Technology and Creativity
Technology and Creativity
KENYATTA UNIVERSITY
SCHOOL OF BUSINESS
DEPARTMENT OF BUSINESS ADMINISTRATION
BBA 204: TECHNOLOGY AND CREATIVITY
TOPIC 2: Technology
• Roles of technology
COURSE EVALUATION
1. Course Work 30%
2. Final Exam 70%
Total Score 100%
ii. Invention
Invention means discovery or devising of a new product, process or system. It is an
identifiable discrete contribution to technical knowledge and to technical change
although it is not the only way in which technology changes e.g. small improvements and
adaptations changes technology. It is usually a stage of technological development at
which an idea has advanced sufficiently for the inventor to draw up plans, construct a
working model or in some way establish technical feasibility. At this stage, technology is
patentable and technological research is the most important source of inventions.
Entrepreneurs should be exposed to research opportunities to develop inventive minds.
iii. Patent
This is a governmental legal register/gratuity for a specific period, monopoly (exclusive)
property rights for the exploitation of an invention. Patents only protect knowledge to
the extent that it is embodied in a tangible item which is patentable. Patents are
frequently appropriated and exploited by large businesses or Trans National
Corporations and Multi-National Corporations. Local entrepreneurs rarely enjoy their
technological inventions due to lack of awareness. For instance Kyondo and Kikoi in
Kenya.
a) Evaluation of the social environment and economic costs of existing technologies in the
form of pollution, social disruptions infrastructure cost etc.
b) Anticipation of probable detrimental effects of new technologies to businesses,
c) Devising methods of minimizing technology costs to businesses,
d) Evaluation of possible benefits of new or alternative technologies in connection with
social and economic needs etc.
viii. Organisational innovation has been defined as the adoption of an idea or behaviour
that is new to the organisation.
ix. Technology Innovation Vs technology invention
• Technology invention is the breakthrough in technology, product, and process, which
creates novelty that is totally, or to a great extent, different from the existing products
or existing methods. Technology invention merely refers to the technological
activities, seeing about the variation in technology rather than the success of profit
from commercialisation.
• Technology innovation is the new conception in technology, product, and process ,
which has been , after being researched and developed , applied to the practical use
and producing social and economic profits
• Technology R&D is only one of the cycles, which form the innovation. It also observes
the improvement in technology instead of commercial success of the research result.
• Technology innovation actually is the sum of activities: new conception formation,
research and development, practical application, and commercialisation that
produce both social and economic profit.
Technology is a body of knowledge devoted to creating tools, processing actions and the
extracting of materials.
Technology is the collection of techniques, skills, methods and processes used in the
production of goods and services or accomplishment of objectives such as scientific
investigation.
It can also be the knowledge of techniques, processes or it can be embedded in machines
to allow for operation without detailed knowledge of their workings.
Technology is also an application of science used to solve problems. But it is vital to know
that technology and science are different subjects which work hand-in-hand to
accomplish specific tasks or solve problems.
The words science and technology can and often are used interchangeably. But the goal of science
is the pursuit of knowledge for its own sake while the goal of technology is to create products that
solve problems and improve human life. Simply put, technology is the practical application of
science
Role of technology
It has become a vital and integral part of every business plan. From the MNC who
maintain mainframe systems and databases to small businesses that own businesses that
own a single computer, IT plays a role. Some of the roles include;
1. Communication – a number of communication tools have evolved that allow staff and
other stakeholders in businesses to communicate.
2. Inventory management – in management of inventory organisations need to maintain
enough stock to meet demand without investing in more than they require.
3. Data management – organisations or companies store digital versions of documents
on servers and storage devices.
4. Management information systems – storing data is only of benefit if that data can be
used effectively. Progressive companies use that part of data as part of their strategic
planning process as well as the tactical execution enable companies to track sales
data, expenses and productivity.
5. Customer relationship management
Companies are using IT to improve the way they design and manage customer
relationships. CRM systems capture every interaction a company has with a customer
so that a more enriching experience is possible.
3.1 Introduction
Innovation is an essential constituent element of successfully marketing strategies in a
business. Businesses of all sizes and across the spectrum of industrial and commercial
activities need to plan for the systematic development of new products and services.
Experienced entrepreneurs who have the authority and skills to search for new ideas
and pursue them with energy and intelligence should direct these efforts towards these
tasks. Policy makers too should encourage and practically support these efforts by
entrepreneurs. The need for innovation is perennial in that few companies can exist for
long with same products and services and must be keen on new ideas and opportunities
for profitable existence/expansion.
Innovation is the heart of advancement in modern societies and can be seen to have
dramatic effect in many sectors such as medical science, computer
technology/information technology/processing, micro-technology, agricultural sciences
etc. In these sectors, there is great excitement as new products and services flows from
inventive minds of professional and technical experts.
The importance of innovation was clearly expressed by the president of the Massachutes
Institute of Technology who once remarked “one thing is clear, we have not run out
important problems. There is an urgent need for continuous innovation both to improve
quality of life and to further economic development. But even more important, we must
continue to innovate just to keep the stem we now have working properly to retain what
we had already achieved and to ensure that the quality of life does not drastically
deteriorate because technical and industrial capability cannot keep
up with our changing needs and resource base”.
The marketing environment for practically every business has changed rapidly since the
1990s – social and economic development has changed people orientations towards life
including the pressure exerted by environmental factors on business all call for
innovative ideas. According to Drucker, the purpose of a business is to create a customer
and that marketing and innovation are the two basic factors of any business enterprise.
He observed that innovation goes right through a business, may it be in pricing,
productions/product, distribution/channel management or customers care. Innovation
may be linked to positive changes in efficiency, productivity, quality, competitiveness,
and market share, among other factors.
Elements
The key elements in diffusion research are;
1. Innovation
Innovation is a broad category, relative to the current knowledge of the analyzed unit.
Any idea, practice, or object that is perceived as new by an individual or other unit of
adoption could be considered an innovation available for study.
