CREATIVITY AND INNOVATION MANAGEMENT 80 Innovators and Imitators in Novelty-intensive Markets: A Research Agenda Todd Dewett and Scott David Williams The phenomenon of demand for novelty is defined and explored as a unique and underexamined aspect of certain markets. Demand for novelty is the portion of demand not explained by practical utility or marketing effects – it is the demand for the new and unique. We explore markets characterized by high demand for novelty and how they differ from typical markets. Primarily, this involves the central role of novelty in the product or service value proposition as well as rapid growth rates and product or service obsolescence. Within this context, we consider the dynamics of innovating and imitating and suggest several ways that first mover competition is unique in markets with high demand for novelty. From the perspective of the knowledge-based theory of the firm, we consider the implications of organizational learning and knowledge and decision making as they relate to new product development routines, improvisation, and top management team decision making. We conclude by considering several avenues for future empirical research. Introduction T he comparative advantages of pioneering and following have been studied in a variety of contexts including the introduction of new brands (e.g., Neidrich & Swain, 2003) and brand extensions (e.g., Sullivan, 1992), expansion into new international markets (e.g., Cui & Lui, 2005), acquisitions (e.g., Carow, Heron & Saxton, 2004), and more than anywhere else, introducing new products and product categories (e.g., Golder & Tellis, 1993; Srinivasan, Lilien & Rangaswamy, 2004). Research in this area spans numerous industries, firm characteristics, and firm behaviours, especially the timing of moves (e.g., Lee, Smith, Grimm & Schomburg, 2000; Robinson, Fornell & Sullivan, 1992). Excellent reviews have been provided by Lieberman and Montgomery (1998) and Kalyanaram, Robinson & Urban (1995). However, the extant research has not provided many widely generalizable findings. This is at least partially explained by the fact that pioneering is an outcome of the strategic decision-making process, and empirical research demonstrates that the strategy process should be studied on an industry-by- Volume 16 Number 1 doi:10.1111/j.1467-8691.2007.00421.x 2007 industry, context-specific basis (Frederickson, 1984; Huff, 1982; Judge & Miller, 1991; Vanderwerf & Mahon, 1997). Nonetheless, prior work does demonstrate several noteworthy findings. Most prevalent is the finding that pioneering creates a long-term market share advantage. In fact, in the marketing literature this has been referred to as an empirical generalization (Kalyanaram et al., 1995), though it is generally agreed that advantages diminish over time (Lieberman & Montgomery, 1998). Interestingly, additional research suggests that pioneering may be so difficult or ambiguous an activity as to be disadvantageous, which is supported by research demonstrating the ‘latemover advantage’ (e.g. Schnaars, 1994; Berndt, Bui, Reiley & Urban, 1995; Zhang & Markman, 1998). In short, while much has been learned, it is clear more research is needed (Lieberman & Montgomery, 1998). One clear challenge has been the definition of pioneering. Much of the early research suffered from a survivor bias (Mitchell, 1991; VanderWerf & Mahon, 1997). By broadening the analysis to include pioneers that did not survive long enough to be followed, Glazer (1985) found that pioneers’ fates were much less favourable than previously suggested. © 2007 The Authors Journal compilation © 2007 Blackwell Publishing INNOVATORS AND IMITATORS IN NOVELTY-INTENSIVE MARKETS Golder and Tellis (1993) contend that, whether followed by a competitor or not, a market pioneer is the first to enter a new market. Schmalensee (1982) defines market pioneer as one that creates a distinctively new product category. This conceptual definition is consistent with operational definitions that consider pioneers those who bring products to market that are sufficiently innovative to be the impetus for the creation of new Standard Industry Classification (SIC) codes (Lee et al., 2000). Different conceptualizations abound, suggesting that it is not completely clear where pioneering ends and following begins. As a result, we choose to refer interchangeably to organizations making moves into new product categories or product markets as innovators, pioneers, or first movers and those who make subsequent moves as imitators or followers. Though new product category introductions dominate this line of research, our survey of the literature suggests that perhaps the most common and potentially dramatic first-mover advantages have been relatively neglected. Specifically, there is reason to believe that firstmover advantages are particularly acute in markets characterized by intense demand for novelty. Though markets have been conceptualized as varying in munificence (e.g. Park & Mezias, 2005), dynamism (e.g. Dess & Beard, 1984), and many other dimensions, little attention has been paid to demand for novelty – a unique and important market characteristic. We define demand for novelty as the extent to which products and services are purchased not only due to the practical utility of the product or service characteristics (real or perceived due to marketing activities), but also due to the attractiveness of the novelty of the offering itself. Examples of markets with high demand for novelty include markets for music CDs, television programmes, games, toys, books, fashion and motion pictures. While scant research has addressed ‘hit-driven industries’ (e.g. Eisenmann & Bower, 2000), markets for fashion (e.g. Djelic & Ainamo, 1999), and the sale of entertainment-oriented goods (Sun & Chung Wing, 2005), a systematic treatment of how these markets differ from other markets has not been undertaken nor has pioneering been examined in this context. Understanding these types of markets is increasingly important given the proportion of the global economy they represent (e.g., $9 billion annual US box office receipts in the movie industry; Hernandez, 2006). We are interested primarily in the following research questions. What is demand for novelty? How are markets with high demand for novelty systematically different from other markets? How are the dynamics of first moves © 2007 The Authors Journal compilation © 2007 Blackwell Publishing 81 and following different in markets dominated by a high demand for novelty? What key firm resources and capabilities need