Recent EntriesThe Design Council Design Index, 5 Years Later
June 2010 Case Study: Mobile Phones April 2010 The 2012 Logo April 2010 Generative: Experimental Font Download February 2010 Sustainable by Creative Collaboration: Developing the Blueprint for a Zero-carbon Community in the Desert January 2010 On the History of Culture, Architecture and Design January 2010 The Invention of Leisure: Hot Dogs, Dreamland and the Globe Tower January 2010 From Walkman to Ipod December 2009 The Root of Management October 2009 Mozart, Globalisation, and Geometry July 2009 The Shape of Innovation May 2009 CUBES by Mario Gagliardi May 2009 The Lemon and the Cheese May 2009 A Parallel Design Process for Dynamic Media April 2009 Spaces Of Memory April 2009 F O R M A L P O P Superstructures April 2009 Design and Difference February 2009 Generative Animation December 2008 Mario Gagliardi | Biography September 2008 ACH: Observations on Architecture July 2008 The Four Ps June 2008 More Designers, but Less Design: Designers Need to Think and Act Globally June 2008 The Chasm June 2008 Design and the Real World March 2008 Looking at: Generative Design December 2007 © 2006-2010 Mario Gagliardi ![]() This work is licensed under a Creative Commons Attribution-Noncommercial 3.0 United States License. |
Thursday, December 24. 2009From Walkman to Ipod
The iPod is a textbook case for strategy. The strategic opportunity was presented by a flawed tactic of record companies and the failure of both record companies and the electronics industry to understand a new medium: the internet. Sony had the right foresight that both media and hardware will have to converge into one experience. It also acted on this foresight by acquiring media companies early on, but ultimately failed to pull its media and electronics assets together.
The iPod took over the glory which until then Sony's Walkman held. It was Sony's engineering-driven culture under the visionary leadership of Akio Morita which made Sony the undisputed innovation leader in the seventies and eighties. He mobilized listening to music - the Walkman made it possible to get up from your chair and out of the room while listening to music. Apple added a crucial feature which would make the iPod the successor of the Walkman: It exploited the failure of the recording industry to provide a timely and consumer-friendly way of obtaining music. While the large recording studios, unable to come up with any new business idea, were wasting their time to track down and sue music downloaders, Apple offered both the hardware - iPod - and the software - iTunes - to make downloading and listening to music a hassle-free (and legal) experience. The strategic opportunity, exploited by Apple, was not only presented by the fixation of the recording industry on tangible recording media (first gramophone records, then tapes, then CDs), but also by the inability of the electronics industry to take on a problem the recording industry was unable to solve. The tactic of the gramophone industry, for most of the 20th century accustomed to to easy profit through tangible recording media, was to entrench and attack their own customers. After spectacular raids in the apartments of teenage music downloaders, the mere idea of Internet delivery as an alternative to tangible recording media was made a forbidden thought, effectively making it impossible for the recording industry to innovate and embrace the Internet as their next delivery channel. For electronics companies it looked too risky to take on the powerful recording industry. And for Sony electronics, the number one candidate to come up with a meaningful successor to its own Walkman, an iPod-like device would have felt like an attack on its own nest, because Sony had both: electronic devices to play music and content studios. Betting on convergence, Sony had acquired CBS records in 1987 (now Sony Music Entertainment), and Columbia Pictures in 1989 (now Sony Pictures Entertainment). That sounded like a good idea in the late eighties: when you can offer both the content and the device, you couldn't go wrong, so the idea went. If there just wouldn't have been the Internet. That meant no walk to the record store, no shelves for records, no scratches in gramophone disks. (The Internet was around in the late eighties, but took off only after 1995.) Apple was not an electronics company, it was not a recording company, but it was good in designing and matching hardware and software. After all, it was exactly this insistence on doing both the hardware and the matching software which made them the victims of Microsoft (which got big by taking a Graphical User Interface, earlier developed by Apple, and licensing it to Asian manufacturers). But that was during the last century. The vision of Sony's previous CEO, Noboyuki Idei, was Sony as a convergence company. He rightly foresaw the importance of uniting content and delivery, hardware and software into one experience. During his reign, Idei fought against a company culture which was in the meanwhile petrified in the engineering mindset which had served the company well in its earlier years. Idei perhaps wanted Sony to become something around the lines what Apple is today. To that end, he even broke with an iron law of Japanese corporate culture and chose a Westerner as his successor. Idei might have thought that choosing a new chief executive from a gramophone company would advance his idea of convergence. But this was the very same industry which, through its refusal to innovate, opened the strategic horizon for Apple. Howard Stringer, previously having worked 30 years at CBS, took over in 2005. Since then, Sony cut visionary developments. Sony cut jobs. Today, Sony is losing money. And while Sony was acquiring Ericsson in a bet for the mobile phone market - without much success - Apple worked on the iPhone, the product which was to redefine the mobile communications industry. Since 2005, Sony is worth a quarter less (-24%); Apple, on the other hand, is worth over five times more (+560%).
