Wednesday, September 27, 2017

Emergence of Digital Ecosystems - Part II


Emergence of Innovation ecosystems – Part II

Over the last decade, new technologies have changed the way we listen to music – on the go, rather than at home, on tablets and laptops instead of a radio or a dedicated sound system; as we choose, rather than as record manufacturers dictate. We listen at our convenience. This was only the beginning of a transformation in the way we consume all media and entertainment. In the media and entertainment industry, unfamiliar groups of people got pulled to using media in unimaginable ways. In the classroom, teachers have discovered that even the youngest students have become self-directed learners, thanks to carefully crafted learning systems based on, and available through, the World Wide Web. In book publishing, content creation, circulation, and advertising now draw readers into a more immersive experience. These changes have left media businesses with no firm place to stand, nothing they can hold on to in a time of constant change. They result from two propulsive forces. First, of course, is the rapid evolution of media technologies. Second is the use of technology by master designers to involve consumers with their products, to keep them returning as often as possible and staying as long as they can. They build communities by applying technological innovations to things that matter to potential customers.
Individuals and entrepreneurs can draw attention on issues that matter to them and their societies recognizing the power of pull systems. The innovations in the software industry help figure out how the push/ pull systems work to build new systems and technologies. Probing into the software designer’s approaches to building new frameworks and models for complex systems offers possible ways to understand the digital world which seems to change everything that existed before. Powerful, interactive models drive these push/pull systems to orchestrate as well as adapt to collective behaviors and dynamic actions of people individually and in groups.
Music lovers always want the clearest, most accurate sound they can get. This has changed drastically. Music listeners now prefer to listen to music as a social medium activity (for example, iTunes platform and App stores). The music fans and the bands have leapfrogged and ripped apart the laws and the gatekeeping recording industries to bring music to the laptops first. The audio industry itself underwent several phases of transformation to reach the individual’s tablets and mobile palmtops in the form of compressed audio file format, the mp3.
Media users have become pioneers in showing how they are not only groups with a common interest but are also unfamiliar networks of people who can influence one another. The social network etiquette revolves around reposting, retweeting, liking, sharing information both new and familiar to friends and friends of friends. For example, I would use the YouTube channel to watch my favorite poet’s narrations broadcast by an international TV channel. Instead of trying to fit my schedule to the TV channel’s broadcasting the program, I can selectively watch the episode on YouTube. The quality of the picture or the sound does not have to be of the highest quality, as long as it is just enough to entertain according to my schedule and my taste. I am not alone when I watch the YouTube channel. I belong to the huge community of fans who have similar tastes and preferences. My interests grow along with what the community offers. The behaviors of social media users when viewed as belonging to social networks (for example, YouTube community), draw attention to the design of market pull systems as a subject of interest.  
The search to learn has dramatically changed the methods of teaching as well as marketing. Every student and consumer have become a researcher more than ever before. A new generation teacher “pulls” the students with the study material that allows them to search with keywords. The teacher’s as well as the student’s relationship with the web for information is drastically different from that of the generation of people who grew up with information scarcity. Schools and teachers recognize and encourage multi-media use in the curriculum as well as initiatives like the Khan Academy, and the “one laptop per child,” as catalysts to self-learning at an early age.
The digitization of the book-publishing industry is witness to a different story altogether. The proliferation of devices, adapting content to smaller, mobile screens, determining free and subscription models, and the changing and declining advertising spending structures are contributing to changes in this industry. The unique experience of reading an e-book comes with differentiators that are possible only in an online library. The e-book reader organizes folders of books and related content, accesses the content at a chapter level exactly where he left off. He can comment and read across a diverse set of devices. One can get a glimpse of such innovation at the Safari books online or content platforms such as books24X7. The e-books still have the look and feel of a digital replica of the printed version. The children’s story books online on iPad offer the touch and feel of a real book with lighting and ability to zoom. Interactive books and digital content combine the traditional elements of journalism to provide a unique experience to their readers. They are also opening avenues to include the underprivileged and children with special needs for enjoying the reading experience.
It was impossible to imagine that a handy man would arrive at your home with an iPad to track his appointments as well as payments a decade ago. There was no iPad then. It makes both the potential criminal and the police act more responsibly when they are aware that a handful of roadside walkers with smartphones in hand could be watching them. It is these small devices in the hands of individuals that aggregated to the Bring Your Own Device (BYOD) policies at the modern workplace along with innovative products and processes.

