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THE FRONT END OF INNOVATION: IMPLICATIONS FOR DESIGN AND LEARNING Alan Hevner University of South Florida [email protected]

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Page 1: THE FRONT END OF INNOVATION: IMPLICATIONS FOR … 2016 Hevner A... · •Neuroscience model of creativity ... Relevance Cycle • Requirements ... Mehra, A., Gregor, S. and Richardson,

THE FRONT END OF

INNOVATION:

IMPLICATIONS FOR

DESIGN AND LEARNING

Alan Hevner

University of South Florida

[email protected]

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Acknowledgements

• This presentation reports on research in progress and has

benefitted from collaborations with many research

colleagues

• Research conducted with Dr. Shirley Gregor from

Australian National University

• USF research colleagues – Drs. Rosann Webb Collins,

Grandon Gill, and Chris Davis

• Partial funding from the Schoeller Research Center,

Nuremberg, Germany

February 17, 2016 11th Chais Conference 2

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Outline

1. Introduction

The Front End of Innovation (FEI)

2. Grounding Perspectives

3. Knowledge Innovation Matrix (KIM)

4. FEI-KIM Model

5. Assessing the FEI-KIM Model

6. Building Design Theory for FEI

7. Discussion

February 17, 2016 11th Chais Conference 3

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1. Introduction

“Our department is continually being told to be innovative,

but no one tells us how to do it. They don’t say what they

mean by innovation, or what they want to achieve!”

• CIO of large Australian Government Agency, 2014.

• “It’s time to dispel the myth that innovation only happens

outside the classroom and use that knowledge to create

more collaborative innovation between educators and

edtech entrepreneurs.”

• Molly Levitt, Founder of BrightLoop, 2014

February 17, 2016 11th Chais Conference 4

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What is an Innovation?

• An idea, practice or object that is perceived as new by an

individual or other unit of adoption (Rogers 2003)

• Innovation is about knowledge – creating new possibilities

through combining different knowledge sets (Tidd and

Besant 2009)

• Practical, useful creativity (innovation) involves devices or

systems that perform tasks or solve problems (Horenstein

2002)

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Why Innovation?

• Innovation drives economic growth and societal gains

(Schumpeter, 1942)

• Competitive necessity for organizations

• Innovations include products, services, business

processes, modes of educational delivery, and business

models

• Despite huge innovation literature, innovation processes

are haphazard and need more attention

• While innovation is desired, innovation processes are

given little attention in learning environments

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Innovation Issues

• Conflicting advice to managers

• Plethora of terms & categorizations (radical vs

incremental, exploration vs exploitation, ambidexterity)

• Wide range of practices (design thinking, means-end

analysis, genius grants, crowdsourcing, open

innovation, brain storming, road mapping)

• Resistance to change (e.g. managers with habitual

mindsets)

• No sound theory-based classification system and

typological theory

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Research Objectives

8

From Koen et al. 2001, “Providing

Clarity and a Common Language

to the Fuzzy Front End.”

• Develop a typological Front End

Innovation theory

• Show how different patterns of

practice are required for different

types of innovation

• Show organizations how to be

“multi-dexterous” (Multi-dexterity = range of innovation project

types)

– Develop a mapping tool to assess level of

multi-dexterity

– Suggest areas/methods to increase multi-

dexterity

February 17, 2016 11th Chais Conference

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2. Grounding Perspectives

2.1 Innovation

2.2 Creativity

2.3 Knowledge

2.4 Design Science

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2.1 Innovation

• Huge literature to explore

• The Innovation Journey (Van de Ven et al. 2008)

• New Concept Development (NCD) (Koen et al. 2014)

• Design-Based Research in Education (Anderson &

Shattuck 2012)

• IT as a general-purpose disruptive technology (David

1990)

• Gartner’s hype cycle (Linden & Fenn 2003)

• Three-horizon model (McKinsey)

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Technology/Product

Ma

rke

ts

Horizon 1

Horizon 2

Horizon 3

Improvements, and cost reduction Next generation products Completely New Technologies

Current Markets

Existing Markets,

new to us

New Markets

Existing Tech, in use Existing Tech, new to us Tech, new to the world

Ma

rke

t

ex

pa

ns

ion

Pro

ce

ss

op

tim

isa

toin

Ex

plo

rati

on

of

New

Ma

rke

ts

McKinsey Innovation Horizons

Improve efficiencies,

optimise scale to

gain market share

Extend market, new

customers, domains,

regions

Extend technology,

product

Radical new market

(Disruptive)