to be examined in this context? In general, we suspect that for firms with the proper resources and capabilities, the benefits from innovating may be quite high in markets with intense demand for novelty. In addition, we suspect that profitable fast following, and imitation in general, is more difficult in markets with high demand for novelty than is typically assumed elsewhere. The remainder of the paper is organized as follows. First, we define novelty and demand for novelty. Next, we describe key ways that markets with intense demand for novelty differ from typical markets. This is followed by an examination of pioneering and following in the context of high demand for novelty. Finally, we propose several firm resources and capabilities likely related to competitive success in these markets, which can provide a foundation for future empirical research. Throughout, we make several assertions that run counter to common thinking in the first mover and product innovation literatures. Novelty and Demand for Novelty Novelty has been studied in a variety of contexts across several disciplines. In the creativity literature novelty is a core part of the process of creativity whereby individuals (e.g. Amabile, 1996) and groups (e.g., McGlynn, McGurk, Sprague Effland, Johll & Harding, 2004) endeavour to generate new ideas and options in pursuit of eventual solutions. As part of an outcome, novelty has been even more widely examined as a vital aspect of ideas, processes or products (e.g., Shalley, Zhou & Oldham, 2004). In fact, novelty as a desired part of outcomes is the primary focus of research streams on R&D, advertising, new product development and innovation in general. As an attribute of products and services, novelty typically refers to uniqueness or originality – to this we add newness as a characteristic of novelty. Prescott and Visscher (1977) note that in markets where products are differentiated, offerings may differ along many dimensions, and factors such as economies of scale limit the extent of product variety. Consequently, competing firms can identify gaps in the product characteristic space, and locate their product offering in a gap. The most novel products create new product categories, new genres (Labio, 1998). However, uniqueness is a necessary but insufficient requirement for novelty; novel products are also new. They Volume 16 Number 1 2007 CREATIVITY AND INNOVATION MANAGEMENT 82 may occupy unique market space for an extended period of time, but novelty erodes as extended presence in the market breeds familiarity. Significant research tacitly acknowledges the importance of novelty as a special form of demand. For example, building on Porter’s work (1980, 1985) product differentiation (offering novel variations) has long been viewed as a key competitive strategy. In the marketing literature, vast research on product life cycles recognizes segments of consumers prone to early adoption who are often the targets for initial marketing efforts (Mahajan & Muller, 1998; Rogers, 1996). However, in both areas of research the focus is not on the demand for novelty per se, but rather on how novel products create benefits for firms and how certain consumers may be predisposed towards novel offerings. In neither case is there recognition of the fact that markets may systematically vary in terms of the demand for novelty. We view demand for novelty as the portion of demand for a product or service that is contingent on its perceived newness and distance from other products in product characteristic space. Aside from ‘novelty’ products, goods and services are not typically demanded solely for novelty. Novelty is coupled with other valued attributes that satisfy multiple wants and needs (Becker, 1999; Fishburn, 1984). Thus novel products are typically demanded for their functional characteristics as well as novelty – unique lamps must still illuminate a room, original cell phones must still send and receive calls. Nevertheless, demand for novelty is particularly intense in so-called ‘hitdriven’ industries; fine arts, games, movies, music, television, theme parks, toys, etc. (Eisenmann & Bower, 2000; Marr, 2005; Menger 1999). Novelty may be a more important attribute in consumer product markets, but it likely accounts for a portion of the demand for products offered to business and governmental organizations as well. For instance, authors, trainers and consultants often capitalize on new or trendy management philosophies and interventions (Abrahamson & Fairchild, 1999; Carson, Lanier, Carson & Guidry, 2000). Demand for novelty originates with consumers’ desire to be distinctive, boost status, and satiate the need for ‘new’ things. For instance, gifts that are novel and surprising engender arousal in the form of delight (Durgee & Sego, 2001; Oliver, Rust & Varki, 1997; Rust & Oliver, 2000; Wilson, Centerbar, Kermer & Gilbert, 2005). Arousal is the result of the contrast between the perceiver’s frame of reference and the stimulus. However, with Volume 16 Number 1 2007 repeated exposure to the stimulus (e.g., playing a song repeatedly; Bianchi, 1998), the once-novel stimulus becomes familiar and loses its ability to create arousal. In addition, fashion theory posits that conspicuously consuming novel products allows people to differentiate themselves, gain status, or boost the ego (O’Cass & McEwen, 2004). As adoption of a once-novel product diffuses in society, that item loses its ability to support personal differentiation thereby losing its appeal. We view markets with characteristically strong demand for novelty as systematically different from typical product markets in two key ways. First, novelty figures prominently in the value proposition as noted above. Second, markets with strong demand for novelty are characterized by fast growth rates and quick product obsolescence. For example, Golder and Tellis (2004) examined ‘leisure products’, defined as those more likely to be seen and discussed. Thus their conceptualization is very similar to our discussion of products found in markets with high demand for novelty in that they carry status implications. Their results indicated that leisure products (as opposed to ‘time saving products’ such as typical consumer durables) have higher growth rates and shorter growth stages. This finding can be explained by the fast erosion of novelty associated with the possession of a particular good given its increased diffusion. This conceptually differentiates novelty-intense markets from technology-based ‘high velocity’ markets (e.g. Henderson & Stern, 