Overcoming Barriers To Open Innovation at Apple, Nintendo and Nokia
Overcoming Barriers To Open Innovation at Apple, Nintendo and Nokia
Overcoming Barriers To Open Innovation at Apple, Nintendo and Nokia
International Scholarly and Scientific Research & Innovation 3(5) 2009 370 scholar.waset.org/1307-6892/11055
World Academy of Science, Engineering and Technology
International Journal of Economics and Management Engineering
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The main issues we aim to uncover in our case analysis are: Secondly, innovation doesn’t relate only to technology.
1. How are R&D projects initiated and carried out? Especially industries with strong engineering backgrounds,
2. How are innovations commercialized? leaving comfort zones of high tech and trying to understand
3. What kind of barriers to open innovation can be customers can make a big difference. This can act as the basis
identified and how do managers aim to overcome of business model and service innovation. Innovation isn’t
them? necessarily something grandiose – it can be found in focusing
on doing things regularly, every day, focusing on the
III. THEORETICAL FRAMEWORK essential, and learning by doing.
This study contributes to the academic research stream of Thirdly, innovations always deal with change. It cannot be
open innovation [5]-[7]. In order to further understand and viewed from only one process perspective focusing on
describe the phenomena, we draw from central concepts of technological or project management issues. Innovations are
managerial and organizational cognition [17], [33], [24], [28]. about people, organizations, and culture.
Fourthly, new knowledge has to be put together in new and
Managerial and Organizational Cognition novel ways. Finally, strategies and new products don’t usually
Managerial and organizational cognition refer to both the fail because of poor ideas, but poor execution on them. As it
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individual and organizational level processes in a firm has been defined in previous research [1],
regarding shared beliefs on what makes a business success
[17], [33], [24], [28]. In this study we focus on the underlying Innovation is the use of new technological and market
managerial and organizational cognition in strategies and knowledge to offer a new product or service that customers
activities related to commercializing innovation. will want
The dominant managerial logic in a firm defines how tuned
it to recognizing the potential of an innovation. Managers are Managers constantly struggle to make the best use of the
always carry their own set of biases, beliefs, and assumptions limited resources they have at hand. These decisions must be
based on their previous experience. This defines how we feel made under uncertainty, trying to find grains of truth sifting
about trends in technology, the marketplace, and how our through vast amounts of data available [15]. It is crucial to
companies should compete. These biases, belief, and understand what capabilities are needed in the R&D, and
assumptions define each manager’s managerial logic. It’s a commercialization, processes. These capabilities can be
mental model that sets the frame within each person looks for divided into three categories. Firstly, these skills can be at the
information and approaches problem solving. Naturally there core of the firm’s know-how, distinctive to the advantages the
is much competition in firms between different managerial company has over other players in the market. Secondly, they
logics. Usually one dominant logic emerges successful. It can can be critical, vital to the successful completion of a R&D
be based on the technology, systems, strategies, organizational and commercialization project. Finally, they can be
structure, and culture of the firm. [1] contextual, where certain capabilities are needed in the
The dominant logic is increasingly prevailing within a firm process, but this is an abundance of those specific skill
the longer the management has been working for the company available in the company or the markets. [7]. Companies must
and in the industry, and the more successful it has been. identify what are their core competencies and keep them in-
People tend to look for data only in certain places and have house. Critical capabilities can be arranged through selective
developed filters for analyzing information. Current partnerships with leading industry actors. For contextual
management strives to maintain the status quo. [1] A skills, it is enough to have a long list of partners who can
psychological pitfall based on human cognition and heuristics easily jump into projects and provide services in a reliable and
is to surround oneself with “yes-men” [15]. cost-efficient manner.
