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SFGS 6334
       Management of Innovation




             SONY Corporation:
      “Experiencing SONY as one of a
  Global Leading Innovative Conglomerate”
Nurul Kamila Mohd Yusof          SMB 110004
Wan Mohd Hasif Wan Muhamat Ali   SGE 100008
Mohd Fadhli Rahmat Fakri         SMB 110010 (Group Leader)
Pang Fei Yee                     SMB 110005

               Department of Science & Technology Studies,
               Faculty of Science, University of Malaya
                           1
2




SONY Corporation Corporate Video: Make.Believe
         taken from: http://www.youtube.com/watch?v=eiVNWynwd90
Outline of Presentation
 Sony Corporate Video
 Quick Snapshot of SONY
 Innovation Management in SONY:
  O Strategy Innovation
  O Product Innovation
 Implementation Dimension
   Human Capital Development
   Sony’s Working Culture
 Source of Expenditure
 Strategic Alliances & Smart Partnership
 Conclusion
 References
                                            3
Quick Snapshot of SONY!
O The Japanese multinational conglomerate
    corporation
O   a well-known company and one of the
    leading manufacturers of electronic products.
O   Founded in 7th May 1946 by Masaru Ibuka
    and his colleague Akio Morita, this company
    initially named as Tokyo Tsushin Kogyo K.K.
    (Tokyo Telecommunications Engineering
    Corporation).
O   dated back to the time of post-World War II
    when Ibuka started a radio repair shop in the
    late 1945. After he was joined by Morita in the
    following year, their company grown up and
    finally changed its name to Sony in January
    1958.
O   Headquarter is located at Minato in Tokyo,
    Japan.
                                                                        4


                          Images taken from http://blog.travelpod.com
Innovation Management in Sony




 Strategy           Product
Innovation        Innovation
                                 5
Strategy Innovation (SI)
        Flexible focus area


     R&D activities strategically
            managed


     Dynamic R&D investment


       Market can be created        6
1. Flexible Focus Area
    “Networked
   Products and          “3D World”
     Services”



    “Competitive
advantages through
                     “Emerging Markets”
   differentiated
   technologies”
                                          7
2. R&D activities strategically managed

  Sony R&D centers
 over 20 countries in
                            R&D structure –
  the world in 1980s
                           Centralized model.
until 1990s outside the
         Japan.


  Key secret of Sony
investment is the high
    performance           Device technologies.
      processor
semiconductor “cell”.
                                                 8
Sony’s R&D Management Models
Sony‟s HQ                                  Materials Laboratories
R&D Organization
                                     Cubed Research Centers

                            Sony‟s Computer Science Labs.
                            Inc.
                   Information Technologies
                   Laboratories

      Technology Development Group

 Core Technology Development Group

Display Device Development Group
                                                   Sony‟s Product
                                                   Technologies
                                                                    9
3. Dynamic R&D Investment

  Majority of Sony R&D costs are allocated on the
  Networked Products and Services (NPS)
  segment.


  In 2008, expenses in electronics segment has
  been allocated 438.7 billion yen and game
  segment is 77.1 billion yen.

  Over half than electronics segment has been
  used for develop new product, where the rest
  were used in developing middle long term
  technology.                               10
Sony Operating Income by Segment 2010




                                        11
4. Market can be created!
       “Consumers do not know what is
possible, but we do, so we don’t do a lot of
market surveys, but we focus and constantly
revise and improve the applications of the
products and develop new ones, and try to
lead the consumers and communicate with
them, thus creating the market”
            Akio Morita, Sony’s Founder

                                               12
Product Innovation



                  Has both
   Product
                incremental    Protected by
Innovator and
                 and radical      Patent
Fast Follower
                innovations

                                          13
Sony Main Product
• Playstation   • Sony       • Vaio
                  Ericsson


Game            Mobile       Computer


• Cybershot     • Walkman    • Bravia
  Digital
  Camera

Digital         Mp3 and
                             Television   14
Camera          Walkman
1. Product Innovator &
Fast Follower
 O Maintain its old digital vision market –
  Therefore Sony‟s new inventions and
  innovations product are highly related to
  its mature products.

 O From there, it moves faster than its
  competitors.



                                              15
2. Has both incremental and
       radical innovations
       INCREMENTAL                       RADICAL


Example:                        Example:
Sony      pioneered      the    Sony‟s Walkman is an
technology                 of   example     of    radical
miniaturization to create a     innovation to access a
whole new class of              market of previous non-
portable          consumer      consumers.
electronics    (such      as
radios,    cassette    tape
recorders,     and      CD                            16
players).
3. Protected by Patents.


                       • By patenting,                          • Forces Sony to
             market




                                          Minimizing Products
Being first into the




                         competitors                              Seeks for new
                         can only                                 technologies
                         follows Sony‟s                           and designs.
                         product while                          • Introduce the
                         Sony will                                perfect
                         always release                           products.
                         the new ones.
                                                                               17
Sony’s Product Innovation
    Success Factor
               Geographic
                al factor


    Interdisciplin
                       Strengths
     ary Product
                       of Social
     Developme
                       Networks
          nt

                                   18
A. Geographical Factor
O Particular analysis of Sony reveals that
  over 95 percent of its R&D not only
  occurred in Japan, but more specifically
  in the Southern Tokyo region
O Japan as known by the world is the pool
  of the ICT and engineering expertise.
O The mobility of labors and skilled workers
  to the Southern Tokyo gave a great
  impact to the innovation and product
  technological development in Japan
                                               19
Sony’s worldwide research centers




                                    20

                         Motoyama (2011)
B. Strengths of Social
          Networks


 Learning by
  Doing or      Effective and
                                    Face-to-face
Learning only   efficient social
                                   communication
after making       networks
  mistakes




                                                   21
Learning by Doing
The process denotes to the capability of staffs to
enhance their productivity by frequently reiterating
the same type of action


Example:

The Vaio Computers
Development

                                                  22
Effective and efficient social
               networks
 The huge networks among the business
 community makes Sony situated themselves as
 a well-known brand in the world brand list equal
 to the Panasonic, Dell, HP, Apple, etc

Example:

Sony
Ericsson

                                                    23
Face-to-face communication
Sony also has applied the effectual face-to-face
communication among their thousands staff over
the world. Face-to-face communication produces a
great result of product marketing.

