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Technology Innovation Management
 Framework for Industrial Research
              Part-6
         Dr. Iain Sanders




          January 2005
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CRAFTING A HOLISTIC INNOVATION
        ORGANISATION
                            Platform 3:
                           (Stages VI-IX)




Integrating Technology Innovation with Business Function – Part I: Laying the Foundation
PLATFORM 3: VI

   VI        Form Innovation Teams
       KEY COMPONENTS
        1.    Cross-functional representation
        2.    Full-time, dedicated team leaders
        3.    Rewards that recognize performance
        4.    Regularly scheduled meetings
       ENERGIZING TEAMS
             Make decisions without senior managers
             Establish a common language
             Offer team rewards
             Provide continuous positive feedback
             Establish shared norms & values
             Motivate cross-functional members
             Define personal objectives



                                                       6
PLATFORM 3: VI

    Building Innovation Teams

     Team-Building
       Assemble, manage and train teams to foster innovation
        throughout the organization / working environment.




                                                                7
PLATFORM 3: VI

    Team-Building

    A.   CREATING THE TEAM
    B.   LEADING TEAMS
    C.   PARTICIPATING ON TEAMS
    D.   USING TEAMS EFFECTIVELY
    E.   PROBLEM-SOLVING WITH TEAMS
    F.   TROUBLE-SHOOTING TEAM OBSTACLES
    G.   SUPPORTING THE TEAM




                                           8
PLATFORM 3: VI

      (A) Creating the Team
 The role assumed by a given team member is not identical to the
  member’s personality type, although roles and personality types are
  generally harmonious rather than in conflict
 A spectrum of roles necessary for the typical work team:
    The Promoter: This person informs and persuades stakeholders regarding the work of the
     team
    The Organizer: This person maintains schedules and budgets and, in general, serves to keep
     other team members “on the same page”
    The Inspector: This quality-control agent pays careful attention to the production of the team
     and reports to members on their work as well as on the reliability of their sources of
     information
    The Concluder: This person moves the team toward consensus judgements, stages of
     completion, and final sign-offs
    The Innovator: This tam member brings fresh ideas and insights t the work of the team
    The Specialist: This person makes sure the team is up to date on
     technological, marketing, or other information relevant to its work
    The Implementer: This team member views the work of the team during development and
     upon project completion according to how it can be put to use in the real world
                                                                                          9
PLATFORM 3: VI

         (A) Characteristics of Effective
             Teams
   You can determine the health of any team by looking for seven indicators:
    1.   Buy-in: Team members share a clear perception of their purpose and commitment to that
         purpose as “our” goal
    2.   Tolerance for disagreement: Team members handle differences of opinion as stimulating
         opportunity for testing and refining their work. They listen well. They can attack positions
         without attacking people
    3.   Comfort: Team members are relaxed with one another. They trust the intentions and
         integrity of fellow team members. They enjoy working together
    4.   Shared leadership: Even when the company has designated a specific team leader, the
         team allows de facto leadership to pass from member to member, depending upon the
         obstacles and tasks at hand for the team. Every member knows he or she can rise to
         leadership
    5.   Diversity: Whether differentiated by personality types, roles, culture, or other factors, the
         members of the team recognize and respect their mutual diversity
    6.   Reality checks: The team is not self-deceived regarding the quality of its work. Members
         assess team goals and progress in constructive ways that motivate the pursuit of
         excellence
    7.   Consensus-seeking: The team strives for, but does not insist upon, the support of all
         members for team decisions
                                                                                               10
PLATFORM 3: VI

    (B) Leading Teams
     What teams expect of their leaders (summary of seven years of
      surveys in Best Practice magazine, 1994)
     Team members expect their leaders to be:
        Honest                      87%
        Competent                   74%
        Forward-looking             67%
        Inspiring                   61%
        Intelligent                 46%
        Fair-minded                 42%
        Broad-minded                38%
        Courageous                  35%
        Straightforward             33%
        Imaginative                 32%
        Dependable                  31%

                                                                      11
PLATFORM 3: VI

        (B) Leading Teams
 A team’s mistakes can be accepted by management if:
      It doesn’t have significant negative impact upon the company
      It is a first-time mistake, not part of a pattern
      Team members were working outside the team’s responsibilities
      The team member was following explicit instruction or following the proper procedures
      The team member was working with shared equipment that is not always available
      The team learns from the mistake and is able to say how it will be avoided in the future
      The mistake occurred within the scope of the team’s authority in pursuit of the goal
      The team was really trying to do it right
      The team’s actions were consistent with the policies and rules of the company
      Incorrect information was given to the team
      The team was taking initiative and taking risks
      Procedures weren’t clearly defined
      Different skill and ability levels of team members caused erratic results
      There were extenuating circumstances
      The situation was outside the person’s control
      The error was not caused by negligence or lack of action
      There were time constraints
      There was poor training
                                                                                          12
PLATFORM 3: VI

    (B) Leading Teams
    1. Acquire the leadership skills needed not only to get
       the job done right, but to develop the people to do it
    2. To determine whether delegated, elected, shared, or
       distanced leadership is most appropriate for your
       team, analyze the three P’s: your project, your
       people, and your plans for the future
    3. Remember that teams look to the leader to tell the
       truth, know the business, and anticipate change as
       primary responsibilities
    4. Seek out feedback from the team and those affected
       by the team not only to measure team performance
       but also to determine how your leadership role must
       evolve
                                                            13
PLATFORM 3: VI

    (C) Participating on Teams
       Qualities of Effective Team Members:
        1. Team members should seek out cross-training opportunities
           whenever possible
        2. Team members should not expect relationships on the team to feel
           comfortable at the beginning
        3. Team members must be ready to place the welfare of the team
           ahead of the interests of their former work units and associates in
           the company
        4. Team members must understand that teamwork is impossible apart
           from mutual respect among members
        5. Team members must take responsibility as architects of team
           culture and conditions
        6. Team members don‟t enter an ivory tower when they become part
           of the team. They are influential in the company to the extent that
           they remain trusted by the groups to which they link

                                                                           14
PLATFORM 3: VI

    (C) Participating on Teams
       Qualities of Effective Team Members (continued):
        7.  Team members must expect to be deeply influenced by other team
            members
        8. Team members discover that their individual performance
            expectations expand dramatically when they embrace the “one for
            all and all for one” spirit of the team
        9. Team members don‟t try to compete with one another for individual
            recognition; they contribute for group accomplishment
        10. Team members learn to look upon their leader in a new way –
            more as a fellow team member than as a taskmaster or final
            decision-maker
        11. Team members look upon training as a “must have” for team
            success, not a reluctant duty
        12. Team members meet or exceed expectations primarily because
            they are the architects of those expectations

                                                                         15
PLATFORM 3: VI

    (C) Participating on Teams
       Qualities of Effective Team Members (continued):
        13. Team members take pride in setting a higher standard and
            maintaining a faster pace than traditional workers in the
            organization
        14. Team members are ready to assist other team members without
            judging them
        15. Team members recognize that they are empowered to try new
            things and take risks
        16. Team members don‟t sweat the small stuff; conformity to
            administrative rules and procedures is not viewed as selling out
        17. Team members don‟t keep secrets from one another. Knowledge
            is used for shared power, not personal power
        18. Team members don‟t brush feelings under the carpet – or burden
            one another with irrelevant feelings


                                                                           16
PLATFORM 3: VI

    (C) Participating on Teams
       Qualities of Effective Team Members (continued):
        19. Team members take each other at face value. They do not impute
            motives unnecessarily
        20. Team members “sell” one another on ideas, information, and
            perspectives
        21. Team members believe their leader is as eager to learn and
            improve as they are
        22. Team members can‟t be pigeon-holed according to viewpoints;
            these change over time
        23. Team members make the decisions that logically should be made
            at the team level; they do not seek out decision-making power
            beyond their scope of authority
        24. Team members value their leader and try to support his or her
            needs


                                                                        17
PLATFORM 3: VI

    (C) Participating on Teams
  1. In selecting team participants, be aware of reasons why
     workers commonly resist membership on a team: lack of
     conviction, incompatible personal styles, and weak
     organizational support
  2. Remember that effective teamwork requires mutual respect and
     trust among participants. Those qualities take time to develop
  3. Don’t let an “ivory tower” spirit of superiority or elitism
     separate the team from the rest of the workforce
  4. As a participant, prepare for team meetings by thoughtfully
     considering the agenda and planning for your own
     contributions
  5. Practice active listening to draw the best from other team
     members and to strengthen the bonds of mutual respect and
     cooperation
                                                              18
PLATFORM 3: VI

    (D) Using Teams Effectively
     Team-based solutions fill a niche bounded by
      individual strategies and advisory groups
     Specifically, team-based solutions are most
      appropriate when the problem is
      unstructured, calls for many points of
      view, requires broad areas of expertise, and group
      members share the interests of the parent
      organization
     Four factors may impinge on the effectiveness of a
      team’s function:
       Social Tension
       Cohesiveness
       Group Polarization
       Groupthink
                                                      19
PLATFORM 3: VI

      (D) Using Teams Effectively
 Social Tension
    Social Tension refers to the natural uncertainty most people feel in a strange situation.
     Group activities remain a novelty for many people
    Secondary tension is the result of struggles between group members and may manifest itself
     in several damaging behaviours:
         Unexpected outbursts and shouting matches at team meetings
         Limited participation or complete withdrawal by selected team members
         Deliberate attempts to sabotage team activities
 Cohesiveness
    Cohesiveness refers to members‟ feelings about the team. It reflects the degree to which
     members like being on the team, and it shows up in the ability of team members to get along
     with one another, and feelings of loyalty, pride, and commitment to the team
 Group Polarization
    Research has indicated that groups may make more extreme decisions than individuals
     confronted with the same problem
 Groupthink
    Occasionally, members of highly cohesive teams become so focused on a single course of
     action that they refuse to consider either alternatives or potential difficulties
                                                                                      20
PLATFORM 3: VI

        (D) Using Teams Effectively
   Groupthink
        The danger of groupthink is ever-present; teams should be ever vigilant in
         watching for the symptoms:
        1.   The illusion of invulnerability – a belief shared by team members that the team cannot
             make an error
        2.   An unquestionable belief that the team is above ethical or moral restraints and that
             their decisions are inherently moral
        3.   Collective rationalizations that lead team members to discount information that is
             inconsistent with their assumptions or decisions
        4.   Stereotyped views of competitors that suggest they are incapable of responding
             effectively to team initiatives or proposals
        5.   “Self-censorship” which effectively prevents members who disagree with team
             decisions from speaking up
        6.   An illusion of unanimity which implies that all members of the team agree with
             decisions even though some may have spoken in opposition
        7.   Pressure to conform applied to members who argue against team stereotypes,
             illusions, or commitments
        8.   The emergence of “mind guards” – members who protect the group from discordant
             information
                                                                                         21
PLATFORM 3: VI

        (D) Using Teams Effectively
   Teams are appropriate for projects that have one or more of the
    following characteristics:
       They are perceived as worthwhile to team members
       They are not highly structured and routine projects. A project that has both of
        these characteristics is not the best use of a team approach. Some
        projects, such as new product development, have highly structured
        processes, but the problems thy tackle are anything but routine
       Projects that call for knowledge or expertise beyond the scope of any one
        individual can benefit from a team-based approach
       The project appeals to members‟ individual interests and match the goals of the
        organization
   Some organizational environments, like some projects, undermine
    effective teamwork:
    1. Insufficient support and encouragement of key management and staff
    2. Insufficient freedom from undue outside influence or interference
    3. Insufficient access to adequate resources

