Innovation By Design -- Organize
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Transcript of Innovation By Design -- Organize
introduction
context
attitude
methods
organize
Friday, February 19, 2010
innovation is an inherently
organization problem
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organization fails to innovate not because of lack of good ideas
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most organizations are designed not to innovate, but to
produce
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innovations are seen as activities
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by selected few
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for a short period of time
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product evolution
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juggling three balls
bouncing separately
People(culture & behaviors)
Business(structure &
strategy)
Technology(products &
services)
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keep them in sync
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a story of IDEO
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Sony Case
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what was the symptom of the problem
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why could not Sony build “walkman” iPod?
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strong product organizations
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fiefdoms
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language
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mental model
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innovation processes
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Sony is not alone in this struggle
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the problem of organization becoming
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creates new competitive space with
new customers and competitors
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personal computer
personalcalculator
potential new market through expansion of meanings
of computers
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fundamental questions that all leading companies are asking
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who’s your customer?
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what do you sell?
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who are you?
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the history of the phone
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what are you designing now?
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NOT just product design problems
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organization design problems
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NTT DoCoMo
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the 2nd largest company in Japan
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mobile phone services
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phone needs to be more than a phone
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phone that gives “joy”
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i-mode
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phone as a wallet
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phone as an e-mail
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phone 67%e-mail 100%
web 67%
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most popular application
JR time table
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DoCoMo a bank?
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is a mobile phone a phone?
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life style infrastructure
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perfect incompleteness
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heterogeneity
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7 : 3
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2 questions
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identity
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innovation is aquestion of identity
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is Nike a computer company?
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is Apple a shoe company?
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or does it matter?
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the story of Erco Light
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1st generation: light bulbs
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2nd generation: lighting solutions
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3rd generation: tune the lights
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radical restructuring
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from 2200 processes
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2 processes
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launching a projectmanaging a project
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new digital infrastructure
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change of culture and people
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thing-focused people
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verb-focused people
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3 years12 million euro
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1 year payback18-20% productivity
gain
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structure
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how are you going to organize yourself?
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about 6 people
about 42 people
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who you are is what you design
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designing of continuing innovation
a gallery of structures
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innovations require both specialized expertise and integrations of knowledge
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Geographicfocus
Product/Customer focus
Functional focus
ideally,
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Geographicfocus
Product/Customer focus
Functional focus
in reality,
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Geographicfocus
Product/Customer focus
Functional focus
leadership should focus their energy on
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“What happened was, the designers came up with this really great idea. Then they take it to the engineers, and the engineers go, ‘Nah, we can’t do that. That’s impossible.’ And so it gets a lot worse. Then they take it to the manufacturing people, and they go, ‘We can’t build that!’ And it gets a lot worse.”
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“What happened was, the designers came up with this really great idea. Then they take it to the engineers, and the engineers go, ‘Nah, we can’t do that. That’s impossible.’ And so it gets a lot worse. Then they take it to the manufacturing people, and they go, ‘We can’t build that!’ And it gets a lot worse.”
Steve Jobs, Oct 14, 2005
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Apple’s solution
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deep collaboration
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cross pollination
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concurrent engineering
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design engineering manufacturing
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design
engineering manufacturing
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Functional structure Lightweight team
Heavyweight team Autonomous, “tiger” team
MarketConcept
MarketConcept
MarketConcept
Source: Kim Clark and Steven Wheelwright Revolutionizing New Product Development
not all project teams are created equal
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Functional focus
Product/Customerfocus
“Heavy weight” teams
“Tiger” teams
“Light weight” teams
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Functional focus
Product focusGeographicfocus
Centers of excellence:Different parts of the Mirmare organized in differentways: line authority issplit
Matrices:Everyone has “two bosses”:both functions and products/customers have line authority
other alternatives
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IBM
OneIBM with global matrix
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matrix organization
Function 1
Function 2
Function 3
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NASA
OneNASA with centers of excellence
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centers of excellence
Function 1
Function 2
Function 3
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HP
Front and Back
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Computers
non-computing
consumer market
enterprise market
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importance of aligning incentive and power
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there is no silver bullet
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23 practical suggestions
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1. put design as a part of every strategic
discussion
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2. have designers in every project and let
them visualize what you think
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3. encourage people to draw their ideas
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4. ban bullet point presentations and let them tell the stories
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5. prototype, prototype, prototype
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6. invite top designers from different field and have a company-wide
talk
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7. create design award
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8. create the position of Chief Design Officer
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9. keep a design notebook
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10. develop internal Flickr to share photos
of everyday experiences
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11. develop a design wiki
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12. set up design cops and remove all the ugly
ones (anything)
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13. insist multiple models
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14. search for verbs -- replace your nouns
with verbs
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15. share the fish moment
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16. reward the most obnoxious customers
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17. reward rebels
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18. reward spectacular failure and punish mediocre success
-- Tom Peters
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19. training design principles and design
methods -- to everyone starting from the top
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20. keep reinventing the wheel
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21. give your employees
unforgettable experiences
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22. let employees design their own space
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23. keep it fun
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conclusion
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world-makers
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artificial world
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clumsy place
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tinkering with it
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re-invent it
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drawing on “unhappy consciousness”
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ability to think what is NOT there
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thinking plausible future
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to leave the world as a better place to live than
we found it
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moral responsibility
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what is possible
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what is desirable
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