time machine effect_@_tuhh-tokyo_tech_research_forum_20130923
DESCRIPTION
Full Slide : Time Machine Effect Time Machine Effect was observes at music service of Japanese Mobile Service from the view of trajectory 1999-2008. The service platform of Japanese Music Service over the mobile internet was made mature rapidly. This was because unified design of devices. Mobile handsets were designed by the same spec. The contents for the service were made to fill the gap of device performance that made spoil unique innovation of respective handset manifatures. The device suppliers should know the demerit of perticipation of well-designed service platform, which may spoil techinology innovation merits.TRANSCRIPT
Effect of Service Platform on Innovation Trajectories of Value Network Players;
The Case of Japanese Mobile Music Services
Takayuki OTSUKA
Advisor: Prof. Kumiko MIYAZAKI Ph.D.Graduate School of Innovation Management
Tokyo Institute of Technology 1
TUUH-Tokyo TechResearch ForumMonday, Sep/23/2013
0. Background
Industrial Product : Motor Car Export
2
Technology Innovation
Product Innovation
Trade/ Productionat Outside ofOriginal Country
Tangible Asset: Products/ Schematic /Parts/Production Process Guidance
Every Player Get
Merits
0. Background
Tracing Trajectory of Service innovation / Export
3
Service AA+B
Service AAA+BB+C
Technology Innovation
Service Innovation
Service @ Global
AA+BService Expandto Outside ofOriginal Country
Lots of Intangible Asset: Service Offering / Mechanism / Contents Supplier/ Contents to be fit Local
Service A
Internet
Internet
Non-Internet Internet
Does Every Player Get
Merits?
4
RQ
What is the connection between Environment for Contentious
Innovation and Value Network Structure and Players?
How and what Innovation merit was lost of Japanese Mobile Phone
Maker?
Hypothesis:
• Original success is supported by Value Network which has been
providing Contentious Innovation Merit.
• Continuous Innovation won’t be occurred at Different New Place than
Original Success was realized without creation of Optimized Value
Network which fit to the New Place.
Today’s Topic
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Japanese Mobile Internet Services : Music Service
Technology Innovation
Service Innovation
Music ServicePlatform
AA+B
Internet
Music Service Platform
ANon-Internet
Music Service Platform
AAA+BB+C
Internet
Effect of Service Platform on Innovation Trajectories of Value Network Players; The Case of Japanese Mobile Internet Services
Value Network Players
Value Network PlayersValue Network Players
Service Platform : Where Service is offered
What happened to Japanese Players ?
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Fig. 1 Japanese Mobile Service subscriber, the penetration ration of service subscriber against population and 3G coverage of the device in use
Service Evolutions Technology Evolutions
1979 Voice Service for Auto Mobile 1979 Analogue (1G)
1989 New Mobile Operator Entrant
1993 Digital (2G)
1999 Mobile Internet Services
2001 UMTS/W-CDMA(3G)
2010 LTE High Speed Data Service 2010 LTE (3.9G)
Table1 : JAPANESE MOBILE SERVICE AND TECHNOLOGY EVOLUTION
1996: The first Music Service1999: i-mode / NTT docomo(DCM)
Mobile Internet to the pocketMusic over i-mode
2008: Smart Phone / iPhoneMobile exceeded PC for InternetAccess
Music over Internet
II. Japanese Mobile Market
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Fig. 2 Device shipment market share by manufactures in Japan Fig. 3 Changes of Device shipment market share by manufactures in Japan
2008-2012
II. Japanese Mobile Market
2008: Smart Phone emerged rapidly
2008-2012Japanese Players lost Share
Japanese Mobile Internet Services : Music Service
Technology Innovation
Service Innovation
Music ServicePlatform
AA+B
Internet
Music Service Platform
ANon-Internet
Music Service Platform
AAA+BB+C
Internet
Value Network Players
Value Network PlayersValue Network Players
Service Platform : Where Service is offered
What was happened to Japanese Players ?
Today’s Topic
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Effect of Service Platform on Innovation Trajectories of Value Network Players; The Case of Japanese Mobile Internet Services
Objective
Why Japanese players lost competitiveness
• Publication• Interview
Value Network Analysis
(VNA)
II. Methodology
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Analysis Fit to the Case of
Value Network
• Internet based service can be better analyzed (Funk/ Li and Whalley / Peppard and Rylander / Weiner, Nohira, Hichman and Smite)
• Many divergent mutual interactions between the company and customer are more important than the activity of the company’s internal process.