Monday, October 12. 2009The Root of ManagementWhat are managers, what are they supposed to do, and how? We can find out a bit more when we look at the root of the word management. The English term "Management" is coming from old French "ménagement", meaning "conducting", "directing". The contemporary French "ménage" stands for Housekeeping. Management, then, is directing, and it has to do with good housekeeping. There are two word roots in Man-age-ment: "Man-" and "agere". The first, man-, comes from the Latin "manus", meaning "hand". This comes from Sanscrit "ma", there meaning "measure". "Manus" is the hand, our tool for gestures (orchestra conductors use their hands to direct their orchestra) and expression. The hand is used in fight, thus the Latin manus is often used as "bravery". In Latin, manus is also an artistic hand and as such can mean "the finishing touch". The Latin word manus is also the designation for a unit of war, a corps, and generally an organisational body or company. The meaning of manus contains another important insight here: The military corps is the "hand" which executes a military strategy, and similarly a company is understood as the "hand", the organ which executes a strategy and intent. The hand gestures and the hand makes. The latter is contained in "Manu facta" - the root of "manufacture". There is always the danger of overdoing, and so manufacta can be used as "overdone, artificial, fabricated" such as in "oratio manu facta" (oratio = speech) - an overdone, artificial speech. Management combines manus, the directing gesture, with agere, setting into motion. In manus, there is both the meaning of leadership and bravery. In agere, there is the meaning of conveying, pointing at the vital need that managers must be communicators. Saturday, May 30. 2009The Shape of InnovationCopying is a learning route to innovation. When I published my first article dealing with the topic in 2001, this seemed to be a counterintuitive idea to most. In another article in 2005, I proposed a model of development phases after the imitation stage. And indeed we have now reached a live example of a transition to the next stage: Chinese copies do not any more compete by price alone, but start to compete by new features. Let us look at an innovation. There is a "long nose" in which the innovation brews, but does not quite reach a critical mass. Bill Buxton states the example of the mouse: "Think of the mouse. First built in around 1965 by William English and Doug Engelbart, by 1968 it was copied (with the originators' cooperation) for use in a music and animation system at the National Research Council of Canada. Around 1973, Xerox PARC adopted a version as the graphical input device for the Alto computer.In 1980, 3 Rivers Systems of Pittsburgh released their PERQ-1 workstation, which I believe to be the first commercially available computer that used a mouse. A year later came the Xerox Star 8010 workstation, and in January, 1984, the first Macintosh—the latter being the computer that brought the mouse to the attention of the general public. However it was not until 1995, with the release of Windows 95, that the mouse became ubiquitous." So there is a potentially long time in which the next hit is, in some form, already around (but you likely don't know). Then the innovation reaches critical mass. And then follows the long tail. ![]() What I call the "coathanger" model of innovation combines the long nose, the innovation peak, and the long tail In the "long nose" there can be several attempts, sometimes in different markets. Here the innovation is in the waiting. The boost comes along in the form of a change in the market environment. This can be 1) an external economic factor, such as he oil crisis of the early seventies which boosted fuel-efficient Japanese cars. This can be 2) another, previous innovation which changed the playing field so that a follower innovation can take place, shown at the example of Windows 95. Or it can be 3) a latent demand condition - an innovation which taps into a latent demand. This is the route to innovation which does not intrinsically depend on external change or another innovation - it sees a latent opportunity and changes the market by itself. The iPhone is a single product which out-innovated the telecommunications electronics competition and is now the dominant design for others to follow. Innovations change the market environment and make way for other innovations: Windows 95, for instance, changed the playing field for computers worldwide, but was itself a follower innovation emerging from the long tail of the Macintosh. The Macintosh served as an inspiration, and Microsoft changed a fundamental feature: It was made available without a the need for a corresponding piece of hardware. This difference proved crucial, as it allowed Asian manufacturers to mass-produce computers with a useful GUI by simply licensing Windows. In the long tail, the innovation changes the playing field and results in a multitude of derived products and services. There are principally three routes: Enhancing, competing with related products, and copying. For enhancement to work, there must an option provided by the innovator to enhance the original (for the iPhone this would be the "made for iPhone" tag or the iPhone apps): This works as long as the secondary producer agrees to the rules set out by the original producer/innovator. If this is not available, or it appears preferable to compete, there will be a competition with related products. These are the related products which have