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Categorizations of Innovation

• Ansoff matrix – used for strategizing (Ansoff 1957)

• Exploration versus exploitation (March 1991; Levinthal &

March 1993)

• Surveys of innovation categorization schemes (Garcia &

Calantone 2002; Miller & Miller 2012)

• None are result of careful theory-based analysis

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2.2 Creativity

• Creativity underpins innovation

• Amabile’s componential model of creativity (Amabile

1996; 2012)

• Domain-relevant skills (expertise/knowledge)

• Creativity-related processes (individual level)

• Task motivation (intrinsic)

• Surrounding social environment

• Neuroscience model of creativity

• Mapping of brain regions during creative activities

• A neuroscience model of creative processes is an attempt to unify

conflicting psychological perspectives on creativity: is it a

“mysterious result of spontaneous irrational processes” or a

“planned, deliberate result of methodological problem solving” or an

amalgam of both?

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February 17, 2016 11th Chais Conference 14

NeuroDesign Model of Innovation

From: A. Hevner, C. Davis, R.W. Collins, and T.G. Gill, “A NeuroDesign Model for IS Research,”

Informing Science: The International Journal of an Emerging Transdiscipline, 17, 2014, pp. 103-132.

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Cognitive Interactions in Innovation

• Structure Problem – What cognitive activities address the

complexities of the problem space? How does the brain

search the problem statement for potential solution

patterns while finding effective representations of problem

structure?

• Produce Novelty – How does the brain create new ideas

for the production of innovative design candidates?

• Manage Refinement – How does the brain control the

assessment of candidate designs and search for the ‘best’

designs to instantiate as use artifacts?

• Achieve Consensus – How do humans collaborate with

others on the design team and with design stakeholders

throughout the design process?

June 2013 Gmunden NeuroIS Retreat 15

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2.3 Knowledge

• Innovation is about knowledge – creating new possibilities

through combining new knowledge sets (Tidd and

Bessant 2009)

• Innovation supports the growth of Knowledge &

Knowledge Flows (Mokyr 2002)

• The Knowledge-Creating Company (Nonaka 1991,

Nonaka et al. 2008)

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Useful Knowledge

Ω – Descriptive

Knowledge

Λ – Prescriptive

Knowledge

• Phenomena (Natural,

Artificial, Human)

• Observations

• Classification

• Measurement

• Cataloging

• Sense-making

• Natural Laws

• Regularities

• Principles

• Patterns

• Theories

• Artifacts

• Constructs

• Concepts

• Symbols

• Models

• Representation

• Semantics/Syntax

• Methods

• Algorithms

• Techniques

• Instantiations

• Systems

• Products/Processes

• Design Theory

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2.4 Design Science Research

• Sciences of the Artificial, 3rd Ed. – Simon 1996

• A Problem Solving Paradigm

• The Creation of Innovative Artifacts to Solve Real Problems

• Design in Many Fields – Long Histories

• Engineering, Education, Architecture, Art

• Role of Creativity in Design

• DSR in Information Systems

• A. Hevner, S. March, J. Park, and S. Ram, “Design Science

Research in Information Systems,” Management Information

Systems Quarterly, Vol. 28, No. 1, March 2004, pp. 75-105.

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Three Cycles of DSR

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Environment Knowledge Base Design Science

Build Design

Artifacts &

Processes

Evaluate

Design

Cycle

Application Domain

• People

• Organizational

Systems

• Technical

Systems

• Problems

& Opportunities

Relevance Cycle

• Requirements

• Field Testing

Rigor Cycle

• Grounding

• Additions to KB

Foundations

• Scientific Theories

& Methods

• Experience

& Expertise

• Meta-Artifacts

(Design Products &

Design Processes)

From: A. Hevner, “A Three Cycle View of Design Science Research,” Scandinavian Journal of Information

Systems, Vol. 19, No. 2, 2007, pp. 87-92.

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Design Research Guidelines

Guideline Description

Guideline 1: Design as an Artifact Design-science research must produce a viable artifact in the

form of a construct, a model, a method, or an

instantiation.

Guideline 2: Problem Relevance The objective of design-science research is to develop

technology-based solutions to important and relevant

business problems.

Guideline 3: Design Evaluation The utility, quality, and efficacy of a design artifact must be

rigorously demonstrated via well-executed evaluation

methods.