2. Adopters
Adopters are the minimal unit of analysis. In most studies, adopters are individuals, but
can also be organizations (businesses, schools, hospitals, etc.), clusters within social
networks, or countries.[15]
3. Communication channels
Diffusion, by definition, takes place among people or organizations. Communication
channels allow the transfer of information from one unit to the other.[16]Communication
patterns or capabilities must be established between parties as a minimum for diffusion
to occur.[17]
Process
Diffusion occurs through a five–step decision-making process. It occurs through a series
of communication channels over a period of time among the members of a similar social
system. Rogers' five stages (steps): awareness, interest, evaluation, trial, and adoption
are integral to this theory. An individual might reject an innovation at any time during
or after the adoption process. Rogers changes his terminology of the five stages to:
knowledge, persuasion, decision, implementation, and confirmation. However, the
descriptions of the categories have remained similar throughout the editions.
Stage 1: Knowledge
The individual is first exposed to an innovation, but lacks information about the
innovation. During this stage the individual has not yet been inspired to find out more
information about the innovation.
Stage 2: Persuasion
The individual is interested in the innovation and actively seeks related
information/details. Stage 3: Decision
The individual takes the concept of the change and weighs the advantages/disadvantages
of using the innovation and decides whether to adopt or reject the innovation. Due to the
individualistic nature of this stage, Rogers notes that it is the most difficult stage on
which to acquire empirical evidence.
Stage 4: Implementation
The individual employs the innovation to a varying degree depending on the situation.
During this stage the individual also determines the usefulness of the innovation and may
search for further information about it.
Stage 5: Confirmation
The individual finalizes his/her decision to continue using the innovation. This stage is
both intrapersonal (may cause cognitive dissonance) and interpersonal, confirmation the
group has made the right decision.
c) Early majority or pragmatists. This type of people has many social contacts and
does things deliberately. They will receive a new innovation because they have well
researched about it. They adopt an innovation after a varying degree of time that is
significantly longer than the innovators and early adopters. Early Majority have above
d) Late majority or conservatives – usually are skeptical, traditional and lower social
economic status. Takes time to accept new ideas. They adopt an innovation after the
average participant. These individuals approach an innovation with a high degree of
skepticism and after the majority of society has adopted the innovation. Late Majority
are typically skeptical about an innovation, have below average social status, have little
financial liquidity, in contact with others in late majority and early majority and little
opinion leadership.
E0) Laggards – these fear new ideas and are great critics. They will be the last to accept
new ideas. They are the last to adopt an innovation. Unlike some of the previous
categories, individuals in this category show little to no opinion leadership. These
individuals typically have an aversion to change-agents. Laggards typically tend to be
focused on "traditions", lowest social status, lowest financial liquidity, oldest among
adopters, and in contact with only family and close friends.
1. Always analyze opportunities – do not grab an opportunity as it comes, but you first
need to analyze to reveal the advantages and disadvantages. Study the opportunity
and understand how innovation can add value to your customers.
2. Listen and be on the lookout – marketers need to listen to all including employees,
customers, management for the right innovation.
3. Be simple in terms innovations. Do not be complex to confuse consumers.
Disruptive innovation
This is an innovation type that get a great deal of attention particularly in the process
because markets appear from nowhere, creating massive new sources of wealth. It tends
to have it roots in technological discontinuities e.g. Motorollas rise to pronounce with the
first generation of cellphone, airbags in cars, pagers, poker games.
Application innovation Takes existing technologies into new markets to serve new
markets to serve new purpose e.g. Tandem computers which are fault tolerant were
taken to banking markets to create ATMs *Omo for brake fluid, etc.
1. Product innovation Takes established offers in established market to the next level
e.g. Toyota Cars – AE91, 100, 110, Premio etc., Peugeot – 404, 504, 505, 406, 306 etc.
or windows 98, 2000, XP, 2003, Nokia HP Inkjet Printers.
8. Strategic Innovation pertains to processes: how things are done as opposed to what
the end product is. Strategic changes can be disruptive but are more often
incremental. Incremental innovation is the idea that small changes, when effected in
large volume, can rapidly transform the broader organization.
.
3.11 CREATIVITY
Creativity is the act of turning new and imaginative ideas into reality. Creativity is
characterized by the ability to perceive the world in new ways, to find hidden patterns,
to make connections between seemingly unrelated phenomena, and to generate solutions.
Creativity involves two processes: thinking, then producing.
“A product is creative when it is (a) novel and (b) appropriate. A novel product is original
not predictable. The bigger the concept, and the more the product stimulates further
work and ideas, the more the product is creative.” —Sternberg &
Basadur’s et al., (1982) three stage mode of process of creative problem solving
1. Problem finding
They argue that in order for creative process to begin there needs to be a problem that
requires a solution. This stage is important because the way one approaches a problem
will affect the quantity and quality of ideas generated in the stages that follow.
2. Problem solving
Focuses on generating as many ideas as possible, it is assumed that the number of ideas
increases the probability of someone coming up with an idea worth pursuing.
3. Solution implementation
This focuses on implementation of one of the solutions that were generated from the
previous stage.
NB: During each of the three stages a two-step process of ideation-evaluation occurs.
Ideation refers to the uncritical development of ideas.
Evaluation refers to the selection of the best of the generated ideas.
Amabile (1983) five stage-stage componential model
This model identifies key components of creativity at certain stages of the creative
process.
CREATIVE THINKING
This is a way of looking at problems or situations from a fresh perspective that suggests
unorthodox solutions (which may look unsettling at first). Creative thinking can be
stimulated both by an unstructured process such as brainstorming, and by a structured
process such as lateral thinking.
Design
The concept of design has been defined in different ways either focusing on design as an
economic activity or more general as the translation of the ideas generated by creativity
into new products and processes.
Creativity is defined as the generation of new ideas; design is defined as the shaping (or
transformation) of ideas into new products and processes; and innovation is defined as
the exploitation of ideas, i.e. the successful marketing of these new products and
processes. It should be emphasized that creativity, design and innovation are not limited
to certain sectors or professions, but apply across the economy.
DESIGN THINKING
Design thinking refers to the cognitive, strategic and practical processes by which design
concepts (proposals for new products, buildings, machines, etc.) are developed by
designers and/or design teams. Many of the key concepts and aspects of design thinking
have been identified through studies, across different design domains, of design cognition
and design activity in both laboratory and natural contexts.
