week 10: Strategic Management - Innovation and Platform Strategies Notes
- Instructor: DR. A. MERVE URFA YILMAZ
- Contact:
- Email: aysemerveurfa@gmail.com, murfa@yildiz.edu.tr
- Social Media: isletme_ytu, yildizisletme
- Website: https://isl.yildiz.edu.tr
Outline
- Netflix Case Study
- Competition Driven by Innovation
- The Innovation Process
- Innovation and the Industry Lifecycle - Crossing the Chasm
- Types of Innovation
- Platform Businesses and Strategies
Competition Driven by Innovation
- Schumpeter's view: "Competition is a process driven by the perennial gale of creative destruction."
- TV Industry Disruption Waves:
- Wave 1 (1980s–1990s): Cable disrupts Broadcast TV
- Wave 2 (2000s–Now): Streaming disrupts Cable
- Question: What will be the third wave in the TV industry?
Netflix's Continued Innovation
- New business model.
- Utilized data and algorithms for video rental and streaming improvements.
- Employed AI to refine recommendations over time.
- First-mover advantage.
- Long tail business model: Achieving significant revenue by selling small quantities of numerous niche products.
The Innovation Process
- Step 1 - Idea: Innovation begins with an idea, often from basic research.
- Step 2 - Invention: Transforming an idea into a new product/process or modifying existing ones.
- Patent: Exclusive rights to commercialize a technology for a set period in exchange for public disclosure.
- Step 3 - Innovation: Commercializing a new or modified product/process.
- Requires novelty, usefulness, and successful implementation for competitive advantage.
- Step 4 - Imitation: Competitors copying successful innovations.
- Increases competition and reduces profits for the original innovator.
Innovation and the Industry Lifecycle
- Industry life cycle: Stages of industry evolution (introduction, growth, shakeout, maturity, and decline).
Introduction Stage
- Focus: R&D, creating a new product category, testing, and small-scale production which results in high costs.
- Market: Small with slow growth; high barriers to entry.
- Disadvantage: First mover disadvantage.
- Goal: Market acceptance and preparation for growth.
- Helpful Strategy: Creating network effects.
- Example: App ecosystem for iPhones:
- More apps → better user experience → more iPhone users → more developers → more apps, etc.
Growth Stage
- Market expansion accelerates.
- Demand increases rapidly after initial market acceptance.
- Common standard usually forms.
- Even weaker companies can grow due to high demand.
- Costs decrease.
- Complementary products & services emerge.
- Types of Innovation:
- Product innovation: New or recombined knowledge in new products.
- Process innovation: New methods to produce or deliver existing products/services.
Shakeout Stage
- Growth slows; market expansion plateaus.
- Companies compete for market share instead of pursuing new customers.
- Increased competition forces weaker firms to exit or be acquired.
- Process innovation gains importance (cost reduction).
- Product innovation declines in importance.
Maturity Stage
- Market evolves into an oligopoly (few large players).
- Most customers already possess the product.
- Demand arises mainly from replacements or repeat purchases.
- Market growth is minimal or negative.
- Process innovation is paramount (cost-cutting).
- Product innovation is minimal (minor improvements).
- Strong competitive intensity within a stagnant market.
Decline Stage
- External factors (politics, economy, technology) can trigger decline.
- Market demand declines rapidly.
- Both product and process innovation cease.
- Shrinking market leads to low profits or losses.
- Excess capacity + fewer customers = lower prices.
- High exit barriers intensify competition.
- Strategic options: exit, harvest, maintain, or consolidate.
Crossing the Chasm
- Crossing-the-chasm framework: Conceptual model illustrating the customer groups dominating each stage of the industry life cycle.
Customer Groups
- Technology Enthusiasts: Introductory stage; engineering mindset, proactive in seeking new tech.
- Early Adopters: Growth stage; eager to adopt new technology for professional and personal benefits.
- Early Majority: Shakeout stage; pragmatists focused on the practical utility of new technology.
- Late Majority: Maturity stage; less confident, wait for established standards and reduced uncertainty.
- Laggards: Declining stage; adopt only when necessary, generally uninterested in new technology.
Failed Innovations’ Second Wind
- Life cycle (introduction → growth → shakeout → maturity → decline) is a general guide.
- Industries may not strictly adhere to it.
- Innovation can occur at any stage, potentially restarting the cycle.
