goods and services • PART TWO: – IT, Innovation and Competition – Winners, Losers, and Alliances – Futures of IT innovation Higher School of Economics, June 2011
  • 3. Before we begin • Not all innovations come from private industry! • Knowledge for innovation is often developed in the public sector.
  • 4. Before we begin • Not all innovations come from private industry! • Knowledge for innovation often developed in public sector. • Major new ways of doing things may be created in public sector institutions. • Links to such institutions may be important for firms – spin-offs, partnerships.
  • 5. What do we mean by PART ONE Innovation? Product Innovation: Making new things (goods), doing new things (services) Process Innovation: doing or making things in new ways Realisation of an idea in a product Schumpeter, Freeman, or process that is OECD Oslo Manual Invention adopted by users. Applic- Develop- ation ment All stages require development and application of knowledge and Commerc- Diffusion skills ialisation
  • 6. What do we mean by PART ONE IT (aka ICT)? • New Information Technology • Mechanical and Analogue ways of storing, communicating, processing information have been existence since beginning of history • Many specific innovations in C19th, including electricity-based ones: telephone, telegraph as well as mechanical and chemical ones (phonogram, photogram) • C20th: electronics – valves and transistors Transistor 1950s • Microelectronics (and optronics etc.) VLSI 1968
  • 7. New IT triggers innovation Technological Opportunities “Swarming of Innovations” search for Market Opportunities Invention Applic- Develop- ation ment Problems and Needs may trigger search for solutions- Technology Commerc- possibilities may Diffusion trigger search for ialisation problems
  • 9. What do we mean by the IT Industry (aka ICT Industry)? The Harvard Map SERVICES (bits) Communication Information Services Services COMMUNICATION INFORMATION McLaughlin, JF and Antonoff, AL, 1986, Information Inf Mapping the and Information information Business. Communication Products Harvard University Equipment Program on Information Resources Policy, Cambridge, MA GOODS/ PHYSICAL PRODUCTS (atoms)
  • 10. PREST Institute of IT Industry (aka ICT Industry) Innovation Research The Houghton Framework Legal, Post, SERVICES (bits) accounting courier CALL BASIC HIGHER LEVEL PROFESSIONAL TELEPHONY TELEPHONY NETWORK SERVICES SERVICES SERVICES Communication Information BCS & Services LEASED Services COMPUTER, TRANSMISSION LINE & COMMS & NETWORKS & PSDN SOFTWARE SERVICES SERVICES SERVICES CONDUIT, CONTENT, FORM SUBSTANCE LINE. SWITCH, LAN, TRANSMISSION & NETWORK PACKAGED WAN, DATA SOFTWARE SOFTWARE BROADCASTING EQUIPMENT EQUIPMENT Communication COMPUTER Information SYSTEMS NETWORKED TERMINAL & Equipment EQUIPMENT Equipment SOFTWARE CONTENT PERIPHERAL Magazines, Paper, EQUIPMENT books filing cabinets Business forms GOODS/ PHYSICAL PRODUCTS (atoms)
  • 11. IT Industry Sectors and Products RELATIONSHIPS Network (Information) Infrastructures Services TANGIBLE INTANGIBLE Physical Components Information and Digital Content Communication Products Goods THINGS Software
  • 12. IT Industry Sectors and Products Network (Information) Infrastructures Services Physical Components Information and Digital Content Communication Products Goods Software
  • 13. So the IT industry is very diverse • Goods and Services, Components and Systems • Communication, Data Processing, Content Production • Digitalisation  Convergence • Different skills, cultures, markets  Collision • C&C = Computers & Communications; = Convergence & Collision
  • 14. Mergers and Acquisitions – vertical integration, economies.. Some viewed as successes; Some disasters; General impacts on innovation?
  • 15. Lets Look at the various IT Industry Sectors and Products RELATIONSHIPS Network (Information) Infrastructures Services TANGIBLE INTANGIBLE Physical Components Information and Digital Content Communication Products Goods THINGS Software
  • 16. Physical Components Components • PROCESSING: Microelectronic Chips – VLSI – the core revolutionary technology?... • CAPTURE: Sensors- semiconductors, mechatronics, chematronics, etc... • STORAGE: magnetic memory, electronic memory, optical memory.... • DISPLAY: CRTs, LEDs, LCDs, etc. (plus audio etc.)... • COMMUNICATION: wires, optical fibres, radio signals....