Guideline 4: Research Contributions Effective design-science research must provide clear and

verifiable contributions in the areas of the design

artifact, design foundations, and/or design

methodologies.

Guideline 5: Research Rigor Design-science research relies upon the application of

rigorous methods in both the construction and

evaluation of the design artifact.

Guideline 6: Design as a Search Process The search for an effective artifact requires utilizing available

means to reach desired ends while satisfying laws in

the problem environment.

Guideline 7: Communication of Research Design-science research must be presented effectively both

to technology-oriented as well as management-oriented

audiences.

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The Artifact as Knowledge

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Contribution type Examples

More abstract, complete, and

mature knowledge

More specific, limited, and less

mature knowledge

Level 3. Well-developed

design theory about

embedded phenomena

Design theories (mid-

range and grand

theories)

Level 2. Nascent design

theory – knowledge as

operational

principles/architecture

Constructs, methods,

models, design

principles, technological

rules.

Level 1. Situated

implementation of artifact

Instantiations (software

products or

implemented methods)

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3. Knowledge Innovation Matrix (KIM)

• Two fundamental dimensions of innovation:

• Knowledge maturity

• (Knowledge = idea, solution)

• Application need maturity

• (Need = goal, purpose, problem, task, function, application, use, market)

• Gives 2x2 matrix, 4 quadrants

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February 17, 2016 11th Chais Conference 23

Adapted from: Gregor & Hevner (2013, 2014)

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Advancement -

Improved

knowledge for

recognized need

Exploitation –

Apply existing

knowledge to

recognized need

(new-to-us)

Invention - New knowledge for

unrecognized need

(new-to-world)

Exaptation -

Apply existing

knowledge to

different need

(re-purpose)

Exemplars

February 17, 2016 11th Chais Conference 24

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4. The FEI-KIM Model

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The KIM Prism

• Identifies and Distinguishes the four types of Innovation

• Different practice patterns of effective FEI activities will

depend on the type of innovation being explored – invention,

exaptation, advancement, or exploitation.

• The KIM-FEI model posits that effectiveness and eventual

success in each innovation category will require variations in

innovation activities, organizational environment, team skills,

and produced outcomes.

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5. Assessing the FEI-KIM Model

• Chadha, Y., Mehra, A., Gregor, S. and Richardson, A. (2015). A Framework for

Techniques for Information Technology Enabled Innovation, Australasian Conference

on Information Systems, Adelaide, December 2015.

• Exploratory study to map eleven commonly used innovation

techniques into one or more of the innovation quadrants

• Innovation managers at nine Australian IT companies were surveyed

on the use of these techniques for organizational innovation

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Innovation Techniques

• Lead user method

• Skunk works

• Genius grants

• Design thinking

• Benchmarking

• Managerial scanning

• Crowdsourcing

• Research and development

• Traditional market research

• Brainstorming

• Technology road mapping

February 17, 2016 11th Chais Conference 28

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KIM Mapping of Innovation Techniques

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Use of Techniques in Industry

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6. Building Design Theory

• The KIM-FEI model provides the basis for the

development of a nascent design theory for the FEI

• Within each innovation type, we propose a set of

Research Propositions that focus on the unique

characteristics of that innovation type project

February 17, 2016 11th Chais Conference 31

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Invention Propositions

• Organizational attributes that foster creativity, including

policies that give freedom to employees to investigate

problems of their own devising in free time, allowing

innovators to incubate ideas (e.g. bootlegging policies);

• Supportive teams with colleagues who encourage original

thinking and tolerate eccentricities.

• Individual characteristics that typify highly creative people,

including strong intrinsic motivation. However the

innovators may be fringe experts in so far as the

innovation is concerned.

• Activities as in the creative process: preparation,

incubation, evaluation and elaboration (genius grants etc).

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Exaptation Propositions

• Organizational attributes that include resources to encourage

contributions of diverse ideas and connections between these

ideas, for example open innovation through crowdsourcing.

• Collaborative teams with diversities in domain expertise and

technical skill sets.

• Individual characteristics that typify highly creative people,

including strong intrinsic motivation in many cases. However

the innovators may be fringe experts in so far as the innovation

is concerned.

• Activities termed application discovery, where individuals,

teams or groups are encouraged to generate ideas for re-

purposing existing knowledge (e,g. brainstorming, ideation

exercises).

