DIGITAL INNOVATION

ALL ABOUT

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Hello,

I'm Vanessa Fieres

I am a creative mind, an entrepreneur at heart and a positive person, currently undertaking my post-graduate studies in Digital Innovation @UCD Michael Smurfit Business School in Dublin. This blog is updated weekly as part of my course 'Design, Development and Creativity' and I will share some of my thoughts on these topics.

Please, enjoy my blog and feel free to contact me for any thoughts on creativity, entrepreneurship or innovation.


Education
UCD Michael Smurfit Graduate Business School

M.Sc. Digital Innovation

ESB Business School
NEOMA Business School

B.Sc. International Management

Dreieichschule Gymnasium

Abitur/German Highschool Diploma


Experience
Entrepreneurship

Founder of collaborice

BusDev Companion2Go

Consulting

iic group GmbH

Student Consulting

Sales and Marketing

BMW Group

Mondelez International

ARTICLES

IONA Technologies Case Studies

Allen provided our class with a case study on IONA Technologies:
IONA Technologies was an Irish software company, founded in 1991. Incubated and born out of the academic centre of Trinity College, Dublin, the company became a fast-growing ICT startup with headquarters in Dublin, Boston and Tokyo. Focusing on technology excellence, they specialised in distributed service-oriented architecture (SOA) infrastructure. Their products connect systems and applications by creating a network of services without the need for a centralised server or an IT stack.
The first case study outlines the growth of a group of Academicians & Engineers doing research and development in Trinity College into a pioneer IT company in Ireland. Starting with client and developer trainings for their products, they soon realised that professional services (consulting) could become an important revenue stream. The soon served various customers in various industries with different products and consulting services. The case study highlights the challenges of rapidly growing ICT company. The professional service team, consisting of "the crème de la crème" of their engineers, together with Marketing and Sales were the only to have customer contact. The IONA engineers were fixing product bugs in the client site, resulting in a lack of knowledge transfer within the organisation. No bug tracking processes within IONA existed, increasing the challenge of delivering the quality products the clients needed and wanted.
The second case study concerns the challenges of managing the increasing workforce and complexity. Management of cost and complexity (resources) within the different team members was one of the main issues at IONA Technologies. An over commitment by the management to the clients, the increasingly difficult and complex processes, fix-quick-mentality made it increasingly difficult to maintain the quality and service standards when increased in size. The management did not execute good leadership by lacking strategic vision and goals and poor decisions on the company's investments into dated technologies when in fact they should have invested in new different solutions. They were stuck in the Innovator's Dilemma, sticking too close to the current customers, managing the existing complexity without anticipation into future products and markets. 
The overall criticism lies on their development processes having been outdated and very much like the waterfall model (Planning, Developing, Testing and QA and Launching). They actually should have embraced new more agile methodologies and frameworks like SCRUM or Extreme Programming. Of course, the application of methodologies always must suit the context and environment but given that their products were open platforms, vulnerable of the constant external  and situational changes, they should have applied a methodology allowing them for greater reactivity and responsiveness.


In the brochure of Trinity, it says that IONA was on of the top 10 companies in ICT with this highest IPO in history. It was acquired in 2008 fo $162 million.

Personal Learning Log


Throughout the past 12 weeks, I have had the chance to deep-dive into the world of “Digital Innovation”, the specialisation for my postgraduate studies at UCD Michael Smurfit Business School Dublin. The first semester, consisting of three different modules, covers a wide variety of skills and knowledge in the field of IT and business strategy, managerial competences and software development. Whereas the course “Managing Strategy and Innovation” focused more on the strategic dimension of business, the course “Design, Development and Creativity” focused on the operational dimension. Learning outcomes of “Skills for Business Enquiry” included the various critical thinking and analysis capabilities of a businessperson necessary to execute both, operational and strategic tasks.


Figure 1: Digital Innovation Master of Science, Semester One Core Focus

For me, the course ‘Design, Development and Creativity’ represented a crucial core module for everything related to software design, development the challenges going in hand with leading and managing creative and technical teams.

Prior to my experience at Michael Smurfit Graduate Business School, I developed a technological product myself. I had a background in Business and understood the key challenges of product design, development and team management. However, I was not aware that this would be profoundly different when this product is a technological. As our resources were limited, we worked with the development team of a partner who agreed to provide his development manpower in return for equity. The main difficulty was planning and guiding the activities and team members. I did not have a clear understanding of how long specific development tasks would take, neither how many people would be necessary to accomplish them. Not to mention that I had never written a single line of code myself and hence, spoke a different “development”-language than my software development team.
I did not feel any difficulties with the process itself, including customer centrism, feedback and iteration rounds and daily meetings to update the process status quo and dispatch work load and tasks. I had worked in a tech-company builder and investor in Switzerland and knew how the teams worked. The main problem for me was that I was not able to see the on-going tasks and see how the product evolved every minute, hour and day, becoming more and more the product we wanted it to be. The intangibleness and invisibility of this product development process was frustrating. I felt like we did not move forwards at all and concentrated on partnership building, relationship management and physical prototypes to get feedback from customers (wireframes, design thinking etc). This however generated new ideas every time that the development team could not incorporate. In the end, the partner had to undergo technical changes himself and needed his manpower, putting us on the waiting bench. After 3 months and when I received a Scholarship to precede my studies, we agreed to end our agreement and move on. This led to the major learning: if I ever wanted to incorporate a managerial position in ‘Tech’, I would need to understand what is going on in the heads and fingertips of software development teams.