Example:

Mp3 and
Walkman

                                               24
C. Interdisciplinary Product
        Development

Game                Mobile


Computer            Digital Camera


Mp3 and             Television
Walkman
                                 25
Achievements
O Sony has dominating the electrics and
  electronics market for nearly half and
  century.
O They gained over 70% sales from
  overseas market besides Japan in 120
  countries over the world which Asia,
  Europe and North America are the main
  market.


                                           26
Sony’s Product Innovation
           Challenges

                                Compete
                Stay top at     with outfit
    Retain
                the electric   design such
market share
                    and         as Apple,
in the global
                 electronic      Sharp,
  economy
                  market        Samsung
                                   etc.

                                        27
Implementation Dimension
Human Capital Development
 (Training & Employment)


                   28
Sony regards its employees as
  the most important asset to the
              company
because they believe that the process
 of development and innovation
  are derived by the human capital.


                                      29
O Sony is adopting holistic approach; their development
  is not just technologically driven but also derived by a
  good management and well-trained employees.

O In developing its „community‟, Sony is focusing in
  three major strategies:

  i.     developing business leaders
  ii.    nurturing engineering talents
  iii.   enhancing abilities and skills of individual
         employees

                                                        30
Leadership Training and
             Development Programs
O Sony operation is scattered around the globe, thus it is
  vital to have global leaders that can lead through
  diversified cultures and different working environment.




                                                        31

             Source: sony.net
Leadership Training and Development
           Programs (cont.)
i.     Appointing talented directors chosen among
       regional human resources managers

ii.    Job rotation (assignments through variety of
       business and regions)

iii.   Global recruiting system


                                                      32
Leadership Training and
         Development Programs (cont.)
iv.   Sony University




                                            33
                                 Source:
                                 sony.net
Leadership Training and Development
          Programs (cont.)
 1)   Next Generation Business Leader Program
      (Japan)

 2)   Course 10 (Japan)

 3)   Web portal for management-level
      employees (Europe)

 4)   Strategic Career Management Committee
      (SCMC) (Asia Pacific)

 5)   Chinese employees opportunity to work
      abroad and work in China when return
      home                                      34
Engineering Training
        and Development Programs
1)   Sony MVP Award

2)   Distinguished Engineer (DE) system

3)   Collaboration with Keio University and other
     universities in Japan




                                                    35
Personnel Development Programs
Sony offers training programs using various methods:
 -group training sessions
 -e-learning
 -correspondence courses
 -on-the-job training-tutor system (basic workplace
 routine, work attitudes, how to complete particular
 task)




                                                  36
Personnel Development Programs (cont.)

To support its employees‟ career development,
October “Career Month” is designated.
  -employees can meet directly with their supervisors
  discussing about their career‟s projection

Other training programs:
-language classes
-lectures


                                                   37
Personnel Development Programs (cont.)




                               Total
                               number of
                               employees
                               per year
                                     38

                               Source:
                               sony.net
Personnel Development Programs (cont.)




       Source: sony.net              39
Employment in Sony
Students Opportunities
  i. Engineering Internship

 ii.    MBA Internship

 iii.   Full-time positions




                                  40
Employment in Sony (cont.)
Experienced Opportunities
 -experienced professionals are recruited across wide
 range of roles, business areas, and regions




                                                  41
Implementation Dimension:
SONY’s Working Culture
                           elevation of
O SONY‟s mission statement by
 the Japanese culture and national
 status →SONY as one of the leading pioneer
 on its field that is by not following others and
 keep on exploring the impossible.
           individual ability and
O encouraging
 providing rooms for creativity.
                                                    42
Compendium of SONY’s
 Working Culture
                Sonny Boys
  Lifetime Employment
     Decision Made in Groups
Company Philosophy Remain Enact
    Job-Rotation & Job Switching
   Seniority
                                  43
Sonny Boys
Its founders derived the name SONY
from the Latin word sonus, which
means sound, and also from the
English slang word "sonny", they
considered themselves to be "sonny
boys", a loanword into Japanese which
in the early 1950s connoted „very
handsome boys‟. This jargon could be
easily used and feasible in any country
in the world without problems.            44
Lifetime Employment
•   SONY introduced its unique-yet-friendly
    policy of Lifetime Employment.
•   Employees are not terminated or
    dismissed thereafter on any grounds,
    exceptionally for serious or isolated case
    of serious breaches of ethics.
•   Each employees become part of SONY‟s
    big family regardless of all strata of life.
•   Later on, it provides good reason for
    SONY to invest in them.
                                                   45
Decision Made in Groups
• democratic policy on decision
  making processes.
• Members of SONY make up their
  decision after long discussion on
  which they provide platform for
  dialogue and fruitful discussion
  even when there is conflict of opinion
  or conflict of interest among them.