Value Chain
• Strategic Study of Industries (Porter)
• Flow of value creation from material to be processed and produced for distribution
II. Methodology : VNA
Step1 • Define Network Objective
Step2• Identify Players
Step3• Define Role and Value of Players
Step4• Define Connection between Players and Mapping in Chart
Step5• Analyze Connection and Its background Reason
• Identify Exchangebetween Players Tangible Asset Intangible Asset
II. Methodology : VNA
Music Service
PLAYERC
PLAYERD
PLAYERB
PLAYERG
PLAYERE From
ExternalVN-Z
fromExternal
VN-Y
fromExternal
VN-X
PLAYERA
PLAYERF
Step1 • Define Network ObjectiveStep2
• Identify PlayersStep3
• Define Role and Value of PlayersStep4
• Define Connection between Players and Mapping in Chart
• Identify Exchange between Players
Tangible Asset Intangible Asset
Step5• Analyze Connection and Its background Reason
III. Case Evidence: Value Network Analysis Results
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1996199920081999
1996
2008
• Ringtone Customization : Denso 1996
• Technology Innovation happened among Handset Makers
• Stimulate other industries >>>> Music became Service
• Music Industry
• Ad-Agencies
• Publishers 13
III. Case Evidence: Music Service for Mobile Phones
A) Music Service before i-mode -19961. Hinting the first Music Service for Mobile Phone
• Ringtone : Single Beep
• Ringtone was Pre-installed
• Competitive Egde
• # of Hit Songs
• Songs were NOT latest because of Design-Production lead time (Lead Time : 6 Months +)
IDO D319 by Denso/1996
(C)JDP/GOOD DESIGN AWARD/ http://www.g-mark.org
2. Ringtone Music Data Distribution by Paper Media• The first Music service for Mobile was not via Over-The-Air but PAPER
• Song input specification was fragmented since no Standard
• Manufactures driven Standard-Silos with Magazine Publishers
• Service Innovation involving Technology Innovation
• Cross Industry : Hand Set Makers and Magazine Publisher
• Utilized Market Feedback for improving service quality and usability
14Fig. 3 Ringtone song magazines and an instruction page
IDO D319 by Denso/1996(C)JDP/GOOD DESIGN AWARD/ http://www.g-mark.org
III. Case Evidence: Music Service for Mobile Phones
A) Music Service before i-mode 1996-
III. Case Evidence: Music Service for Mobile Phones
3. Value Network Analysis of Ringtone Music Distribution by Paper media
15Fig.4. Value Network of Music Data Distribution by Paper
Exchange of Tangible asset
Exchange of Intangible asset
• Makers were Suppliers of DCM
• Publishers were major service provider of Ringtone music data (printed)
• Music Consulting Firm provided know-how
• Music Publishing Rights were managed by Society (JASRAC), Fee was Post-Pay.
• No strong control from DCM and Music VN
A) Music Service before i-mode 1996-
3. Value Network Analysis of Synthetic Audio Music Ringtone Service over i-mode
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• DCM was driving specification
• Device / Chip / Contents tools
• Service Quality
• Music became less-competitive category due to Equalization (Faith)
Exchange of Tangible asset
Exchange of Intangible asset
Fig.8. Value Network of Synthetic Music Ringtone Service over i-mode
III. Case Evidence: Music Service for Mobile Phones
B) Music Service over i-mode Synthetic Audio Music Ringtone1999-
3. Value Network Analysis of Synthetic Audio Music Ringtone Service over i-mode
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• DCM was driving specification
• Device / Chip / Contents tools
• Service Quality
• Music became less-competitive category due to Equalization (Faith)
Exchange of Tangible asset
Exchange of Intangible asset
Fig.8. Value Network of Synthetic Music Ringtone Service over i-mode
III. Case Evidence: Music Service for Mobile Phones
B) Music Service over i-mode Synthetic Audio Music Ringtone1999-
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MusicalScore
PC SW Tool
MusicalKey Board
DigitizeOriginal File Format
SMF
RingtoneConvert
DCM Ringtone Tool
Temporary Mfi FilesPolyphony x Chip x Device
4163264
128
RohmYamahaFuetrekOthers
Total 100 + Devicespecific
Files
Test & Optimization
Test Devicex
Art of Technique
Final Packaging
Adding
Meta DataCopyrights
DRM
Faith established Equalization Procee
III. Case Evidence: Music Service for Mobile Phones
B) Music Service over i-mode Synthetic Audio Music Ringtone1999-
Fig.7. Music Ringtone Data Creation Process
3. Value Network Analysis of Synthetic Audio Music Ringtone Service over i-mode
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• DCM drove specification
• Device / Chip / Contents tools
• Service Quality
• Music became less-competitive category due to Equalization (Faith) 100 data for 1 Song