2004). Research on high velocity markets focuses on technological discontinuities that often render prior learning and skills obsolete (e.g. the personal computer market; Eisenhardt, 1989), sometimes leading firms to intentionally obsolete their own products (Magretta, 1998). In novelty-intensive markets, firms should experience additional ambiguity beyond technological uncertainty, limiting their ability to time intentional obsolescence. With these unique characteristics in mind, we now turn to the competitive dynamics and tactics one would expect in these markets relative to innovating and imitating. Innovating and Imitating in Markets with Intense Demand for Novelty In their review of first mover research, Lieberman and Montgomery (1998) suggested there are three primary ways that pioneers might gain an advantage. The first involves the idea that being a pioneer allows a firm to establish itself in the customer’s perceptual space. This brings to mind issues of building product or © 2007 The Authors Journal compilation © 2007 Blackwell Publishing INNOVATORS AND IMITATORS IN NOVELTY-INTENSIVE MARKETS brand loyalty. Second, being first may lead customers to develop switching costs as a byproduct of gaining experience with the pioneer’s offering. Thus, for example, a user of one hightech product (e.g. personal digital assistants and related products) would be reluctant to adopt a new competing product that would require them to face a new learning curve. Third, network externalities might establish the pioneer’s product as a standard, such that as increasing numbers of customers adopt the product, the utility of use for each new adopter increases. A classic example is the mobile phone, which gains in practical utility as the number of other people with mobile phones increases. Below, we suggest that these opportunities for advantage do not neatly apply to markets characterized by high demand for novelty. First, consider potential market share advantages. Among the few fairly settled issues in the first-mover literature is the first mover’s market share advantage (Lieberman & Montgomery, 1998). A wide array of research indicates that pioneers who introduce new products tend to have a market share lead over later entrants of between one and two decades (e.g., Boulding & Christen, 2003; Golder & Tellis, 1993; Huff & Robinson, 1994; Kennedy, 2002). Similarly, in research examining consumer packaged goods, pioneers have been found to have an advantage in both trial and repeat purchases (Kalyanaram & Urban, 1992). Yet in novelty-intensive markets there are unique dynamics. Given rapid growth rates and shorter growth stages (Golder & Tellis, 2004), there is reason to suspect that innovators in these markets will experience a market share advantage in two distinct ways which differ from what often occurs in typical product markets. First, innovators will experience a higher market share advantage than would typically be expected, as a result of rapid growth rates. However, given rapid obsolescence, the period of market share advantage will not last a decade or more as has been found in prior research. In essence, rapid obsolescence suggests that opportunities to generate repeat purchases over time are limited. Thus we propose: Proposition 1: In markets characterized by intense demand for novelty, innovators gain an average market share advantage over imitators greater than would be expected in typical markets, while the average duration of this advantage is smaller than would be expected. From the imitator perspective, novelty as a core part of the value proposition requires par© 2007 The Authors Journal compilation © 2007 Blackwell Publishing 83 ticular attention to rapid obsolescence. We expect that the long-run opportunities for later entrants to catch and surpass first movers’ market share will not match those identified from prior research. For example, Golder and Tellis’ (1993) broad-based research found that early market leaders tended to enter markets 13 years after pioneers, suggesting that a longterm strategy of waiting for a market and technology to mature before entering could lead to superior long-term performance. However, research provided by Kennedy (2002) suggests that this finding may not generalize to noveltyintensive markets. He found that leaders in television programming categories not only maintained superior market share compared to followers, but their programmes also survived longer. This suggests that the penalty for waiting can be quite strong. Consider the market for motion pictures as an example. The demand for any given genre often waxes and wanes significantly as the demand for novelty shifts. If a studio is not the pioneer of a new or resurgent genre, success might be found by producing an offering within the first year or two following identification of the opportunity. However, if a studio waited until year three or four, they are likely to find a declining genre, if any opportunity at all. Formally, we predict: Proposition 2: In markets characterized by intense demand for novelty, the likelihood of success for imitators will continue to decrease as a function of the duration of time between their market entrance and the pioneer’s market entrance. Now consider the case of switching costs. When a first mover assumes a favourable position in a market, later entrants are forced to consider less attractive segments (e.g. Carpenter & Nakamoto, 1989; Lane, 1980; Prescott & Visscher, 1977). Consumers then face ambiguity as to the quality and suitability of later entrants’ offerings. The effort required to find and learn about new products combined with ambiguity surrounding these issues are referred to as switching costs and often act as a barrier to entry for imitators (e.g. Schmalensee, 1982). Here is the major point of departure for markets with intense demand for novelty – switching costs are typically less relevant to consumers and are generally quite low in absolute size. First, regardless of the magnitude of switching costs, these issues generally do not represent areas of concern for consumers. Recall that consumers in novelty-intensive markets commonly seek distinction, status and the pleasure of ‘newness’ (O’Cass & McEwen, 2004). In effect, given the fundamental role of Volume 16 Number 1 2007 CREATIVITY AND INNOVATION MANAGEMENT 84 novelty in the value proposition, switching costs become nearly irrelevant. For example, if one becomes aware of a new type or style of clothing, becoming educated about this product is not difficult or necessarily costly, other than a small