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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>On the Nature of Innovation: Towards a Structural and Behavioural Characterization1</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Claudia Diamantini</string-name>
          <email>diamantini@diiga.univpm.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Michele Missikoff</string-name>
          <email>missikoff@iasi.cnr.it</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Domenico Potena</string-name>
          <email>potena@diiga.univpm.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Dipartimento di Ingegneria dell'Informazione Università Politecnica delle Marche - via Brecce Bianche</institution>
          ,
          <addr-line>60131 Ancona</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Institute of Analysis of Systems and Informatics, National Research Council</institution>
          ,
          <addr-line>Viale Manzoni 30, Roma</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <fpage>25</fpage>
      <lpage>31</lpage>
      <abstract>
        <p>In its essence, innovation is commonly perceived as a process, i.e., a set of activities that are able to intervene and change for better one or more business elements. However, an innovation process is different from a usual business process. Innovation belongs to the category of creative endeavours that exhibit loosely structured processes difficult to be modelled and managed with the 'usual' methods. For these reasons, the present paper proposes a process reification method and develops the concept of innovation as an evolving entity. Such an entity, referred to as Innnogothci, is structured and managed according to a knowledge representation method, Topic Maps, that exhibit a number of convenient features for our purpose.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1 Introduction</title>
      <p>Time passes but the attention to innovation is not showing any sign of decline,
probably the opposite is true. But innovation is an elusive term that is often used in an
imprecise way, or seizing only part of its substance. In fact, if we consider largely
accepted definitions, it is easy to see that they are able to capture only part of the
essence of the term innovation. For instance, consider the initial definition given by
Wikipedia that reports: “innovation generally refers to the creation of better or more
effective products, processes, technologies, or ideas that are accepted by markets,
governments, and society.” It is very schematic. Reading further, the text offers other
perspectives. For instance: “innovation is the catalyst to growth”, is the definition
from an economic point of view; then, from an organizational point of view:
“innovation may be linked to positive changes in efficiency, productivity, quality,
competitiveness, market share, and others”.</p>
      <p>Another important aspect, in seizing the essence of innovation, is represented by
the ‘source of innovation’, i.e., where the innovation originates. According to the
literature, if we focus on technology-based business innovation, there are typically
1 This work has been partly funded by the European Commission through the Project BIVEE:
Business Innovation and Virtual Enterprise Environment (Grant Agreement No. 285746).
three modes to push forward innovation: (i) market pull, when it originates to respond
to a specific market need; (ii) technology push, when new technological solutions
offer the opportunity to improve a given business; (iii) co-creation, when innovation
stems from a combined effort of the two above.</p>
      <p>Another dimension is represented by the scope and impact of the innovation.
Where its influence is it impacting? Among the most important target we have:
production processes and means, products (goods, services, or both), markets and
marketing strategies, organizations and business models, to name a few.</p>
      <p>In its essence, innovation is commonly perceived as a process, i.e., a set of
(partially ordered) activities that are able to intervene and change (for better) one or
more business elements. But an innovation process is different from a usual business
process we find in an enterprise. The latter is (supposedly) well defined and specifies
to a good level of detail the activities, their sequencing, who is expected to perform
them, what are the required and committed resources, etc. Innovation belongs to the
category of creative endeavours that exhibit partially structured processes (if we can
still call it a process), difficult to be modelled and managed with the ‘usual’ methods
and tools (i.e., Business Process representation methods, such as BPMN, EPC, and
related tools.) This is because innovation belongs to the categories of ‘wicked
problems’[1].</p>
      <p>For the above reasons, in proposing a method aimed at supporting business
innovation, we intend to abandon the traditional process-oriented approach to adopt
an entity-centred perspective [2]. In our approach, innovation is seen as a complex
structure that progressively evolves, growing from an initial seed, e.g., a creative
intuition, through successive stages, such as a proof of concept or a prototype, until it
reaches the final stage of an industrial-strength product (or process, or marketing
strategy, etc.), where each stage can be more or less defined. At each stage, the
innovation process requires the acquisition of new knowledge in order to proceed
forward and reach a new stage. But, given a stage, what are the successive stages is
not deterministically specified. So, we will have a fuzzy membership function to
determine what is the stage that an innovation structure has reached and, when
moving ahead, the next stage is non-deterministically reached.</p>
    </sec>
    <sec id="sec-2">
      <title>2 A structural approach to innovation modelling</title>
      <p>As anticipated, innovation concerns the entire process of moving new and valuable
ideas into the enterprise, having an impact (direct, e.g., on the commercialised
products, or indirect, e.g., on the production processes) on the marketplace [3]. Here
we introduce a method that adopts an entity-oriented approach able to specify the
structural nature of an innovation and, starting from the latter, its operational nature
according to an underlying computational model. To represent the ‘innovation entity’
we adopt a Topic Maps modelling method.</p>
      <sec id="sec-2-1">
        <title>2.1 Reification of an Innovation Process</title>
        <p>A business innovation process consists in a (non deterministic) sequence of activities
aimed at gathering and organizing a rich knowledge structure. In our proposal we will
concentrate on the knowledge structure that is progressively built rather than in the
process that is necessary to activate in order to achieve it.</p>
        <p>
          The knowledge about a new business innovation case typically starts to be created
moving from a creative idea, i.e., a preliminary innovation embryo. Then it is
necessary to activate further investigations to understand the feasibility, the cost and
benefits, if the market (and which market) is ready for absorbing the innovative
product, etc. There are several studies in the literature that propose different variants
of business innovation processes. For instance, [3] proposes the following steps: (
          <xref ref-type="bibr" rid="ref1">1</xref>
          )
discovery, (
          <xref ref-type="bibr" rid="ref2">2</xref>
          ) invention (
          <xref ref-type="bibr" rid="ref3">3</xref>
          ) development, (
          <xref ref-type="bibr" rid="ref4">4</xref>
          ) product, (
          <xref ref-type="bibr" rid="ref5">5</xref>
          ) market, and (6) profit.