                                                                               22
PLATFORM 3: VI

         (E) Problem-Solving with Teams
   The best teams employ a carefully crafted process distinguished by
    five elements:
    1.   Building and renewing the foundation for effective teamwork
    2.   Employing a structured problem-solving process
    3.   Employing specific problem-solving tools
    4.   Measuring their results
    5.   Designating a process champion
   Effective teams employ six steps designed to promote creativity, when
    appropriate, or structure, when needed:
    Step 1.        Defining the problem
    Step 2.        Describing the problem
    Step 3.        Developing possible solutions
    Step 4.        Selecting the most promising solution
    Step 5.        Planning and implementing the solution
    Step 6.        Evaluating performance

                                                                       23
PLATFORM 3: VI

     (E) Problem-Solving with Teams

 Step 1: Defining the Problem:
   This is a critical step because the definition establishes the boundaries of
    the problem, the kinds of data needed, and the range of solutions
   Defining the problem should culminate in a simple, one-page statement
    describing the specific problem the team intends to solve
   The step isn‟t finished until all members of the team agree that it is a clear
    statement of the problem
   In addition, it is often appropriate to get reactions from higher management
    and other affected groups. Their input may result in expanding or
    contracting the definition to include all relevant concerns




                                                                         24
PLATFORM 3: VI

     (E) Problem-Solving with Teams

 Step 2: Describing the Problem:
   Different techniques are better suited to different types of problems, but at
    this stage detailed information is very important to determine various
    stages and degrees of a problem
   Many statistical measures can b used to develop information and
    understanding about a problem. This information should enable the team
    to answer the following kinds of questions:
        When was the problem first observed?
        How often does the problem occur?
        Who is affected?
        How severely are they affected?
   Effective teams avoid moving to the next step until they have a substantive
    body of information to identify he root causes of the problem and to lay the
    groundwork for developing the best solutions
                                                                         25
PLATFORM 3: VI

    (E) Problem-Solving with Teams

 Step 3: Developing Possible Solutions:
   Most groups begin by generating a list of solutions that have been
    discussed previously and are familiar to most members. These „stock‟
    solutions generally lead to disagreement, with members quickly taking
    sides
   Team members must suspend judgement until a longer list of potential
    solutions has been generated
   Effective teams regularly push themselves through stags 1-3 because they
    understand that truly creative and innovative solutions are most likely to
    emerge after commonplace suggestions have been voiced and everyone
    begins looking for something more




                                                                      26
PLATFORM 3: VI

        (E) Problem-Solving with Teams

   Step 4: Selecting the Most Promising Solution:
        Selecting from among the potential solutions calls for thoughtful
         discussion and judgement. High-performing teams work systematically
         to find the most promising solution to satisfy the problem
        Teams need to avoid three potential traps at this stage:
        1. Taking the easy route: teams can skirt this trap by carefully reviewing
              all the alternatives before making a selection. They take even
              greater care when one solution appears to be the overwhelming
              favourite, and they search for its flaws as well as its selling points
        2. Votes: are so widely used in our society that they seem to be the
              democratic way to resolve all issues. Votes are seductive traps and
              generally lead to inferior results
        3. Enforced consensus and coalition formation: when feelings run
              high, teams may break into warring sides
                                                                           27
PLATFORM 3: VI

        (E) Problem-Solving with Teams

   Step 5: Planning and Implementing the Solution:
       Many great ideas are never fully realized because of inadequate
        implementation
       Once a decision has been made, care must be taken not to pass on
        responsibility for its implementation to someone else
       Effective teams know that implementation is as critical as finding an
        appropriate solution. They are far less ready to relinquish responsibility
        and often insist on having a role in implementing their proposals
       Once a solution has been selected, the team proceeds to outline the key
        implementation steps, establish deadlines, assign responsibility for
        completion of each step, and monitor progress




                                                                         28
PLATFORM 3: VI

        (E) Problem-Solving with Teams

   Step 6: Evaluating Performance:
       Strong teams treat the conclusion of ach project as an opportunity to
        improve their own team processes
       While ordinary teams take a break between projects, exceptional teams
        use this team to review their procedures, garner feedback, and search
        for ways to improve their individual an collective performance




                                                                     29
PLATFORM 3: VI

       (E) Problem-Solving with Teams

   Selective Problem-Solving Tools for each Step
Problem-Solving Step             Appropriate Tools
Step 1: Defining the Problem     Brainstorming, problem Census, Man from Mars



Step 2: Describing the Problem   Man from Mars, Tally Sheet, Check Sheet, Run Chart, Histogram (Bar Chart),
                                 Scatter Chart, Pie Chart, Customer Survey, Employee Survey, Financial Reports &
                                 Projections, Marketing Reports, Customer Chain Analysis, Cause-Effect
                                 (Fishbone) Diagram

Step 3: Generating Possible      Brainstorming, Topic Census, Nominal Group Technique

        Solutions
Step 4: Selecting the Best       “T” Graph, Screening

        Solution
Step 5: Planning                 Action Plan, Project Management Grid, Gantt Chart

        Implementation
Step 6: Evaluating the Results   Brainstorming, Topic Census, Nominal group Technique, Screening



                                                                                                    30
PLATFORM 3: VI

    (E) Problem-Solving with Teams
    1. Initiate all team projects with team-building activities to
       prepare the group for the task ahead
    2. Periodically provide time and initiate activities needed to
       reestablish the elements of effective teamwork
    3. Approach all problems with a structured methodology that
       includes defining the problem, describing it in
       detail, developing possible solutions, selecting the most
       promising solution, planning and implementing the
       solution, monitoring progress, and evaluating team
       performance
    4. Use proven problem-solving tools to support team
       activities at every step of the problem-solving
       process, documenting the problem and plans for its
       solution

                                                                31
PLATFORM 3: VI

  (F) Trouble-Shooting Team Obstacles
 When problems do surface among team members etc., skilled trouble-
  shooting can help the team overcome its obstacles
    Problem 1: Disruptive Individuals on the Team
       The Team Leak: this team member violates the trust of other team members by a
          constant stream of memos to management
         The Sphinx: this person sits silently through most team meanings. His or her attitude is
          generally doubtful, if not downright cynical, about the team‟s efforts and processes
         The Word Hog: often, Word Hogs haven‟t worked closely with a team before. In their
          enthusiasm to contribute, they over-do and, consciously or unconsciously, deprive other
          team members of their chance to participate
         The Contrarian: this person raises objection to an obsession. Most of these objections
          are quibbles that add nothing to the team‟s discourse
         The Buzzer: this person talks about shopping, the weather, traffic conditions, company
          politics, and what‟s for lunch – virtually any topic not associated with the team‟s goals
    Problem 2: The Runaway Team
       Many teams make the mistake of exceeding the scope of their authority

                                                                                         32
PLATFORM 3: VI

  (F) Trouble-Shooting Team Obstacles
   Problem 3: The Do-Nothing Team
       At the other end of the spectrum from the Runaway Team is the Do-Nothing Team – the
        team that meets and meets, drafts memos and outlines future reports, but never seems
        to accomplish meaningful work or produce results
   Problem 4: The Divided-Loyalties Team
      Especially when cross-functional teams have been assembled from highly competitive,
       cohesive divisions within the company, it is likely that members will consider themselves
       temporary emissaries to the team from their “home base” rather than as loyal team
       members
   Problem 5: The Team in Turmoil
      Even after managers have selected presumably complementary members for a team, the
       interpersonal chemistry between members can be wrong – and explosively so. The Team
       in Turmoil is one that cannot meet for more than 15 minutes without shouting matches or
       seething silences




                                                                                      33
PLATFORM 3: VI

    (F) Trouble-Shooting Team Obstacles
   9 ways to bring teams and team members back into productive work:
    1. Praise: for everyone, especially those who respond to immediate feedback
    2. Leading Questions: for people who respond to a signal or need to overcome
       their reticence
    3. Explanations: for people who are motivated by understanding the reasons for
       doing something
    4. Requests: for people who like to be asked
    5. Advice: for people who prefer guidance or are influenced by the logic of the
       situation
    6. Promises: for people who find the task unattractive or need extra motivation
    7. Orders: for people needing exact instruction and where compliance is essential
    8. Criticism: for people who respond to negative feedback
    9. Threats: for people who do not respond to more positive methods, and where
       compliance is essential

                                                                             34
PLATFORM 3: VI

    (F) Trouble-Shooting Team Obstacles

   12 Symptoms of troubled teams:
    1. Watch for team members who seek individual recognition rather than
       recognition for the entire team
    2. Listen for complaints from individual members who feel they had to go
       along with the majority on the team in spite of their own opinions
    3. Observe the „bench‟ players who sulk on the sidelines because they
       don‟t like the way things are going on the team
    4. Pay attention to team members who always seem to be pouring oil on
       choppy waters. These members are averse to conflict (even when it is
       productive)
    5. Spot the “blamers” on the team, particularly those who chastise the
       leader for all the team‟s problems
    6. Watch for isolated entrepreneurs on the team – those who are bent on
       setting their own goals and choosing their own methods, no matter what
       the feelings of the rest of the team
                                                                     35
PLATFORM 3: VI

    (F) Trouble-Shooting Team Obstacles

   12 Symptoms of troubled teams (continued):
    7. Listen for inappropriate “talking out of school” by team members.
        These individuals may seek out managers and other co-workers as an
        audience for their tales of woe about team mistakes and internal
        difficulties
    8. Weigh the message being sent by individual team members who want
        to bring their clones onto the team as new members
    9. Watch for signs of impatience on the part of some team members who
        can‟t or won‟t spend time discussing how the team functions
    10. Take careful note of team members or entire teams who turn in half-
        baked work or consistently miss deadlines, often with excuses about
        inadequate time, resources, or assistance
    11. Track absenteeism
    12. Look for signs of premature celebration on the part of some team
        members
                                                                    36
PLATFORM 3: VI

  (F) Trouble-Shooting Team Obstacles

    1. Treat team problems as normal, not special.
       Problems are an inevitable part of desirable
       processes of change and adaptation
    2. Be prepared for five common team problems: the
       disruptive individual, the runaway team, the do-
       nothing team, the divided-loyalties team, and the
       team in turmoil
    3. Watch for the twelve symptoms of troubled
       teams. These signal a wise leader to take early
       action
    4. Troubleshoot the troubleshooters, making sure
       that those responsible for teams are not also
       those causing the team’s major problems
                                                      37
PLATFORM 3: VI

      (G) Supporting the Team
 What is the curriculum for training team players? By whatever titles, training
  programs across industries emphasize four topics:
     Self-Direction
        Training departments have the double challenge of undoing old assumptions about he
         nature of work and instilling, through conceptual and experiential lessons, the skills
         necessary for self-direction as participating team members
    Value Complementary Talents
        Trainers have the often difficult task of convincing traditional workers to accept diversity
         as a value, not a hindrance, to teamwork
    Mastering New Administrative Responsibilities
        Trainers face the challenge of teaching workers not only to stay within a budget, but how
         to create one, negotiate for resources in the organization, hire necessary personnel, and
         monitor performance through fair evaluation procedures
    Developing Cross-Functional Skills
        Trainers must change workers used to saying “that‟s not my job” to team members
         willing to say “it‟s our job”. The “best thoughts of the best minds” are supposed to b
         active on the effective team, with no artificial classifications , or role definitions to limit
         team discussions and action

                                                                                                38
PLATFORM 3: VI

      (G) Supporting the Team

   Externally Directed Team Recognition
    1. Compliment the work of the team in a memo to top management
    2. Invite a company leader to attend a team meeting with the purpose of
       praising the team
    3. Create social occasions where the team is honoured informally
    4. Ask a newsletter writer in the company or in your industry to develop an
       article about the work of the team
    5. Seek out professional speaking opportunities (at conferences, service
       organizations, or industry interest groups) where your team can present
       aspects of its processes or work
    6. Speak well of the team as often as possible in as many company forums
       as possible
    7. Nominate the team for competitions and awards within your industry

                                                                       39
PLATFORM 3: VI

      (G) Supporting the Team

   Internally Directed Team Recognition
    1. Free the team to establish its own work hours and work sites
    2. Ask the team to mentor a les successful team
    3. Make available to the team new technology or other special resources
       not generally available in the workplace
    4. Share your own challenges with the team and ask their advice
    5. Take the time to respond in detail to reports and other communications
       sent from the team
    6. Let the team members know why they were chosen for the team and the
       high expectations top management has for the team‟s work
    7. If the team has none of its own, develop a catchy, affectionate nickname
       for the team that can be used as a compliment. At Xerox, for
       example, one top photocopier sales team is known as the “Assassins”

                                                                       40
PLATFORM 3: VI

    (G) Supporting the Team
    1. Provide training so that traditional workers can
       develop the skills and abilities necessary for
       effective team participation
    2. Realign resources, performance evaluations, and
       compensation policies to suit team-based work
    3. Establish organizational safety nets so that,
       when team members take reasonable risks, they
       feel supported and safe – that they aren’t
       endangering their reputations, positions, or
       compensation levels in the organization
    4. Integrate team experiences into the worklife of
       the company so that non-team employees can
       learn what team-based work is all about
                                                     41
PLATFORM 3: STAGE VII
ESTABLISH REWARD SYSTEMS
PLATFORM 3: VII

    VII. Influencing and Leading
         Others
       People Management
        1. Understanding Behaviour: Identify and apply incentives to
           motivate different personality types develop an innovation
           mindset, stimulate creative thinking and seek new
           market, product or process possibilities.
        2. Motivators
        3. Financial Rewards
        4. Non-Financial Rewards
        5. Influence Games & Strategies: Convince decision-makers
           and strategic planners of the value and significance of
           cultivating an innovation mindset.