In the frame of our course, we encountered the exact same issues and difficulties I felt during my time in the incubator. Every reading, followed by class discussions, was circling around real-life situations and difficulties in software development teams and companies. Often, I could relate to the different topics: the challenges of guiding software development teams, the frustration of the intangibility of the product, difficulties in planning and time scaling, creativity and design issues and much more.

I now understand that five dimensions are particularly different for technical/software product development than for physical:
         1. Quality
         2. Cost
         3. Time
         4. Scope (difficulties in planning)
         5. Management/Leadership Style

Experience and judgement come into play in optimising and idealising the product/software  development lifecycle.



Figure 2.    Determinants of an Ideal Software Development Lifecycle

Digital acumen and an in-depth understanding of relevant software development processes and leadership styles are also crucial for a successful management of new software-enabled products. The most insightful learning outcome for me concerns the different forms of the software development, particularly XP, Agile and SCRUM. Before the 'agile revolution', software development teams have been primary working with the waterfall methodology. Beck (1999) introduced the Extreme Programming methodology as one of the early adopters of agile software development methodologies. Rather than working on a process of 1.Analysing, 2. Designing , 3. Implementing and 4. Testing, the agile is an adaptive, iterative method where these activities are all executed throughout the software development process.

However, I think that agile methodology seems to be more of a philosophy rather than a simple method to apply. The methodology not only needs to fit into the context given, but also the team has a primary influence on whether the process is successful or not. Krutchen (2007) explains agile as a culture. The idea that software development becomes a team activity where the members of the group code in pairs, interact with each other, test, iterate and challenge their idea and quality continuously requires a strong team spirit and increases the complexity of managing these teams. This is where SCRUM came into play. Williams et al. (2011) explains SCRUM as: 'an agile software development process that works as a project management wrapper around existing engineering practices to iteratively and incrementally develop software.' (Scrum + Engineering Practices: Experiences of Three Microsoft Teams, Williams et al., 2011)

These - originally - software terms and methodologies have now been appropriated by other teams to develop and manage their business models, products and projects to become more customer centric, iterative and more focused on rapid testing. Teams mix up the methodologies to fit into their individual context. While extreme programming (XP) normally requires the customer to be involved in the development process, the product owner or another leading member of the team often replaces this role. Many teams do not label the way they work as "agile", "SCRUM" or "extreme programming" but rather define themselves as opponents to the "waterfall model" (or other old stagnant project management and development methods). This is something I could relate to particularly in the startup world. Nowadays, we can discover these lean development methods even in the development process of physical goods or new strategies and business models. Multiple iterations, early feedback and adaptable product development go along with the credo 'fail cheap, fail quick, try better.'  Concepts I only knew from the book “The Lean Startup” so far. 'The lean startup'-approach focuses in rapid prototyping, multiple iterations of the model and testing before engaging in a new business model or strategy. Human-centered-design and design thinking methods that involve the customer in the development process have become the source of creating sustainable products and business models.

However, as managing technical teams and projects seems not to be difficult enough, a digital innovation manager needs to make the balancing act from managing the technical product innovation and envision future business.

Software develops quickly and so do the customer needs. Assessing customer needs can become very difficult when they change over time. Every innovation influences customer expectations and needs. In the ‘90s, a mobile phone needed to be able to setup phone connections and deliver messages from one device to another. Today, it is normal that the phone features a camera, can connect to the cloud and is rather a portable computer than a simple phone. Not only the expectations changed but also the original purpose of a phone has changed and become much more sophisticated. As the needs and desires shift with the innovations, we need to know what the customer wants, before he knows it. But how ? When an idea is so novel that the potential customer doesn't understand it or doesn't have the desire to own it yet? We need to create the desire to own it and therefore, we need creative people and be able to manage these creative minds. This means that a digital innovation manager needs to be able to engage in future trends, create new innovative products and services and at the same time, manage the existing business.



Week 9 - LEGO's Creativity

L




Lego. We all loved these brick-like plastic pieces to build castles, dragons, cars or the star-wars chip.

But when these lego bricks suddenly transform to a digital product because some technological add-on or motor has been topped on, we were the biggest fans of all times. Lego Cars, Lego Robots and so forht


In fact, it has only been a week I was attending Web Summit in Lisbon. I honestly did not listen to a lot of talks as I knew they would be available on-line after the event, but for some talks and topics I could not resist. Legos was one of them.