Another proposal, due to SAP, includes the following steps: (
          <xref ref-type="bibr" rid="ref1">1</xref>
          ) invent, (
          <xref ref-type="bibr" rid="ref2">2</xref>
          ) define, (
          <xref ref-type="bibr" rid="ref3">3</xref>
          )
develop, (
          <xref ref-type="bibr" rid="ref4">4</xref>
          ) deploy, (
          <xref ref-type="bibr" rid="ref5">5</xref>
          ) optimise. Both proposals are very sketchy specifications of a
business innovation process; getting more specific, we discover that an innovation
process is much more intricate, far from exhibiting the linearity reported above.
However, despite their differences, they all exhibit a common trait: all the reported
activities are tightly connected to the acquisition, understanding, organization,
integration, enrichment, distribution, validation of a large amount of knowledge,
typically organised in a predefined set of documents.
        </p>
        <p>Our objective is to make such knowledge structures explicit. In our perspective,
innovation is seen as a complex object that starts rather minimal (e.g., representing a
creative idea or an intuition, a business opportunity or need) and then needs to
progressively grow acquiring additional elements by means of specific studies, data
acquisition, engineering investigation, etc. In essence, the ‘innovation entity’ is like a
sort of artificial creature that once conceived needs to be fed with knowledge to
progressively grow until it reaches the maturity, i.e., an industrial strength. To better
fix the ideas, we wish to use the Tamagotchi2 metaphor, adopting the name
Innogotchi for our case that concerns business innovation.</p>
        <p>We will consider the Innogotchi as a knowledge entity that, in order to grow and
successfully develop in all its parts, needs to be fed, and the food is essentially
knowledge. As an example, assume we are considering a fragment of a product
innovation process, where the knowledge to be ‘fed’ to Innogotchi is represented by
the following list:
─ Innovative idea, that includes an idea description.
─ Feasibility study, providing a preliminary account of objectives, technical and
financial viability, IPR, etc.
─ Business model, defining the economic sustainability and the way by which the
novel product will be delivered to customers.
─ Technical specification, structural layout and components (Bill of Materials),
materials, building methods, standards, etc.
2 Tamagotchi is a Japanese term that refers to a digital creature and an electronic game that
requires one to take care of the creature, feeding it to make it evolve to more mature forms.
─ Business plan, including market analysis, cost-benefit analysis, financial
viability (including break-even analysis), critical risk factors (including SWOT
and PEST analysis), an exit strategy.
─ Marketing and sales strategy, including selling modes, pricing, warranties,
after-sale services.
─ Production planning, including manufacturing, testing and QA methods,
sourcing, logistics and delivery strategies.</p>
        <p>As an example of non-determinism in the innovation process, a business model is
typically defined during business plan definition, but often it is taken into
consideration at earlier phases, for instance when a feasibility study is performed. In
turn, a (preliminary) feasibility study can be started as soon as the innovative idea is
sketched, or it can be delayed until the technical specification is given. The above
points can be structured according to the knowledge they need to gather and, in
addition, the specific methods and procedures that need to be adopted to collect it; all
this is reported in the Innogotchi structure. As anticipated, the above knowledge
cannot be acquired in any possible order since there are dependencies and priorities:
also those represent knowledge that must be fed to the Innogotchi.</p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2 Innovation as a Topic Map.</title>
        <p>Our objective is to capture, model, and organise the knowledge necessary to develop
an innovative idea until it reaches the maturity and completeness of an industrial
strength stage (be it a product or a process.) There is a great variety of knowledge
modelling methods, graphical, such as E-R or UML, rather than in linear form, such
as Prolog, RDF, or OWL, that may be adopted. But here we need to create a rich
knowledge repository that includes the structural representation but also constraints,
and procedures to acquire the needed knowledge, with also the possibility to easily
connect instances and information resources, like documents, URLs, images, and so
forth. For our purpose, a suitable approach is represented by the Topic Maps [4] that,
in addition to a powerful modelling paradigm, offers a good choice of management
tools. Topic Maps is a standard for the representation and interchange of knowledge.