Design thinking is also associated with prescriptions for the innovation of products and
services within business and social contexts. Some of these prescriptions have been
criticized for oversimplifying the design process and trivializing the role of technical
knowledge and skills.
Wicked problems
Design thinking is especially useful when addressing wicked problems, which are
illdefined or tricky (as opposed to wicked in the sense of malicious). Whereas for "tame"
or "well-defined" problems the problem is clear, and the solution is available through
applying rules or technical knowledge.
Problem framing
Solution-focused thinking
In empirical studies of three-dimensional problem solving, Bryan Lawson found
architects employed solution-focused cognitive strategies, distinct from the
problemfocused strategies of scientists. Nigel Cross suggests that 'Designers tend to use
solution speculations as the means of developing their understanding of the problem'.
Abductive reasoning
The creative mode of reasoning in design thinking is abductive reasoning, rather than
the more familiar forms of inductive and deductive reasoning.
Co-evolution of problem–solution
In the process of designing the designer's attention typically oscillates between their
understanding of the problematic context and their ideas for a solution in a process of
co-evolution of problem and solution. New solution ideas can lead to a deeper or
alternative understanding of the problematic context, which in turn triggers more
solution ideas.
An innovation platform is a space for learning and change. It is a group of individuals (who often
represent organizations) with different backgrounds and interests: farmers, traders, food
processors, researchers, government officials etc. The members come together to diagnose
problems, identify opportunities and find ways to achieve their goals. They may design and
implement activities as a platform, or coordinate activities by individual members.
Innovation platforms are ways to bring together different stakeholders to identify solutions to
common problems or to achieve common goals. They ensure that different interests are taken into
account, and various groups contribute to finding solutions. Used by the private sector to gather
information and improve networking among key stakeholders in a particular economic sectors.
They are now increasingly common in research and development initiatives.
But innovation platforms can be difficult and time-consuming, so must be used with care.
Innovation platforms may tackle challenges and opportunities at various levels: in a village or
community, in a district or nationwide, or throughout a value chain or economic sector. They may
work at a single level, or across several levels.
Innovation platforms can be used to explore strategies that can boost productivity, manage natural
resources, improve value chains, and adapt to climate change. Some innovation platforms focus
on single issues; others deal with multiple topics.
Agricultural research organizations use innovation platforms to help make their research more
relevant and to facilitate the adaptation and dissemination of findings. They force researchers to
look beyond their own disciplinary or commodity boundaries and consider the whole picture.
Development agencies and NGOs find them useful to identify areas for interventions, to ensure
that the interventions are appropriate for particular situations, and to enable stakeholders to
influence policy making and development activities.
Local and national governments use them to improve policy making, links with clients, and their
outreach services for citizens.
Donors regard innovation platforms as a way to improve the targeting and effectiveness of
development interventions. While they may sponsor innovation platforms, they are not normally
members themselves.
1. Initiate.
Any stakeholder group can initiate innovation platforms, but it is usually a research or development
organization, a government agency or an NGO that does so. This organization identifies the broad
focus area of the innovation platform, identifies the various stakeholders, brings them together,
and convenes the first few meetings. It identifies someone to facilitate the innovation platform:
perhaps one of its own staff, or someone else from outside.
2. Decide on focus.
The platform members discuss the focus area and identify bottlenecks, problems and opportunities.
They may refine the focus further, expand it, or shift it to a different set of issues. They gather
information from various sources, including research findings, current practices, local knowledge
and policy guidelines.
3. Identify options.
The platform members decide what they want to do to solve the problems or take advantage of the
opportunities that they have identified. The range of options may be wide. For example, they may
decide to test new varieties of a crop, explore ways to improve supplies of inputs, promote the
marketing of a product, or press for a change in government policy.
5. Develop capacity.
In most cases, it is necessary to develop the capacity of different actors in order for the solutions
to succeed. In agriculture, for example farmers may need training in a new technique; cooperatives
may need help with organization and bookkeeping; new ways may be needed to multiply and
distribute seed or to manage the marketing of produce. The innovation platform identifies these
needs and finds ways to develop the capacity required.
Dynamic processes
Innovation platforms are a systematic attempt to facilitate change through joint action. While they
are structured, they are also flexible, changing in response to the current situation.
a) Changing focus
As problems are solved and new issues emerge, the activities and focus of an innovation platform
may change over time. It is the platform members who decide
b) Changing membership
c) Changing responsibilities
The management of the innovation platform may shift over time from the initiating organization
to one or more of the members. For example, a farmer organization or government agency may
take over responsibility for coordinating the platform.
d) Temporary or permanent
Innovation platforms may be temporary: they exist only as long as necessary to solve a problem.
Or they may be extended as new issues and opportunities emerge. If so, it is necessary to find ways
to fund the platform and its activities after initial project funding ends.
The members of an innovation platform provide vital links to the organizations or groups they
represent. Each member represents his or her organization, and is expected to communicate the
platform’s suggestions and activities back to his or her peers.
Some problems cannot be addressed at one level: a district-level platform may identify a policy
that needs to be changed at a national level. It may be useful to form innovation platforms at several
levels (community, district, national) to address problems at each one. Innovation platforms at
each level should be linked to feed ideas and information up, down and sideways (Brief 9).
1. They facilitate dialogue and understanding among stakeholders and provide a space for them
to create a common vision and mutual trust. They offer a neutral space to air disagreements and
conflicts, and for members to state their needs and requirements.
3. They create motivation and a feeling of ownership of the solutions that they develop: People
readily buy into solutions they have been involved in developing.
4. They facilitate upward communication. They enable weaker actors (such as small-scale
farmers) to express their views on an equal basis with powerful actors (such as processors or the
government). They empower communities to demand and negotiate for services from the
government and support organizations.
5. They lead to better-informed decisions. Innovation platforms enable joint learning and
cooperation among diverse actors to solve problems and reduce uncertainties. Farmers can learn
how to sell their products; policymakers gain evidence to use in creating a more enabling
environment where innovations can happen.