  • 17. Components: underpinning trajectories Gordon Moore (Intel) noted in 1965 that this ratio was doubling every 18 months Number of transistors on a chip People now suggest a doubling every 2 years From Wikipedia, for more and debate see http://www.kurzweilai.net/ articles/ 1971 1981 1991 2001 2011
  • 18. Manchester Institute of Innovation Impact on Processing Power Research 100 Millions of Instructions per second (MIPS) 10 1.0 Mainframe Minicompr PC 0.1 Embedded From a .01 Scientific American 1960 1970 1980 1990 article
  • 19. Rapid Improvement of Other Components
  • 20. Problem Areas? • Batteries/power sources. • Vulnerability to EMP/solar flares/etc. • Dependence on rare earth elements. • Fabrication plants also become increasingly costly. • Underpin problems in many applications of these components
  • 21. Physical Components Implications Physical Goods • Increases in amount of data that can be handled, in speed at which it can be handled • Continuing change in underpinning components means continual reinvention of products and creation of new products All sorts of information • ...performing new services, and performing are being digitised, services in new ways (speed, quality, both from old information mobility, customisability) and media industries, • IT involves a revolutionary new “heartland” and across economy. technology, with applications across the economy
  • 22. Physical Goods Examples • Computers • Digital phones • PDAs, smartphones, tablets, etc. • Audiovisual equipment – digital TVs, PVRs, Music players; consumer electronics (incl. Synthesisers, cameras....); office and educational equipment (projectors, smartboards...) • Products using new IT: “informatised” household appliances and industrial equipment, new devices in medicine (scanners), utilities (metering), logistics, and automated manufacturing ....
  • 23. Manchester Institute of Innovation Physical Goods Mark Weiser’s View Research source: http://www.ubiq.com/hypertext/weiser/UbiHome.html Envelope curve (systems of all types) Sales/Year UBIQUITY: many MAINFRAME: one PC: one computers computer serves ----- computer per person many people per person Remore      Local      Mobile      Pervasive
  • 24. Physical Goods Some Trajectories • Smaller, more powerful • Networked • User Interfaces – “anthropotropic” (Levinson) • Converged devices (though also specialisation) • Beginning to see: wearable (implantable?) • Speech and gesture recognition ((companionable?) • Many new plastic-based displays and devices; nanotechnology possibilities • New applications – health, security, home systems…
  • 25. Networks & Infrastructure Infrastructure • Digitisation • Gilder’s Law - bandwidth triples every 12 months; Rabiner’s Law -the optical capacity on a single mode fibre doubles every 10 months. *Metcalf’s Law - the value of a computer network increases at a rate of the square of the number of connections.] • Extension of optical fibre, improved capabilities • Development of successive generations of mobile phone and wireless networks • Satellite systems
  • 26. Infrastructure Trajectories • Increased scope for connectivity, with wider and higher-quality coverage • Cross-network interoperability of devices • Addressing security and reliability issues
  • 27. Continuing with IT Industry Sectors and Products RELATIONSHIPS Network (Information) Infrastructures Services TANGIBLE INTANGIBLE Physical Components Information and Digital Content Communication Products Goods THINGS Software
  • 28. Software Software • Instructs physical equipment concerning actions (on/off switches) • Operating Systems, Applications Development Software, Applications Software • Embedded in hardware, installed via storage media or download, accessed remotely (e.g. Cloud computing) • A huge industry (emerged from “unbundling”), but most small firms are simply customising applications for end-users
  • 29. Software Software Trajectories • Production methods like Software Engineering & SOA to confront “software crisis”. • User-friendly interfaces for producing as well as using software • Open source and FLOSS production and access to software • Efforts to reduce ”bloatware” (impact of mobiles)
  • 30. Information/ Communication Services Services • Computer Services – remote data processing, cloud computing • Communication Services – virtual networks, social networks, one-to-one and many-to- many services • Transactional Services – ecommerce, reservations and booking
  • 31. Information/ Communication Services Services Trajectories • Location-based (mobile) services • Natural language processing • Semantic Web (Web 3.0) • Context-aware services • Agents
  • 32. Digital Content Content • Digital(ised) Content Production, “Packaging”, Delivery • Traditional Media – were 1-to-many (digital converts- sometimes very latecomers) – Text and Graphics (print media) – Audio (recording industry, radio) – Video (TV, Film) • Information Services (databases, business news (digital converts and natives) • New Media (Born digital, digital natives) – Also Multimedia, videogames, websites...