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Advancement Propositions

• Environmental factors such as access to important knowledge sources in the knowledge base, including the latest scientific research. What advancement improvements will make a true difference in the current IT environment and how is that advancement measured?

• Organizational attributes that include an open, innovative culture that allows experimentation and risk taking.

• Research and development teams with collaborative, disciplined, and creative colleagues.

• Individual characteristics that typify creative people, including strong intrinsic motivation. The innovators will require true expertise to fully understand the current state of knowledge and envisage potential solutions that will make a difference.

• Activities as in problem solving, with heuristic search for a solution taking place in a problem space, with actions such as experiments (traditional R&D).

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Exploitation Propositions

• Environmental factors such as market analysis, competitor threats, customer trends, and regulatory changes that supply an innovator with an opportunity that could lead to value-added advantages. A knowledge base is required from which the ideas behind the innovation can be retrieved and applied.

• Organizational attributes that include senior management vision and organizational strategy.

• Development teams that can apply cutting-edge technologies to interesting problems.

• Individual characteristics that typify creative people in a professional role with expertise in the restructuring and redefining of the innovation to fit a new context, e.g. software engineering or change management expertise.

• Activities as in the innovation appropriation process: agenda-setting, matching, redefining/restructuring, clarifying, and routinizing, benchmarking.

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5. Discussion

• The FEI-KIM Model advances a new approach for viewing

the front-end of innovation both from theory and practice.

• The KIM Prism identifies different activity patterns based

on the type of innovation creating a typology of innovation

• Creative Insight Patterns for Invention

• Application Discovery Patterns for Exaptation

• Problem Solving Patterns for Advancement

• Appropriation Patterns for Exploitation

February 17, 2016 11th Chais Conference 36

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Future Research Directions

• Validation of FEI-KIM Model

• Industry Field Studies and Surveys

• Implications for Government Funding of Basic and Applied

Research

• Multi-Dextrous Innovation Portfolios

• 2016 Project mapping innovation practices

• Effective Mixes of Innovation Types for ROI

• Science Evolution and Technology Evolution

• Innovation implications

February 17, 2016 11th Chais Conference 37

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Technology and Science Evolution

• Technology and Science – A Creative Tension

• Technology [Human Designed Artifacts] Evolves (Prescriptive

Knowledge)

• Science [Theories of Nature and Human Behaviors] Evolves

(Descriptive Knowledge)

• Technology and Science have a complex relationship

• Both evolve over time but at different rates and with different

processes

• Where does Innovation fit?

• Where does Design fit?

• Where does Learning fit?

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Evolution is Growth of Knowledge

• Science = Descriptive Knowledge (Ω)

• Technology = Prescriptive Knowledge (Λ) • Ref: Gregor & Hevner 2013 Appendix B

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Technology Science

Technology Prescriptive Knowledge

Design Artifacts

Design Theories

Science Descriptive Knowledge

Natural Theories

Human Behavior Theories

Technology

informs

Science

Science

informs

Technology

Technology informs Technology

Science informs

Science

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Observations

• Technology Evolution (TE) • Very Rapid, marked by continuous improvements

• Process driven by human and economic utilities

• Innovation economies

• Science Evolution (SE) • Slow, marked by paradigm shifts

• Process driven by evaluation, gathering of empirical evidence, and hypothesis testing

• Technology Evolutions precede and drive Science Evolutions • Creative solutions to Relevant/Important opportunities

• Science Evolutions ground and direct Technology Evolutions • Growing knowledge bases and improved processes for scientific rigor and

repeatability

• Questions • Who performs TE and SE?

• Who funds TE and SE?

• Who benefits from TE and SE?

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Implications for Learning

• Delivery of existing knowledge

• Science and descriptive knowledge provides foundations for

learning in a discipline

• Technology and prescriptive knowledge provides awareness of

current practices with existing concepts, models, methods and

systems (tools)

• Instruction in a subject must effectively balance science and

technology

• Innovation for future evolution of the field

• Challenge student with future opportunities to grow both technology

and science

• Teach innovation methods with a FEI-KIM model

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Essential References • H. Simon, The Sciences of the Artificial, 3rd

Ed., 1996.

• T. Kuhn, The Structure of Scientific Revolutions, 3rd Ed., 1996

• J. Mokyr, The Gifts of Athena: Historical Origins of the Knowledge Economy, 2002.

• W.B. Arthur, The Nature of Technology: What It Is and How It Evolves, 2009.

• M. Ridley, The Evolution of Everything, 2015.

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