                                                                        43
UNDERSTANDING BEHAVIOUR

                        Platform 3:
                    (Stages VII, Part 1)




Integrating Technology Innovation with Business Function – Part I: Laying the Foundation
PLATFORM 3: VII(1)

    VII(1). Understanding Behaviour

    A.   Motivational Patterns
    B.   Emotional Patterns
    C.   Thinking Patterns
    D.   Action Patterns
    E.   Interaction Patterns
    F.   Group Patterns




                                      45
VII(1).
A. MOTIVATION PATTERNS                            Under-
                                                 standing
                                                 Behaviour
 1. Basic Fascinations (Motivators)
                   Driven by: INFLUENCE
                    (BEING IN CHARGE)




Driven by: AFFILIATION              Driven by: ACHIEVEMENT
       (PEOPLE)                            (SUCCESS)
                                                     46
VII(1).
A. MOTIVATION PATTERNS                       Under-
                                            standing
                                            Behaviour
 2. Carrot or Stick?



                        Driven: AWAY FROM

          Driven: TOWARDS




                                               47
VII(1).
B. EMOTIONAL PATTERNS                              Under-
                                                  standing
                                                  Behaviour
  3. Measure of Self-Esteem
                    Confidence at: WORK




   Confidence in:                     Confidence through:
  RELATIONSHIPS                       SOCIAL ACTIVITIES
                                                      48
VII(1).
B. EMOTIONAL PATTERNS                            Under-
                                                standing
                                                Behaviour
  4. Sunshine or Flowers?



                          Focus on: NEGATIVES
                             (PESSIMISM)
        Focus on: POSITIVES
            (OPTIMISM)




                                                   49
VII(1).
B. EMOTIONAL PATTERNS                            Under-
                                                standing
                                                Behaviour
  5. How High Can You Go?



                         Focus on: SENSATION-
                                 WARY
       Focus on: SENSATION-
             SEEKING




                                                   50
VII(1).
C. THINKING PATTERNS                              Under-
                                                 standing
                                                 Behaviour
   6. A Sense of Importance
                   Importance of: VISUAL
                     INPUT / OUTPUT




Importance of: AUDITORY         Importance of: KINAESTHETIC
   INPUT / OUTPUT                     INPUT / OUTPUT
                                                     51
VII(1).
C. THINKING PATTERNS                           Under-
                                              standing
                                              Behaviour
 7a. Time Strategy



                     DETACHED: THROUGH-TIME
                       (OUTSIDE LOOKING IN)

        ATTACHED: IN-TIME
      (INSIDE LOOKING OUT)




                                                 52
VII(1).
C. THINKING PATTERNS                                 Under-
                                                    standing
                                                    Behaviour
  7b. Time Preference
                    Focus on: THE PAST




Focus on: THE PRESENT                    Focus on: THE FUTURE
                                                        53
VII(1).
C. THINKING PATTERNS                    Under-
                                       standing
                                       Behaviour
 8. Woods or Trees?



                          Focus on:
                         THE DETAILS
          Focus on:
       THE BIG PICTURE




                                          54
VII(1).
C. THINKING PATTERNS                       Under-
                                          standing
                                          Behaviour
 9. Equilibrium or Metamorphosis?



                          Move towards:
                           DIFFERENCE
        Move towards:
         SAMENESS




                                             55
VII(1).
C. THINKING PATTERNS                       Under-
                                          standing
                                          Behaviour
    10a. How Do You Get Your Proof?
             Focus on: WRITTEN EVIDENCE




Focus on:                                 Focus on:
 VISUAL                                   HANDS-ON
EVIDENCE                                  EVIDENCE




             Focus on: VERBAL EVIDENCE
                                             56
VII(1).
C. THINKING PATTERNS                     Under-
                                        standing
                                        Behaviour
10b. Who Needs To Give You Proof?
              Prefer: OWN JUDGEMENT




 Prefer:                                 Prefer:
TRUSTED                                 CREDIBLE
 FRIEND                                ROLE MODEL




             Prefer: OBJECTIVE PROOF
                                           57
VII(1).
C. THINKING PATTERNS                          Under-
                                             standing
                                             Behaviour
10c. How Many Repeats Do You Need?
                 NEED REPETITION TO
                      BELIEVE




  ACCEPT SOMETHING                    ALMOST NEVER
   AUTOMATICALLY                       CONVINCED
                                                58
VII(1).
D. ACTION PATTERNS                            Under-
                                             standing
                                             Behaviour
 11. Starting / Finishing Strategy?


                             Interested &
                             Motivated in:
                          FINISHING THINGS
         Interested &
        Motivated in:
      STARTING THINGS




                                                59
VII(1).
D. ACTION PATTERNS                              Under-
                                               standing
                                               Behaviour
 12. Options / Procedures Strategy?


                           Find / Follow an:
                              EFFECTIVE
                             PROCEDURE
         Seek Out /
       Generate lots of:
       ALTERNATIVES




                                                  60
VII(1).
D. ACTION PATTERNS                          Under-
                                           standing
                                           Behaviour
13. Proactivity / Reactivity Strategy?



                                 Pushed:
                                REACTIVE
            Jump:
          PROACTIVE




                                              61
VII(1).
D. ACTION PATTERNS                             Under-
                                              standing
                                              Behaviour
 14. Judging / Perceiving Strategy?



                          Go with the flow:
                          PERCEIVE MORE
       Mover-shaker:
       JUDGE MORE




                                                 62
VII(1).
E. INTERACTION PATTERNS                                Under-
                                                      standing
                                                      Behaviour
  15. Awareness of Others Scale



                           Unaware / Self-absorbed:
                               SELF-FOCUSED
      Sensitive / Aware:
      OTHER-FOCUSED




                                                         63
VII(1).
E. INTERACTION PATTERNS                             Under-
                                                   standing
                                                   Behaviour
  16. Extrovert / Introvert Strategy?



                             Recharge Batteries:
                                BEST ALONE
       Recharge Batteries:
       BEST WITH OTHERS




                                                      64
VII(1).
E. INTERACTION PATTERNS                                Under-
                                                      standing
                                                      Behaviour
 17a. External / Internal Inspiration?


                         Take the lead from Others:
                          EXTERNALLY INSPIRED


      Take the lead from Self:
      INTERNALLY INSPIRED




                                                         65
VII(1).
E. INTERACTION PATTERNS                     Under-
                                           standing
                                           Behaviour
   17b. External / Internal Willpower?
               NOT VERY STRONG-WILLED




MODERATELY STRONG-WILLED          VERY STRONG-WILLED
                                              66
VII(1).
F. GROUP PATTERNS                            Under-
                                            standing
                                            Behaviour
   18. Group Interaction Styles
                 INDEPENDENT: NEEDS TO
                      WORK ALONE




TEAM-PLAYER: NEEDS TO BE         PROXIMITY: NEEDS TO
   INVOLVED WITH AND            WORK WITH OTHERS WITH
  DEPENDANT ON OTHERS            OWN RESPONSIBILITES
                                                67
VII(1).
F. GROUP PATTERNS                               Under-
                                               standing
                                               Behaviour
   19. My Rules or Yours?
                  MY RULES FOR ME, AND
                  MY RULES FOR YOU: DO
                        AS I SAY




MY RULES FOR ME, AND              YOUR RULES FOR ME, AND
YOUR RULES FOR YOU:                YOUR RULES FOR YOU:
DO YOUR OWN THING                   WHATEVER YOU SAY
                                                  68
VII(1).
F. GROUP PATTERNS                                Under-
                                                standing
                                                Behaviour
    20. How Hard Do You Bite Back?
                LEVELLERS (LEVEL-HEADED):
                  BALANCED FLEXIBILITY




PLACATORS:                                      BLAMERS:
 APPEASE                                         BLAME
  OTHERS                                         OTHERS




   COMPUTERS:                               DISTRACTORS:
   DISCONNECT                                  DIVERT
  EMOTIONALLY                                ATTENTION
                                                   69
MOTIVATORS, FINANCIAL, NON-FINANCIAL
              REWARDS
                     Platform 3:
              (Stages VII, Parts 2, 3 & 4)




   Integrating Technology Innovation with Business Function – Part I: Laying the Foundation
PLATFORM 3: VII (Parts 2, 3 & 4)

         Establish Reward Systems
   Motivators (0=Least, 5=Most)
    1.   4.49: Sense of personal accomplishment           2.   4.06: Peer recognition
    3.   3.74: Top management exposure                    4.   3.37: Career advancement
    5.   2.97: Compensation                               6.   2.74: Peer pressure
    7.   2.23: Part of job description                    8.   2.06: Mandate or edict
   Financial Rewards
    1.   One-Time Individual Bonus (44% Prefer)
    2.   Bonus Based on New Product Performance with No Penalty for Failure (48% Prefer)
    3.   One-Time Team Bonus (53% Prefer)
    4.   Bonus Based on New Product Performance with Penalty for Failure (40% Prefer)
    5.   Team Invests & Shares in Financial Returns (40% Prefer)
   Non-Financial Rewards
    1.   Recognition (Pats on the Back) (96% Prefer)
    2.   Increased Job Responsibility (81% Prefer)
    3.   Social Interaction with Senior Management (63% Prefer)
    4.   Awards (Plaques, etc.) (66% Prefer)
    5.   Increased Budget / Control Authority (39% Prefer)

                                                                                    71
Developing Our People and
Infrastructure
How - and Thank You

 Remuneration Working Party (staff, managers, PSA, HR).
    Recommended a remuneration structure that incorporated:
         Economic movement;
         Market relativity;
         Reward for individual performance;
         Affordability (the size of the budget pool);
         Achievement of the IRL business plan;
         Career movement and career options; and
         Transparency, clarity, equity and consistency.
    Considered a superannuation scheme.
 Remuneration Steering Group (GMs, PSA)
 Staff feedback about the performance management system
  gathered 2003 and 2004.