                                                              46


                           Image taken from http://eurofedop.org
Company Philosophy
Remain Enact
                                                                     Originality
•   reflect so much on the overall
                                                                           Lifestyle
    Japanese organizations which truly
                                                                      Functionality
    believes and stick with their
    common philosophy.                                                     Usability



•   Their philosophy does not
    change with the coming-and-going
    of people in its organization, which
    is the opposite of the western
    organizations.
•   Corporate philosophy statement:                                            47
•   “ do what has never been done before”
•   “ Always stay one step ahead” Image taken from http://jinhogroup.com
Job Rotation
                              Justification to explain the unique
                              working culture of SONY on job
                              rotation:
                              • To make employees
                                  acquaintance with the
                                  organization ,
                              • To develop mutual
                                  understanding among
                                  SONY’s different
                                  departments functioning for
                                  the common good of
                                  organization as a whole.
                                                                    48

Image taken from http://ehow.com
Job Switching
• implementing such practice called
  ‘Job Switching’
• Result:
  • to make its employees to be more
     empathic towards one another;
  • to make them understand the
     dilemmas faced by their
     colleagues at different end of the
     organization.
                                                                       49


                 Images taken from http://management-punditz.blogspot.com
Seniority
       • Determined by the year of an
         employee‟s class officially
         become part of SONY.
       • Regarding employees‟ salaries
         and promotions, it is said to be
         increased each year uniformly.

       • Purpose: to maintain
         harmony & to avoid stress &
         jealousy inter/intra-group.
                                                              50


                       Images taken from: http://zazzle.com
Source of
Expenditure



          51
Snapshot of Overall Picture: SONY
                  Expenditure
O Struggles through 1990’s and early 21st century for its financial
    aspect
O   Restructuring - from job cuts and other operational changes
    hurt its profit
O   Past 9 years, restructured 5 times
O   Development costs - PlayStation 3
O   Depreciation and amortization
O   Capital expenditures
O   Research and development costs
O   Costs of sales
O   Selling, general and administrative
O   Financial services expenses
O   Loss on sale
                                                               52
O   Disposal or impairment of assets and other
Year 2007 - 2011
                                            Yen in Million

Year                     2007      2008        2009           2010      2011

Depreciation and        400,009   428,010     405,443        371,004   325,366
amortization


Capital expenditures    414,138   335,726     332,068        192,724   204,862
(additions to fixed
assets)


Research and            543,937   520,568     497,297        432,001   426,814
development costs




                                                                               53
Capital expenditures &
Research and development
           costs




                           54
Year 2009 to 2011       Yen in million
 Year                         2009        2010             2011

Cost of sales               5,660,504   4,892,563        4,831,363


Selling, general and        1,686,030   1,544,890        1,501,813
administrative
(Gain) loss on sale,         38,308      42,988          (13,450)
disposal or impairment of
assets and other, net
Financial services          547,825     671,550          675,788
expenses
Interest                     24,376      22,505           23,909


Loss on devaluation of        4,427      2,946            7,669
securities investments

                                                                     55
Challenges for SONY
O Earthquake and tsunami - earlier
  year 2011
O Sony's PlayStation Network and
  Sony Online Entertainment services
  were hacked and personal data of
  more than 100 million accounts was
  stolen. The service was unavailable
  for weeks until it was recently partially
  restored. The cyber-attack cost an
  estimated $170 million in damages.


                                              56
Strategic Alliances &
 Smart Partnership




                        57
Sony Ericsson
 Established on October 1, 2001.
 Ericsson: Swedish telecommunications company.
 combine Sony‟s consumer electronics and design
  expertise with Ericsson‟s technological knowledge
  in communication sector to produce mobile phone.
 Has 3,500 employees.
 Walkman and Cyber-shot series.
 Sony Ericsson creates value for its operator
  customers by bringing new ways of using
  multimedia communication while mobile”.



                                                      58
 Benefits to Sony:                Benefits to Ericsson:
i.  share of Ericsson‟s           i.  access to Japanese
       international                     market.
       telecommunication          ii.    access to Sony‟s
       experience.                       consumer electronic
ii.    access to Ericsson‟s              experience.
       base station and 3G        iii.   access to Sony‟s design
       infrastructures.                  and production
iii.   share Ericsson‟s                  processes.
       research and               iv.    access to Sony‟s
       development costs.                production facilities.
iv.    access to Ericsson         v.     shared research and
       handset core technology.          development costs.



                                                               59
Samsung
 South Korea
 A joint venture established in April 2004 in South
  Korea.
 Samsung: A marriage of convenience because it
  helps the world's largest microchip maker clinch the
  top spot in the market for flat-panel televisions.
 Sony in turn secures a supply of flat panels for
  televisions and computers as it seeks to fix its
  product offerings.
 It produces liquid crystal display (LCD) panels.
 Reshaped the televisions industry in year 2004 by
  overtaking plasma.
                                                       60
Electronic Arts
 American developer, marketer,
  publisher and distributor of video
  games.
 Founded and incorporated on May 28,
  1928 by Trip Hawkins.
 The Sims series, FIFA series, Medal of
  Honor series, Dead Space series.
 Provide exclusive content on
  PlayStation 3.                           61
Google
 Founded in 1998: Larry Page and Sergey
  Brin.
 Headquartered in California, United State.
 Top search engine in global world
 Bring internet to TV.
 Sony Internet TV" : the world's first TV to
  incorporate the "Google TV" platform into its
  design.
 Google TV :TV meets web, web meets TV.
 Able to search and access content from
  TVs and across the Internet - a rich
  Internet experience on consumers' TVs.
                                                  62
3net
 Television network.
 Sony Corporation, Discovery
  Communications and IMAX
  Corporation.
 Launched in the United States on
  February 13, 2011.
 Plans to offer viewers the world‟s
  largest library of native 3D
  entertainment content.
                                       63
64