Creating and Engaging Emergence:

One should be careful in interpreting the pull systems which are catalysts in transformation. Take the case of the Software Systems and Technologies innovations offering the infrastructure for ecosystems of today with the converging cloud, social, and mobile systems. It is crucial to perceive the actors involved, what type, and stage of technology innovation the pull/ push system works at its best. More reasoning and deeper questions lead to the elements that factor in the workings of push/ pull systems.
There are several differences between incremental (new versions with new features) and radical innovations in the software industry. Latzer (2009) explains in detail how the latter are without predecessors, involve uncertainty and are driven by technology push. Incremental technology innovation, on the other hand, is driven by market pull; it is important in the late phase of technology. For example, technology performance and user preference improvements happen later. Also, adopting new and disruptive technologies in the digital age, usually happens at the lower end, with the lure of cost effectiveness and ease of access. It is easier and natural for the small and medium-size businesses to adopt the disruptive technologies first. In the case of open source software and web 2.0 technologies, the individuals and entrepreneurs embraced the new software and technologies to make their voices heard.
The digitization movement is challenging as it requires to dig deeper into the potential of change in using technologies to bring value to the customers. It challenges the current competencies, systems, and mindset for any industry to prepare for the future. This forces every professional in that industry to be a model thinker, designer, and creator to take part and contribute meaningfully. Digitization has the power to recognize and even create conditions for emergence.

First, new thinking requires new frames and models of reference to view the problem and solve the problem differently as if there was no precedence. In the software systems and technologies industry (for example, IBM, Microsoft), there is a tendency to search for a solution with the current system especially when the technology is mature. If there is no existing solution, the engineer or designer tries to design a new process first to work around the problem. If one cannot come up with a new process with existing resources, developing a new tool to solve the problem becomes the next step.  If there is no fit, the designer intensifies his research and inquiry further to make models and frameworks to develop new solutions. Several new computer languages, compilers, database management systems and operating systems have taken shape with this type of innovative thinking.
A professional designer works with a researching, inquiring, and possibility mindset. The design approach is a result of carefully prepared strategy and focused thinking with educated guesses. One can envision the work methods, effort with mastery and expertise during the prototyping phase of building complex systems. Models for achieving mastery using innovative techniques are abundant in sociology, political science, economics, business, education, technologies as well as in several related fields. Business professionals benefit by learning, exploring, and adopting such techniques to build new business models.
Peer effects, organization, growth, innovation, predictions, mechanisms, designs, dilemmas, collective actions, decisions can be better understood with modeling. It is difficult to single out one specific model for the complexities of interactions. Ability to govern and control the workings of models for success, predict failures, and address them is key to handling the complexities of ecosystems. People seem to follow simple rules, yet the aggregate behavior can be quite different than expected depending on how fast they have to react in a certain communal setting. A standing ovation model is an example of peer effect - other people stand, so I stand in a concert noticing how a few knowledgeable people around me are taking the lead and spreading the behavior meeting my standards. The spread of disease is explained with a disease model that explains diffusion and recovery. Rational and irrational behaviors together make up collective actions which are quite evident whether it is bidding or rioting. Combine the several behavioral models of sociology with the growth models of biology and economics, the integrated effects can be quite complex in ecosystems with several moving parts. Complex problems start to appear simple when we begin to apply the right tools for thinking on the basics as well as beyond.
The key drivers of the digital ecosystems appear to be independent, complex systems and models with an identity of their own.  At the same time, they are highly portable, adaptable, and flexible. They are capable of being subsystems of the larger ecosystems that can take their counterparts to a complete halt or connect to collaborate. The emerging ecosystems of organizations and marketplaces are showing glimpses into the opportunities for innovation to find new ways of doing old business. To derive value and form dynamic and agile networks for benefits and exchanges in the desired direction is within reach for anyone.


















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