                                                               73
INFLUENCE GAMES & STRATEGIES

                        Platform 3:
                    (Stages VII, Part 5)




Integrating Technology Innovation with Business Function – Part I: Laying the Foundation
PLATFORM 3: VII (Part 5)

    Persuading Others

     What Motivates Us to Act?
           The desire to GAIN                    The desire to AVOID LOSS


            To make money                         To avid criticism
            To save time                          To keep possessions
            To avoid effort                       To avoid physical pain
            To achieve comfort                    To avoid loss of reputation
            To have health                        To avoid loss of money
            To be popular                         To avoid trouble
            To experience pleasure
            To be clean
            To be praised
            To be in style
            To gratify curiosity
            To satisfy an appetite
            To have beautiful possessions
            To attract the opposite sex
            To be an individual
            To emulate others
            To take advantage of opportunities


                                                                                75
PLATFORM 3: VII (5)

    Influence Games
    A. Laying the Foundation:
      1. Defining Goals: What influence games do you need to play?
      2. Organizing to Influence: How should you organize your
         government relations efforts?
      3. Cultivating Relationships: With whom do you need to build
         relationship capital?


    B. Crafting Winning Strategies:
      1. Identifying Leverage Points: Where do you need to exert
         influence?
      2. Building Coalitions: Who are your potential allies and
         adversaries?
      3. Framing Arguments: What messages do you want to send?

                                                                76
PLATFORM 3: VII (5)

      Influence Games
C. Coalition Building
   1. Map the influential players. Who are the key decision makers? Who holds sway over
       them? Who are your potential allies and adversaries?
   2. Identify potential alignments. What foundations can be laid to establish alliances?
   3. Assess winning and blocking coalitions. Whom do you need to get on board? Which
       parties seem positioned to coalesce and oppose you?
   4. Shift the balance of forces. How can you convince the convincible?
   5. Shape the agenda. How can you define “the problem” favourably?
   6. Alter perceptions of alternatives. How can you shape others‟ perceptions of their
       options?
   7. Exploit the power of deference. Who influences the people you need to influence?
   8. Leverage the power of commitment. How can you propel potential allies onto the
       slippery slope toward commitment?
   9. Set up action-forcing events. What will induce potential allies to make the necessary
       tough choices?
   10. Plot out a sequence to build momentum. What is the best strategy for approaching
       others?

                                                                                  77
PLATFORM 3: VII (5)

    Hybrid Strategies Model

       Government and business need a framework for
        developing hybrid strategies: strategies both for
        a. identifying and playing key games and for
        b. shaping the rules.
       The term hybrid emphasizes the need for
        businesses to develop strategies to both
        1. play varied and potentially linked games and
        2. shape the creation, interpretation, and enforcement of rules.
       There are five key components to this model:




                                                                      78
PLATFORM 3: VII (5)

    Hybrid Strategies Model

    1. Business strategy as game playing
    2. Value-net games and public interest games
    3. Governments as rule makers, referees, and
       players
    4. Multi-level games
    5. Linked games




                                                   79
PLATFORM 3: VII (5)

    Hybrid Strategies Model

    1. Business strategy as game playing
         In the new lexicon of business strategy, companies
          participate in ongoing games in which economic value gets
          created and distributed. Games are a useful metaphor
          because outcomes (market share, profits) in business are
          the result of interactions among the strategies of a set of
          players. The games businesses play involve a mix of
          cooperation to create value and competition to divide up (or
          claim) the value that has been created. Companies make
          moves as they play these games and these moves interact.
          They also seek to shape the rules in advantageous ways, for
          example, by undertaking a merger, or entering a new
          market.


                                                                    80
PLATFORM 3: VII (5)

    Hybrid Strategies Model

    2. Value-net games and public interest games
         We will focus on these two categories of business games,
          both of which may or may not involve government. Value-
          net games have to do with cooperation and competition
          among businesses. Public interest games pit coalitions of
          businesses, and even entire industries, against non-
          business organizations like unions, consumer groups, and
          environmental organizations.




                                                                      81
PLATFORM 3: VII (5)

    Hybrid Strategies Model

    3. Governments as rule makers, referees, and
       players
         In both value-net games and public interest
          games, governments establish the rules by which the
          players operate, acting as rule makers. But governments
          also interpret and enforce the rules, effectively acting as
          referees. Governments may even participate directly as
          players, for example, as customers in value-net games or as
          initiators of policy changes in public interest games.




                                                                   82
PLATFORM 3: VII (5)

    Hybrid Strategies Model

    4. Multi-level games
         Many influence games involve multiple interacting levels of
          government – local, state, federal, and international. Actions
          at one level can influence what goes on at other levels.
          Understanding these interactions is critical to devising good
          influence strategies.




                                                                      83
PLATFORM 3: VII (5)

    Hybrid Strategies Model

    5. Linked games
         Many influence games also have both value-net and public
          interest components. A merger, for example, needs
          government approval; it may also elicit the opposition of
          environmental groups. Thus it is often essential to
          understand and manage linked games.




                                                                  84
PLATFORM 3: VII (5)

  5 Strategies and Counter-Strategies
    1. Imitation:                      1. Forestalling Imitation:
          Companies seek to imitate         Businesses seek to protect
           others‟ successful                 their intellectual property
           products, processes, and           from imitation through
           systems while preventing           patents, copyrights, and
           imitation of their own.            trademarks and by
                                              designating critical
                                              information as trade secrets.
                                              Companies often turn to the
                                              courts to referee disputes
                                              over intellectual property.




                                                                        85
PLATFORM 3: VII (5)

  5 Strategies and Counter-Strategies
    2. Combination:                         2. Blunting Combination:
         Companies seek to increase             Businesses seek to prevent
          concentration within their              competitors‟ strategic
          industry, and their own                 combinations by raising
          position in it, by acquiring or         antitrust questions or
          merging with other                      challenging deals in court.
          businesses. Competitors                 Sometimes businesses form
          (and affected customers and             coalitions with competitors,
          suppliers) may seek to block            customers, and suppliers for
          these moves.                            this purpose. Even if they
                                                  fail to kill the deal outright,
                                                  antitrust authorities may
                                                  demand substantial
                                                  concessions in order to
                                                  approve the deal.


                                                                              86
PLATFORM 3: VII (5)

  5 Strategies and Counter-Strategies
    3. Shutout:                         3. Winning Standards Wars:
         Companies seek to have             Governments can play
          their own technologies              central roles in standards
          accepted as standards,              wars. Sometimes winning a
          shutting out competing              government contract to
          technologies. Developers of         develop a new technology
          competing technologies              represents an inside track to
          engage in “standards wars”.         establishing a technology as
                                              a standard. In other
                                              cases, governments may
                                              favour domestic standards
                                              over foreign ones or one
                                              domestic standard over
                                              another.



                                                                         87
PLATFORM 3: VII (5)

  5 Strategies and Counter-Strategies
    4. Entry:                                4. Deterring Entry:
          Companies seek to enter                 Businesses seek to deter or
           new markets, either alone or             delay competitors‟ entry into
           in alliances or joint ventures.          a market by calling on
           Their products or services               governments. Government
           may essentially duplicate                may also prevent incumbent
           existing offerings, or they              companies from taking
           may offer attractive                     actions to discourage the
           substitutes based on                     entry of new competitors.
           different technologies.
           Companies whose markets
           are threatened attempt to
           exclude potential
           competitors and oppose
           their efforts to establish a
           beachhead.

                                                                               88
PLATFORM 3: VII (5)

  5 Strategies and Counter-Strategies
    5. Holdup:                          5. Preventing Holdup:
         Companies seek to promote          Governments may act to
          competition in their                prevent companies from
          customer or supplier                “holding up” their customers
          industries by encouraging           or suppliers. Typically, the
          the entry of new companies,         vehicle is antitrust review by
          development of substitutes,         the Federal Trade
          and fragmentation of                Commission in the U.S., the
          upstream and downstream             Justice Department, or other
          industries through                  agencies.
          contracting practices.
          Customers and suppliers
          seek to prevent being “held
          up”.



                                                                         89
PLATFORM 3: STAGE VIII
MEASURE PROGRESS & RETURNS
PLATFORM 3: VIII

        VIII       Measure Progress & Returns

   3 categories of Measure
       Company-wide
       Team
       Individual
   Return on Innovation
       = Sum [Cumulative net profits generated from new products Launched]
          --------------------------------------------------------------------------------------------
              Research costs + Development costs + Incremental Production
                  Investments + Initial Commercialization Pre-launch Costs
   3 Purposes for Indices
    1. Provide a snapshot in time of how well the innovation effort is progressing
    2. Help calibrate the appropriate allocation of people resources & financial
       investments
    3. Offer a diagnostic tool that can be used to pinpoint potential problem areas that
       might need fixing or shoring up
                                                                                                         91
PLATFORM 3: VIII

    Measure Progress and Returns

         Top 10 Innovation Indices
    1.    Survival Rate (3 years)
    2.    Success or Hit Rate (3 years)
    3.    R&D Innovation Effectiveness Ratio
    4.    R&D Innovation Emphasis Ratio
    5.    Innovation Sales Ratio
    6.    Newness Investment Ratio
    7.    Innovation Portfolio Mix
    8.    Process Pipeline Flow
    9.    Innovation Revenues Per Employee
    10.   Return on Innovation

                                               92
PLATFORM 3: VIII

     Top 10 Innovation Indices
1. SURVIVAL RATE (3 YEARS)
   A measure of the harsh reality of market acceptance. Indicates how
    many commercialized new products are still on the shelf or in distribution
    after a three-year period. This index provides a bare-bones minimum
    look at how your new products are cutting it in the market.


  Formula Calculation:
   Number of commercialized new products still on the market
    -------------------------------------------------------------------------------
           Total number of new products commercialized



                                                                                      93
PLATFORM 3: VIII

      Top 10 Innovation Indices
2. SUCCESS OR HIT RATE (3 YEARS)
     A measure of how well commercialized new products are performing financially
      relative to the original revenue or profit forecast. This metric provides insights on
      two different fronts. First, it indicates the accuracy of the process for forecasting
      new product revenues or profits, a process that takes place in the business
      analysis and market testing stages. Second, it provides a clear measure of the
      financial revenue or profit performance of all commercialized new products. A hit
      rate of more than 50-60 percent is excellent.


  Formula Calculation:
   Number of new products exceeding three-year original revenue forecasts
    -------------------------------------------------------------------------------------------------
                   Total number of new products commercialized

                                                                                          94
PLATFORM 3: VIII

      Top 10 Innovation Indices
3. R&D INNOVATION EFFECTIVENESS RATIO
     A measure that shows how much bang you‟re getting for your R&D buck. Of
      course, the measure does not provide a precise correlation because of the lag
      between R&D expenses and results. It is a good metric to use to judge whether
      you are spending enough in R&D and whether you are spending it wisely. It also
      shows whether R&D investments can successfully be converted into new
      products that yield a solid return in gross profits. The reason for tracking gross
      profits versus net profits is to avoid all the debate and usual “clutter” that is
      associated with sales and marketing costs. This way you can look more directly
      at the contribution from new products.


  Formula Calculation:
   Cumulative three-year gross profits from commercialized new products
    ----------------------------------------------------------------------------------------------
      Cumulative three-year R&D expenditures allocated solely to new products

                                                                                          95
PLATFORM 3: VIII

      Top 10 Innovation Indices
4. R&D INNOVATION EMPHASIS RATIO
     A measure that clearly indicates how much of your total R&D investment is being
      allocated toward the development of new products. Depending on your innov-
      ation strategy and the importance of new products to your overall growth
      goals, this ratio can be adjusted appropriately. Usually, at least 50-75% of total
      R&D expenditure is dedicated to innovation when it has a high level of
      importance.


  Formula Calculation:
   Cumulative three-year R&D expenditures allocated solely to new products
      ----------------------------------------------------------------------------------------------
                       Cumulative three-year R&D expenditures



                                                                                             96
PLATFORM 3: VIII

      Top 10 Innovation Indices
5. INNOVATION SALES RATIO
     This measure indicates the overall magnitude of your innovation efforts
      compared to the total company revenue size. If innovation is important to
      growth, this ratio will usually be 15-25 percent or more annually.