  • 33. Digital Content Content Trajectories • User produced content (Web 2.0) • Shared experiences • “Free” content • Content via narrowcast, P2P, social networks • “Realism” – 3D, VR, • Real-time access • Online storage
  • 34. PART TWO Innovation in Context • Markets, Competition and Innovation
  • 35. Successful Innovation • Diffusion and Adoption of a Product – Product life cycle and innovation • Disruptive Innovation – Often Digital natives versus (would-be) digital converts or digital deniers – Sometimes battle between digital platforms – Can incumbents maintain/regain position?
  • 36. Diffusion of innovation • Examples: adoption of PCs, mobile phones Typical Model of uptake of an innovation: percentage of market adopting Network effects: more people using compatible systems makes it easier to learn, easier to communicate, share
  • 37. Diffusion of innovation • Examples: design of PCs, mobile phones New models? Product differentiation? Abernathy/ Competition over service/ Utterback extras Model of Product Life Cycle Dominant Teece: Design(s) Competition stabilisation over efficiency of design paradigm Design flux Competition over functionality Increasing user-friendliness, less need for skill, economies of scale
  • 38. Two ideas from David Teece http://www2.haas.berkeley.edu/faculty/teece_david.aspx • Stabilisation of design paradigms • Complementary assets – Innovations are rarely unique; first-comers often do not succeed in creating substantial markets; life is tough
  • 39. Design Paradigm • Innovation begins when an idea is commercialised: we can offer this new/better service • But just what form does this take? • Often other firms will be trying to offer similar services – or if not, and if your idea is a good one, they soon will. • Competition at the outset is often about what design will prevail. • This may come to be seen as the “natural” solution – e.g. car or PC keyboard layout.
  • 40. So who wins? • Not necessarily the person with the technically best design! • Not necessarily the cheapest! • Who can mobilise Complementary Assets – – Brands, marketing, distribution channels – Supply chain connections (e.g. hardware, content providers) – Intellectual property, intellectual assets – Links to users, etc.
  • 41. Successful Innovation - 2 • Diffusion and Adoption of a Product – Product life cycle and innovation • Disruptive Innovation – Often Digital natives versus (would-be) digital converts or digital deniers – Sometimes battle between digital platforms – Can incumbents maintain/regain position?
  • 42. Examples of disruptive IT Innovation Comp- onents • Semiconductors displace valves, LCDs displace CRTS Infrast- ructure • Telecomms networks displace postal service Goods • Microelectronic watches, cameras, CD players, etc. displace traditional designs • Music/film downloads challenge recording Content and film industries, crisis in newspapers (and now books – already encyclopedia etc.?) Services • Travel agents , dating agencies etc.
  • 43. It can be hard for incumbents to stay in the game • When there is a new business model, then adaptability is key – often very problematic • When there is new technology, then will usually need to acquire, or form alliances • Some successes with mergers • Many problems • Drives move to more Open Innovation (alliances, collaborations, etc.)
  • 44. Often mergers fail Industries, Technologies, Products, Cultures, Components Organisation
  • 45. Convergence Digital convergence: blurring boundaries (but multiple platforms) Wars over standards, platforms
  • 46. Finally... • IT may be used in the innovation process itself • New tools for innovation: – Simulation, visualisation, CAD – Virtual laboratories, networking and division of labour • Support for open innovation: – Collaboration software – Online crowdsourcing
  • 47. Conclusions • IT continues to be the source of many promising innovations • Even if rapid hardware evolution slows, much scope for new services and content • Continuing disruption and opportunities for new entrants and niches • Expect moves up and across sectoral categories by firms from emerging economies • Requires putting together right skills and knowledge – of markets and cultures as well as technology and technique
  • 48. Higher School of Economics, June 2011
  • 49. Digital Populations • Digital Natives • Digital Converts • Digital Deniers • Digital Excluded