Monday, November 14, 2011

Innovation Conforms to Patterns - Study

A study of innovation reveals that it tends to conform to several patterns. By studying and understanding these patterns, it may be possible to deliver innovation on a more consistent and predictable basis, and to harness the creative capabilities of employees, suppliers, distributors, partners and customers.
  • Subtraction or Reduction: removing one or more elements from the product or process. The natural tendency is to want to increase the features of a product or service. However, this can lead to feature bloat, a product which is confusing to the end consumer and spiraling costs. The element removed may be:
    • undesirable, such as the alcohol in beer or the caffeine in coffee, or
    • revolutionary, such as the speakers in a Sony Walkman, or
    • replaced by something already in the environment, such as removing the legs from a baby's chair and clipping it directly to the table, or
    • simply result in a more affordable product, such as the removal of travel agents, tickets, free food and drink, seat reservations and customer care from Ryanair.
  • Multiplication: adding one or more copies of an element or attribute of the product or service. For example,
    • adding additional blades and changing the angle of the blades in the Gilette razor, or
    • adding additional tray to a CD player to produce an automated CD changer.
  • Division: Divide the product or process into one or more separately usable, often modular, components. This is common with electronic goods. For example,
    • the separation of turntables, speakers and amplifiers into separate components. This modularisation of home entertainment units has meant that new devices, such as MP3 players are more easily integrated into existing equipment.
  • Task Unification: assigning new tasks to existing elements of a product, often combining the function of one element into another. For example,
    • getting the defrosting wires in a windshield to act as the radio antenna, orusing a iPhone to control other household devices.
  • Attribution Dependency Change: creating or removing dependencies between the product/process and its environment. For example,
    • splitting unisex razors into masculine and feminine razors.

Source: Strategic Coffee - http://strategiccoffee.chriscfox.com/2010/01/innovation-templates.html

Thursday, November 10, 2011

Business Goes Virtual - Chapter 9 - Real in the Virtual World


The ninth post of my Business Goes Virtual blog series continues with “Chapter 9 - Real in the Virtual World”.
Some companies gave up on [Second Life] (SL), others learned and revamped, and a select few actually got it right the first time. In the past 5 years, we have learned a great deal about what works and what does not work in SL. Learning insights include the following:
  • Virtual worlds are about interaction and engagement. 
  • Events drive traffic.
  • In-world staff are better than bots.
  • Second Life offers unprecedented room for innovation.
  • Community experience is crucial
Some Tips on How to Successfully get started in Second Life:
  • Set a clear vision in your organization to embrace new virtual world capabilities:
    • Increase your employees’ collaboration, project management skills, and their sense of fun in the workplace.
  • It is imperative to develop, early on, clear goals and objectives with effective and relevant performance metrics. Start simple, gain some success, and build momentum.
  • Evaluate and experiment with virtual world experiences to learn.
  • The best way to optimize learning is to develop a learning lab or a pilot to interact online with external customers or recruits. As the numerous case studies have shown, learning labs and pilots are effective in SL. Having relevant performance metrics and reporting approaches to gain further executive support is also a key success factor.
  • Develop a collaboration competency. Collaboration competency is necessary in order to leverage virtual worlds solutions. This is the ability to collaboratively solve problems of mutual interest and work toward win-win outcomes. True collaboration requires the development of leadership behaviors that work in a virtual world. The leadership behaviors include the following:
    • The ability to develop rapid trust with people that you may never have physically interacted with.
  • Ensure your SL strategy is integrated into your Web 2.0, social mediated, and knowledge management strategies.
    • Develop collaborative work spaces to gather knowledge, express ideas, and concerns and share collective know- how. There are a variety of solutions that support collaborative knowledge generation activities:
      • Web conferencing solutions (e.g., WebEx, Live Meeting)
      • Document creation collaboration solutions (e.g., Atlassian, Confluence Social Text, IBM Lotus Connections, Igloo, Jive, Microsoft SharePoint)
    • Start small, yet think big!
      • A small and tightly focused project with clearly defined goals and objectives is usually the best way to get started. Suitable application areas for getting started include the following:
        • Recruiting islands— such islands offer an effective means of attracting users, particularly web-savvy and technically skilled talent (Gen X and Y).

Source: Pages 152, 154-157


Does your company use virtual worlds?  If so,  how does your company utilize this newer technology?  What kind of benefits does it reap from using VWs?

If not, how can your business benefit from using VWs in the future?



The content includes:
PART I - THE CONVERGENCE
Chapter 1 - Virtual Business: Real or Imaginary?
Chapter 2 - The New Face(book) of Organizations
Chapter 3 - Real Leadership in the Virtual World
Chapter 4 - The Power of Sharing
Chapter 5 - Making Sense of Virtual Worlds

PART II THE STRATEGIES
Chapter 6 - Any Place, Any Time
Chapter 7 - The People Know Best
Chapter 8 - Everyone Has a Stake
Chapter 9 - Real in the Virtual World

PART III THE WAY AHEAD
Chapter 10 - What Every Leader Needs to Know

Friday, November 4, 2011

Business Goes Virtual - Chapter 8 – Everyone Has a Stake


The eighth post of my Business Goes Virtual blog series continues with “Chapter 8 – Everyone Has a Stake”.

Collaboration in the workplace is as important to free enterprise as competition in the marketplace. The spirit of win-win cannot survive in an environment of stiff competition. For collaboration to flourish, win-win needs to be a mature operating practice, and the systems have to support it. The recruiting system, the on- boarding system, the training and educational systems system, the strategic and operational planning systems, the communication systems, the budgeting system, the information system, the compensation system— all have to be based on the principle of win-win.
So how many organizations have got this deep collaboration systemic organizational DNA tapestry right? Many do not— but increasingly many do. 
This chapter includes in-depth case studies on Molson Coors, MTS Allstream, and Research in Motion (RIM). Listed below are the lessons learned from these cases:

Molson Coors:
  • Early objectives are key, and success should be measured.
  • Speak to, not at, an audience.
  • Social media success can be iterative.

MTS Allstream - The Idea Factory
  • IT development
  • Budget challenges. 
  • Executive support 
  • User- friendly design
  • Outcomes
RIM 
  • Executive leadership and accountability are key.
  • Lead with leading practices.
  • Drive adoption rapidly.
Source: Pages 123, 127, 130-131, 134-135

Does your company have a collaboration strategy? If so,  is it successful? How did employees adopt  a collaborative mindset?

If not, how can your company benefit from developing and implementing a collaboration strategy?



The content includes:
PART I - THE CONVERGENCE
Chapter 1 - Virtual Business: Real or Imaginary?
Chapter 2 - The New Face(book) of Organizations
Chapter 3 - Real Leadership in the Virtual World
Chapter 4 - The Power of Sharing
Chapter 5 - Making Sense of Virtual Worlds

PART II THE STRATEGIES
Chapter 6 - Any Place, Any Time
Chapter 7 - The People Know Best
Chapter 8 - Everyone Has a Stake
Chapter 9 - Real in the Virtual World

PART III THE WAY AHEAD
Chapter 10 - What Every Leader Needs to Know
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