  Formula Calculation:
     Cumulative third-year annual revenues generated from commercialized new products
      -------------------------------------------------------------------------------------------------
                                      Total annual revenues




                                                                                            97
PLATFORM 3: VIII

      Top 10 Innovation Indices
6. NEWNESS INVESTMENT RATIO
     A measure that indicates the level of investment being allocated to totally and
      radically new innovations. This metric should be examined in concert with the
      innovation portfolio mix.


  Formula Calculation:
     Cumulative three-year expenditures allocated to new-to-world or -country products
      ---------------------------------------------------------------------------------------------
                 Cumulative three-year new product total expenditures




                                                                                            98
PLATFORM 3: VIII

      Top 10 Innovation Indices
7. INNOVATION PORTFOLIO MIX
     This measure gauges the percentage of and actual revenues coming from each
      type of new product commercialized. Usually 30-40 percent of new products are
      in the new-to-the-world and new-to-the-company categories if a truly balanced
      portfolio is to be maintained.


  Formula Calculation:
     Percentage of new products (by number and revenues) commercialized by type:
         New-to-the-world, -country
         New-to-the-company
         Line extension
         Product line improvements
         Repositioning



                                                                           99
PLATFORM 3: VIII

      Top 10 Innovation Indices
8. PROCESS PIPELINE FLOW
     A measure that provides a snapshot of how full the new product development
      pipeline is. It is based on your company‟s historical conversion factors in terms
      of how many concepts are typically needed to yield a commercialized new
      product. It gives you a fairly good way to project the number of future
      commercialized new products that your current pipeline will generate.


  Formula Calculation:
     Number of new product concepts in each stage of the development process at
      year-end




                                                                              100
PLATFORM 3: VIII

      Top 10 Innovation Indices
9. INNOVATION REVENUES PER EMPLOYEE
     This ratio should continue to increase over time as the experience base of the
      people doing innovation increases. This measure also provides insight about the
      effectiveness of additional resource allocations.


  Formula Calculation:
              Total annual revenues from commercialized new products
      -------------------------------------------------------------------------------------------------
      Total number of full-time equivalent employees devoted solely to innovation initiatives




                                                                                           101
PLATFORM 3: VIII

      Top 10 Innovation Indices
10. RETURN ON INNOVATION
     This is the grand-daddy measurement that provides a holistic look at the total
      return generated in terms of cumulative net profits from all innovation
      investments.


  Formula Calculation:
       Cumulative three-year net profits from commercialized new products
      -------------------------------------------------------------------------------------------------
                  Cumulative three-year new product total expenditures
                   (for all commercialized, failed, or killed new products)




                                                                                           102

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Innovation Benefits Realization for Industrial Research (Part-6)