expenditure of time. The costs associated with actually switching to this new type of clothing are secondary as compared with the consumer’s need to obtain the product in order to affirm status and satiate the need for something ‘new’. The same can be said of music, toys, books or similar products. The risk associated with switching are simply of secondary concern. Thus, in stark opposition to typical markets, to the extent that competitors are aware of a low consumer emphasis on switching costs, the likelihood of following should increase. More specifically: Proposition 3: In markets characterized by intense demand for novelty, switching costs (irrespective of size) are less significant in the consumer’s decision making calculus, increasing the likelihood of imitation. Aside from the lower importance attached to switching costs in these markets, in absolute value they are smaller than typically expected. As opposed to most product markets, the cost of switching from one crime novelist to another, one musical group’s CD to another, or one television network to another, is quite small. In contrast to the switching costs associated with more expensive and complex purchases such as cars or consumer durables, the costs are negligible. Switching from one brand of blue jeans to another or switching from one brand of trainers to another is generally not an expensive proposition. As a result, the risk is low, consumers should be readily willing to switch, and the advantages of pioneering diminished. Thus, we suggest: Proposition 4: In markets characterized by intense demand for novelty, average switching costs are significantly lower as compared to typical markets, increasing the likelihood of imitation. Finally, consider product externalities – a topic widely studied in economics, marketing and management. Externalities refer to a quality of certain goods and services that allows them to become more valuable to a user as the number of users increases (e.g. Mahler & Rogers, 1999; Economides, 1991). Thus, for example, peer-to-peer computer networks increase in utility as new users join the networks, assuming adequate network capabilities (Asvanund, Clay, Krishnan & Smith, 2004). However, in sharp contrast to most markets, when demand for novelty is intense, extensive adoption creates negative network externali- Volume 16 Number 1 2007 ties – a disincentive to purchase. This derives from the need for exclusivity and status. As something novel becomes more and more adopted, it is by definition less and less novel. This dynamic is present in many markets, though here the point at which externalities turn from positive to negative occurs much more rapidly. This logically coincides with the beginning of obsolescence following rapid growth periods in markets with intense demand for novelty. In terms of imitation, this reality implies a clear challenge for later entrants and should generally decrease the likelihood of following. Thus, we propose: Proposition 5: In markets characterized by intense demand for novelty, on average, externalities become negative faster than in typical markets, decreasing the likelihood of imitation. In summary, the competitive dynamics and performance outcomes of pioneers and followers in novelty-ntensive markets are distinctive. Thus far we have differentiated novelty and demand for novelty, described characteristic ways that markets with high demand for novelty differ from typical product markets, and discussed how innovating and imitating might differ in these markets. In the remainder of the paper we consider several firm resources and capabilities that may provide a foundation for an empirical examination of innovating and imitating in these markets. Organizational Knowledge and Competition in Novelty-intensive Environments The variables considered below include several already present in the first-mover literature as well as several not yet examined. However, in all cases we will suggest that in markets with high demand for novelty these variables will function uniquely. We focus on factors likely to increase the success of innovating and pioneering by addressing forms of organizational learning, knowledge and decision making. Each of these topics is central to the knowledge-based theory of the firm (KBV). According to the KBV, know-how, skills and practical knowledge are integrated within firms to form capabilities with a level of efficiency not possible through market mechanisms (Grant, 1996). Moreover, knowledge is the principal productive resource of the firm, and more likely to be a source of a sustainable competitive advantage than a market position. Specifically, we view knowledge acquisition, © 2007 The Authors Journal compilation © 2007 Blackwell Publishing INNOVATORS AND IMITATORS IN NOVELTY-INTENSIVE MARKETS integration and decision making in new product development; the knowledge and routines required by, and new memory generated from, improvisational new product development; and, the effects of experience on the top management team’s effectiveness as especially important. Each is addressed in turn below. New Product Development Capabilities As Grant (1996) noted, much of the research into the management issues concerning integration of knowledge has been in the context of new product development because it involves particularly wide-ranging integration (Nonaka, 1990; Clark & Fujimoto, 1991; Wheelwright & Clark, 1992). Given the rapid obsolescence of products in novelty-intensive markets, new product development is particularly important. Many scholars have discussed the ‘fuzzy front end’ of new product development (Gerwin, 2004; Kessler & Chakrabarti, 1996; Wheelwright & Clark, 1992). The front end of product development in novelty-intensive industries is no less fuzzy; in fact, we argue that it is significantly more difficult to manage in markets with high demand for novelty. The process of identifying and screening potential new product ideas is clearly not a simple meritocracy through which the most novel and high quality product ideas are approved for development. Gatekeepers’ judgements are influenced by a variety of business concerns and perceptual biases (Elsbach & Kramer, 2003). Nevertheless, a preference for novelty is a consistent concern. Several examples of this process in markets with intense demand for novelty have been documented. In the case of trade book publishing, the first screening of creative products is performed by the authors’ agents (Caves, 2000). In this industry segment, publishers perform the function of deciding whether a