7. They make innovative research possible. Innovation platforms create opportunities for research
to be demand-driven, to find critical issues for investigation, and to disseminate research outputs.
Platform members are involved in the research process, and are more likely to be convinced by
the findings.
8. They enhance impact. Farmers can improve their agricultural productivity and profitability and
improve how they manage natural resources. Value chain actors can engage more effectively in
the market. Policy making can be more participatory and appropriate for solving issues on the
ground.
Constraints
Depending on the circumstances, other approaches, such as more traditional research coordination
meetings, stakeholder consultations, or participatory research methods, may be more appropriate.
All these methods can be used in conjunction with innovation platforms.
Members have to be willing to work together and trust each other. Social and institutional conflicts,
lack of political will, and power structures can hinder the growth of the innovation platform (Brief
4).
They require a range of facilitation and research expertise—which may not be available. The costs
of fostering partnerships should be seen as an investment—requiring a long-term perspective
(Brief 10).
3. They require a long-term perspective: engaging actors and developing relationships takes time.
Necessary investments in infrastructure and policies are often long-term. Achieving visible
outputs may take longer than a project allows.
4. It can be difficult to monitor and evaluate innovation platforms in a systematic way. Their
outcomes depend on many factors, and many other factors may intervene to reinforce or mask
their effects (Brief 5).
6. Tangible outputs are needed to sustain the members’ interest and commitment to the innovation
process. Without them, they may lose interest.
Innovation is a primary source of competitive advantage for companies in essentially all industries
and environments, and drives forward efficiency, higher productivity, and differentiation to fill a
wide variety of needs. One particular perspective on economics isolates innovation as a core
driving force, alongside knowledge, technology, and entrepreneurship. This theory of innovation
economics notes that the neoclassical approach (monetary accumulation driving growth) overlooks
the critical aspect of the appropriate knowledge and technological capabilities.
Scaling Technology
Technology Hubs
The multiplying of innovation pertains to two important factors of technology driving innovation:
the creation of geographic hubs for technology and empowerment of knowledge exchange through
communication and transportation.
Communication and cumulative knowledge in these technology hubs allows for these innovations
to spread via technology to be implemented across the globe with relative immediacy. This spread
of ideas can be built upon quickly and universally, creating the ability for innovation to be further
expanded upon by different parties across the globe. Collaboration on a global scale as a result of
technological progress has allowed for exponential levels of innovation.
The technology life cycle (TLC) describes the costs and profits of a product from technological
development phase to market maturity to eventual decline. Research and development (R&D)
costs must be offset by profits once a product comes to market. Varying product lifespans mean
that businesses must understand and accurately project returns on their R&D investments based on
potential product longevity in the market.
Due to rapidly increasing rates of innovation, products such as electronics and pharmaceuticals in
particular are vulnerable to shorter life cycles (when considered against such benchmarks as steel
or paper). Thus TLC is focused primarily on the time and cost of development as it relates to the
projected profits. TLC can be described as having four distinct stages:
Technology life cycle chart: This chart illustrates the stages in the technological life cycle.
2. Ascent Phase
This phase covers the timeframe from product invention to the point at which out-of-pocket costs
are fully recovered. At this point the goal is to see to the rapid growth and distribution of the
invention and leverage the competitive advantage of having the newest and most effective product.
3. Maturity Stage
As the new innovation becomes accepted by the general population and competitors enter the
market, supply begins to outstrip demand. During this stage, returns begin to slow as the concept
becomes normalized.
Product development and capitalizing on the new invention covers the business side of these R&D
investments in technology. The other important consideration is the differentiation in consumer
adoption of new technological innovations. These have also been distributed into phases which
effectively summarize the demographic groups presented during each stage of TLC:
• Innovators – These are risk-oriented, leading-edge minded individuals who are extremely
interested in technological developments (often within a particular industry). Innovators are
a fractional segment of the overall consumer population.
• Early Adopters – A larger but still relatively small demographic, these individuals are
generally risk-oriented and highly adaptable to new technology. Early adopters follow the
innovators in embracing new products, and tend to be young and well-educated.
• Early Majority – Much larger and more careful than the previous two groups, the early
majority are open to new ideas but generally wait to see how they are received before
investing.
• Late Majority – Slightly conservative and risk-averse, the late majority is a large group of
potential customers who need convincing before investing in something new.
• Laggards – Extremely frugal, conservative, and often technology-averse, laggards are a
small population of usually older and uneducated individuals who avoid risks and only
invest in new ideas once they are extremely well-established.
Taking these two models into consideration, a business unit with a new product or service must
consider the scale of investment in R&D, the projected life cycle the technology will likely
maintain, and the way in which customers will adopt this product. By leveraging these models,
Assessing the internal technological assets and future needs of an organization prepares
management for successful technology integration.
Remaining competitive and remaining technologically vigilant are virtually synonymous at this
point in business development. Companies must prioritize their ability to assess their technological
needs, particularly as they may relate to achieving optimal efficiency and productivity. There are
various concepts that are typical of this managerial technology assessment strategy:
• Technology Strategy – identifying the logic or role of technology within the company.
• Technology Forecasting – identifying applicable technologies for the company, potentially
through scouting.
• Technology Road mapping – ascertaining the trajectories of technological advancement and
applying business or market needs to this assessment.
• Technology Portfolios – accumulating all technologies relevant to products or operations to
determine which are ideal for internal implementation.
All four of these strategies revolve both around information gathering and introspection into
business operations and processes. All four can be improved upon through technological advances.
Integrated planning in pursuit of optimization through new technologies keeps efficiency at or
above competitive levels. This internal technology assessment also includes noting when and
whether it is necessary to construct employee training programs for new technology.
Understanding current technologies and trends allows a company to align and synchronize
operations to optimize returns on innovation. Businesses are tasked with the ongoing responsibility
1. Alignment
BTM provides a bridge between previously established tools and standards within a business
environment and newer, more operationally efficient tools and standards in technology. BTM does
this by creating a set of principles and guidelines for companies to follow as they pursue alignment.