Unless companies have generic variety in their Innovations are challenging both from a technology and
management, the dominant logic may one day lead to crisis, as market perspective. In addition to clear risks and challenges in
the company may fail to notice critical issues for its business the process and technology aspects of developing new
[14]. It’s not a question about having the wrong strategy, but products, envisioning the potential customers are, their use of
not being able to change that strategy. Strategy is fluid and the product, and the benefits these customers could gain from
flexible [11]. the product, are extremely difficult. Especially in situations
where unproven technology is applied in markets and
The Nature and Management of Innovation
customer segments that don’t even exist yet, it can be very
According to innovation research [1], there are five main tricky to estimate market potential from a sales perspective
themes that underpin how innovations become successful. [6], [7]. Recent management literature suggests that company
Firstly, any competitive advantage a firm may have is lost if should be more inclined to put their ideas and products out on
companies don’t innovate. That is why, especially now in the market and further develop them with customers and other
poor economic times, companies should strive to reinvent partners. The early feedback that is generated in this kind of
themselves in the markets, not just cut expenses and wait for activity is used to further experiment, adapt and adjust the
better times. offering. [22]
International Scholarly and Scientific Research & Innovation 3(5) 2009 371 scholar.waset.org/1307-6892/11055
World Academy of Science, Engineering and Technology
International Journal of Economics and Management Engineering
Vol:3, No:5, 2009
Barriers to Innovation and the Concept of Open Innovation commercialize them. This sets the competitiveness of a firm
Traditionally, companies have adopted a policy of closed and defines how well it can sustain that competitive edge. This
innovation. This refers to an understanding that successful is referred to as absorptive capacity in previous studies [35]:
innovation requires control. Innovation is seen as something
that must be kept in-house and the intellectual property Absorptive capacity is viewed as a dynamic capability
generated through R&D is a trade secret. It can already be embedded in a firm's routines and processes, making it
considered harmful if the competition finds out what kind of possible to analyze the stocks and flows of a firm's knowledge
R&D activities in engaged in. Contrarily, open innovation and relate these variables to the creation and sustainability of
refers to a strategy and business philosophy where companies competitive advantage
actively seek ideas not only from internal but also external
sources. Furthermore, the same approach can apply to We argue that there is a hierarchy in the three barriers to
commercialization, where alternative internal and external open innovation. People can’t behave with out cognition.
paths are considered. [6], [7] Managers can’t expect desired behavior from employees, if
Previous research to open innovation has addressed the people have not internalized the required values and norms.
management of R&D projects over distances and managing Institutions must support the desired innovative behavior.
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the work or co-operation of groups of people [3], [21]. Open Other people get frustrated and leave or become lone rangers
innovation networks can be geographically dispersed. within the organization.
Initially, tensions derive from autonomy and control issues
between headquarters and overseas locations, may they be IV. CASE STUDIES INTO OPEN INNOVATION PRACTICES
subsidiaries or external laboratories. However, research shows As this is a conceptual paper, the case studies were
that challenges most prominently relate to information-sharing conducted based on secondary data. Each case company –
issues. [2] Apple, Nintendo, and Nokia – were facing challenges in their
People will make or break innovativeness in firms. So business at the time of the R&D and commercialization
controls what kind of people they have working for them and projects for their respective products – the iPod portable
what these people do. According to Afuah [1] there are five media player, the N-series multimedia computers (phones),
main roles that people play in the process for recognizing the the Wii console game.
potential and commercializing innovations: idea generators, The companies operate in mature markets, where
gatekeepers and boundary spanners, champions, sponsors, and breakthrough can often be made only by reinventing yourself
project managers. and doing things with a new twist. In our analysis, we focus
Our research into previous innovation, management, and on the mechanism behind linking cognition to action.
marketing literature, as well as empirical evidence in different
Apple
contexts shows that barriers to open innovation can be divided
into three main categories: Apple is often quoted to be famous, and proud, for not
conducting market research. They hire the smartest people, the
1. Cognitive, best talent. If they produce something that they are passionate
2. Behavioral, and about – something they love, then they are sure that people
3. Institutional barriers will follow them and buy the products. Thus, in Apple’s case
the main success factor in the R&D project was unlocking the
On a cognitive level we can analyze why managers don’t innovation and dreaming ability of the development teams.
even notice the need for innovation, but rather continue to run However, Apple did not do the iPod project alone. They
their business as before. Managers may not even realize the outsourced certain elements from external sources, which
benefits of new products or approaches. A common enabled them to focus on the user interface and commercial
managerial wisdom is that companies don’t fail because they aspects of the product.