SONY’s Product & Services Varieties: Make.Believe
    taken from http://www.youtube.com/watch?v=JU3s2zxIA8Q
Conclusion
O In a nutshell, drawn upon discussion and examples on management
  of innovation of SONY Corporation from both perspectives of policy
  dimension and implementation perspectives, thus it is safe to say
  that SONY is innovative in terms of:

1) Corporate Vision & Mission: SONY‟s slogan Like.No.Other and
   Make.Believe truly inspire and help in directing SONY towards its
   goals as a multinational conglomerate corporation.
2) Product evolution : Its ability to conquer the world market in
   electric and electronic goods and services industries was depends
   to its forte in adapt and understand the radical and incremental
   transformation of the global and regional needs.
3) Multi-faceted and Beneficial Working Culture: directly and
   indirectly encouraging and motivating SONY‟s employees internally.


                                                                   65
Conclusion (cont.)
4) SONY‟s Human Capital Development: Training and
  Employment

5) Sources of Expenditure: clearly shown to us the allocation
  and direction of SONY that supports the sub-set activity of
  innovation processes which is Research and Development
  (R&D)

6) Strategic Alliances and Smart Partnership: due to its
  multi-range of products-and-services, SONY made a
  strategic and smart collaboration with its counterpart to fully
  explore their multi-niche market needs such as with
  Samsung (LCD), Google (search engine), Sony Ericsson 66
  (mobile phones), Electronic Arts (video games) and 3Net
  (3D-based entertainment).
References:
O    Books and Journal:
Marshall, D. (1995). Akio Morita dan Sony. Translator: Amir Muslim. Kuala Lumpur: Dewan Bahasa dan Pustaka, Kementerian Pendidikan
Malaysia.            Motoyama Yasuyuki, (2011). Innovation and Location: A Case Study of Sony‟s Vaio Laptop. The Industrial
Geographer, Vol. 8, Issue 1, Pg. 1-25.
Ratazzi, E.Paul. (2004). MiniDisc: Successful Innovation or Just Cool Technology? An analysis of Sony‟s Decade-Long Quest for Success.
Rome, NY: Air Force Research Laboratory.

O     On-line Materials (accessed from October – November, 2011)
http://articles.timesofindia.indiatimes.com/2011-10-31/hardware/30341461_1_loss-making-tv-unit-joint-venture-lcd
http://digitalcommons.ilr.cornell.edu/cgi/viewcontent.cgi?article=1373&context=cahrswp&sei-
redir=1&referer=http%3A%2F%2Fscholar.google.com.my%2Fscholar%3Fq%3Dsony%2Bhuman%2Bcapital%2Bdevelopment
%26hl%3Den%26as_sdt%3D0%26as_vis%3D1%26oi%3Dscholart#search=%22sony%20human%20capital%20development
%22
http://en.wikipedia.org/wiki/S-LCD
http://en.wikipedia.org/wiki/Sony
http://en.wikipedia.org/wiki/Sony_Ericsson
http://news.cnet.com/2100-1047-5149500.html
http://newsblaze.com/story/2010052011030200001.pnw/topstory.html
http://sonyjobs.com/pages/careers/areas/hr.html
http://www.birminghamstories.co.uk/db/media/lrg/ibuka_morita.jpg
http://www.bloomberg.com/apps/news?pid=newsarchive&sid=auga2uYA.9cg
http://www.bloomberg.com/news/2011-01-27/sony-to-offer-games-for-google-android-phones-in-heresy-to-revive-profit.html
http://www.foxnews.com/story/0,2933,193428,00.html
http://www.guardian.co.uk/technology/2011/oct/27/sony-buys-ericsson-out
http://www.scribd.com/doc/15956049/Sony-Corporation
http://www.slideshare.net/sreenath.s/evolution-of-hrm
http://www.sony.net/Fun/design/history/product/1960/pv-100.html
http://www.sony.net/SonyInfo/Careers/experienced/
http://www.sony.net/SonyInfo/Careers/student/fulltime.html
http://www.sony.net/SonyInfo/csr/employees/human/
http://www.sony.net/SonyInfo/csr/governance/index.html
http://www.sony.net/SonyInfo/News/Press_Archive/200108/01-0828/
http://www.v3.co.uk/v3-uk/news/2000816/google-partners-intel-sony-smart-tvs
www.sony.net/history/productandtechnologymilestone                                                                     67
Thank You!
   Arigato!
   Xie Xie!
Terima Kasih!
  Shukran!