been inspired by the original innovation and need to offer alternatives to compete with the original product: Since the arrival of the iPhone, competing manufacturers came up with similar products such as the Sony Ericsson Ixperia, BlackBerry Storm or Samsung i900. The chance to achieve a follower innovation is only given when competing with related products, although to get there the related product will need to provide a fundamental advantage - a mere tweak of the original will not do. And then there are the copies: Despite being in theory illegal, they usually compete by much lower prices, or, as recent developments show, by new features. For copies, the price route- think Rolex fakes - works as long as the market knowledge is underdeveloped and a clone is easier accepted. This route is still taken by many smaller producers in China who target developing countries where consumer knowledge is lower. The more interesting clones compete by features. There is an array of Chinese iPhone clones, some of which have features differing from the ones provided by the original: For instance, one has a dual SIM card slot, ideal for people who frequently travel and want to avoid roaming fees. The iPhone clones' new features do not yet fundamentally improve on the original. Rather the opposite, they struggle with details. Remember, the iPhone was out-innovating the Nokias and Ericssons not because it provided even more additional features, but because it radically improved on user interaction by removing clutter. It is not only the hardware, it is the combination of hardware - also the original iPhone is assembled in China - and smart software which makes it such a pervasive product. Still the iPhone clones which compete by new features are creating new, sometimes local niche markets in the long tail. ![]() iPhone clones: Meizu, iOrgane, CECT Dual Sim, HiPhone, SciPhone. Sunday, June 8. 2008More Designers, but Less Design: Designers Need to Think and Act GloballyAlthough there are more and more designers, products with design quality are hard to come by for most consumers on the globe. This is because developed design capability is not where there is production capability - an important observation, considering that design products are the largest chunk of creative industry exports worldwide. In Europe, where design is getting recognized as an important corporate asset, there is little large-scale production capability left, while it will take some more time once China has a design capability to match its massive industrial output. For premier companies, design is considered a vital corporate asset which has to be protected - not least as these companies have substantially invested in design. These pictures illustrate part of the problem: Chinese car designs, looking quite familiar.
Some Chinese companies are getting aware of the importance of design, such as Gangzhou-based GAG, which started to develop a - kind of "not intended for production"-looking - prototype with a young car design studio in Shanghai. Above-mentioned Shanghai Auto also recently came up with a new "Roewe" which was designed and engineered in Britain and is not based on the old Rover designs. Also Chinese brands Geely and Chery did show new concept cars. There is no defined identity or design language yet, but it is a start for Chinese companies to understand the importance of developing design capability. Early learning in design, especially in Asia, works via imitation - see also my articles Alchemy of Cultures (2001) and Imitated, Commodified, Experienced (2005). LG Prada phone, Samsung Armani phone, Apple iPhone, Samsung F700 Saturday, June 7. 2008The ChasmThere are not only brand and product life cycles, also design is subject to life cycle phases which, when strategically deployed, add value. More radical, innovative designs are most useful in the introduction phase. Once a brand or product is in the maturity stage, the target will be the majority of consumers in the middle of the bell curve, so designs are usually more toned down to appeal to the mass market - think HP or Dell. But is that the right approach? The issue is the “chasm”, as Geoffrey Moore calls it. This chasm is bridged only by a handful of masters of the life cycle such as Apple. The trick clearly is to bridge the chasm, to be innovator and mature player at the same time. Sunday, June 10. 2007Your Future Starts HereThe German Design Council and Zollverein School for management and design created a new Executive Education series: "Professionalising Design" is targeted at executives in the fields of design, product development and marketing. Your future starts here, German Design Council and Zollverein School of management and design, Essen, Germany, June 28.
Natural Born BrandBogazici (Bosphorus) University, the premier University of Turkey (with a fantastic location right at the Bosphorus) and the Bogazici University Economics Club will host the anniversary 10th Brandmarker International Student Congress on Marketing Communication. Topics will be branding, socially reponsible marketing and interactive marketing. I will be giving a lecture and conduct a creative session on June 19th. Other speakers include Alemsah Ozturk (41-29), Levent Erden (Euro RSCG), BJ Cunningham (Georgina Goodman), Salim Kadibesegil (Orsa), Annelies Poolman (Amsterdam Global Conference on Sustainability and Transparency), Daniel Levine (Avant-Guide) and Hansin Dogan (United Nations Development Programme). Brandmarker International Student Congress, Bogazici University, Istanbul, Turkey, June 19.