It was about the fact that companies would need to shift their focus from looking outside their firm to find innovation but rather to exploit effectively the resources they had. Their employees but also their clients. Lego is the most engaging brand in the world on social media and that all because Lego uses its social channels and feeds to kid's and creative's challenges. By calling for their community to come up with new ideas or join a wave of existing ideas with competitions, they also solve two problems at the same time: customer engagement and idea sourcing from outside. How were they able to do this? Their internal social media and idea development team sits together every Monday with the sole purpose to launch a new challenge or idea for the community. The whole Monday is dedicated to experimentation. At the end of the day, the idea with the most votes will be casted in the shooting on Tuesday and published by Wednesday. Thursday and Friday are used to evaluate the campaigns and lessons learned from the previous week. Sometimes, the challenges can become self-drivers and grow to a movement like the Lego Man that went on travels in the world. This social feed is years old and still there are a few hundred uploads a day. Sometimes, new ideas emerge from previous campaigns so the system becomes a closed cycle of innovation: idea generation, deployment, sharing, replication, evaluation, idea generation. Incredible!

Week 8 - Agile Development Methods








'Agile'. 'Lean'. 'Simple Design'.. You hear it everywhere how the - originally - software methodologies have been appropriated by other teams to develop and manage their business models, products and projects to become more customer centric, iterative and more focused on rapid testing. Multiple iterations, early feedback and adaptable product development go along with the idea is 'fail cheap, fail quick, try better.' 


Before the 'agile revolution', software development teams have been primary working with the waterfall methodology. Beck (1999) introduced the Extreme Programming methodology as one of the early adopters of agile software development methodologies. Rather than working on a process of 1.Analysing, 2. Designing , 3. Implementing and 4. Testing, the agile is an adaptive, iterative method where these activities are all executed throughout the software development process. 

However, agile methodology seems to be more of a philosophy rather than a simple method to apply.
The methodology not only needs to fit into the context given, but also the team has a primary influence on whether the process is successful or not. Krutchen (2007) explains agile as a culture. The idea that software development becomes a team activity where the members of the group code in pairs, interact with each other, test, iterate and challenge their idea and quality continuously requires a strong team spirit and increases the complexity of managing these teams. This is where SCRUM came into play. Williams et al. (2011) explains SCRUM as:

'an agile software development process that works as a project management wrapper around existing engineering practices to iteratively and incrementally develop software.' (Scrum + Engineering Practices: Experiences of Three Microsoft Teams, Williams et al., 2011)

Nevertheless, many teams mix up the methodologies to fit into their individual context. While extreme programming normally requires the customer to be involved in the development process, this role is often replaced by the product owner or another leading member of the team. Many teams do not label the way they work as "agile", "SCRUM" or "extreme programming" but rather define themselves as opponents to the "waterfall model".

Nowadays, we can discover these lean development methods even in the development process of physical goods or even strategies. Human-centered-design and design thinking methods that involve the customer in the development process have become the source of creating sustainable products and business models. 'The lean startup' focuses in rapid prototyping, multiple iterations of the model and testing before engaging into pre-defined strategies that bear high risks and uncertainty. 


Here an overview of the difference between the classic waterfall and more iterative methods.



Week7 - A Healthy Rivalry in Software Development Teams



Lately, we have been discussing in class why software development can become a complete disaster and result in a "big ball of mud" (unstructured, complex codes). The reasons can be multiple: management (too close or too lose), the wrong team, the wrong process but also the wrong attitude. 
In order to work together on successful software development, every member of the team needs to work towards the same goal, giving the best he can and supporting his/her team members. 

One pattern that appeared in the article "they write the right stuff" (Fishman, 2007) was the notion of healthy rivalry. The software development team is seperated into two teams: those who create the codes and those who test and verify the codes. The fact that the teams worked against each other in terms of quality assurance but were aligned to work towards a common goal (developing the best software) made this process particularly successful. The code creators, knowing their code would undergo critical assessment and quality tests, would put more efforts in pre-testing their own codes and delivering better results to that the opposite team had fewer mistakes to reveal. On the other hand, the verifiers, trying to reveal all mistakes in the code, were twisting the codes upside down to find all possible mistakes and "beat" the other team. However, is mistakes were made in the end, no individual scapegoating or blaming would be allowed as their created and verified the codes in group. If there was a mistake, the process and system allowed the mistake to occur, so everybody was responsible.

But it is not just about the process. It is very difficult to find the right people that would feel comfortable in such a setting: being controlled, work as a team, no individual blaming but of course in return also no individual rewarding was possible. This is particularly interesting as many people mistakenly believe that "IT staff" and developers do need to have team spirit, communication skills and leadership responsibility. But in fact, this example shows that this self-directed and auto-sustaining process of creation and correction requires these skills and capacities from the team.
This is just another great example of management myths in software development. 



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