manuscript meets the minimum quality standard in order to interest a publisher and they attempt to identify the sorts of manuscripts sought by various publishers. As another example, US broadcast network television companies largely select and license prime-time television programmes from programme ideas presented by entertainment studios (Caves, 2005; Kennedy, 2002). In this primary gatekeeping function, the network considers not only quality but also fit with the network’s mix of programmes. Similar dynamics occur in the music industry (Caves, 2000; Vogel, 2004) and the movie industry (Elsbach & Kramer, 2003). For the gatekeepers in these noveltyintensive markets to approve proposed prod© 2007 The Authors Journal compilation © 2007 Blackwell Publishing 85 ucts that optimally exploit market demand in their respective industries, they must have the capability to evaluate how well the proposed products match the positions in product characteristic space that are not occupied by incumbent product offerings and that are also positions that will be met with demand once a pioneer enters. That is, the gatekeepers need to base their decisions less on knowledge of where product characteristic space demand is, and more on where it will be. Offering products in product characteristic space where there is a history of demand is an imitative, ‘trendy’ approach, which can generate sales in novelty-intensive markets, but not sales levels equal to that of pioneering products (Kennedy, 2002). The gatekeepers must have strong opportunity recognition capabilities – ‘the ability to identify a good idea and transform it into a business concept that adds value and generates revenues’ (Lumpkin & Lichtenstein, 2005, p. 457). Opportunity recognition capabilities are developed through a commitment to learning, structural processes that enhance learning, a willingness to suspend assumptions, and by rapidly applying new learning to organizational processes. Accordingly, we propose the following: Proposition 6: In markets characterized by intense demand for novelty, gatekeepers’ opportunity recognition capabilities are positively associated with the successful execution of an innovator strategy. Beyond opportunity recognition, prior research reveals several other key success factors for new product development. Brown and Eisenhardt’s (1995) comprehensive review of new product development yielded several generalizable principles for effective new product development. They can be summarized by stating that internal and external communication are vital to the success of new product development teams. This is because the more effective the communication the more information that is available to support design, planning and team coordination. The authors note that these findings are ‘among the most empirically robust’ (Brown & Eisenhardt, 1995, pp. 368–9). Similar findings have been offered by several scholars (e.g. Ancona & Caldwell, 1990, 1992). Team tenure in particular influences these communication patterns. For example, Katz (1982) found that moderately tenured teams tended to have the highest performance because new teams often lack effective patterns of information sharing and highly tenured teams often become too inwardly focused. Other factors promoting the success of product development teams identified by Brown and Eisenhardt (1995) include the Volume 16 Number 1 2007 CREATIVITY AND INNOVATION MANAGEMENT 86 project leader’s power and vision. Projects were more likely to lead to success if managers who possessed high formal authority and occupied high-level positions in the organizational hierarchy led them. A central challenge of new product development is aligning organizational capabilities with structure so that new product development is led by someone with the requisite scope of knowledge integration and formal authority. The leader’s ability to integrate the various facets of the project into a coherent, holistic view and effectively convey it to others was also a key to successful new product development. Of course, it should also be noted that new product development is influenced by levels of management above the project manager where senior managers may serve as ‘champions’ who guide the process (Gomes, de Weerd-Nederhof, Pearson & Fisscher, 2001). Given the centrality of new product development activities to competition in ‘hitdriven’, novelty-intensive markets, we expect the issues noted above to be particularly important. However, we wish to note one major point of departure from the established literature – the value of knowledge acquired from customers. As mentioned above in the discussion of gatekeeper capabilities, new product development teams need to be effective at anticipating customers’ interest in the products proposed and under development. Being well acquainted with tastes and competitive offerings is essential, and this knowledge is developed through effective communication with external parties. However, unlike the development of products with practical utility as their primary value, products with utilities premised on their novelty cannot be enhanced with customers’ direct input on product design. Von Hippel’s (1986) seminal work on the use of lead users for obtaining new product ideas has been influential in many areas, in the new product development literature in particular (e.g. Enkel, Perez-Freije & Gassmann, 2005). Segmenting the market to identify the customer group that has the greatest need for innovative products and soliciting them for new product ideas can be very useful, because lead users experience needs today that mainstream customers will experience in the future. Von Hipple drew upon research in industries such as computer innovations, chemical additives and scientific equipment. These are high technology fields – fields that reward innovation – but not novelty for novelty’s sake. Product innovations in these fields are valued for their superior practical utility. Asking customers to participate in the design of products in novelty-intensive Volume 16 Number 1 2007 markets can actually be counterproductive. Recall that novelty’s value proposition is often attributable to the surprise that novel products can engender in the user as the products deviate from the user’s frame of reference. If the firm’s goal is to produce products that will surprise and thereby delight their customers, asking the customers how to surprise them is of little value. Voss and Voss (2000) report data consistent with the organizational performance consequences of this conundrum. They found that