• Limited room to compete in Features and Quality : High Tech but Commoditized
• User behavior information was fully utilized by DCM which brought Service Innovation
• Limited User data to Makers to help Product Innovation cycle
Exchange of Tangible asset
Exchange of Intangible asset
Fig.8. Value Network of Synthetic Music Ringtone Service over i-mode
III. Case Evidence: Music Service for Mobile Phones
B) Music Service over i-mode Synthetic Audio Music Ringtone1999-
III. Case Evidence: Music Service for Mobile Phones
• Value Network Analysis of Full Music Song Service over i-mode and Internet
20Fig.9. Value Network of Full Music Song Service
• Music Service Platform became quite similar because of higher data speeds and Player Capability between PC and Mobile
• Weaken DCM’s control on Spec of Device and Service along with emergence of Smart Phone
• Getting influence from Music VN and Music Service Platform is communized
• Again,
• Device Music Feature become competitive field
Exchange of Tangible asset
Exchange of Intangible asset
C) Full Music Song service 2008-
III. Case Evidence: Music Service for Mobile PhonesE) Losing Competence
WHO LOST COMPETENCE• Publisher : 1999 ⇒
• Overseas Handset Makers : 1999⇒2007 (i-mode Spec. : Challenge to Enter Market )
• Japanese Handset Makers : 1999⇒ (i-mode Spec. : Controlled Commoditization )
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Pre-i-mode/ Paper1996-1998
i-mode / Synthetic1999-
Full Music /non-DCM2008-
DCM Control for SVCS none STRONG Weak
Environment to occur Innovation
Yes/ FreelyNo/ Limited in Freedom
of developmentLimited/ Fully
Marketing by Maker Available Limited Limited/ Fully
Oversea Marketing of J-Maker
Not Available (2G)Available(3G)
w/ DCMLess Experience
No Brand awareness
Global CompetitorsIn Japan
Good-Weaker(2G)
Weak(i-mode)
Strong
IV. Discussion and ConclusionHow Japanese Mobile Handset Manufactures Lost Competence
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• DCM VN worked only where valid VN Players exist
• J-Makers didn’t gain merit
• Same component to limit Innovation (Good Procure though): Forced Commoditization
• Product didn’t fit to the Market outside Japan• User Profile• Culture
• High spec Device was too expensive
• Who pays Service fee?
Axial Root : Major PlayersFibrous Roots : who own know-how, to water which contains Local Trend
DCM VN didn’t created well at Outside Japan
• Lost Marketing discipline
• Lost Brand• Lost Business
Resource Competence
Dilemma : Service Platform and Players
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Good Service Platform• Same Higher and Stable Quality • More Users• Stable Procurement• Less Fragmentation
Music Service Platform Owner’s Action Platform Player’s Damage
Quality Realized Dominant DesignSame Performance Player• Specified HW• Equalization of Contents
Less Competitive Field
More User Attractive New Service which require High Tech
Higher cost, Less Adoptability to Global Market
Stable Procurement Multi Sources Fewer Volume
Less Fragmentation Control Design and Changes Less Field of DifferentiationLost Merit of Innovation
Commoditized
Time Machine Effect of Service Platform-Service Platform pursued Commoditization-
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Device MakerCompetitive Value
Service PlatformOperation Efficiency
T1 T2
Service Platform gained merit by shortening Time to Commoditized
Device Maker lost Innovation Merit by being shortened technology Life
V. Limitation and Direction for Future Research
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Lack of success case analysis of both J- Mobile Operators and Makers
• Same Brand Maker succeeded in Audio and Visual. E.g, Panasonic, Sony, Sharp etc
• J- Car Makers keeping one of leading position outside Japan
Success Case vs Failure Case Comparison
• Difference of Service Platform and Service Value Network
• Perspective : Interaction, involvement, leadership
• Global Makers, Apple and Samsung, are building remarkable growth in global as well as in Japan
True Success Reason Investigation of Other J-Industry Players Outside J.
• Consumer Electronics, Analogue and Digital Still Camera, Car and Motor Cycle
Other than Music but with Traceable Trajectory
• Book, Magazine, News Paper : Paper , PC Internet, Mobile Internet to e-book
• Gaming: Arcade, Home to Mobile, Solid to Network
Measurement of Damage
• Activity of Publication of technology study and Patents filed
Thank you!
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Q&A
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Back Up
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