- Initial failures can find later success with better timing or applications.
Types of Innovation
- Combining Markets and Technologies:
- Incremental Innovation: Existing Markets, Existing Technologies
- Radical Innovation: New Markets, New Technologies
- Architectural Innovation: New Markets, Existing Technologies
- Disruptive Innovation: Existing Markets, New Technologies
Incremental vs Radical Innovation
| Feature | Incremental Innovation | Radical Innovation |
|---|
| Technology | Existing technology | New or recombined knowledge |
| Market | Existing market | New market |
| Knowledge Base | Builds on established knowledge | Based on new or different knowledge |
| Risk Level | Low | High |
| Impact | Small to moderate improvements | Major changes; disruptive |
| Frequency | Very common | Rare |
| Examples | iPhone camera upgrade, fuel-efficient cars | Automobile, airplane, MRI, genetic engineering |
| Goal | Improve existing products/services | Create completely new solutions/industries |
- Successful companies typically start with radical innovation, then extend their lead with incremental improvements.
- Big Firms: Focus on Incremental Innovation.
- Fits existing systems, maintains power balance, avoids disruption.
- Tied to existing operations, so they play it safe.
- Startups: Focus on Radical Innovation.
- Move fast, experiment, launch radical innovations easily.
- Start fresh and change the game.
Architectural vs Disruptive Innovation
| Feature | Architectural Innovation | Disruptive Innovation |
|---|
| Technology | Existing technology | New technology |
| Market | New market (unserved or overlooked segments) | Existing market (starting from the low end) |
| Main Approach | Reconfigures existing components in a new way | Introduces a simple, low-cost solution first |
| Performance at Start | Comparable to existing solutions | Often lower performance at first |
| Improves Over Time | Moderate improvements | Rapid improvement → meets mainstream needs |
| Target Users | New/niche customers not served by market leaders | Price-sensitive or low-end users of existing products |
| Example | Canon small copiers vs. Xerox | Netflix vs. Blockbuster |
| Strategic Risk | Moderate (often ignored at first) | High (can dominate the market) |
Strategic Responses to Disruptive Innovation
- Keep Innovating (Stay a Moving Target): Continuous innovation makes it harder for competitors to catch up.
- Protect the Low-End Market: Don't ignore low-margin products; startups thrive there.
- Disrupt Yourself (Reverse Innovation): Develop low-cost products for emerging markets and then introduce them to developed markets.
- Pipeline businesses create and sell their own products.
- Platform businesses connect users and don't own core assets.
- Players:
- Platform Owner: Controls IP and participation.
- Producers: Create platform offerings.
- Consumers: Use platform offerings.
- Providers: Interfaces for the platform
- Value and data exchange between players.
| Feature | Pipeline Business (e.g., Marriott) | Platform Business (e.g., Airbnb, Netflix) |
|---|
| Growth model | Add physical assets (build new hotels) | Add users and listings digitally |
| Resource ownership | Owns physical assets (hotels, rooms) | Owns no inventory (Airbnb), or limited (Netflix) |
| Cost to scale | High (real estate, construction, staff) | Low (onboarding users/hosts) |
| Speed of scaling | Slow (years to add capacity) | Fast (can grow overnight) |
| Inventory limit | Limited by physical capacity | Almost unlimited (as long as users join) |
| Revenue model | Based on asset use (room rate, occupancy) | Fee per transaction (Airbnb), subscriptions (Netflix) |
| Feedback mechanism | Limited, slow, often via surveys | Real-time user feedback and reviews |
| Data-driven decisions | Less precise, slower | Highly data-driven (AI, algorithms) |
| User insight use | Rarely customizes rooms based on guest behavior | Netflix recommends shows based on user data |
| Community input | Minimal | Central to value creation (reviews, ratings, likes) |
- Value increases with more users.
- More users = more value for everyone on the platform.
- Netflix example:
- More users → more content → better service → more new users.
- Virtuous cycle: More users → More content → More value → Even more users.
References
- Rothaermel, F. T. (2024). Strategic management. McGraw-Hill.
- David, F. R. (2023). Strategic management concepts and cases. Prentice hall.
- Peng, M. W. (2022). Global strategy. Cengage learning.
- Ülgen, H., Mirze, K. (2016). İşletmelerde Stratejik Yönetim. İstanbul: Beta.