Alignment, in this respect, can be defined as how an institution’s technology supports and enables
technology while avoiding constraints in direct relation to company strategies, objectives, and
competition. When companies accomplish this in any given technological environment, they have
attained BTM maturity relative to that time frame and industry.
2. Synchronization
Alignment is only the first step: the next step is synchronization. Like alignment, synchronization
enables execution, but it also helps companies develop the capacity to anticipate and adapt future
business models and strategies. This is generally accomplished by investing in research and
development and staying ahead of the standard technologies by anticipating or even innovating
past them. This business technology leadership role is long-term oriented and very effective in
maintaining competitive advantages in any given industry, but it is particularly important for
industries in the tech sectors.
Companies use four specific dimensions of BTM to achieve this understanding of current
technologies and trends:
Taken together, these four dimensions applied to alignment and synchronization of new technology
can help businesses keep up with or ever stay ahead of current technologies and trends. Companies
can benefit from the intrinsic opportunities technological progress provides while offsetting the
intrinsic risks of external technological development.
Sourcing Technology
Technology sourcing involves isolating and implementing new innovations within an existing
business framework.
Technology Scouting
When technology scouting isolates new developments that could potentially provide advantages
for an incumbent, strategies to acquire or source this technology become a focal point. Technology
transfer, and the commercialization of technological abilities, is an enormous market both in the
U.S. and abroad. Though governments, universities, and open source websites (such as Source
forge, Wikipedia, and Boundless) often provide knowledge and technological knowhow free of
charge, most often technology is not free.
In the Information Age knowledge is power, and more than ever companies are trying to protect
their knowledge from competitors or freeloaders by using patents and trade secrets. Transfer of
technology is therefore expensive, from licensing the patented technology to requesting training
in new technological advances for staff. Despite the distinct advantages of staying ahead of the
curve relative to technological capabilities, there are some drawbacks to tech transfer. One strong
example of the drawbacks in technological transfer and sourcing can be illustrated by the image
below.
The first five levels of innovation, from basic research to technology demonstration, are often
where investment begins pouring in, alongside the attempt to implement in order to stay
competitive. As you may note, this is prior to the testing phases and therefore investors at this stage
must accept the inherent risk of the new technology presenting significant hurdles to optimizing
perceived potential or effective implementation. Early adopters and innovators suffer the risk of
employing a new technology that has not been fully debugged, minimizing what should have been
strong returns on investment (ROI). Technology scouts should therefore be highly circumspect and
meticulous in their research processes, ensuring that new technological innovations will indeed
provide what they promise
In order to apply these steps in a more general environment Cooke and Mayes defined the major
steps of the technology transfer process as being:
• Searching
• Finding
• Evaluating
• Acquiring
• Customizing
• Operating
It is important to note that in the transfer process, extensive use is made of project management
principles. A transfer project is a unique endeavour until the technology is operational in the
company. Companies should therefore ensure that they are familiar with project management
principles in order to ensure a smooth transfer process.
.
Scientific changes can bring about new products, utilizing new technologies. An example would
be the development of nylon, which made it possible to solve needs in a technologically advanced
way.
Legislation may also create a need that has to be solved by obtaining new technology. If we think
about the aviation industry in general there are, for example, restrictions on the noise levels of
aircraft over populated areas surrounding airports. This legislation disqualifies older aircraft from
using these airports. A new need arose and subsequently engine noise was reduced by developing
'hush kits', which at that stage was a new technology in the aviation industry. Human
inquisitiveness together with innovation as company policy (R&D) always ensures advances in
technology.
Sources of information
Information plays a big role in the search for new, or the most applicable technology.
Organizations are particularly interested in information on products, research activities, finance
and patent information.
One of the successful sources of information and co-operation is higher education institutions in
the form of universities. Partnerships with these institutions help companies to:
• Access new technologies
• Keep abreast of new technologies
• Access consultancy skills
• Develop new technologies jointly
The transfer of technology from university to industry can be established in several ways. One
must keep in mind that knowledge, which is part of technology, is part of a person and resides in
their mind. Therefore technology can be transferred through the movement of people.
Another major source of information and assistance is technology transfer agencies. These
agencies offer a wide variety of services from searches on information, products and patents, to
legal advice and consultancy. These agencies can be very useful for some of them specialize in
certain industry areas and therefore have extensive knowledge in that area of industry. For an
organization that does not have specialized skills in the area of technology transfer, this is an
excellent alternative to consider. In some cases an external party has a more objective view on the
industry and can therefore deliver a more objective opinion, as opposed to individuals inside an
industry.
A tremendous amount of research goes into universities, research bodies and industry. For any
organization it is essential that this research be exploited and transferred, in order to strengthen
their technological function. Organizations that do not have the capability of doing their own
research should seriously consider partnering with these institutions, in order to have access to
relevant research.
Cooke and Mayes identify the prominent roles found in companies concerning the knowledge of
technologies. The first is the godfather. This is the person, usually in a senior position in an
organisation that watches over the technology transfer process. This person often introduces other
senior staff members to the idea of new technology. This is the person that is up to date with the
latest developments in his field or market segment, although it is not part of his work description.
The role of the godfather may be limited to the development phase of transfer project, or even just
the role of initiator. The role might, however, continue throughout the whole transfer project.
The second role found in companies is that of champion. The champion is often found at the
middle-management level. The people in this role are often highly skilled and will most probably
oversee the implementation of new technology programs initiated by the godfather. The role of
champion may eventually mature into the role of godfather. The champion has excellent
Out of these two roles we see that the godfather's role has knowledge on the internal (to the
organisation) state of technology, but even greater knowledge on the external state of technology.
If a need arise this is often the person you go to, to ask "How are we going to solve this?" A person
can fulfil the godfather role in an unofficial capacity, but with organisations, which realize the
importance of technology and the acquiring thereof, this is very often an official role. Where the
godfather's main role is over-seeing the transfer process from the external environment, the role
of the champion is mostly concerned with the internal environment. His role does not include the
identification of new technology, but he is an excellent evaluator of chosen technology, because
of his knowledge of internal affairs. The champion will be able to comment on the appropriateness
of the technology. Again, the champion's role can be official or unofficial. The role of the
champion can be seen as that of a gatekeeper, who not only has excellent technical knowledge, but
also has great people skills and excellent leadership qualities.
