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ThoughtWorks Quarterly Briefing March 2013

ThoughtWorks Quarterly Briefing March 2013.

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ThoughtWorks Quarterly Briefing March 2013

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  1. How do successful companies innovate? @patkua Patrick Kua @boicy James Lewis James Lewis Engineer, TAB QTB 2013

  2. James Lewis Engineer, TAB

  3. How do successful companies innovate? @patkua Patrick Kua @boicy James Lewis James Lewis Engineer, TAB QTB 2013

  4. http://tiny.cc/retrobook

  5. Act I

  6. Impact of Innovation

  7. What’s stopping you?

  8. do you allow your people to innovate?

  9. do you allow your people to innovate? how do you measure them?

  10. "Not everything that can be counted counts, and not everything that counts can be counted" Reportedly a sign hanging in Albert Einstein's office at Princeton

  11. its relatively easy to measure “performance”

  12. its relatively easy to measure “performance” money saved utilisation story points delivered

  13. and therefore usual to incentivise based on this money saved utilisation story points delivered

  14. but innovation is difficult to measure

  15. but innovation is difficult to measure so incentivising for this is really, really hard

  16. agent theory

  17. Agent theory agent theory you perform an activity; I pay you

  18. but what if i want you to do two things..?

  19. innovation performance

  20. innovation performance weak measures weak incentives strong measures strong incentives

  21. so which activity are you going to perform?

  22. so, we are <beep> then?

  23. “Do you have permission to innovate?”

  24. 3 factors lead to better performance and personal satisfaction... AUTONOMY MASTERY PURPOSE Source: Daniel Pink, Drive: The Surprising Truth about What Motivates Us

  25. Act II

  26. PARC

  27. P A R C

  28. P A R C eople rchitecture outines ulture

  29. P A R C eople rchitecture outines ulture

  30. How leaders influence innovation

  31. Impact of Intangibles on Market Value Source:

  32. 1982 1992 2000

  33. 85 Intangible % 62 38 1982 1992 2000

  34. 85 Intangible % 62 62 38 38 Tangible % 15 1982 1992 2000

  35. half life (1998) More than 10 million copies sold (2007) Won Innovation Award (at 2008 Game Developers Choice Awards)

  36. half life (1998) More than 10 million copies sold (2000) More than 27 million copies sold (2007) Won Innovation Award (at 2008 Game Developers Choice Awards)

  37. half life (1998) More than 10 million copies sold (2000) More than 27 million copies sold steam (2002) Game distribution platform (2007) Won Innovation Award (at 2008 Game Developers Choice Awards)

  38. half life (1998) More than 10 million copies sold (2000) More than 27 million copies sold steam (2002) Game distribution platform (2007) Won Innovation Award (at 2008 Game Developers Choice Awards and many more) (2007) Won Innovation Award (at 2008 Game Developers Choice Awards)

  39. run a sustainable business

  40. run a sustainable business revolutionise IT and champion software excellence

  41. run a sustainable business revolutionise IT and champion software excellence advocate passionately for social and economic justice

  42. Act III

  43. How?

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