  • 1. Technology Innovation Management Framework for Industrial Research Part-6 Dr. Iain Sanders January 2005
  • 2. 2
  • 3. 3
  • 4. 4
  • 5. CRAFTING A HOLISTIC INNOVATION ORGANISATION Platform 3: (Stages VI-IX) Integrating Technology Innovation with Business Function – Part I: Laying the Foundation
  • 6. PLATFORM 3: VI VI Form Innovation Teams  KEY COMPONENTS 1. Cross-functional representation 2. Full-time, dedicated team leaders 3. Rewards that recognize performance 4. Regularly scheduled meetings  ENERGIZING TEAMS  Make decisions without senior managers  Establish a common language  Offer team rewards  Provide continuous positive feedback  Establish shared norms & values  Motivate cross-functional members  Define personal objectives 6
  • 7. PLATFORM 3: VI Building Innovation Teams  Team-Building  Assemble, manage and train teams to foster innovation throughout the organization / working environment. 7
  • 8. PLATFORM 3: VI Team-Building A. CREATING THE TEAM B. LEADING TEAMS C. PARTICIPATING ON TEAMS D. USING TEAMS EFFECTIVELY E. PROBLEM-SOLVING WITH TEAMS F. TROUBLE-SHOOTING TEAM OBSTACLES G. SUPPORTING THE TEAM 8
  • 9. PLATFORM 3: VI (A) Creating the Team  The role assumed by a given team member is not identical to the member’s personality type, although roles and personality types are generally harmonious rather than in conflict  A spectrum of roles necessary for the typical work team:  The Promoter: This person informs and persuades stakeholders regarding the work of the team  The Organizer: This person maintains schedules and budgets and, in general, serves to keep other team members “on the same page”  The Inspector: This quality-control agent pays careful attention to the production of the team and reports to members on their work as well as on the reliability of their sources of information  The Concluder: This person moves the team toward consensus judgements, stages of completion, and final sign-offs  The Innovator: This tam member brings fresh ideas and insights t the work of the team  The Specialist: This person makes sure the team is up to date on technological, marketing, or other information relevant to its work  The Implementer: This team member views the work of the team during development and upon project completion according to how it can be put to use in the real world 9
  • 10. PLATFORM 3: VI (A) Characteristics of Effective Teams  You can determine the health of any team by looking for seven indicators: 1. Buy-in: Team members share a clear perception of their purpose and commitment to that purpose as “our” goal 2. Tolerance for disagreement: Team members handle differences of opinion as stimulating opportunity for testing and refining their work. They listen well. They can attack positions without attacking people 3. Comfort: Team members are relaxed with one another. They trust the intentions and integrity of fellow team members. They enjoy working together 4. Shared leadership: Even when the company has designated a specific team leader, the team allows de facto leadership to pass from member to member, depending upon the obstacles and tasks at hand for the team. Every member knows he or she can rise to leadership 5. Diversity: Whether differentiated by personality types, roles, culture, or other factors, the members of the team recognize and respect their mutual diversity 6. Reality checks: The team is not self-deceived regarding the quality of its work. Members assess team goals and progress in constructive ways that motivate the pursuit of excellence 7. Consensus-seeking: The team strives for, but does not insist upon, the support of all members for team decisions 10
  • 11. PLATFORM 3: VI (B) Leading Teams  What teams expect of their leaders (summary of seven years of surveys in Best Practice magazine, 1994)  Team members expect their leaders to be:  Honest 87%  Competent 74%  Forward-looking 67%  Inspiring 61%  Intelligent 46%  Fair-minded 42%  Broad-minded 38%  Courageous 35%  Straightforward 33%  Imaginative 32%  Dependable 31% 11
  • 12. PLATFORM 3: VI (B) Leading Teams  A team’s mistakes can be accepted by management if:  It doesn’t have significant negative impact upon the company  It is a first-time mistake, not part of a pattern  Team members were working outside the team’s responsibilities  The team member was following explicit instruction or following the proper procedures  The team member was working with shared equipment that is not always available  The team learns from the mistake and is able to say how it will be avoided in the future  The mistake occurred within the scope of the team’s authority in pursuit of the goal  The team was really trying to do it right  The team’s actions were consistent with the policies and rules of the company  Incorrect information was given to the team  The team was taking initiative and taking risks  Procedures weren’t clearly defined  Different skill and ability levels of team members caused erratic results  There were extenuating circumstances  The situation was outside the person’s control  The error was not caused by negligence or lack of action  There were time constraints  There was poor training 12
  • 13. PLATFORM 3: VI (B) Leading Teams 1. Acquire the leadership skills needed not only to get the job done right, but to develop the people to do it 2. To determine whether delegated, elected, shared, or distanced leadership is most appropriate for your team, analyze the three P’s: your project, your people, and your plans for the future 3. Remember that teams look to the leader to tell the truth, know the business, and anticipate change as primary responsibilities 4. Seek out feedback from the team and those affected by the team not only to measure team performance but also to determine how your leadership role must evolve 13
  • 14. PLATFORM 3: VI (C) Participating on Teams  Qualities of Effective Team Members: 1. Team members should seek out cross-training opportunities whenever possible 2. Team members should not expect relationships on the team to feel comfortable at the beginning 3. Team members must be ready to place the welfare of the team ahead of the interests of their former work units and associates in the company 4. Team members must understand that teamwork is impossible apart from mutual respect among members 5. Team members must take responsibility as architects of team culture and conditions 6. Team members don‟t enter an ivory tower when they become part of the team. They are influential in the company to the extent that they remain trusted by the groups to which they link 14
  • 15. PLATFORM 3: VI (C) Participating on Teams  Qualities of Effective Team Members (continued): 7. Team members must expect to be deeply influenced by other team members 8. Team members discover that their individual performance expectations expand dramatically when they embrace the “one for all and all for one” spirit of the team 9. Team members don‟t try to compete with one another for individual recognition; they contribute for group accomplishment 10. Team members learn to look upon their leader in a new way – more as a fellow team member than as a taskmaster or final decision-maker 11. Team members look upon training as a “must have” for team success, not a reluctant duty 12. Team members meet or exceed expectations primarily because they are the architects of those expectations 15
  • 16. PLATFORM 3: VI (C) Participating on Teams  Qualities of Effective Team Members (continued): 13. Team members take pride in setting a higher standard and maintaining a faster pace than traditional workers in the organization 14. Team members are ready to assist other team members without judging them 15. Team members recognize that they are empowered to try new things and take risks 16. Team members don‟t sweat the small stuff; conformity to administrative rules and procedures is not viewed as selling out 17. Team members don‟t keep secrets from one another. Knowledge is used for shared power, not personal power 18. Team members don‟t brush feelings under the carpet – or burden one another with irrelevant feelings 16
  • 17. PLATFORM 3: VI (C) Participating on Teams  Qualities of Effective Team Members (continued): 19. Team members take each other at face value. They do not impute motives unnecessarily 20. Team members “sell” one another on ideas, information, and perspectives 21. Team members believe their leader is as eager to learn and improve as they are 22. Team members can‟t be pigeon-holed according to viewpoints; these change over time 23. Team members make the decisions that logically should be made at the team level; they do not seek out decision-making power beyond their scope of authority 24. Team members value their leader and try to support his or her needs 17
  • 18. PLATFORM 3: VI (C) Participating on Teams 1. In selecting team participants, be aware of reasons why workers commonly resist membership on a team: lack of conviction, incompatible personal styles, and weak organizational support 2. Remember that effective teamwork requires mutual respect and trust among participants. Those qualities take time to develop 3. Don’t let an “ivory tower” spirit of superiority or elitism separate the team from the rest of the workforce 4. As a participant, prepare for team meetings by thoughtfully considering the agenda and planning for your own contributions 5. Practice active listening to draw the best from other team members and to strengthen the bonds of mutual respect and cooperation 18
  • 19. PLATFORM 3: VI (D) Using Teams Effectively  Team-based solutions fill a niche bounded by individual strategies and advisory groups  Specifically, team-based solutions are most appropriate when the problem is unstructured, calls for many points of view, requires broad areas of expertise, and group members share the interests of the parent organization  Four factors may impinge on the effectiveness of a team’s function:  Social Tension  Cohesiveness  Group Polarization  Groupthink 19
  • 20. PLATFORM 3: VI (D) Using Teams Effectively  Social Tension  Social Tension refers to the natural uncertainty most people feel in a strange situation. Group activities remain a novelty for many people  Secondary tension is the result of struggles between group members and may manifest itself in several damaging behaviours:  Unexpected outbursts and shouting matches at team meetings  Limited participation or complete withdrawal by selected team members  Deliberate attempts to sabotage team activities  Cohesiveness  Cohesiveness refers to members‟ feelings about the team. It reflects the degree to which members like being on the team, and it shows up in the ability of team members to get along with one another, and feelings of loyalty, pride, and commitment to the team  Group Polarization  Research has indicated that groups may make more extreme decisions than individuals confronted with the same problem  Groupthink  Occasionally, members of highly cohesive teams become so focused on a single course of action that they refuse to consider either alternatives or potential difficulties 20
  • 21. PLATFORM 3: VI (D) Using Teams Effectively  Groupthink  The danger of groupthink is ever-present; teams should be ever vigilant in watching for the symptoms: 1. The illusion of invulnerability – a belief shared by team members that the team cannot make an error 2. An unquestionable belief that the team is above ethical or moral restraints and that their decisions are inherently moral 3. Collective rationalizations that lead team members to discount information that is inconsistent with their assumptions or decisions 4. Stereotyped views of competitors that suggest they are incapable of responding effectively to team initiatives or proposals 5. “Self-censorship” which effectively prevents members who disagree with team decisions from speaking up 6. An illusion of unanimity which implies that all members of the team agree with decisions even though some may have spoken in opposition 7. Pressure to conform applied to members who argue against team stereotypes, illusions, or commitments 8. The emergence of “mind guards” – members who protect the group from discordant information 21
  • 22. PLATFORM 3: VI (D) Using Teams Effectively  Teams are appropriate for projects that have one or more of the following characteristics:  They are perceived as worthwhile to team members  They are not highly structured and routine projects. A project that has both of these characteristics is not the best use of a team approach. Some projects, such as new product development, have highly structured processes, but the problems thy tackle are anything but routine  Projects that call for knowledge or expertise beyond the scope of any one individual can benefit from a team-based approach  The project appeals to members‟ individual interests and match the goals of the organization  Some organizational environments, like some projects, undermine effective teamwork: 1. Insufficient support and encouragement of key management and staff 2. Insufficient freedom from undue outside influence or interference 3. Insufficient access to adequate resources 22
  • 23. PLATFORM 3: VI (E) Problem-Solving with Teams  The best teams employ a carefully crafted process distinguished by five elements: 1. Building and renewing the foundation for effective teamwork 2. Employing a structured problem-solving process 3. Employing specific problem-solving tools 4. Measuring their results 5. Designating a process champion  Effective teams employ six steps designed to promote creativity, when appropriate, or structure, when needed: Step 1. Defining the problem Step 2. Describing the problem Step 3. Developing possible solutions Step 4. Selecting the most promising solution Step 5. Planning and implementing the solution Step 6. Evaluating performance 23
  • 24. PLATFORM 3: VI (E) Problem-Solving with Teams  Step 1: Defining the Problem:  This is a critical step because the definition establishes the boundaries of the problem, the kinds of data needed, and the range of solutions  Defining the problem should culminate in a simple, one-page statement describing the specific problem the team intends to solve  The step isn‟t finished until all members of the team agree that it is a clear statement of the problem  In addition, it is often appropriate to get reactions from higher management and other affected groups. Their input may result in expanding or contracting the definition to include all relevant concerns 24
  • 25. PLATFORM 3: VI (E) Problem-Solving with Teams  Step 2: Describing the Problem:  Different techniques are better suited to different types of problems, but at this stage detailed information is very important to determine various stages and degrees of a problem  Many statistical measures can b used to develop information and understanding about a problem. This information should enable the team to answer the following kinds of questions:  When was the problem first observed?  How often does the problem occur?  Who is affected?  How severely are they affected?  Effective teams avoid moving to the next step until they have a substantive body of information to identify he root causes of the problem and to lay the groundwork for developing the best solutions 25
  • 26. PLATFORM 3: VI (E) Problem-Solving with Teams  Step 3: Developing Possible Solutions:  Most groups begin by generating a list of solutions that have been discussed previously and are familiar to most members. These „stock‟ solutions generally lead to disagreement, with members quickly taking sides  Team members must suspend judgement until a longer list of potential solutions has been generated  Effective teams regularly push themselves through stags 1-3 because they understand that truly creative and innovative solutions are most likely to emerge after commonplace suggestions have been voiced and everyone begins looking for something more 26
  • 27. PLATFORM 3: VI (E) Problem-Solving with Teams  Step 4: Selecting the Most Promising Solution:  Selecting from among the potential solutions calls for thoughtful discussion and judgement. High-performing teams work systematically to find the most promising solution to satisfy the problem  Teams need to avoid three potential traps at this stage: 1. Taking the easy route: teams can skirt this trap by carefully reviewing all the alternatives before making a selection. They take even greater care when one solution appears to be the overwhelming favourite, and they search for its flaws as well as its selling points 2. Votes: are so widely used in our society that they seem to be the democratic way to resolve all issues. Votes are seductive traps and generally lead to inferior results 3. Enforced consensus and coalition formation: when feelings run high, teams may break into warring sides 27
