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The boundaryless enterprise
(2023)
This book introduces readers to modern organizational concepts and their consequences for working people in the digital economy. Decentralization, networking, the merging of the physical and virtual worlds, and the ever-increasing interaction of human and artificial intelligence are (re) shaping organization and leadership. Digital technologies are changing the coordination of internal and external organizational processes and require new competencies. The aim of the book is to illustrate these interrelationships in a theoretically sound and practical manner.
The book is intended for students of business management and practicing business managers alike.
The emergence of FinTechs, InsurTechs and the ever-increasing regulatory pressure have accelerated insurance companies' need to innovate their business models and to find novel sources of value creation and cost-saving. This study provides a deep insight into various internal and external barriers influencing business model innovation in the German insurance industry. Results of interviews conducted with 23 experts working in established insurance firms operating in Germany showed that internal barriers constitute more of a hindrance than external barriers. This dynamic holds especially true for regulations, as the fear of breaching external regulation fosters the development of even stronger internal rules that fundamentally impede business model innovation.
Modularity in making
(2020)
An increasingly popular form of open innovation in the digital age is ‘making,’ where users innovate across multiple disciplines and make products that meet their needs, using mechanical, electronic, and digital components. These users have at their disposal, a wide solution space for innovation through various modular toolkits enabled by digital-age technologies. This study explores and outlines how these users simplify this wide solution space to innovate and make tangible products. Following a modularity theory perspective, it draws on case studies of users and their innovations: (1) Users with initial prototype product designs based on the Internet of things (IoT) from a maker event and (2) users with established product designs from the online community platform Thingiverse. The studies found that users reused the design in the form of existing off-the-shelf products and utilized digital fabrication and low-cost electronics hardware as a ‘glue’ to create physical and informational interfaces wherever needed, enabling bottom-up modularity. They iteratively refined their innovations, gradually replacing re-used designs with own integrated designs, reducing modularity, and reducing wastage. The study contributes to open innovation and modularity with implications on the design of products and toolkits enabled by the digital age.
Der Kunde als Mitentwickler
(2018)
Im Rahmen der marktorientierten Unternehmensführung übernimmt der Kunde zunehmend eine aktive Rolle des Mitentwicklers von Produkten und Dienstleistungen. Hier bestehen bereits Konzepte der interaktiven Wertschöpfung, wie etwa Open Innovation und Mass Customization. Mit JOSEPHS® wird eine Plattform für Kundeninteraktionen vorgestellt. Es handelt sich um ein offenes Innovationslabor in Nürnberg, das sich als Intermediär zwischen Unternehmen und Kunden versteht. Hier werden durch verschiedene Akteure bereits in frühen Phasen des Entwicklungsprozesses Kunden und Nichtkunden einbezogen. Am Unternehmen Mifitto wird das Konzept erläutert und die Vorteile werden dargestellt.
Purpose: Firms increasingly integrate a wide range of actors in the early ideation and concept creation phases of innovation processes leading to the collection of a large number of ideas. This creates the challenge of filtering the most promising ideas from the large number of submissions. The use of external stakeholders into the evaluation and selection of submissions (i.e., open evaluation) might be a viable alternative. This paper provides a stateof-the-art analysis on how such open evaluation systems are designed and structured. Design/methodology/approach: Since open evaluation is a new phenomenon, an exploratory qualitative research approach is adopted. 122 instances of open evaluation in 90 innovation contest cases (selected out of 400 cases) are examined for their design elements. Findings: This research reveals that open evaluation systems are configured in many different ways. In total, 32 design elements and their respective parameters are identified and described along the six socio-technical system components of an open evaluation system. This study allows for a comprehensive understanding of what open evaluation is and what factors need to be taken into consideration when designing an open evaluation system._x000D_ Practical implication: Scholars and professionals may draw insights on what design choices to make when implementing open evaluation. Originality/value: The comprehensive analysis performed in his study contributes to research on open and user innovation by examining the concept of open evaluation. In particular, it extends knowledge on design elements of open evaluation systems. Keywords: Open evaluation, open innovation, innovation contests
Purpose
Increasing demographic diversity within societies and workforces causes challenges with regard to the innovation performance of companies. By definition, innovation communities nowadays are composed of members with diverse function background and age diversity. The challenging question is how to manage diverse corporate innovation communities. The purpose of this paper is to find out which factors determine the success of corporate innovation communities in times of demographic shifts.