organizations in the professional theatre industry experienced negative results from using customer input to design their programming. Theatres committed to integrating customer preferences into their programming demonstrated lower subscriber ticket sales, total income and net cash flow. Accordingly, we propose the following: Proposition 7: In markets characterized by intense demand for novelty, incorporating customer input into product design decisions is negatively associated with the success of innovator strategies. Improvisational New Product Development In addition to the previously discussed generalizable principles for new product development success, the level of structured planning interacts with the pace of environmental change to influence outcomes (Brown & Eisenhardt, 1985). In fast-paced environments such as those we are considering, the level of uncertainty can make extensive formal planning counterproductive, highlighting the importance of maintaining flexibility to support spontaneity through improvisation. Moorman and Miner (1998a,b) outlined the relationships among organizational knowledge and improvisational capabilities. Improvisation is the simultaneous organization and execution of activities. Not only do dynamic environments make improvisational capabilities necessary, the production of novel products often requires novel actions. The strength of the firm’s declarative knowledge has a crucial impact on the degree to which improvisation produces novel actions. Declarative knowledge refers to memory of facts and principles. Access to a broad base of declarative knowledge helps sustain a first-mover strategy in fast-moving product markets. In hightechnology industries, organizations need stable access to cutting-edge science, whether through their own research or through links with sources of basic science (Powell, 1998). Similar relationships apply to noveltyintensive markets that may be low-tech but need creative ideas – for example, manuscripts © 2007 The Authors Journal compilation © 2007 Blackwell Publishing INNOVATORS AND IMITATORS IN NOVELTY-INTENSIVE MARKETS vying for a publishers’ attention. However, higher levels of declarative knowledge will slow down the search for relevant information and thereby slow improvisation, ceteris paribus. To offset this potential drawback, firms need to balance extensive declarative knowledge with high levels of procedural knowledge (Gronhaug & Haukedal, 1995). This knowledge of ‘how things are done’ serves to accelerate action and improves the coherence of actions. Organizations with occasional need for improvisation do not always have the metalearning capabilities to increase organizational memory from their improvisational experiences. Miner, Bassoff and Moorman (2001), in their study of new product development at a company producing advanced technology products for laboratories and another company producing food products for consumers, found that improvisation led to learning that was collateral rather than intended. Although these firms were competing in environments where innovation and product differentiation were rewarded, the primary function of the new product development activities was to generate products and processes, implement necessary changes, and then return to routine production. New product development was intermittent rather than frequent. Therefore the findings might have limited generalizability to firms competing in novelty-intensive markets. In businesses such as those studied by Miner and colleagues (2001), failure to capture learning experiences and embed them in memory will have little effect on overall corporate profitability. However, in novelty-intensive markets, where products quickly become obsolete and must be replaced by new offerings, failure to develop such meta-learning capabilities would be costly. For these reasons, we propose the following: Proposition 8: In markets characterized by intense demand for novelty, the success of innovator strategies will be positively associated with the ability to generate and use organizational memory in the service of continuous improvisational new product development. Top Management Teams Top management teams (TMTs) of firms competing in markets with high demand for novelty face unique challenges given the role of novelty in the value proposition and the associated rapid growth rates and quick obsolescence of product categories. The organizational creativity literature frequently acknowledges the need to judge novel ideas for their suitability. Amabile’s (1988) model of © 2007 The Authors Journal compilation © 2007 Blackwell Publishing 87 organizational creativity and innovation discusses the need for ‘domain-relevant skills’. Individuals or groups generate novel ideas pertaining to products, process or both. As we have discussed, the ideas can originate from within the organization or external parties, such as lead users (Lilien, Morrison, Searls, Sonnack & von Hippel, 2002). The ideas must be evaluated for their suitability. Effective evaluation of novel ideas requires possession and correct application of knowledge bearing on any relevant aesthetic and technical criteria. Interestingly, research suggests that the ability of TMTs to serve as effective idea judges may change systematically over time. While it is true that successful leaders draw from highly specific knowledge when facing innovative challenges (Gronhaug & Haukedal, 1995), several research streams show that strategic decision makers can ‘overlearn’ markets, technologies, etc., and become ‘stale in the saddle’ (Miller, 1991). There appears to be an inverted U-shaped relationship between CEO tenure and effectiveness. New CEOs experiment, learn and establish themselves before reaching peak effectiveness, but often settle into paradigms that fail to evolve with their environments (Hambrick & Fukutomi, 1991; Leonard-Barton, 1992; Miller, 1991, 1993). For example, Wu, Levitas and Priem’s (2005) research in the pharmaceutical industry indicates that the greater the technology dynamism, the earlier a CEO’s average tenure exceeds the optimal level for firm performance. Similarly, in the motion picture industry, Miller and Shamsie (2001) found the inverted U-shaped relationship between CEO tenure and the organization’s financial performance. These findings may be explained by understanding the difference between algorithmic and heuristic problems. Firms pioneering unique product characteristic space in noveltyintensive markets engage in more heuristic problem solving than imitators and, therefore, face