It is based on a sound mathematical basis (Common Logic) and has been defined as
an ISO standard (ISO/IEC 13250:2003). Basic elements of a Topic Map are:
─ topics: representing any subject of discourse, from people, countries, and
organizations to software modules, individual files, and events. (E.g., The
graduate student Aldo.);
─ occurrences: representing information resources relevant to a particular topic.</p>
        <p>(E.g., Aldo’s Facebook page.)
─ associations: representation of a relationship between one or more topics, (E.g.</p>
        <p>Aldo is enrolled at Stanford University).</p>
        <p>Topics, occurrences and associations can be categorized according to their kind.
(E.g. the topic “Aldo” belongs to the category “graduate student”). Categories are
named types in the Topic Maps notation. In practice, the set of topic, occurrence and
association types form the conceptual or ontological level of the topic map, typically
organised according to a super-type/sub-type relation. Then, an instance-class relation
is established between a topic and its type. The capability of a Topic Map to
simultaneously represent concepts, instances as well as information resources related
to instances, within a unified frame, is one of the most powerful features of its
knowledge representation paradigm. Topic Maps can be associated to graphical
representations where topics and information resources are represented as nodes while
occurrences and associations are represented as arcs. Fig. 1 reports a simple rendering
of a Topic Map.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3 Innogotchi: an evolving knowledge structure for innovation</title>
      <p>Here we elaborate the knowledge structure, sketchy reported in Section 2.1 in the
form of a bullet list, as a fragment of a Topic Map. It is conceived as a core structure
that progressively evolves, capturing the knowledge gathered in the different stages of
development of the initial idea. The proposed method consists in the Innogotchi
knowledge structure that needs to be progressively fulfilled, by providing the required
knowledge. Each component, besides the structure (e.g., the information that needs to
be provided) is also associated to one or more procedures (i.e., subprocesses) that can
be activated in order to collect and/or produce the required knowledge. Such
procedures are very diverse, depending on the kind of knowledge, and may require
skilled people (e.g., market analysts), specific tools (e.g., PEST analysis tool3), and/or
the access to dedicated information resources (e.g., web sites with figures on the
market of interest). Furthermore, dependencies among Innogotchi sections are also
reported. This structure is represented in Fig. 2, where the reported map has been
drawn by using Ontopia (http://www.ontopia.net), one of the most widespread Topic
Maps management tools.</p>
      <p>Due to lack of space only the ontological level is rendered, and a single instance
(the innovative idea “Massage chair”) and its properties are reported as an example.
In particular, the broken line represents an instanceOf relationship between a topic
and its topic type, hence de facto this kind of lines divides the conceptual level of the
3 See for instance: http://www.businessballs.com/pestanalysisfreetemplate.htm
Topic Map, from the level of instances. Also note the panel, which describes the
properties of the instance, and in particular a pair of occurrences: the URI of the
document describing the idea specification and the URI of the sketch of the new chair.</p>
      <p>At the ontological level, green circles represents knowledge types, whereas blue
rounded boxes represent activity types. Arc shapes represent different association
types. Bowtie arcs represent partOf relationships among knowledge types, while
straight and dotted linear arcs respectively represent the output_of and input_to
associations between a knowledge type and an activity. The definition of these
associations is a crucial design choice since it allows to define constraints in the
growth of the Innogotchi, showing what knowledge is needed to produce another.
Although a similar dependency constraint could be represented by directly linking
two different knowledge types, the explicit use of activities serves two goals: (i) it
allows a richer description of activity features, for instance the fact that two or more
knowledge types are needed to perform the activity and (ii) it allows to recognize and
represent the existence of different instances of same activity type, that is of different
modes to move to the next stage, with different efficiency and effectiveness levels.
This represents also the non-determinism inherent in the innovation process and,
besides being a support for the incremental evolution of a specific Innogotchi, it also
provides different “ways to innovation”.</p>
    </sec>
    <sec id="sec-4">
      <title>4 Conclusion</title>
      <p>In this paper we presented a few preliminary ideas aimed at addressing the problem of
business innovation from a declarative knowledge representation perspective, instead
of the more traditional Business Process approach. Innovation is widely recognised as
a complex loosely defined process and it shares the difficulties typical of the wicked
problems: when you start you are unable to foresee how the process will evolve in its
later stages and if eventually it will successfully end. Furthermore, each innovation
endeavour is different from its predecessors, although it is possible to identify a
number of ‘knowledge invariants’, i.e., elements that need to be acquired in order for
the focused innovation to progress and mature towards an industrial and/or
commercial result. In this paper we proposed to see an innovation as an entity,
referred to as Innogotchi, which is fed with the knowledge necessary to evolve along
a successful innovation path. So our specification is concentrated on the structural
aspects of the Innogotchi and its components, represented according to the Topic
Maps standard, rather than the process necessary to achieve it. The growth and
achievement of an Innogotchi can be performed according to a computational model
driven by its structure with the objective of Innogotchi completion. The future of this
work will focus on a better definition of an example of Innogotchi and the
specification of the computational model.</p>
    </sec>
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