                68

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Sony Corporation:

  • 1. SFGS 6334 Management of Innovation SONY Corporation: “Experiencing SONY as one of a Global Leading Innovative Conglomerate” Nurul Kamila Mohd Yusof SMB 110004 Wan Mohd Hasif Wan Muhamat Ali SGE 100008 Mohd Fadhli Rahmat Fakri SMB 110010 (Group Leader) Pang Fei Yee SMB 110005 Department of Science & Technology Studies, Faculty of Science, University of Malaya 1
  • 2. 2 SONY Corporation Corporate Video: Make.Believe taken from: http://www.youtube.com/watch?v=eiVNWynwd90
  • 3. Outline of Presentation  Sony Corporate Video  Quick Snapshot of SONY  Innovation Management in SONY: O Strategy Innovation O Product Innovation  Implementation Dimension  Human Capital Development  Sony’s Working Culture  Source of Expenditure  Strategic Alliances & Smart Partnership  Conclusion  References 3
  • 4. Quick Snapshot of SONY! O The Japanese multinational conglomerate corporation O a well-known company and one of the leading manufacturers of electronic products. O Founded in 7th May 1946 by Masaru Ibuka and his colleague Akio Morita, this company initially named as Tokyo Tsushin Kogyo K.K. (Tokyo Telecommunications Engineering Corporation). O dated back to the time of post-World War II when Ibuka started a radio repair shop in the late 1945. After he was joined by Morita in the following year, their company grown up and finally changed its name to Sony in January 1958. O Headquarter is located at Minato in Tokyo, Japan. 4 Images taken from http://blog.travelpod.com
  • 5. Innovation Management in Sony Strategy Product Innovation Innovation 5
  • 6. Strategy Innovation (SI) Flexible focus area R&D activities strategically managed Dynamic R&D investment Market can be created 6
  • 7. 1. Flexible Focus Area “Networked Products and “3D World” Services” “Competitive advantages through “Emerging Markets” differentiated technologies” 7
  • 8. 2. R&D activities strategically managed Sony R&D centers over 20 countries in R&D structure – the world in 1980s Centralized model. until 1990s outside the Japan. Key secret of Sony investment is the high performance Device technologies. processor semiconductor “cell”. 8
  • 9. Sony’s R&D Management Models Sony‟s HQ Materials Laboratories R&D Organization Cubed Research Centers Sony‟s Computer Science Labs. Inc. Information Technologies Laboratories Technology Development Group Core Technology Development Group Display Device Development Group Sony‟s Product Technologies 9
  • 10. 3. Dynamic R&D Investment Majority of Sony R&D costs are allocated on the Networked Products and Services (NPS) segment. In 2008, expenses in electronics segment has been allocated 438.7 billion yen and game segment is 77.1 billion yen. Over half than electronics segment has been used for develop new product, where the rest were used in developing middle long term technology. 10
  • 11. Sony Operating Income by Segment 2010 11
  • 12. 4. Market can be created! “Consumers do not know what is possible, but we do, so we don’t do a lot of market surveys, but we focus and constantly revise and improve the applications of the products and develop new ones, and try to lead the consumers and communicate with them, thus creating the market” Akio Morita, Sony’s Founder 12
  • 13. Product Innovation Has both Product incremental Protected by Innovator and and radical Patent Fast Follower innovations 13
  • 14. Sony Main Product • Playstation • Sony • Vaio Ericsson Game Mobile Computer • Cybershot • Walkman • Bravia Digital Camera Digital Mp3 and Television 14 Camera Walkman
  • 15. 1. Product Innovator & Fast Follower O Maintain its old digital vision market – Therefore Sony‟s new inventions and innovations product are highly related to its mature products. O From there, it moves faster than its competitors. 15
  • 16. 2. Has both incremental and radical innovations INCREMENTAL RADICAL Example: Example: Sony pioneered the Sony‟s Walkman is an technology of example of radical miniaturization to create a innovation to access a whole new class of market of previous non- portable consumer consumers. electronics (such as radios, cassette tape recorders, and CD 16 players).
  • 17. 3. Protected by Patents. • By patenting, • Forces Sony to market Minimizing Products Being first into the competitors Seeks for new can only technologies follows Sony‟s and designs. product while • Introduce the Sony will perfect always release products. the new ones. 17
  • 18. Sony’s Product Innovation Success Factor Geographic al factor Interdisciplin Strengths ary Product of Social Developme Networks nt 18
  • 19. A. Geographical Factor O Particular analysis of Sony reveals that over 95 percent of its R&D not only occurred in Japan, but more specifically in the Southern Tokyo region O Japan as known by the world is the pool of the ICT and engineering expertise. O The mobility of labors and skilled workers to the Southern Tokyo gave a great impact to the innovation and product technological development in Japan 19
  • 20. Sony’s worldwide research centers 20 Motoyama (2011)
  • 21. B. Strengths of Social Networks Learning by Doing or Effective and Face-to-face Learning only efficient social communication after making networks mistakes 21
  • 22. Learning by Doing The process denotes to the capability of staffs to enhance their productivity by frequently reiterating the same type of action Example: The Vaio Computers Development 22
  • 23. Effective and efficient social networks The huge networks among the business community makes Sony situated themselves as a well-known brand in the world brand list equal to the Panasonic, Dell, HP, Apple, etc Example: Sony Ericsson 23
  • 24. Face-to-face communication Sony also has applied the effectual face-to-face communication among their thousands staff over the world. Face-to-face communication produces a great result of product marketing. Example: Mp3 and Walkman 24
  • 25. C. Interdisciplinary Product Development Game Mobile Computer Digital Camera Mp3 and Television Walkman 25
  • 26. Achievements O Sony has dominating the electrics and electronics market for nearly half and century. O They gained over 70% sales from overseas market besides Japan in 120 countries over the world which Asia, Europe and North America are the main market. 26
  • 27. Sony’s Product Innovation Challenges Compete Stay top at with outfit Retain the electric design such market share and as Apple, in the global electronic Sharp, economy market Samsung etc. 27
  • 28. Implementation Dimension Human Capital Development (Training & Employment) 28
  • 29. Sony regards its employees as the most important asset to the company because they believe that the process of development and innovation are derived by the human capital. 29