greater uncertainty. Heuristic problems are complex and ill defined (Amabile, 1996). The more pioneering a firm attempts, the more uncertainty it faces. Thus, the decline in firms’ performance associated with their CEO’s tenure will occur earlier for innovators than for imitators. In contrast, imitators face problems that are more algorithmic than heuristic. Recalling a known solution from memory and applying it can solve algorithmic problems. Imitators reduce their uncertainty by taking cues from the pioneers. Thus, imitators will benefit from their accumulated knowledge of the market without the negative consequences and, consequently, the decline in their performance associated with their CEO’s tenure will Volume 16 Number 1 2007 CREATIVITY AND INNOVATION MANAGEMENT 88 occur later for them as compared to innovators. Formally: Proposition 9: In markets characterized by intense demand for novelty, strategy moderates the relationship between CEO tenure and organizational financial performance such that the inverted U-shaped relationship between tenure and performance achieves its peak earlier for innovators than for imitators. Discussion and Directions for Future Research In summary, we contend that markets with intense demand for novelty warrant additional study pertaining to the competitive dynamics and the capabilities required for competing effectively. We defined demand for novelty as the portion of demand attributable to novelty for novelty’s sake (not due to differentiation that provides practical utility nor due to marketing effects). Moreover, the competitive consequences of innovating and imitating in novelty-intensive markets deviate in important ways from those generally observed in prior research on market pioneering. Specifically, first-mover advantages are more pronounced when novelty is highly demanded, but those advantages are not due to buyer switching costs, nor are they due to network externalities – indeed, network externalities are more likely to be negative than positive as adoption diffuses in the market. Additionally, imitators will not have the opportunity to wait a decade or more to enter the product characteristic space and catch and surpass first movers as has been identified in prior research. We then addressed, from the perspective of the knowledge-based theory of the firm, several unique strategic management challenges associated with competing in noveltyintensive markets. For instance, with the rapid obsolescence of products, firms competing in these environments perform continual rather than intermittent new product development. The new product development routines must be less formal and more improvisational, with any resultant learning integrated into developing new capabilities. In addition, gatekeepers’ opportunity recognition capabilities are essential to providing an adequate stream of ‘hit’ new products. Somewhat paradoxically, learning from lead users may be counterproductive. Finally, in novelty-intensive environments, the relationship between CEO tenure and firm performance will reach an apex earlier for innovator firms than imitators. Volume 16 Number 1 2007 We see implications of this work for both researchers and practitioners. For scholars, we believe this work represents an opportunity to begin investigating an important, yet neglected phenomenon. Though markets of the type we describe have long existed, there is little research describing how they function. In response, it may be wise for researchers to employ grounded theory approaches. Through observation and the identification of emergent insights, a more detailed and defensible theory base than has been presented here may develop over time. For practitioners, we see more immediate implications. For firms operating in markets defined by intense demand for novelty, our work should encourage more pioneering behaviour. However, to be successful, leaders of new product development efforts must build better improvisational new product development skills. The speed of these markets demands this approach. For firms operating in multiple markets – some of which are more ‘typical’ and some of which are more driven by demand for novelty – in the noveltyintensive markets they will be wise to generate a pipeline of new products that is larger than they would create in other markets due to the boom/bust nature of product categories. Potential implications aside, our work nonetheless has several limitations worth noting. First, since we have attempted to identify and describe a new market characteristic, we found it necessary to draw on a wide range of literature to support our arguments. In doing so, we made certain assumptions about the generalizability of findings from one area of inquiry to another. In addition, the dichotomy we draw between novelty-intensive markets and ‘typical’ markets is admittedly false. There is no market purely defined by demand for novelty just as there is no purely ‘typical’ market. The dichotomy simply served as a useful convention for theory building. It is also worth noting that our work is largely premised on North American scholarly research. As such, future research will benefit from considering a more international perspective. Finally, though we cite a few empirical studies of products in markets characterized by intense demand for novelty, we have offered no primary data upon which to justify our assertions. Thus, following this exploratory effort, much additional research is warranted. A significant need for future research on novelty-intensive markets will be to refine the definition and operational approach to the phenomenon. In particular, it will be necessary to distinguish these markets from dynamic (e.g. Dess & Beard, 1984; Wu, Levitas & Priem, 2005), high velocity (e.g. Bourgeois © 2007 The Authors Journal compilation © 2007 Blackwell Publishing INNOVATORS AND IMITATORS IN NOVELTY-INTENSIVE MARKETS & Eisenhardt, 1988, Eisenhardt, 1989) and hypercompetitive markets (e.g. D’Aveni, 1994, 1995). We speculate that research may well discover two different types of demand for novelty, ‘delight me’ and ‘distinguish me’. Kennedy (2002) found that trendy, imitative offerings were not as successful as novel offerings in television programming. Original, unexpected programmes can delight viewers. Demand for novelty in apparel, architecture, cars and furniture, on the other hand, might serve to distinguish more than delight. Novel products that distinguish their buyers might require a stronger connection to fashion trends – and thereby be somewhat less original – than