Managing Cross-Innovation realizing Neue Kombinationen between the creative industry and other industries Dr. Patrick van der Duin Delft University of Technology / Fontys Academy for Creative Industries November 19, 2013
Contents 1. The Interreg-project Cross-Innovation 2. Background: the Manifesto 3. Defining innovation 3.1 Innovation between and across different industries 4. An example of cross-innovation 5. Factors influencing cross-innovation 6. Policy recomendations
1. Interreg-project Cross Innovation The project focusses on practices in four sub-themes: Smart Incentives innovative types of finance that enable cross-innovation, Culture-based Innovation schemes that unleash innovation in business and the public sector by introducing artistic and creative practices, Brokerage services that build bridges between sectors by connecting crossinnovation enablers with beneficiaries, Spatial Cross-Collaboration services offered to companies in co-working spaces, incubators, fab-labs, science parks and to local clusters. The Project Cross Innovation promotes collaborative and user-driven innovation that happens across sectoral, organisational, technological and geographic boundaries. Its focus rests on policies and support measures that enable cross innovation and creative spillovers between creative sectors and other industries. The partnership consists of 11 metropolitan hotspots that have the potential to put cross innovation on the top of local and regional policy agendas across Europe: Birmingham, Amsterdam, Rome, Berlin, Tallinn, Warsaw, Vilnius, Stockholm, Linz, Lisbon and Pilsen.
2. The manifesto By: Luca de Biase and Patrick van der Duin The five principles from the Manifesto are: 1. Shift happens. And when it happens it is not the way planned. 2. Innovation is not grown in a greenhouse, but it evolves in an ecosystem. 3. Being specialized is good, being special is even better. 4. Boundaries need defense. New frontiers need pioneers. 5. A vision is not an obsession: it is a synthesis to be realized by action.
3. Defining innovation (1) Newness & change: from incremental to radical, and impact Process: an innovation journey Implementation: available and has an impact on market/society Broad view New business models, gay marriage Interconnection system innovations : electric car, 3G Uncertainty & creativity: Innovation is not a project.
3. Defining innovation (2) Innovation is the multi-stage process whereby organizations transform ideas into new/improved products, service or process, in order to advance, compete and differentiate successfully in their marketplace (Baregheh, Rowley & Sambrook, 2009)
3.1 Innovation between and across industries: Google was not invented by Yellowpages Videogames were not invented an developed by Mattel (but by Nintendo that already in 1889 produced playing cards.) Digital watches were developed by classical watch makers (i.e., the Swiss) but introduced into the market by others (i.e., the Japanese) Applying numberportability in banking?...
3.1 Innovation between and across industries Cross-overs: New product consists of existing products: e.g., mobile phone + camera Product in industry A is taken over by industry B: e.g., gas stations selling flowers, food etc. Spill-overs: Positive (negative) effects of industry A on Industry B: using innovations makes you more innovative (e.g., process innovations) Enabling technology (also: general purpose technology): For instance, ICT is an enabling technology for many industries (e.g., finance, logistics, entertainment)
3.1 Innovation across industries Energy + ICT= smart metering Senseo: coffeemachine + pads Beertender:
3.1 Innovation between and across industries 1. Cross-innovation as an output or application: to be used/applied 2. Cross-innovation as a process innovation: Used in a company s production process 3. Cross-innovation as an enabler: as a tool in an innovation process 4. True cross-innovation: Cooperation/merging of the creative industry and other industries Classical supplierbuyer relationship (can make a company more innovative) Towards networked innovation
3.1 Innovation between and across industries social collective innovation business model Goals of innovation profit collaborative engineering open innovation networked innovation Crossinnovation technology standardization small Scope of cooperation broad
4. SmartGate Smart Gate is a serious game that creates an understanding and insight of the chain operation of the cargo trade, shows the consequences of transporting green and red freight and increases involvement by a new way of working. To ensure adequate public safety and security while at the same time safeguarding economical interests, ACN and Dutch Customs have signed a covenant in which they agree to make all information on air cargo flows transparent and to base all inspections both Customs checks and other inspections on risk analysis. Introduction of this concept is supported by SmartGateTheGame, a serious game with e-learning module. This game will assist air cargo companies to optimally prepare for the changes and train their personnel. It will be also used in regular and vocational education, and promoted as SmartGate The Game.
5. Factors influencing cross-inovation Business models of cross-innovation initiatives are often not understood by banks Cross-innovation as a means to shake up old economic industries Do not commercialize the creative industry too much (cf. European innovation paradox ) Do not underestimate the diversity of the creative industry.
6. Policy recommendations (Amsterdam-inspired) 1. Do not only focus on çreative industry but also on creative workers 2. Combine cross-innovation efforts with grand challenges 3. Shift innovation policy resources to later phases of the innovation process 4. Position creative industry clearly between the cultural sector and (other) economic sectors