  • 30. O Sony is adopting holistic approach; their development is not just technologically driven but also derived by a good management and well-trained employees. O In developing its „community‟, Sony is focusing in three major strategies: i. developing business leaders ii. nurturing engineering talents iii. enhancing abilities and skills of individual employees 30
  • 31. Leadership Training and Development Programs O Sony operation is scattered around the globe, thus it is vital to have global leaders that can lead through diversified cultures and different working environment. 31 Source: sony.net
  • 32. Leadership Training and Development Programs (cont.) i. Appointing talented directors chosen among regional human resources managers ii. Job rotation (assignments through variety of business and regions) iii. Global recruiting system 32
  • 33. Leadership Training and Development Programs (cont.) iv. Sony University 33 Source: sony.net
  • 34. Leadership Training and Development Programs (cont.) 1) Next Generation Business Leader Program (Japan) 2) Course 10 (Japan) 3) Web portal for management-level employees (Europe) 4) Strategic Career Management Committee (SCMC) (Asia Pacific) 5) Chinese employees opportunity to work abroad and work in China when return home 34
  • 35. Engineering Training and Development Programs 1) Sony MVP Award 2) Distinguished Engineer (DE) system 3) Collaboration with Keio University and other universities in Japan 35
  • 36. Personnel Development Programs Sony offers training programs using various methods: -group training sessions -e-learning -correspondence courses -on-the-job training-tutor system (basic workplace routine, work attitudes, how to complete particular task) 36
  • 37. Personnel Development Programs (cont.) To support its employees‟ career development, October “Career Month” is designated. -employees can meet directly with their supervisors discussing about their career‟s projection Other training programs: -language classes -lectures 37
  • 38. Personnel Development Programs (cont.) Total number of employees per year 38 Source: sony.net
  • 39. Personnel Development Programs (cont.) Source: sony.net 39
  • 40. Employment in Sony Students Opportunities i. Engineering Internship ii. MBA Internship iii. Full-time positions 40
  • 41. Employment in Sony (cont.) Experienced Opportunities -experienced professionals are recruited across wide range of roles, business areas, and regions 41
  • 42. Implementation Dimension: SONY’s Working Culture elevation of O SONY‟s mission statement by the Japanese culture and national status →SONY as one of the leading pioneer on its field that is by not following others and keep on exploring the impossible. individual ability and O encouraging providing rooms for creativity. 42
  • 43. Compendium of SONY’s Working Culture Sonny Boys Lifetime Employment Decision Made in Groups Company Philosophy Remain Enact Job-Rotation & Job Switching Seniority 43
  • 44. Sonny Boys Its founders derived the name SONY from the Latin word sonus, which means sound, and also from the English slang word "sonny", they considered themselves to be "sonny boys", a loanword into Japanese which in the early 1950s connoted „very handsome boys‟. This jargon could be easily used and feasible in any country in the world without problems. 44
  • 45. Lifetime Employment • SONY introduced its unique-yet-friendly policy of Lifetime Employment. • Employees are not terminated or dismissed thereafter on any grounds, exceptionally for serious or isolated case of serious breaches of ethics. • Each employees become part of SONY‟s big family regardless of all strata of life. • Later on, it provides good reason for SONY to invest in them. 45
  • 46. Decision Made in Groups • democratic policy on decision making processes. • Members of SONY make up their decision after long discussion on which they provide platform for dialogue and fruitful discussion even when there is conflict of opinion or conflict of interest among them. 46 Image taken from http://eurofedop.org
  • 47. Company Philosophy Remain Enact Originality • reflect so much on the overall Lifestyle Japanese organizations which truly Functionality believes and stick with their common philosophy. Usability • Their philosophy does not change with the coming-and-going of people in its organization, which is the opposite of the western organizations. • Corporate philosophy statement: 47 • “ do what has never been done before” • “ Always stay one step ahead” Image taken from http://jinhogroup.com
  • 48. Job Rotation Justification to explain the unique working culture of SONY on job rotation: • To make employees acquaintance with the organization , • To develop mutual understanding among SONY’s different departments functioning for the common good of organization as a whole. 48 Image taken from http://ehow.com
  • 49. Job Switching • implementing such practice called ‘Job Switching’ • Result: • to make its employees to be more empathic towards one another; • to make them understand the dilemmas faced by their colleagues at different end of the organization. 49 Images taken from http://management-punditz.blogspot.com
  • 50. Seniority • Determined by the year of an employee‟s class officially become part of SONY. • Regarding employees‟ salaries and promotions, it is said to be increased each year uniformly. • Purpose: to maintain harmony & to avoid stress & jealousy inter/intra-group. 50 Images taken from: http://zazzle.com
  • 52. Snapshot of Overall Picture: SONY Expenditure O Struggles through 1990’s and early 21st century for its financial aspect O Restructuring - from job cuts and other operational changes hurt its profit O Past 9 years, restructured 5 times O Development costs - PlayStation 3 O Depreciation and amortization O Capital expenditures O Research and development costs O Costs of sales O Selling, general and administrative O Financial services expenses O Loss on sale 52 O Disposal or impairment of assets and other
  • 53. Year 2007 - 2011 Yen in Million Year 2007 2008 2009 2010 2011 Depreciation and 400,009 428,010 405,443 371,004 325,366 amortization Capital expenditures 414,138 335,726 332,068 192,724 204,862 (additions to fixed assets) Research and 543,937 520,568 497,297 432,001 426,814 development costs 53
  • 54. Capital expenditures & Research and development costs 54
  • 55. Year 2009 to 2011 Yen in million Year 2009 2010 2011 Cost of sales 5,660,504 4,892,563 4,831,363 Selling, general and 1,686,030 1,544,890 1,501,813 administrative (Gain) loss on sale, 38,308 42,988 (13,450) disposal or impairment of assets and other, net Financial services 547,825 671,550 675,788 expenses Interest 24,376 22,505 23,909 Loss on devaluation of 4,427 2,946 7,669 securities investments 55