Design/methodology/approach
The empirical field to answer the research question are three corporate innovation communities in companies of different industries and size. Multiple case study methodology is applied to gather and analyse the data.
Findings
The study presents an empirically derived framework to structure success factors of diverse corporate innovation communities chronologically in the three phases of preparation, execution and finalization of a community work process. The success factors are described in detail and finally a time sequential guideline for those who are responsible for community management in demographic change is provided.
Research limitations/implications
It is contributed to the literature on innovation communities and it is shown that innovation communities are not only an instrument to solve innovation tasks but are also a promising means to tackle other challenges of recent demographic changes. As limitation must be considered, that the analysed innovation communities only received corporate support for a short period of time and the supporting organizations operate in manufacturing industries in Germany only.
Practical implications
The paper highlights that managers need to be aware that diversity in corporate innovation communities per se does not lead to success. Furthermore, a guideline of success factors for managers of diverse corporate innovation communities is presented which highlights important aspects that managers need to consider during the community work process.
Social implications
Due to demographic shifts in Germany and other European countries, societies in general and workforces in particular have modified. Most pervasive shifts take place with regard to age structures and diversity. Implications how manager could handle diversity successfully are therefore of high relevance for societies.
Originality/value
This study provides a theoretical understanding of the implications of organizational and age diversity on corporate innovation community management. Extant authors have already focussed on success factors in innovation communities and diverse settings isolated, but have not merged these issues.
Dieses Lehrbuch vermittelt in komprimierter Form die wesentlichen Inhalte des Standardwerkes“ Interaktive Wertschöpfung“ von Ralf Reichwald und Frank Piller. Unternehmerische Wertschöpfung findet heute zunehmend nicht mehr sequentiell im Sinne einer klassischen Wertschöpfungskette statt, sondern interaktiv und iterativ zwischen einem fokalen Unternehmen und externen Mitwirkenden. Vor allem Kunden und Nutzer werden selbst aktiv (Co-Creation). Dies gilt für die Forschung und Entwicklung neuer Produkte und Dienstleistungen (Open Innovation) genauso wie für operative Wertschöpfungsprozesse (Mass Customization). Die Zusammenarbeit zwischen Unternehmen und Externen wird dabei in vielen Fällen anders organisiert. Statt Aufgaben zu verteilen bzw. anzuweisen, reagieren die Beitragenden auf einen offenen Aufruf zur Mitwirkung und selektieren selbst, wann und wie sie sich beteiligen (Crowdsourcing). Die erweiterte Co-Autorenschaft mit Frank Piller, Kathrin Möslein, Christoph Ihl und Ralf Reichwald bildet für die Weiterentwicklung dieses Buches eine neue konzeptionelle Basis.
The proliferation of innovation contests has fostered community-based idea evaluation as an alternative to expert juries to filter and select new product concepts at the fuzzy front end of corporate innovation. We refer to this phenomenon as open evaluation, as all registered participants can engage in jury activities like voting, rating, and commenting. While previous research on innovation contests and user engagement includes participant-based evaluation, the iestigative focus so far has not been on this phenomenon. Access to jury activities in open evaluation practice contradicts innovation theory, which recommends careful selection procedures to establish expert juries for assessing new product concepts. Additionally, little is known about contingency factors that influence the performance and acceptance of open evaluation's results. To address these two questions on the objectives and contingency factors for open evaluation of new product concepts, this study applies exploratory multiple-case research of open evaluation in nine innovation contests. Data collection encompassed expert interviews and complementary sources of evidence. Results indicate that firms pursue six distinct objectives to support participant-based generation and selection of new concepts. In addition, eight contingency factors influence the performance of open evaluation and the acceptance of its results. Finally, results showed open evaluation output to efficiently complement jury decisions in filtering and selecting ideas for new product development.