products that seek to delight their buyers by being surprising. Future research should examine how the strategies and behaviours of firms successfully competing to satisfy the ‘distinguish me’ type of demand for novelty differs from the approaches used to successfully satisfy the ‘delight me’ type of demand. Future research is likely to find that one of the most unique features of markets with intense demand for novelty is their cyclicality – products come and go as imitation ensues and novelty wears off over time. Once the product characteristic space has been vacated, there is the opportunity for a competitor to once again ‘pioneer’ that unique space. (A new term may need to be coined to acknowledge that the pioneer is entering territory that was previously pioneered.) An example in the US music industry of this type of pioneering is the successful revival of the 1950s rockabilly sound reintroduced to top forty radio programming during the 1980s by the band Stray Cats (Borzillo, 1995). In contrast, technological innovations that have been rendered passé due to technological progress do not cycle back into popularity. Electric typewriters and handcranked car engines will never again achieve broad appeal. Where cyclicality of demand in product characteristic space is identified, future research is also needed to determine which firm capabilities are required in order to identify and exploit those cycles. We have discussed several capabilities and resources that can provide a sustainable competitive advantage to firms competing in novelty-intensive industries. However, some may not measure up to the primary criteria for sustainable competitive advantage, i.e., valuable, rare, immobile and inimitable (Barney, 1986; Peteraf, 1992). For example, some of the knowledge and judgement capabilities reside with key personnel – gatekeepers – and these resources are mobile across firms within an industry. For instance, Caves (2000) notes that publishers have considerable mobility within © 2007 The Authors Journal compilation © 2007 Blackwell Publishing 89 their industry. Similarly the common experiences of fashion designers that help them develop a shared understanding of emerging fashion trends (Gronow, 1997) fails to make their understanding of emerging styles rare relative to the other firms in their strategic group. Future research is needed to examine the distinctive competencies and unique resource configurations of firms competing in novelty intensive markets. 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The Effects of Network Externalities on Pioneer Survival’, Journal of Marketing, 68, 41–58. Sullivan, M.W. (1992) ‘Brand Extensions: When to use them’, Management Science, 38, 793–806. Sun, H. and Chung Wing, W. (2005) ‘Critical Success Factors for New Product Development in the Hong Kong Toy Industry’, Technovation, 25, 293–303. VanderWerf, P.A. and Mahon, J.F. (1997) ‘Metaanalysis of the Impact of Research Methods on Findings of First-mover Advantage’, Management Science, 43, 1510–19. Vogel, H.L. (2004) Entertainment Industry Economics: A Guide for Financial Analysis. Cambridge University Press, Cambridge, UK. von Hippel, E. (1986) ‘Lead Users: a Source of Novel Product Concepts’, Management Science, 32, 791– 805. Voss, G.B. and Voss, Z.G. (2000) ‘Strategic Orientation and Firm Performance in an Artistic Environment’, Journal of Marketing, 64, 67–83. Wheelwright, S.C. and Clark, K.B. (1992) Revolutionizing Product Development. Free Press, New York. Wilson, T.D., Centerbar, D.B., Kermer, D.A. and Gilbert, D.T. (2005) ‘The Pleasures of Uncertainty: Prolonging Positive Moods in Ways People do not Anticipate’, Journal of Personality and Social Psychology, 88, 5–21. Wu, S., Levitas, E. and Priem, R.L. (2005) ‘CEO Tenure and Company Invention under Differing Levels of Technological Dynamism’, Academy of Management Journal, 48, 859–73. Zhang, S. and Markman, A.B. (1998) ‘Overcoming the Early Entrant Advantage: the Role of Alignable and Nonalignable Differences’, Journal of Marketing Research, 35, 413–26. Volume 16 Number 1 2007 Todd Dewett, Ph.D., (todd.dewett@wright. edu) is a tenured Associate Professor of Management in the Raj Soin College of Business at Wright State University. He earned a bachelor’s degree in business from the University of Memphis, an MBA from the University of Tennessee, and a Ph.D. in Management from Texas A&M University where he was awarded both teaching and research awards as well as a Post Doctoral Research Fellowship. At Wright State University he is primarily focused on delivering courses in the MBA program and has been honored with the Outstanding Graduate Faculty Teaching Award as well as the Presidential Award for Faculty Excellence: Early Career Achievement Award. His research on employee creativity, innovation, and change in organizations has been published in journals such as Journal of Management, Journal of Creative Behavior, Journal of Managerial Psychology, and Creativity Research Journal. Before entering academics, Todd was a management consultant with Andersen Consulting as well as Ernst & Young focusing on process reengineering and change management. He continues to consult with a variety of organizations. Scott D. Williams, Ph.D., is an Associate Professor of Management in the Raj Soin College of Business at Wright State University. In 2002, he received the “Award for Teaching Excellence” from the Southwestern Ohio Council for Higher Education, and the “40 Under 40 Award” from Dayton Business Journal. Williams is Senior Strategy Consultant for Mound Advanced Technology Center and Strategy and Business Development Consultant for the National Composite Center. He has served as the vice president of Leadership Development for the Western Ohio Chapter of the American Society for Training and Development. Williams has conducted research on competitive dynamics, business ethics, management development, creativity training, outdoor experiential training, and training evaluation. His research appears in journals such as Competitiveness Review, Journal of Strategic Marketing, Journal of Management Development, Personnel Review, Creativity and Innovation Management, Human Resource Management Review, and Industrial and Commercial Training. He earned his bachelor’s and MBA degrees from Southern Illinois University-Carbondale, where he was named the “Outstanding MBA Student” in 1993. He earned his doctorate in management from Texas A&M University. © 2007 The Authors Journal compilation © 2007 Blackwell Publishing
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