  • 56. Challenges for SONY O Earthquake and tsunami - earlier year 2011 O Sony's PlayStation Network and Sony Online Entertainment services were hacked and personal data of more than 100 million accounts was stolen. The service was unavailable for weeks until it was recently partially restored. The cyber-attack cost an estimated $170 million in damages. 56
  • 57. Strategic Alliances & Smart Partnership 57
  • 58. Sony Ericsson  Established on October 1, 2001.  Ericsson: Swedish telecommunications company.  combine Sony‟s consumer electronics and design expertise with Ericsson‟s technological knowledge in communication sector to produce mobile phone.  Has 3,500 employees.  Walkman and Cyber-shot series.  Sony Ericsson creates value for its operator customers by bringing new ways of using multimedia communication while mobile”. 58
  • 59.  Benefits to Sony:  Benefits to Ericsson: i. share of Ericsson‟s i. access to Japanese international market. telecommunication ii. access to Sony‟s experience. consumer electronic ii. access to Ericsson‟s experience. base station and 3G iii. access to Sony‟s design infrastructures. and production iii. share Ericsson‟s processes. research and iv. access to Sony‟s development costs. production facilities. iv. access to Ericsson v. shared research and handset core technology. development costs. 59
  • 60. Samsung  South Korea  A joint venture established in April 2004 in South Korea.  Samsung: A marriage of convenience because it helps the world's largest microchip maker clinch the top spot in the market for flat-panel televisions.  Sony in turn secures a supply of flat panels for televisions and computers as it seeks to fix its product offerings.  It produces liquid crystal display (LCD) panels.  Reshaped the televisions industry in year 2004 by overtaking plasma. 60
  • 61. Electronic Arts  American developer, marketer, publisher and distributor of video games.  Founded and incorporated on May 28, 1928 by Trip Hawkins.  The Sims series, FIFA series, Medal of Honor series, Dead Space series.  Provide exclusive content on PlayStation 3. 61
  • 62. Google  Founded in 1998: Larry Page and Sergey Brin.  Headquartered in California, United State.  Top search engine in global world  Bring internet to TV.  Sony Internet TV" : the world's first TV to incorporate the "Google TV" platform into its design.  Google TV :TV meets web, web meets TV.  Able to search and access content from TVs and across the Internet - a rich Internet experience on consumers' TVs. 62
  • 63. 3net  Television network.  Sony Corporation, Discovery Communications and IMAX Corporation.  Launched in the United States on February 13, 2011.  Plans to offer viewers the world‟s largest library of native 3D entertainment content. 63
  • 64. 64 SONY’s Product & Services Varieties: Make.Believe taken from http://www.youtube.com/watch?v=JU3s2zxIA8Q
  • 65. Conclusion O In a nutshell, drawn upon discussion and examples on management of innovation of SONY Corporation from both perspectives of policy dimension and implementation perspectives, thus it is safe to say that SONY is innovative in terms of: 1) Corporate Vision & Mission: SONY‟s slogan Like.No.Other and Make.Believe truly inspire and help in directing SONY towards its goals as a multinational conglomerate corporation. 2) Product evolution : Its ability to conquer the world market in electric and electronic goods and services industries was depends to its forte in adapt and understand the radical and incremental transformation of the global and regional needs. 3) Multi-faceted and Beneficial Working Culture: directly and indirectly encouraging and motivating SONY‟s employees internally. 65
  • 66. Conclusion (cont.) 4) SONY‟s Human Capital Development: Training and Employment 5) Sources of Expenditure: clearly shown to us the allocation and direction of SONY that supports the sub-set activity of innovation processes which is Research and Development (R&D) 6) Strategic Alliances and Smart Partnership: due to its multi-range of products-and-services, SONY made a strategic and smart collaboration with its counterpart to fully explore their multi-niche market needs such as with Samsung (LCD), Google (search engine), Sony Ericsson 66 (mobile phones), Electronic Arts (video games) and 3Net (3D-based entertainment).
  • 67. References: O Books and Journal: Marshall, D. (1995). Akio Morita dan Sony. Translator: Amir Muslim. Kuala Lumpur: Dewan Bahasa dan Pustaka, Kementerian Pendidikan Malaysia. Motoyama Yasuyuki, (2011). Innovation and Location: A Case Study of Sony‟s Vaio Laptop. The Industrial Geographer, Vol. 8, Issue 1, Pg. 1-25. Ratazzi, E.Paul. (2004). MiniDisc: Successful Innovation or Just Cool Technology? An analysis of Sony‟s Decade-Long Quest for Success. Rome, NY: Air Force Research Laboratory. O On-line Materials (accessed from October – November, 2011) http://articles.timesofindia.indiatimes.com/2011-10-31/hardware/30341461_1_loss-making-tv-unit-joint-venture-lcd http://digitalcommons.ilr.cornell.edu/cgi/viewcontent.cgi?article=1373&context=cahrswp&sei- redir=1&referer=http%3A%2F%2Fscholar.google.com.my%2Fscholar%3Fq%3Dsony%2Bhuman%2Bcapital%2Bdevelopment %26hl%3Den%26as_sdt%3D0%26as_vis%3D1%26oi%3Dscholart#search=%22sony%20human%20capital%20development %22 http://en.wikipedia.org/wiki/S-LCD http://en.wikipedia.org/wiki/Sony http://en.wikipedia.org/wiki/Sony_Ericsson http://news.cnet.com/2100-1047-5149500.html http://newsblaze.com/story/2010052011030200001.pnw/topstory.html http://sonyjobs.com/pages/careers/areas/hr.html http://www.birminghamstories.co.uk/db/media/lrg/ibuka_morita.jpg http://www.bloomberg.com/apps/news?pid=newsarchive&sid=auga2uYA.9cg http://www.bloomberg.com/news/2011-01-27/sony-to-offer-games-for-google-android-phones-in-heresy-to-revive-profit.html http://www.foxnews.com/story/0,2933,193428,00.html http://www.guardian.co.uk/technology/2011/oct/27/sony-buys-ericsson-out http://www.scribd.com/doc/15956049/Sony-Corporation http://www.slideshare.net/sreenath.s/evolution-of-hrm http://www.sony.net/Fun/design/history/product/1960/pv-100.html http://www.sony.net/SonyInfo/Careers/experienced/ http://www.sony.net/SonyInfo/Careers/student/fulltime.html http://www.sony.net/SonyInfo/csr/employees/human/ http://www.sony.net/SonyInfo/csr/governance/index.html http://www.sony.net/SonyInfo/News/Press_Archive/200108/01-0828/ http://www.v3.co.uk/v3-uk/news/2000816/google-partners-intel-sony-smart-tvs www.sony.net/history/productandtechnologymilestone 67
  • 68. Thank You! Arigato! Xie Xie! Terima Kasih! Shukran! 68