We explore objects which are used to span knowledge boundaries (Carlile, <a href="http://onlinelibrary.wiley.com/doi/10.1111/radm.12216/full#radm12216-bib-0108" title="Link to bibliographic citation" rel="references:#radm12216-bib-0108">2004</a>) in order to establish shared understanding in virtual innovation communities. In particular, the use of a mix of such boundary objects during collaboration on a virtual whiteboard is studied. Five collaborations with in total 31 participants are analyzed on the micro level of activities. We conceptualize collaboration activities according to Dennis et al. (<a href="http://onlinelibrary.wiley.com/doi/10.1111/radm.12216/full#radm12216-bib-0013" title="Link to bibliographic citation" rel="references:#radm12216-bib-0013">2008</a>) as coeyance of information and coergence on meaning. Both, coeyance and coergence activities are necessary to establish shared understanding. Our results show why and how boundary objects are used specific to coeyance or coergence activities. We, thus, provide confirmative empirical evidence for the theoretical propositions of Dennis et al. (<a href="http://onlinelibrary.wiley.com/doi/10.1111/radm.12216/full#radm12216-bib-0013" title="Link to bibliographic citation" rel="references:#radm12216-bib-0013">2008</a>) and extend current research on knowledge sharing in virtual innovation by showing how exactly boundary objects contribute. Practical implications include propositions for the design of collaboration platforms and innovation processes.
In this paper we suggest principles for boundary objects’ use in innovation communities. The goal of these principles is to effectively conduce a shared understanding. For that reason knowledge boundaries must be overcome. We link the theoretical concepts of (1) the boundary objects classification (Carlile, 2004) and (2) the community learning model of van den Bossche (2011) to set a foundation for these principles. Afterwards we empirically develop principles in a field study. Findings suggest that syntactic boundary objects contribute to construct meaning, semantic boundary objects to co-construction, and pragmatic boundary objects to constructive conflict. We can thus suggest principles for use of boundary objects at the three levels of community learning to effectively establish shared understanding in innovation communities.
In this paper, we explore the phenomenon of boundary objects in the process of virtual collaboration. Virtual collaboration is an interactive act that interconnects jointly and voluntarily collaborating individuals that are electronically linked. We regard them as virtual communities (VCs). VCs are characterised by its aim to conduce to shared understanding through an effective use of boundary objects. Artefacts that serve two or more VC members to establish collaboration are seen as boundary objects. The study at hand uses the socio-technical systems theory as a framework to categorise extant research. It draws on the concept of Carlile’s three tiers of boundary objects (syntactic, semantic, and pragmatic) to further sub-categorise scholarly publications between 2004 and 2014. This leads to an in-depth analysis on the use of boundary objects, its effect on the collaboration process as well as a first research agenda for subsequent endeavours in the field of boundary objects and virtual collaboration._x000D_ Keywords: Boundary objects, virtual collaboration, knowledge management, socio-technical systems theory
Flexible production technologies like 3D printing give users a large solution space to innovate and design. To harness the full potential of these technologies, it is imperative to provide toolkits, with structured and simplified solution space that meets the needs of users with low iolvement. This pa-per explores the manner in which the solution space of 3D printing toolkits is simplified for non-expert users. Toolkit solution space was analysed in 68 toolkits with two perspectives of modularity: 1) Mod-ularity-in-use and 2) Modularity-in-design. First, the solution spaces were categorized in a 2x2 matrix by using the perspective of modularity-in-use, i.e. design questions and design options they offer to users. Second, this categorization and the perspective of modularity-in-design were used to identify mechanisms that simplify toolkit solution spaces. Solution space can be simplified for non-expert users by 1) offering iterative design questions with known design options, 2) using generative algorithms, 3) reusing designs and components from other users and 4) offering ‘meta-toolkits’ for users to create their own toolkits. The meta-toolkits democratize toolkit creation, and simplify solution space for non-expert users, as they design innovative and customizable products, together with expert users, without losing design flexibility.