  • 28. PLATFORM 3: VI (E) Problem-Solving with Teams  Step 5: Planning and Implementing the Solution:  Many great ideas are never fully realized because of inadequate implementation  Once a decision has been made, care must be taken not to pass on responsibility for its implementation to someone else  Effective teams know that implementation is as critical as finding an appropriate solution. They are far less ready to relinquish responsibility and often insist on having a role in implementing their proposals  Once a solution has been selected, the team proceeds to outline the key implementation steps, establish deadlines, assign responsibility for completion of each step, and monitor progress 28
  • 29. PLATFORM 3: VI (E) Problem-Solving with Teams  Step 6: Evaluating Performance:  Strong teams treat the conclusion of ach project as an opportunity to improve their own team processes  While ordinary teams take a break between projects, exceptional teams use this team to review their procedures, garner feedback, and search for ways to improve their individual an collective performance 29
  • 30. PLATFORM 3: VI (E) Problem-Solving with Teams  Selective Problem-Solving Tools for each Step Problem-Solving Step Appropriate Tools Step 1: Defining the Problem Brainstorming, problem Census, Man from Mars Step 2: Describing the Problem Man from Mars, Tally Sheet, Check Sheet, Run Chart, Histogram (Bar Chart), Scatter Chart, Pie Chart, Customer Survey, Employee Survey, Financial Reports & Projections, Marketing Reports, Customer Chain Analysis, Cause-Effect (Fishbone) Diagram Step 3: Generating Possible Brainstorming, Topic Census, Nominal Group Technique Solutions Step 4: Selecting the Best “T” Graph, Screening Solution Step 5: Planning Action Plan, Project Management Grid, Gantt Chart Implementation Step 6: Evaluating the Results Brainstorming, Topic Census, Nominal group Technique, Screening 30
  • 31. PLATFORM 3: VI (E) Problem-Solving with Teams 1. Initiate all team projects with team-building activities to prepare the group for the task ahead 2. Periodically provide time and initiate activities needed to reestablish the elements of effective teamwork 3. Approach all problems with a structured methodology that includes defining the problem, describing it in detail, developing possible solutions, selecting the most promising solution, planning and implementing the solution, monitoring progress, and evaluating team performance 4. Use proven problem-solving tools to support team activities at every step of the problem-solving process, documenting the problem and plans for its solution 31
  • 32. PLATFORM 3: VI (F) Trouble-Shooting Team Obstacles  When problems do surface among team members etc., skilled trouble- shooting can help the team overcome its obstacles  Problem 1: Disruptive Individuals on the Team  The Team Leak: this team member violates the trust of other team members by a constant stream of memos to management  The Sphinx: this person sits silently through most team meanings. His or her attitude is generally doubtful, if not downright cynical, about the team‟s efforts and processes  The Word Hog: often, Word Hogs haven‟t worked closely with a team before. In their enthusiasm to contribute, they over-do and, consciously or unconsciously, deprive other team members of their chance to participate  The Contrarian: this person raises objection to an obsession. Most of these objections are quibbles that add nothing to the team‟s discourse  The Buzzer: this person talks about shopping, the weather, traffic conditions, company politics, and what‟s for lunch – virtually any topic not associated with the team‟s goals  Problem 2: The Runaway Team  Many teams make the mistake of exceeding the scope of their authority 32
  • 33. PLATFORM 3: VI (F) Trouble-Shooting Team Obstacles  Problem 3: The Do-Nothing Team  At the other end of the spectrum from the Runaway Team is the Do-Nothing Team – the team that meets and meets, drafts memos and outlines future reports, but never seems to accomplish meaningful work or produce results  Problem 4: The Divided-Loyalties Team  Especially when cross-functional teams have been assembled from highly competitive, cohesive divisions within the company, it is likely that members will consider themselves temporary emissaries to the team from their “home base” rather than as loyal team members  Problem 5: The Team in Turmoil  Even after managers have selected presumably complementary members for a team, the interpersonal chemistry between members can be wrong – and explosively so. The Team in Turmoil is one that cannot meet for more than 15 minutes without shouting matches or seething silences 33
  • 34. PLATFORM 3: VI (F) Trouble-Shooting Team Obstacles  9 ways to bring teams and team members back into productive work: 1. Praise: for everyone, especially those who respond to immediate feedback 2. Leading Questions: for people who respond to a signal or need to overcome their reticence 3. Explanations: for people who are motivated by understanding the reasons for doing something 4. Requests: for people who like to be asked 5. Advice: for people who prefer guidance or are influenced by the logic of the situation 6. Promises: for people who find the task unattractive or need extra motivation 7. Orders: for people needing exact instruction and where compliance is essential 8. Criticism: for people who respond to negative feedback 9. Threats: for people who do not respond to more positive methods, and where compliance is essential 34
  • 35. PLATFORM 3: VI (F) Trouble-Shooting Team Obstacles  12 Symptoms of troubled teams: 1. Watch for team members who seek individual recognition rather than recognition for the entire team 2. Listen for complaints from individual members who feel they had to go along with the majority on the team in spite of their own opinions 3. Observe the „bench‟ players who sulk on the sidelines because they don‟t like the way things are going on the team 4. Pay attention to team members who always seem to be pouring oil on choppy waters. These members are averse to conflict (even when it is productive) 5. Spot the “blamers” on the team, particularly those who chastise the leader for all the team‟s problems 6. Watch for isolated entrepreneurs on the team – those who are bent on setting their own goals and choosing their own methods, no matter what the feelings of the rest of the team 35
  • 36. PLATFORM 3: VI (F) Trouble-Shooting Team Obstacles  12 Symptoms of troubled teams (continued): 7. Listen for inappropriate “talking out of school” by team members. These individuals may seek out managers and other co-workers as an audience for their tales of woe about team mistakes and internal difficulties 8. Weigh the message being sent by individual team members who want to bring their clones onto the team as new members 9. Watch for signs of impatience on the part of some team members who can‟t or won‟t spend time discussing how the team functions 10. Take careful note of team members or entire teams who turn in half- baked work or consistently miss deadlines, often with excuses about inadequate time, resources, or assistance 11. Track absenteeism 12. Look for signs of premature celebration on the part of some team members 36
  • 37. PLATFORM 3: VI (F) Trouble-Shooting Team Obstacles 1. Treat team problems as normal, not special. Problems are an inevitable part of desirable processes of change and adaptation 2. Be prepared for five common team problems: the disruptive individual, the runaway team, the do- nothing team, the divided-loyalties team, and the team in turmoil 3. Watch for the twelve symptoms of troubled teams. These signal a wise leader to take early action 4. Troubleshoot the troubleshooters, making sure that those responsible for teams are not also those causing the team’s major problems 37
  • 38. PLATFORM 3: VI (G) Supporting the Team  What is the curriculum for training team players? By whatever titles, training programs across industries emphasize four topics:  Self-Direction  Training departments have the double challenge of undoing old assumptions about he nature of work and instilling, through conceptual and experiential lessons, the skills necessary for self-direction as participating team members  Value Complementary Talents  Trainers have the often difficult task of convincing traditional workers to accept diversity as a value, not a hindrance, to teamwork  Mastering New Administrative Responsibilities  Trainers face the challenge of teaching workers not only to stay within a budget, but how to create one, negotiate for resources in the organization, hire necessary personnel, and monitor performance through fair evaluation procedures  Developing Cross-Functional Skills  Trainers must change workers used to saying “that‟s not my job” to team members willing to say “it‟s our job”. The “best thoughts of the best minds” are supposed to b active on the effective team, with no artificial classifications , or role definitions to limit team discussions and action 38
  • 39. PLATFORM 3: VI (G) Supporting the Team  Externally Directed Team Recognition 1. Compliment the work of the team in a memo to top management 2. Invite a company leader to attend a team meeting with the purpose of praising the team 3. Create social occasions where the team is honoured informally 4. Ask a newsletter writer in the company or in your industry to develop an article about the work of the team 5. Seek out professional speaking opportunities (at conferences, service organizations, or industry interest groups) where your team can present aspects of its processes or work 6. Speak well of the team as often as possible in as many company forums as possible 7. Nominate the team for competitions and awards within your industry 39
  • 40. PLATFORM 3: VI (G) Supporting the Team  Internally Directed Team Recognition 1. Free the team to establish its own work hours and work sites 2. Ask the team to mentor a les successful team 3. Make available to the team new technology or other special resources not generally available in the workplace 4. Share your own challenges with the team and ask their advice 5. Take the time to respond in detail to reports and other communications sent from the team 6. Let the team members know why they were chosen for the team and the high expectations top management has for the team‟s work 7. If the team has none of its own, develop a catchy, affectionate nickname for the team that can be used as a compliment. At Xerox, for example, one top photocopier sales team is known as the “Assassins” 40
  • 41. PLATFORM 3: VI (G) Supporting the Team 1. Provide training so that traditional workers can develop the skills and abilities necessary for effective team participation 2. Realign resources, performance evaluations, and compensation policies to suit team-based work 3. Establish organizational safety nets so that, when team members take reasonable risks, they feel supported and safe – that they aren’t endangering their reputations, positions, or compensation levels in the organization 4. Integrate team experiences into the worklife of the company so that non-team employees can learn what team-based work is all about 41
  • 42. PLATFORM 3: STAGE VII ESTABLISH REWARD SYSTEMS
  • 43. PLATFORM 3: VII VII. Influencing and Leading Others  People Management 1. Understanding Behaviour: Identify and apply incentives to motivate different personality types develop an innovation mindset, stimulate creative thinking and seek new market, product or process possibilities. 2. Motivators 3. Financial Rewards 4. Non-Financial Rewards 5. Influence Games & Strategies: Convince decision-makers and strategic planners of the value and significance of cultivating an innovation mindset. 43
  • 44. UNDERSTANDING BEHAVIOUR Platform 3: (Stages VII, Part 1) Integrating Technology Innovation with Business Function – Part I: Laying the Foundation
  • 45. PLATFORM 3: VII(1) VII(1). Understanding Behaviour A. Motivational Patterns B. Emotional Patterns C. Thinking Patterns D. Action Patterns E. Interaction Patterns F. Group Patterns 45
  • 46. VII(1). A. MOTIVATION PATTERNS Under- standing Behaviour 1. Basic Fascinations (Motivators) Driven by: INFLUENCE (BEING IN CHARGE) Driven by: AFFILIATION Driven by: ACHIEVEMENT (PEOPLE) (SUCCESS) 46
  • 47. VII(1). A. MOTIVATION PATTERNS Under- standing Behaviour 2. Carrot or Stick? Driven: AWAY FROM Driven: TOWARDS 47
  • 48. VII(1). B. EMOTIONAL PATTERNS Under- standing Behaviour 3. Measure of Self-Esteem Confidence at: WORK Confidence in: Confidence through: RELATIONSHIPS SOCIAL ACTIVITIES 48
  • 49. VII(1). B. EMOTIONAL PATTERNS Under- standing Behaviour 4. Sunshine or Flowers? Focus on: NEGATIVES (PESSIMISM) Focus on: POSITIVES (OPTIMISM) 49
  • 50. VII(1). B. EMOTIONAL PATTERNS Under- standing Behaviour 5. How High Can You Go? Focus on: SENSATION- WARY Focus on: SENSATION- SEEKING 50
  • 51. VII(1). C. THINKING PATTERNS Under- standing Behaviour 6. A Sense of Importance Importance of: VISUAL INPUT / OUTPUT Importance of: AUDITORY Importance of: KINAESTHETIC INPUT / OUTPUT INPUT / OUTPUT 51
  • 52. VII(1). C. THINKING PATTERNS Under- standing Behaviour 7a. Time Strategy DETACHED: THROUGH-TIME (OUTSIDE LOOKING IN) ATTACHED: IN-TIME (INSIDE LOOKING OUT) 52
  • 53. VII(1). C. THINKING PATTERNS Under- standing Behaviour 7b. Time Preference Focus on: THE PAST Focus on: THE PRESENT Focus on: THE FUTURE 53
  • 54. VII(1). C. THINKING PATTERNS Under- standing Behaviour 8. Woods or Trees? Focus on: THE DETAILS Focus on: THE BIG PICTURE 54
  • 55. VII(1). C. THINKING PATTERNS Under- standing Behaviour 9. Equilibrium or Metamorphosis? Move towards: DIFFERENCE Move towards: SAMENESS 55
  • 56. VII(1). C. THINKING PATTERNS Under- standing Behaviour 10a. How Do You Get Your Proof? Focus on: WRITTEN EVIDENCE Focus on: Focus on: VISUAL HANDS-ON EVIDENCE EVIDENCE Focus on: VERBAL EVIDENCE 56
  • 57. VII(1). C. THINKING PATTERNS Under- standing Behaviour 10b. Who Needs To Give You Proof? Prefer: OWN JUDGEMENT Prefer: Prefer: TRUSTED CREDIBLE FRIEND ROLE MODEL Prefer: OBJECTIVE PROOF 57
  • 58. VII(1). C. THINKING PATTERNS Under- standing Behaviour 10c. How Many Repeats Do You Need? NEED REPETITION TO BELIEVE ACCEPT SOMETHING ALMOST NEVER AUTOMATICALLY CONVINCED 58
  • 59. VII(1). D. ACTION PATTERNS Under- standing Behaviour 11. Starting / Finishing Strategy? Interested & Motivated in: FINISHING THINGS Interested & Motivated in: STARTING THINGS 59
  • 60. VII(1). D. ACTION PATTERNS Under- standing Behaviour 12. Options / Procedures Strategy? Find / Follow an: EFFECTIVE PROCEDURE Seek Out / Generate lots of: ALTERNATIVES 60
  • 61. VII(1). D. ACTION PATTERNS Under- standing Behaviour 13. Proactivity / Reactivity Strategy? Pushed: REACTIVE Jump: PROACTIVE 61
  • 62. VII(1). D. ACTION PATTERNS Under- standing Behaviour 14. Judging / Perceiving Strategy? Go with the flow: PERCEIVE MORE Mover-shaker: JUDGE MORE 62
  • 63. VII(1). E. INTERACTION PATTERNS Under- standing Behaviour 15. Awareness of Others Scale Unaware / Self-absorbed: SELF-FOCUSED Sensitive / Aware: OTHER-FOCUSED 63
  • 64. VII(1). E. INTERACTION PATTERNS Under- standing Behaviour 16. Extrovert / Introvert Strategy? Recharge Batteries: BEST ALONE Recharge Batteries: BEST WITH OTHERS 64
  • 65. VII(1). E. INTERACTION PATTERNS Under- standing Behaviour 17a. External / Internal Inspiration? Take the lead from Others: EXTERNALLY INSPIRED Take the lead from Self: INTERNALLY INSPIRED 65
  • 66. VII(1). E. INTERACTION PATTERNS Under- standing Behaviour 17b. External / Internal Willpower? NOT VERY STRONG-WILLED MODERATELY STRONG-WILLED VERY STRONG-WILLED 66
  • 67. VII(1). F. GROUP PATTERNS Under- standing Behaviour 18. Group Interaction Styles INDEPENDENT: NEEDS TO WORK ALONE TEAM-PLAYER: NEEDS TO BE PROXIMITY: NEEDS TO INVOLVED WITH AND WORK WITH OTHERS WITH DEPENDANT ON OTHERS OWN RESPONSIBILITES 67
  • 68. VII(1). F. GROUP PATTERNS Under- standing Behaviour 19. My Rules or Yours? MY RULES FOR ME, AND MY RULES FOR YOU: DO AS I SAY MY RULES FOR ME, AND YOUR RULES FOR ME, AND YOUR RULES FOR YOU: YOUR RULES FOR YOU: DO YOUR OWN THING WHATEVER YOU SAY 68
  • 69. VII(1). F. GROUP PATTERNS Under- standing Behaviour 20. How Hard Do You Bite Back? LEVELLERS (LEVEL-HEADED): BALANCED FLEXIBILITY PLACATORS: BLAMERS: APPEASE BLAME OTHERS OTHERS COMPUTERS: DISTRACTORS: DISCONNECT DIVERT EMOTIONALLY ATTENTION 69
  • 70. MOTIVATORS, FINANCIAL, NON-FINANCIAL REWARDS Platform 3: (Stages VII, Parts 2, 3 & 4) Integrating Technology Innovation with Business Function – Part I: Laying the Foundation