For organizations that are concerned with keeping up to date with technology, it is important to
identify people that might unknowingly fulfill these roles of champion and godfather and exploit
their capabilities. It might even be feasible to give these people official capacity in an organization
to fulfill these roles.
Before starting the transfer process an evaluation criterion should be defined in order to evaluate
each identified technology. The team responsible for the transfer of the technology, should define
aspects to be evaluated and the measurement criteria for each aspect. It is important to involve as
many people as possible, especially those that will work with or will be affected by the new
technology. By involving all concerned, an objectively defined opinion should be possible and the
most appropriate technology can be selected. It must be stressed that the evaluation criteria should
consist of objectives and specifications already defined, after the identification of the need. This
will aid in the transfer process, for each aspect in the transfer process will be measured or evaluated
according to the defined criteria.
Technology in the form of knowledge can be conveyed through the following mechanisms:
• In print through technical journals
• Scientific magazines
• Patents
• Orally at conferences
• In discussions with colleagues, acquaintances and consultants
• On television or radio
• Courses
• Service bulletins
• Data packs
• Specifications
Technology in the form of skills is acquired by doing something. It can be conveyed by:
• Watching someone doing something
• Watching a video of someone doing something
• Demonstrations at courses
• Hands on training
It is clear that the collaboration between companies is the major technology transfer mechanisms
in the private to private domain. There are several forms of collaboration,
a) technical collaboration.
One form of technical collaboration is where partners increase their expertise through sharing
knowledge, skills and equipment.
b) Another form is where one partner is in possession of technology, which the other needs
for it's new product.
Cooke and Mayes5 identified the main aims of collaboration between companies as follows:
• Sharing risk and cost
• Growing of technological knowledge
• Helping in product development
• Developing industry standards together
• Acquiring and/or penetrating new markets
• Improving speed to market
Developing new products is a risky and costly business and therefore companies will rather share
the risk and cost involved in these projects.
Companies also feel more assured if they concentrate on a business area they are familiar with,
while leaving other aspects to partners that are more familiar with business in those areas.
Collaboration in itself can be risky because of the fact that companies differ in several aspects.
The biggest of the differences may be company culture.
Collaboration can be a major strategy in an organization in obtaining relevant technology. One of
the most promising collaboration agreements is one where you move away from the traditional
client vendor partnership, into a more mutually beneficial relationship. Remuneration will still be
sought, but the main benefits for both parties will be the technology transfer between the parties.
The transfer will not be one way, but both ways. This is called reciprocal technology transfer.
.
Each party will have an active role to play in negotiations and in decision making. These
partnerships are characterized by mutual goals. Often the one party will be strong in the knowledge
field and the other in implementing the knowledge. They will therefore not compete for the same
technology, but rather work together applying their specialized expertise to reach the communal
goal. These partnerships are often found between universities and industry. Universities need
industry in applying their knowledge, and industry needs universitites to effectively apply their
If the technology transfer mechanism presents the technology to the potential user, without
assistance regarding its application, then the mode is said to be passive. In the passive mode only
the knowledge part of technology is transferred. The skills surrounding the technology are not
transferred. These mechanisms can include presentations in a report.
If, on the other hand the provider of the technology assists with the application of the technology,
then the mode is said to be active. These mechanisms include training, etc. The boundaries between
passive and active are not easy to define and therefore a semi-active mode is also defined.
Technology
User/need
base Technology transfer
Modes
(Passive or active)
Passive Mode
The most widely used mechanism in the passive mode is the instruction manual or "cookbook"
approach. This is the only contact between the originator of the technology and the user. Millions
of products are made and sold with transfer occurring in this form. Just think of one's own motor
car. These self-teaching manuals used in this mode all have one thing in common: they presume
that the user has some level of knowledge and competence in the specific technological area. It is
an important point in this mode of transfer. A mechanic can assemble a component perfectly from
an instruction manual. This becomes more intricate when we think of other technologies like
glassblowing, sheet metal work and woodwork. In these areas the skill that lies with the user must
be far greater. This is important to keep in mind if you want to transfer technology. The skill resting
Technology Technical
user
base information
Publications
Computerised
Data basis
Personal contacts
The most widely used source of technical information is in the form of written technical
documentation and therefore the passive mode of transfer is the most widely used. Because of this,
care should be taken in the writing of these documents. Very often data banks and published
material are searched in order to obtain information on relevant subjects. Experience has shown
that what the first would-be user wants to read is a non-technical description of the technology.
Because the reader will be trained in one or more technical disciplines, it will be easy for him to
judge the relevance of the document. Because of the increasing amount of data this becomes more
relevant. This is a time consuming effort and often it is 'outsourced' to a transfer agent. He will
then be responsible for identifying relevant information and transfering it to the user. The transfer
agent can be in the form of one or several people working in a team, each within their own field
of expertise. An additional benefit of using a transfer agent, is that the user of the technology may
have interpreted the problem incorrectly and this is leading them along the wrong path in their
search for a solution. Here the agent can be of help because of his knowledge of the user's needs.
The passive and semi-active modes are therefore recognised by the fact that no third party
participates in the application of the technology. Only limited assistance in identifying relevant
technologies is experienced in the semi-active mode.
Technical
Technology Champion
information User
base team
Personal contacts
There are different elements that could affect technology innovation and its commercialization in
firms. These elements can be organized under a classification that is composed of nine major
factors and their constituents.
The process by which a firm adopts and implements technological innovations is influenced by the
technological context, the organizational context, and the environmental context.
The technological context includes the internal and external technologies that are relevant to the
firm. Technologies may include both equipment as well as processes.
The organizational context refers to the characteristics and resources of the firm, including the
firm’s size, degree of centralization, degree of formalization, managerial structure, human
resources, amount of slack resources, and linkages among employees.
The environmental context includes the size and structure of the industry, the firm’s competitors,
the macroeconomic context, and the regulatory environment.
These three elements present “both constraints and opportunities for technological innovation”.