Hinweis der Redaktion

  1. Flexible Focus Area:R&D activities strategically managedR&D InvestmentMarket can be created
  2. Flexible Focus Area:Sony’s focus areas can be distilled into four key themes; “Networked Products and Services”, “3D World”, “Competitive advantages through differentiated technologies” and “Emerging Markets”.
  3. R&D activities strategically managedSony R&D centers over 20 countries in the world in 1980s until 1990s outside the Japan.Sony focusing on the various type area such as home and mobile electronics, which is focusing on high-definition and related technology.R&D Structure – Centralized model the Headquarters have the direct control to individual R&D centers. Sony is holding monthly meeting between different R&D groups, also with other business networking to build strong web connection within the firm.Key secret of Sony investment is the high performance processor semiconductor “cell”. Semiconductor division was established on 1985 to support Sony’s global efforts in developing innovative, value added products for wireless and optical communication, audio visual and computer applications. The semiconductor industries ranges from CDs, GPS, and computing applications. 1995 is the historical moments for Sony when they collaborate with Toshiba and IBM to unveiled the next generation microprocessor “Cell” which is more than 10 times faster than normal PC Processors.Device technologies such as Touch screen and Blu-Ray and high performance technology for small LCD were said as one of the Sony’s success story in R&D.
  4. R&D InvestmentMajority of Sony R&D costs are allocated on the Networked Products and Services (NPS) segment. In 2008, expenses in electronics segment has been allocated 438.7 billion yen and game segment is 77.1 billion yen. Over half than electronics segment has been used for develop new product, where the rest were used in developing middle long term technology.
  5. Product Innovator and Fast FollowerKeep Sony’s mature products fresh all the time. New products are released constantly which are cheaper and better than previous one. Sony’s developed the new products by looking back the mature one, fixed and improve them with current functions. Sony believes that market may be mature, but there is a never mature products.
  6. Has both incremental and radical innovationsIncremental innovations exploit the potential of established designs, and often reinforce the dominance of established firms. Sony improve the existing functional capabilities of a technology by means of small-scale improvements in the technology's value, adding attributes such as performance, safety, quality, and cost.Generational or next-generation technology innovations are incremental innovations that lead to the creation of a new but not radically different system.Radical innovations introduce new concepts that depart significantly from past practices and help create products or processes based on a different set of engineering or scientific principles and often open up entirely new markets and potential applications. They provide new functional capabilities unavailable in previous versions of the product or service. More specifically related to business, radical innovation has been defined as "the commercialization of new products and technologies that have strong impact on the market, in terms of offering wholly new benefits, and the firm, in terms of its ability to create new businesses." (O'Connor and Ayers)Sony developed the Walkman audio player, redefining the market for portable music devices, even though Walkman is considered as radical innovation because it is invented by its original design and specific functions but its still failed to develop a successful MP3 player and allowed Apple to displace it in the portable audio space with the iPod.
  7. Learning by doing is a concept in organizational studies to encourage the creation of innovation.The Vaio laptop was a messy, lengthy and unpredictable process. It is also not the creation of one engineer who designed it from beginning to end.
  8. Social Networking and Face-to-face communication were important among the development team members when they discussed the meaning of the product concept and the stylishness of the most updated model. It is very crucial to ensure the same understanding among the team members to get the concept of “good looking” in project members’ minds from past experience and further elaborated in their discussions during the projects.
  9. We can see throughout the evolution of Sony products actually the Sony success factor also was depends to its ability to innovate the product as the market needs. Far away from that reason, innovation itself was applied into the segmentation of their products which evolved from Government use equipment to Basic home based entertainment products and lately evolved to the very interdisciplinary products which offers the customers and market needs merchandises a better choices.