have the wrong strategy, but because they continue to From a commercialization perspective, the iPod product
implement strategy that used to be right. was integrated with a proprietary platform for distributing
On a behavioral level our interest is in the actions of digital media content (iTunes). This requires interfunctional
managers. Managers may realize the potential and need for coordination, where all departments such as business
innovation, but don’t act on it. This causes inertia in the development, R&D, manufacturing, marketing, and sales co-
organization holding back new ideas until they just fade away. operate to find shared vision and make the business run
The challenge may lie in institutional factors. Employees smoothly.
are full of ideas, and have high hopes of making an impact in Nintendo
the world through in their work. Companies may even strive
In Nintendo’s case the goal was to provide a new kind of
to innovative, at least in their strategy, but in practice the
gaming experience. The company decided to position itself
processes, management, and incentives don’t support it.
completely different from the competition. When Microsoft’s
Firms comprise dynamic capabilities that define the ability
Xbox and Sony’s Playstation were competing on who had the
of a firm to recognize potential in innovations and
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World Academy of Science, Engineering and Technology
International Journal of Economics and Management Engineering
Vol:3, No:5, 2009
most advanced graphics engines, Nintendo decided to go customers share to service-providers they trust is crucial in
against the traditional industry wisdom, and developing products that are constantly cutting edge and
Questioned how people actually want to play. They were provide superior value.
able to introduce a new, communal aspect into casual gaming. Operational excellence refers to developing superb
This unique approach had been already tested with the operations and smooth execution often by providing a
handheld DS Lite gaming device. The company was able to reasonable quality at a very low price. The focus is on
attract females and families in addition to the traditional efficiency and streamlining operations in supply chain
hardcore gamer segments of teenage and young adult males. management. The firm’s offering needs now frills as the only
The Nintendo project focused on integrating that customer thing that counts is volume in manufacturing and sales.
understanding into creating an offering that provides a unique
gaming experience. V. CONCLUSION
Nokia Our finding through the three cases into open innovation is
that essentially it requires balancing internal capabilities and
Nokia’s N-series is interesting due to the geographically
external resources. This refers to having core competence in
dispersed R&D project. It may be only natural, since the
management, R&D and commercialization Just being in touch
International Science Index, Economics and Management Engineering Vol:3, No:5, 2009 waset.org/Publication/11055
International Scholarly and Scientific Research & Innovation 3(5) 2009 373 scholar.waset.org/1307-6892/11055
World Academy of Science, Engineering and Technology
International Journal of Economics and Management Engineering
Vol:3, No:5, 2009
is due to the fact that Japanese companies strive to understand In summary, we find that open innovation is contextual. In
their customers and keep them happy by providing superior the three case studies presented in this paper, the companies
quality. In the case of Wii, Nintendo used the in-depth were common in being able to reinvent themselves in mature
customer information and understanding to create a markets and gain market share by launching novel products.
completely new kind of gaming experience. Wii redefines Each company was able to do things with a new twist, not just
how people interact with a gaming device and others while competing with the old rules of the industry.
playing.
APPENDIX I
OVERCOMING BARRIERS TO OPEN INNOVATION IN THREE CASE FIRMS
Cognition capabilities Behavioral capabilities Institutional capabilities
Apple iPod Culture of constant innovation and Supplementing international Commercializing product and
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product/service leadership manifested in capabilities with external related service iTunes into
charismatic CEO Æ unlock dreaming and resources, Apple focusing on proprietary platform
innovation in employees user interface (interfunctional coordination)
(Product leadership)
Nokia N- Shared understanding within management: Small Efficient and effective project Combining internally
series and peripheral home market setting context for management global R&D generated knowledge from
strategy and implementation network (Operational several sources, overcoming
excellence) “not invented here” syndrome
Nintendo Desire to provide customers a unique gaming Reinvent how people interact Integrating customer
Wii experience, their own vision of what gaming with gaming devices understanding into gaming
should be like offering, providing an
experience, not technology
(Customer Intimacy)
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Vol:3, No:5, 2009
[34] Wise, R. & Baumgartner, P., 1999. Go Downstream: The New Profit
Imperative of Manufacturing, Harvard Business Review, September-
October 1999.
[35] Zahra, S.A. & George, G. (2002). Absorptive Capacity: A Review,
Reconceptualization, and Extension, Academy of Management Review,
2002, Vol. 17., No. 2, 185-203.
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