Thus, these three elements influence the way a firm sees the need for, searches for, and adopts new
technology.
Diagram/schematic of theory
Creativity is a way to produce something new and different which has some value or to
do the same mundane thing or a new thing in a new way using a new technique which is
unique in itself to get better / positive results or simply to get more business.
CREATIVE THINKING
This is a way of looking at problems or situations from a fresh perspective that suggests
unorthodox solutions (which may look unsettling at first). Creative thinking can be stimulated
both by an unstructured process such as brainstorming, and by a structured process such as
lateral thinking.
Main Components of Creativity
1) Originality
The method or idea must be new and unique. It should not be the extension of something, which
already exists. However, one can take inspiration from the already existent methods and ideas to
fabricate something new and unique.
Another important component of creativity is its functionality. A creative idea must work and
produce results, otherwise, the whole effort will be in vain.
Most of the time, people wonder how creativity happens. It has been seen that creativity become
another nature of some people whereas others have to spend hours on road or on a mountain to
think of a tiny idea. In the following paragraph, you will learn about when does creativity happen
and what kind of people called creative?
• People who are thought-provoking, curious and have a variety of uncommon thoughts are
known to be creative people. Sometimes these people don’t even know what they are doing
and how much importance does that innovation holds. Therefore, they usually fabricate new
ideas, which leave people flabbergasted.
• People who had important self- discoveries, who view the world with a fresh perspective
and have insightful ideas. These people make unique discoveries which they don’t share
with the outer world.
• People who make great achievements which are known to the world. Inventors and artists
fall under this category.
Creative people have numerous traits that influence their creative thinking. Followings are the few
personality traits of creative people.
3. Discipline – most of the people have wrong notion that creativity happens unexpectedly.
Therefore, they usually spend their time sitting around and to wait for the creativity to
happen to them.
Types of creativity
Dietrich has classified creativity in four domains using four discrete processing modes such as
emotional, cognitive, deliberate and spontaneous. He created a quadrant of creative types using
these four characteristics.
People who possess deliberate and cognitive characteristics are purposeful. They have a great
People who fall under this type of category of creativity are usually proficient at research, problem-
solving, investigation and experimentation. This type of creativity is located in the brain’s
prefrontal cortex, which is at the front part of the brain. These types of creative people spend a
great deal of time every single day testing to develop new solutions.
Thomas Alva Edison is one prominent example of this type of creative people. He ran experiment
after experiment before inventing electricity, the light bulb, and telecommunication. Hence,
deliberate and cognitive creativity requires a great deal of time, dedication and abundance of
knowledge about a particular subject.
For example, there are situations when you feel low and emotional which distracts you from your
work. In those kinds of situations, you should take 5 minutes and point out the things which are
making you sad and keep them aside and focus on the work in hand. It will help you to get
improvised results and you will get work done easily. One should seek “quiet time” for deliberate
and emotional creativity to happen to them.
3) Spontaneous and Cognitive creativity There are times when you spend a long time to crack a
problem but can’t think of any solution. For example, when you want to make a schedule for a
month to get a job done, but you can’t seem to think of any possible way and when you are
watching television and having your relaxed time and suddenly you think of a solution and
everything falls in place. The same case happened with the great scientist Isaac Newton. He got
the idea about the law of gravity when an apple hit his head while he was sitting under a tree and
relaxing.
This is the “Eureka!” moments for Newton and an excellent example of a spontaneous and
cognitive person. This type of creativity happens when one has the knowledge to get a particular
job done, but he requires inspiration and a hint to walk towards the right path. This type of
Courtesy of KEVIN MARWA
creativity usually happens at the most inconvenient time, such as, when you are having a shower.
Spontaneous and cognitive creativity takes place when the conscious mind stops working and go
to relax and unconscious mind gets a chance to work.
Mostly, this type of creative person stops conscious thinking when they need to do “out of the box”
thinking. By indulging in different and unrelated activities, the unconscious mind gets a chance to
connect information in new ways which provide solutions to the problems. Therefore, to let this
type of creativity happen one should take a break from the problem and get away to let conscious
mind overtake.
Those moments are defined as rare moments when great discoveries take place. There is no need
to have specific knowledge for “spontaneous and emotional” creativity to happen but there should
be a skill such as writing, musical or artistic. This type of creativity can’t be obtained by working
on it.
Creative Process
Generation of ideas occurs within a social context and is linked to domains of knowledge and
understanding that are also in a constant state of change.
Individuals require a certain level of intelligence, be willing to think in non-traditional ways and
to be persistent over time.
It is argued that it is not simply the creation of new ideas that is important but the translation of
these ideas into realizable products and services.
1. Preparation – refers to the period when an individual may refine their goals in response
to a particular issue or question that they face.
This is also the period where relevant material from a wide range of secondary and primary
sources is collected. The aim of this stage is for the individual to conduct research in order
to broaden their view of the area under investigation.
Basadur’s et al., (1982) three stage model of process of creative problem solving
1. Problem finding
They argue that in order for creative process to begin there needs to be a problem that
requires a solution. This stage is important because the way one approaches a problem will
affect the quantity and quality of ideas generated in the stages that follow.
2. Problem solving
Focuses on generating as many ideas as possible, it is assumed that the number of ideas
increases the probability of someone coming up with an idea worth pursuing.
3. Solution implementation
This focuses on implementation of one of the solutions that were generated from the
previous stage.
NB: During each of the three stages a two-step process of ideation-evaluation occurs. Ideation
refers to the uncritical development of ideas. Evaluation refers to the selection of the best of the
generated ideas.
This model identifies key components of creativity at certain stages of the creative process.
Harvard business school Prof. Theresa Amabile identified five environmental components that
affect creativity. These are;
1. Encouragement of creativity (which encompasses open information flow and support for
new ideas at all levels of the organisation, top management through immediate supervisors
to work group).
2. Autonomy or freedom (autonomy in the day-to-day conduct of work; a sense of individual
ownership of and control of work).
