LEVERAGING KNOWLEDGE TO UNLEASH A CULTURE OF INNOVATION THE ACT KNOWLEDGE MANAGEMENT FORUM 5TH ANNUAL CONFERENCE David Rymer, Director Know-How Minter Ellison October 2004 OUTLINE • • • • • • • Why Emergence as a strategy? Applying complexity Organisational DNA Cultural dynamics Innovation Implementation models Work in progress EMERGENT STRATEGY Intended Strategy Deliberate Strategy Unrealised Strategy Realised Strategy Emergent Strategy Henry Mintzberg: The Rise & Fall of Strategic Planning PROBABILITY Definition: • Probability = the % of time an outcome happens • Event = single occurrence • Outcome = result of an event • Implications: • Field multiple initiatives to mitigate potential delays/roadblocks • Select final solution late to manage risk/turbulence APPLYING COMPLEXITY KNOW-HOW ARCHITECTURE Know How Strategy Business Drivers Organisation (Facilitator) Infrastructure (Elements) Capability (Enabler) (Emergent) Know How Organisation (Innovations, Know-How Operations, Divisional KHC’s) P & C Content Process Collaboration Precedents Tran’s Maps SNA Library Change Mgt Communities Stories PM Reviews Networks Taxonomies Pipeline Fill Champions Client work R & Recog’n Commercial Discipline Costing BI process Technology Infrastructure (WCMS, databases, eRoom, SDX, e-work) CULTURE WHAT IS ORGANISATIONAL CULTURE? Culture is: • The way work is organised and experienced • How authority is exercised & distributed • How people feel rewarded, organised & controlled • Values and work orientation • Degree of formalisation, standardisation & control • Scope for individuality, risk-taking and initiative • Emphasis given to rules, procedures and results, • Team or individual work FOUR BASES OF ORGANISATIONAL DNA Most companies are dysfunctional! MINTER ELLISON = PASSIVE AGGRESSIVE Neilson. Pasternack, and Mendes Booz Allen: strategy+business Winter 2003 CULTURAL DYNAMICS Typical legal traits: • Risk averse, change resistant • Revenue focused (billable hours) • Trained to deconstruct not create • Decisions often ambiguous & not communicated • Anti-managerial • 6 min blocks LOUIS XIV SYNDROME PLAY THEORY Play Theory allows us to safely explore: • Our physical environment to learn how new ideas and tools work. • Social interactions and the spaces in between. (Reflecting on new experiences can help teams learn to adjust to an intervention.) • The new, the unfamiliar and the evolving without incurring performance penalties. In play, there are no REAL consequences CHANGE IMPLICATIONS From: • Managing things • Single lawyer To: • Managing complexity • My way • My team • Team view • Standard portfolio • Struggle to survive • X functional team • “Can we” • Collaboration • “Should we” INNOVATION IDEAS ARE WILD... Ideas demand: • Anticipation • Boundary spanning • Probing for fit • Seeding experience • Pilots • Prototyping • Sense making • Transferring experience • Skunk works APPRECIATIVE ENQUIRY Discovery Appreciating “the best of what is” Destiny Sustaining “what will be” Positive Topic Choice Dream Envisioning “what could be” Design Co-constructing “what should be” (Ludema J.D., Cooperrider D.L. & Barrett F.J. 2001 in Reason P. & Bradbury H. (eds) Handbook of Action Research. Sage, London) ITERATIVE APPROACH OPENING UP TO NEW EXPERIENCES OPENING UP TO NEW EXPERIENCES MBOT MANTRA Map Build Transfer Operationalise PROGRESS REPORT PROGRESS REPORT Enablers include: • Futures • Emergence • Champions & advocates • Self-organising teams • Physical environment • Strategic conversations • Storytelling • Collaboration • Social networks • Reward & recognition Minters: ? !!! 50% X X 25% 50% X X PROGRESS REPORT Enablers include: Minters: • Mentoring & coaching • Implementation model 75% • Search engine 25% • Business process mapping & re-design • Change management 50% • Environmental scanning • Taxonomies & thesauri • Workflow automation 25% • Intranets • Document management “Better to light one candle than curse the darkness.” Ken Wilber Futurist QUESTIONS? David Rymer, Director Know-How [email protected]
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