Wednesday, January 31. 2007allevio design is now mg strategy
Saturday, October 28. 2006About Trends
It was first presented at the Product Development and Management Association, London 2003, and the Design Management Institute´s European International Design Management Conference, Barcelona 2004. Tuesday, October 10. 2006Wonder Why Top Management Doesn't Go For Your Design?That might be a reason: ![]() In 2002 I was researching the aims and motivations of business managers and designers and found them to be rather different. I also found that there is an overlap which is a "natural" starting point for a constructive conversation between the disciplines. Since some time the design management discourse is increasingly assuming that all design has to be simply subordinated to the aims of business management (the left part of the diagram above). At the same time, values not intrinsic to business (the right part of the diagram) have been increasingly squeezed out. This lack of non-business values is exactly what social and environmental activists criticize. Design would be ideally positioned to introduce just that. Alas, that won't happen as long as the current discourse in the discipline of design management itself does not recognize that there is more to design management than management alone: There is also design in it. Wednesday, May 17. 2006Conceptualizing brands: Metaphors of brand managementCompanies seem to have understood that brands are good for business. But instead of adding value by brands, companies often manage brands in ways which undermine brand value. Have managers understood what brands actually are? What are the reasons for this behaviour, and what can be done to improve the way brands are managed?
Monday, May 8. 2006Transcribing codes: Models for cultural fit in brandingTranscribing codes: Models for cultural fit in branding (PDF) In this article, concepts such as the value landscape, the value Thursday, May 4. 2006How does your organisation see design?from Management and Design - Bridging the Gap, University of Westminster, 2002: The views an organisation has about design will determine the positioning of the design function in the organisation. Design can be located as an own department close to the headquarters or as a sub-unit of another function such as marketing, all depending on how design is understood. For that end, Fairhead proposed a framework for organisational attitudes toward design which places design as styling on the bottom and design as a “whole process” on top. However, what an organisation thinks about its design function is also necessarily influenced by the design function itself and how it communicates its value as well as by the idea of design as it exists in society. Design can be seen – by itself and by society – as popular or elite culture, as art, as problem-solving discipline or as a science of the artificial; Each of these viewpoints will result in a different stance of the designer towards the organisation and vice versa. While design can be seen as very different things and its goals differ from designer to designer, it is remarkably coherent in its methods. Different views and interpretations on design reflect the difficulty to see design as a wide-reaching discipline with profound effects on society, culture, environment and organisational success. This lack of clear boundaries of the design subject matter is one of the basic problems when design is to be integrated in an organisational structure: Unlike accounting, sales or marketing, design does not have well-defined discipline boundaries. Additionally, it is usually not given status as essential discipline in business literature and curricula. Design is creative and problem-solving; it is creative in order to solve problems, and its approaches are different from the appraoches business managers are concerned with. Design includes effects on society, culture and environment, and it can also be concerned with values such as honesty, spirituality, or character - topics which are essential for humanity, but mostly seen as distracting by management. The fact that design is both creative and problem-solving is at the core of the problem. We live by a general assumption that something is either creative - then it is artistic and should be enchanting, or problem-solving - then it is rational and analytic (as in science, or “hands-on” as in management). This results in a perceived division between art and management, between “soft” and “tough”, between “ beautiful” and “useful”. Design integrates –or at least should integrate- both, and thus “sits between two chairs” in this culturally embedded divide. However, also designers contributed to this view with beautiful designs which don´t work or else working designs which are aesthetically unpleasing. One distinguishing characteristic of design is its radical indeterminacy even within the same methodology, opposed to the relative determinacy of natural science. Management is idealistically determinant. The lack of determinacy in design is antithetical to the determinacy of management. The crossing of boundaries of disciplines is generally difficult as long as the education system and organisational systems are fragmented and not holistic. Once a person is specialized, he loses sight of other disciplines; Only few have the expertise to reach across boundaries. Design departments are often at the very periphery of an organisation, obliged to follow decisions made by the marketing, sales and engineering department, which in turn have interpreted the strategic direction as given by the corporate headquarters. In this kind of setup, design has limited possibilities to carry out its core skills for problem solving, as it can by way of hierarchy not redefine the very solutions other groups came up with before. Dumas and Mintzberg: “ The trouble with the chap in the long scarf (the designer) is that he may not be taken seriously; at best he is tolerated, at worst ignored. “ Having design specialists does not mean that a company will utilize them. Design which happens only after engineers and others have completed their work is just “cosmetic design”. If design is made to have a deeper contribution to the mechanisms of business, it will require that it plays a role in core decision-making processes, that it is located not at the boundary but in the centre of an organisation. This is mainly a question of the power and scope design is given. Erik Bohemia lists a range of answers why senior managers in Australia consider designers unsuitable to manage product development groups: They have no understanding of business, are not team players, lack of relevant experience and specific knowledge, they are impractical and outsiders, and it is simply not their job, as they are supposed to work on briefs from marketing or sales. As arguments for having designers as leaders, it was mentioned that they are multi-skilled and integrators. If the design function is located at the centre of an organisation, it will require designers to have insight into and knowledge about business processes. In order to solve business problems in a designerly way, an in-depth knowledge of business management is however a necessary precondition. Similarly, business managers will need to have a basic understanding about the ways of design.
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