3. Resources (the materials, information and general resources available for work).
4. Pressures (including both positive challenge and negative workload pressures).
5. Organisational impediments to creativity (including conservatism and internal strife)
DESIGN
This is a structured process that transforms creative ideas into concrete products, services and
systems and as such links creativity to innovation. As part of innovation process, design has the
potential to substantially contribute to improving the brand image, sales and profitability of a
company. It has also emerged as a key differentiator for businesses.
As a result of the growing access to technology, firms increasingly have to compete at equal prices
and functionality. Design increasingly assumes a new role, one of competitive advantage and
differentiator, creating new markets by linking technology with commercial and user
considerations whether linked to functionality, aesthetics brand or other intangibles.
The concept of design has been defined in different ways either focusing on design as an economic
activity or more general as the translation of the ideas generated by creativity into new products
and processes. It links creativity and innovation. Design definitions are based on design
professions with the following ensembles; fashion design, graphic design, interior design, product
design etc.
Creativity on the other hand is defined as the generation of new ideas but the number of ideas is
an unobserved statistical phenomenon. Creativity is multidimensional and three different ‘type’
can be distinguished; technology creativity (invention), economic creativity (entrepreneurship)
and artistic/cultural creativity.
2. Do research
After a problem has been identified, the next step is to conduct a research. This research may
include finding articles in books, magazines, or on the Internet to help formulate ideas and
recognize constraints for their designs. During this stage, one is required to examine existing
designs, which can provide a starting place and help to formulate questions.
Research is also the step in which one discovers and explores the important elements of a design.
Guided questions encourage critical thinking about aspects of the problem that must be addressed
in order to develop a successful design.
In each activity, the research step includes the question, What are your design constraints? This
question helps one recognize the limits of his/her solutions and to eliminate solutions that would
be inefficient, costly, or physically impossible.
After building their prototypes, employees will test it. Some of the activities produce prototypes
that can be tested within a short period of time; others involve several days of testing. Testing the
prototype usually involves asking questions that are based on observations, and assessing the
prototype in terms of how well it solves the problem or task.
7. Communicate Results
Sharing results is an important step in any developing design. Employees are encouraged to use a
variety of approaches to communicate their results. Examples include sketches, photographs,
detailed diagrams, word descriptions, portfolios, computer simulations, computer slide shows, and
video presentations. Employees may also present evidence that was collected when the prototype
was tested. This evidence may include mathematical representations, such as graphs and data
tables, that support the design choice.
Communicating the results of an experiment or test has practical and ethical importance for
scientists and engineers. Practically, communicating results opens a conversation in which other
scientists or engineers can make suggestions and help improve a design. The design also might
help the other engineers solve problems they are having with their own designs or inspire them
with a new design. Ethically, communicating results opens an experiment or design to accurate,
unbiased evaluation. It also helps protect the intellectual rights of the scientists or engineers sharing
the design.
Creative Metrics.
a) Goal metrics.
Many organizations have established the principle that strategy and performance goals need to be
measurable. They are developed the purpose of strategic management, goal setting and
performance management (Spacey, 2017).
c) Qualitative metrics
Based a human judgment such as a rating for example customer satisfaction is typically a
qualitative metric that result from asking customers to rate their satisfaction with a product,
service or experience.
d) Quantitative metrics
They are a class of metrics that are based on numbers. Can be financial or non-financial in nature.
They include revenue, customers’ counts on electricity usage measured in watts.
f) Information metrics
This a metric that is not actionable. People find this interesting and may develop metric that are
unlikely to change course of decisions. It is widely considered a distraction and unnecessary
expense. For example, if a case displayed the temperature of its muffler on its clash, some people
might find it interesting but this isn’t actionable like a fuel gauge or speedometer. As much as it
might be considered an unnecessary distraction.
g) Vanity metrics.
Are designed to be impressive as opposed to useful.
Creative types who are deliberate and cognitive are based on purpose. They possess a lot of
knowledge about a particular subject and combine that with their skills and abilities to put a plan
into action. People with this type of creativity are usually adept at research, experimentation and
problem solving. This type of creativity lies in the brains prefrontal context toward the front of
the brain. For example, Thomas Edison the inventor of electric light bulbs, was a deliberate and
cognitive creator. He ran experiment before he could come up with an invention.
According to Dietrich, those people let they work be influenced by emotions. They are more
sensitive and feeling individuals who might prefer lots of quiet time for personal reflection or
writing a diary. They are also equally logical and rational making deliberate actions with
emotional creativity.
This type of creativity lies in the brain’s amygdala, responsible for human emotion and cingulate
cortex which combines learning and information processing. An example of this might come
following a personal incident like bankruptcy where you are reflecting on the decisions that got
you to that point and using deliberate and emotional creativity to reflect and overcome your
challenge.
Comes from the amygdala. The amygdala is where basic emotions are processed. When the
conscious brain and the PCF are resting, then it is possible for spontaneous ideas and creations to
emerge. This is the kind of creativity that you think of when think about great artists and
musicians comes into you mind.
Often these kind of spontaneous and emotional creative moments are quite powerful such as an
epiphany, or a religious experience. There is not specific knowledge necessary for the type of
creativity but there is often skills needed to create something from spontaneous and creative
ideas.
Innovation is the process of taking an idea, invention or recognition of a market and developing a
useful product, technique or service to point where it gains initial commercial acceptance.
Innovation is more related to creativity since it is the process that transforms the forward looking
new ideas into real world commercial products, services or processes of enhanced value. The
result of this transformation is either incremental, evolutional or radical in its impacts on the
status quo. It represents a step forward in a concepts development, a leap to the next generation
of that concept or a completely new and different way of doing something altogether. It is
impossible to develop innovations without creativity for they work hand in hand and using
technology.
The Apple founder used his creativity to put together already invented products such as mp3
music players, cameras and mobile phones in order to create an iPhone. Though the products
existed, the iPhone was completely a new concept. It was later marked as an innovation in
technology industry for it added value. He was creative as he had the forward-thinking ability to
imagine new ideas for products and also to see new connection between different things. The
Apple Company is innovative in the manner in which they interpret and execute these ideas to
create better products.
Innovation brings a new idea it being, technology provides the necessary techniques, skills,
methods and processes to carry out creativity or the creation of something new.
Reference