Within communities knowledge is shared regularly. Although today’s communities can rely on sophisticated collaboration technologies, the sharing of knowledge remains impeded by different social mechanisms. Removing impediments that originate from different understandings between knowledge exchanging individuals has been called boundary management by Carlile. Boundary management can be supported by the use of specific objects. We iestigate collaboration technology as shared object within an organizational knowledge community. In this sense, collaboration technology is conceived as a means to support the spanning of knowledge boundaries. This researchin-progress proposes a design science research (DSR) approach. It aims for designing and evaluating IT-based shared objects which effectively lower boundaries of knowledge sharing. First empirical findings suggest that a collaboration technology that offers a shared space for communication and exchange can provide fruitful support in contexts where syntactic and semantic boundaries prevail. Hence, the design task for CT as shared object in organizational knowledge communities should focus on lowering syntactic and semantic knowledge boundaries.
Organizations increasingly experiment with new interfaces for knowledge sharing to foster innovation. More precisely, a variety of actors from inside and outside the organization who before hardly had any interfaces in their daily work are now expected to share their knowledge. Using data collected in an explorative qualitative study with innovation managers across Europe we explore what types of semantic and pragmatic boundaries exist as barriers to knowledge sharing at newly emerging interfaces. Thereby, distinct open and hidden behavioral patterns have been identified for each type of boundary. This understanding is a precondition for fostering and managing knowledge processes at newly emerging interfaces. Also, it enables practitioners and researchers alike to engage in a more nuanced discussion of these new facets of complexity of knowledge sharing in innovation projects.
Service systems engineering (SSE) focuses on the systematic design and development of service systems. Guided by a value proposition, service systems enable value co-creation through a configuration of actors and resources (often including a service architecture, technology, information, and physical artifacts), therefore constituting complex socio-technical systems. IS research can play a leading role in understanding and developing service systems. SSE calls for research leading to actionable design theories, methods and approaches for systematically designing, developing and piloting service systems, based upon understanding the underlying principles of service systems. Three major challenges have been identified: engineering service architectures, engineering service systems interactions, and engineering resource mobilization, i.e. extending the access to and use of resources by means of IT. Researching SSE is challenging. Assessing the models, methods, or artifacts of SSE often requires embedded research within existing or even novel service systems. Consequently, approaches such as piloting IT-based innovations, design research or action research are the most promising for SSE research. As an integrative discipline, IS is in a unique position to spearhead the efforts in advancing the architecture, interaction, and resource base of service systems with evidence-based design.
Service systems engineering (SSE) focuses on the systematic design and development of service systems. Guided by a value proposition, service systems enable value co-creation through a configuration of actors and resources (often including a service architecture, technology, information, and physical artifacts), therefore constituting complex socio-technical systems. IS research can play a leading role in understanding and developing service systems. SSE calls for research leading to actionable design theories, methods and approaches for systematically designing, developing and piloting service systems, based upon understanding the underlying principles of service systems. Three major challenges have been identified: engineering service architectures, engineering service systems interactions, and engineering resource mobilization, i.e. extending the access to and use of resources by means of IT. Researching SSE is challenging. Assessing the models, methods, or artifacts of SSE often requires embedded research within existing or even novel service systems. Consequently, approaches such as piloting IT-based innovations, design research or action research are the most promising for SSE research. As an integrative discipline, IS is in a unique position to spearhead the efforts in advancing the architecture, interaction, and resource base of service systems with evidence-based design.