  • 71. PLATFORM 3: VII (Parts 2, 3 & 4) Establish Reward Systems  Motivators (0=Least, 5=Most) 1. 4.49: Sense of personal accomplishment 2. 4.06: Peer recognition 3. 3.74: Top management exposure 4. 3.37: Career advancement 5. 2.97: Compensation 6. 2.74: Peer pressure 7. 2.23: Part of job description 8. 2.06: Mandate or edict  Financial Rewards 1. One-Time Individual Bonus (44% Prefer) 2. Bonus Based on New Product Performance with No Penalty for Failure (48% Prefer) 3. One-Time Team Bonus (53% Prefer) 4. Bonus Based on New Product Performance with Penalty for Failure (40% Prefer) 5. Team Invests & Shares in Financial Returns (40% Prefer)  Non-Financial Rewards 1. Recognition (Pats on the Back) (96% Prefer) 2. Increased Job Responsibility (81% Prefer) 3. Social Interaction with Senior Management (63% Prefer) 4. Awards (Plaques, etc.) (66% Prefer) 5. Increased Budget / Control Authority (39% Prefer) 71
  • 72. Developing Our People and Infrastructure
  • 73. How - and Thank You  Remuneration Working Party (staff, managers, PSA, HR).  Recommended a remuneration structure that incorporated:  Economic movement;  Market relativity;  Reward for individual performance;  Affordability (the size of the budget pool);  Achievement of the IRL business plan;  Career movement and career options; and  Transparency, clarity, equity and consistency.  Considered a superannuation scheme.  Remuneration Steering Group (GMs, PSA)  Staff feedback about the performance management system gathered 2003 and 2004. 73
  • 74. INFLUENCE GAMES & STRATEGIES Platform 3: (Stages VII, Part 5) Integrating Technology Innovation with Business Function – Part I: Laying the Foundation
  • 75. PLATFORM 3: VII (Part 5) Persuading Others  What Motivates Us to Act? The desire to GAIN The desire to AVOID LOSS To make money To avid criticism To save time To keep possessions To avoid effort To avoid physical pain To achieve comfort To avoid loss of reputation To have health To avoid loss of money To be popular To avoid trouble To experience pleasure To be clean To be praised To be in style To gratify curiosity To satisfy an appetite To have beautiful possessions To attract the opposite sex To be an individual To emulate others To take advantage of opportunities 75
  • 76. PLATFORM 3: VII (5) Influence Games A. Laying the Foundation: 1. Defining Goals: What influence games do you need to play? 2. Organizing to Influence: How should you organize your government relations efforts? 3. Cultivating Relationships: With whom do you need to build relationship capital? B. Crafting Winning Strategies: 1. Identifying Leverage Points: Where do you need to exert influence? 2. Building Coalitions: Who are your potential allies and adversaries? 3. Framing Arguments: What messages do you want to send? 76
  • 77. PLATFORM 3: VII (5) Influence Games C. Coalition Building 1. Map the influential players. Who are the key decision makers? Who holds sway over them? Who are your potential allies and adversaries? 2. Identify potential alignments. What foundations can be laid to establish alliances? 3. Assess winning and blocking coalitions. Whom do you need to get on board? Which parties seem positioned to coalesce and oppose you? 4. Shift the balance of forces. How can you convince the convincible? 5. Shape the agenda. How can you define “the problem” favourably? 6. Alter perceptions of alternatives. How can you shape others‟ perceptions of their options? 7. Exploit the power of deference. Who influences the people you need to influence? 8. Leverage the power of commitment. How can you propel potential allies onto the slippery slope toward commitment? 9. Set up action-forcing events. What will induce potential allies to make the necessary tough choices? 10. Plot out a sequence to build momentum. What is the best strategy for approaching others? 77
  • 78. PLATFORM 3: VII (5) Hybrid Strategies Model  Government and business need a framework for developing hybrid strategies: strategies both for a. identifying and playing key games and for b. shaping the rules.  The term hybrid emphasizes the need for businesses to develop strategies to both 1. play varied and potentially linked games and 2. shape the creation, interpretation, and enforcement of rules.  There are five key components to this model: 78
  • 79. PLATFORM 3: VII (5) Hybrid Strategies Model 1. Business strategy as game playing 2. Value-net games and public interest games 3. Governments as rule makers, referees, and players 4. Multi-level games 5. Linked games 79
  • 80. PLATFORM 3: VII (5) Hybrid Strategies Model 1. Business strategy as game playing  In the new lexicon of business strategy, companies participate in ongoing games in which economic value gets created and distributed. Games are a useful metaphor because outcomes (market share, profits) in business are the result of interactions among the strategies of a set of players. The games businesses play involve a mix of cooperation to create value and competition to divide up (or claim) the value that has been created. Companies make moves as they play these games and these moves interact. They also seek to shape the rules in advantageous ways, for example, by undertaking a merger, or entering a new market. 80
  • 81. PLATFORM 3: VII (5) Hybrid Strategies Model 2. Value-net games and public interest games  We will focus on these two categories of business games, both of which may or may not involve government. Value- net games have to do with cooperation and competition among businesses. Public interest games pit coalitions of businesses, and even entire industries, against non- business organizations like unions, consumer groups, and environmental organizations. 81
  • 82. PLATFORM 3: VII (5) Hybrid Strategies Model 3. Governments as rule makers, referees, and players  In both value-net games and public interest games, governments establish the rules by which the players operate, acting as rule makers. But governments also interpret and enforce the rules, effectively acting as referees. Governments may even participate directly as players, for example, as customers in value-net games or as initiators of policy changes in public interest games. 82
  • 83. PLATFORM 3: VII (5) Hybrid Strategies Model 4. Multi-level games  Many influence games involve multiple interacting levels of government – local, state, federal, and international. Actions at one level can influence what goes on at other levels. Understanding these interactions is critical to devising good influence strategies. 83
  • 84. PLATFORM 3: VII (5) Hybrid Strategies Model 5. Linked games  Many influence games also have both value-net and public interest components. A merger, for example, needs government approval; it may also elicit the opposition of environmental groups. Thus it is often essential to understand and manage linked games. 84
  • 85. PLATFORM 3: VII (5) 5 Strategies and Counter-Strategies 1. Imitation: 1. Forestalling Imitation:  Companies seek to imitate  Businesses seek to protect others‟ successful their intellectual property products, processes, and from imitation through systems while preventing patents, copyrights, and imitation of their own. trademarks and by designating critical information as trade secrets. Companies often turn to the courts to referee disputes over intellectual property. 85
  • 86. PLATFORM 3: VII (5) 5 Strategies and Counter-Strategies 2. Combination: 2. Blunting Combination:  Companies seek to increase  Businesses seek to prevent concentration within their competitors‟ strategic industry, and their own combinations by raising position in it, by acquiring or antitrust questions or merging with other challenging deals in court. businesses. Competitors Sometimes businesses form (and affected customers and coalitions with competitors, suppliers) may seek to block customers, and suppliers for these moves. this purpose. Even if they fail to kill the deal outright, antitrust authorities may demand substantial concessions in order to approve the deal. 86
  • 87. PLATFORM 3: VII (5) 5 Strategies and Counter-Strategies 3. Shutout: 3. Winning Standards Wars:  Companies seek to have  Governments can play their own technologies central roles in standards accepted as standards, wars. Sometimes winning a shutting out competing government contract to technologies. Developers of develop a new technology competing technologies represents an inside track to engage in “standards wars”. establishing a technology as a standard. In other cases, governments may favour domestic standards over foreign ones or one domestic standard over another. 87
  • 88. PLATFORM 3: VII (5) 5 Strategies and Counter-Strategies 4. Entry: 4. Deterring Entry:  Companies seek to enter  Businesses seek to deter or new markets, either alone or delay competitors‟ entry into in alliances or joint ventures. a market by calling on Their products or services governments. Government may essentially duplicate may also prevent incumbent existing offerings, or they companies from taking may offer attractive actions to discourage the substitutes based on entry of new competitors. different technologies. Companies whose markets are threatened attempt to exclude potential competitors and oppose their efforts to establish a beachhead. 88
  • 89. PLATFORM 3: VII (5) 5 Strategies and Counter-Strategies 5. Holdup: 5. Preventing Holdup:  Companies seek to promote  Governments may act to competition in their prevent companies from customer or supplier “holding up” their customers industries by encouraging or suppliers. Typically, the the entry of new companies, vehicle is antitrust review by development of substitutes, the Federal Trade and fragmentation of Commission in the U.S., the upstream and downstream Justice Department, or other industries through agencies. contracting practices. Customers and suppliers seek to prevent being “held up”. 89
  • 90. PLATFORM 3: STAGE VIII MEASURE PROGRESS & RETURNS
  • 91. PLATFORM 3: VIII VIII Measure Progress & Returns  3 categories of Measure  Company-wide  Team  Individual  Return on Innovation  = Sum [Cumulative net profits generated from new products Launched] -------------------------------------------------------------------------------------------- Research costs + Development costs + Incremental Production Investments + Initial Commercialization Pre-launch Costs  3 Purposes for Indices 1. Provide a snapshot in time of how well the innovation effort is progressing 2. Help calibrate the appropriate allocation of people resources & financial investments 3. Offer a diagnostic tool that can be used to pinpoint potential problem areas that might need fixing or shoring up 91
  • 92. PLATFORM 3: VIII Measure Progress and Returns  Top 10 Innovation Indices 1. Survival Rate (3 years) 2. Success or Hit Rate (3 years) 3. R&D Innovation Effectiveness Ratio 4. R&D Innovation Emphasis Ratio 5. Innovation Sales Ratio 6. Newness Investment Ratio 7. Innovation Portfolio Mix 8. Process Pipeline Flow 9. Innovation Revenues Per Employee 10. Return on Innovation 92
  • 93. PLATFORM 3: VIII Top 10 Innovation Indices 1. SURVIVAL RATE (3 YEARS)  A measure of the harsh reality of market acceptance. Indicates how many commercialized new products are still on the shelf or in distribution after a three-year period. This index provides a bare-bones minimum look at how your new products are cutting it in the market. Formula Calculation:  Number of commercialized new products still on the market ------------------------------------------------------------------------------- Total number of new products commercialized 93
  • 94. PLATFORM 3: VIII Top 10 Innovation Indices 2. SUCCESS OR HIT RATE (3 YEARS)  A measure of how well commercialized new products are performing financially relative to the original revenue or profit forecast. This metric provides insights on two different fronts. First, it indicates the accuracy of the process for forecasting new product revenues or profits, a process that takes place in the business analysis and market testing stages. Second, it provides a clear measure of the financial revenue or profit performance of all commercialized new products. A hit rate of more than 50-60 percent is excellent. Formula Calculation:  Number of new products exceeding three-year original revenue forecasts ------------------------------------------------------------------------------------------------- Total number of new products commercialized 94
  • 95. PLATFORM 3: VIII Top 10 Innovation Indices 3. R&D INNOVATION EFFECTIVENESS RATIO  A measure that shows how much bang you‟re getting for your R&D buck. Of course, the measure does not provide a precise correlation because of the lag between R&D expenses and results. It is a good metric to use to judge whether you are spending enough in R&D and whether you are spending it wisely. It also shows whether R&D investments can successfully be converted into new products that yield a solid return in gross profits. The reason for tracking gross profits versus net profits is to avoid all the debate and usual “clutter” that is associated with sales and marketing costs. This way you can look more directly at the contribution from new products. Formula Calculation:  Cumulative three-year gross profits from commercialized new products ---------------------------------------------------------------------------------------------- Cumulative three-year R&D expenditures allocated solely to new products 95
  • 96. PLATFORM 3: VIII Top 10 Innovation Indices 4. R&D INNOVATION EMPHASIS RATIO  A measure that clearly indicates how much of your total R&D investment is being allocated toward the development of new products. Depending on your innov- ation strategy and the importance of new products to your overall growth goals, this ratio can be adjusted appropriately. Usually, at least 50-75% of total R&D expenditure is dedicated to innovation when it has a high level of importance. Formula Calculation:  Cumulative three-year R&D expenditures allocated solely to new products ---------------------------------------------------------------------------------------------- Cumulative three-year R&D expenditures 96
  • 97. PLATFORM 3: VIII Top 10 Innovation Indices 5. INNOVATION SALES RATIO  This measure indicates the overall magnitude of your innovation efforts compared to the total company revenue size. If innovation is important to growth, this ratio will usually be 15-25 percent or more annually. Formula Calculation:  Cumulative third-year annual revenues generated from commercialized new products ------------------------------------------------------------------------------------------------- Total annual revenues 97
  • 98. PLATFORM 3: VIII Top 10 Innovation Indices 6. NEWNESS INVESTMENT RATIO  A measure that indicates the level of investment being allocated to totally and radically new innovations. This metric should be examined in concert with the innovation portfolio mix. Formula Calculation:  Cumulative three-year expenditures allocated to new-to-world or -country products --------------------------------------------------------------------------------------------- Cumulative three-year new product total expenditures 98
  • 99. PLATFORM 3: VIII Top 10 Innovation Indices 7. INNOVATION PORTFOLIO MIX  This measure gauges the percentage of and actual revenues coming from each type of new product commercialized. Usually 30-40 percent of new products are in the new-to-the-world and new-to-the-company categories if a truly balanced portfolio is to be maintained. Formula Calculation:  Percentage of new products (by number and revenues) commercialized by type:  New-to-the-world, -country  New-to-the-company  Line extension  Product line improvements  Repositioning 99
  • 100. PLATFORM 3: VIII Top 10 Innovation Indices 8. PROCESS PIPELINE FLOW  A measure that provides a snapshot of how full the new product development pipeline is. It is based on your company‟s historical conversion factors in terms of how many concepts are typically needed to yield a commercialized new product. It gives you a fairly good way to project the number of future commercialized new products that your current pipeline will generate. Formula Calculation:  Number of new product concepts in each stage of the development process at year-end 100
  • 101. PLATFORM 3: VIII Top 10 Innovation Indices 9. INNOVATION REVENUES PER EMPLOYEE  This ratio should continue to increase over time as the experience base of the people doing innovation increases. This measure also provides insight about the effectiveness of additional resource allocations. Formula Calculation:  Total annual revenues from commercialized new products ------------------------------------------------------------------------------------------------- Total number of full-time equivalent employees devoted solely to innovation initiatives 101
  • 102. PLATFORM 3: VIII Top 10 Innovation Indices 10. RETURN ON INNOVATION  This is the grand-daddy measurement that provides a holistic look at the total return generated in terms of cumulative net profits from all innovation investments. Formula Calculation:  Cumulative three-year net profits from commercialized new products ------------------------------------------------------------------------------------------------- Cumulative three-year new product total expenditures (for all commercialized, failed, or killed new products) 102