Thursday, March 21, 2013

The Heart of Change

The Heart of Change:
Real-Life Stories of How People Change Their Organizations.


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In some eras, stability matters. Businesses are preoccupied with consolidating their positions. But today’s economic environment is turbulent, and companies of all kinds must either change or die. Yet, people still find change difficult. Most people don’t do it well because they have never had a successful change experience. Too often, managers try to instigate change with appeals to reason - with reports, spreadsheets, budgets, plans or mission statements. But these tactics cannot create the widespread sense of urgency organizations need to alter their course. Instead, the “heart of change” resides in the heart itself - the emotions of individual employees. Only deep feelings can motivate people to change familiar behavior, and only individual behavioral changes can drive organizational change. Changes in vision, systems, products and culture all have their roots in behavioral change.

Step One: “Increase Urgency”


So, how do you reach the heart to create a sense of urgency? A story or artifact that demonstrates the problem works better than endless explanation. One vivid, creative and inexpensive demonstration constructed by a frustrated manufacturing company manager provides a good illustration. The company had no central purchasing system or policy; instead, each factory bought its own supplies. Convinced that this was a waste of money, the manager asked a summer intern to find out what kinds of gloves each factory used and how much they cost. The manager knew things were bad, but he was astonished to discover that the factories used 424 different kinds of gloves, which they purchased for prices ranging from less than $5 to more than $15 per pair. Next, the intern obtained a sample of each glove and sorted the samples into categories by price and division. The manager put them on display in the central office boardroom. The executives who toured the display were speechless. They sent the glove display to every division and many factories, telling and retelling the story. The experience became the first step in developing a new, company-wide purchasing system.

Note that the impetus for change did not come from the top. The manager knew he needed to reach executives, but he engaged people throughout the company because of the vividness of his message. Of course, he had to present the glove display without blame or anger. When people feel defensive or fearful, they focus on self-preservation, not creative solutions or progress.

Step Two: “Build the Guiding Team”


Once employees feel that change is urgent, many are eager to help. Choose a team of “the right” people who are committed to working together. An organization’s politics and history - especially if it has undergone mergers - can undermine efforts to construct a strong team. Confronting problems or changing old patterns can be difficult, given people’s tendency to “duck the issues.” Or, work gets “dumped” on weak people, setting the team up to fail. “Ducking and dumping” are common, but you can avoid them with trust and good leadership.

One company that grew quickly through acquisitions reached the point where it had to look inward and begin to put the pieces together. The close-knit, homogenous executives who were used to the tempo of takeover negotiations found this change in direction hard to take. One executive said, “Before we used to get a deal done and then work like hell to make it work. It was exciting. Now there’s none of that.” But the firm’s new leader recognized that it needed a different kind of team. He invited people from all functions and divisions to participate. At times, the team’s diversity felt unwieldy. Members often debated their direction and priorities - but that was the point. To create this new kind of group, the new leader had to buck company history and trends.

Choosing the right people means both “pulling” - inspiring team members, often throughmodeling - and “pushing” - redirecting those who are ineffective or entrenched in old ways, or taking them off the team. Sometimes, consultants or managers try to solve team problems by creating “complex governance structures,” which may even work a little better than a poorly constituted team. But endless subcommittees and reports aren’t solutions. Instead, they often become ways to “duck” formal or informal power structures. Direct, honest communication, though painful in the short term, creates trust and works better in the long term.

Step Three: “Get the Vision Right”


Once you achieve consensus that change is urgent and put a leadership team in place, the team can begin to craft a vision. A vision is not a budget, plan or strategy - although these pieces help implement the vision. Ultimately, developing a workable vision requires “venturing into unknown territory.”

One British company used an exercise called “painting pictures.” Deregulation left their industry at a turning point. The possibilities for a future direction were divergent and confusing. Members of management selected seven broad options, and for each one outlined possible products, revenue, employees, customers and competition. They examined the assumptions behind each option, and what it would take to achieve it. They wrote short descriptions and discussed them in detail, down to what their offices might look like, that is, the “painting.” After the meetings, participants received a one-page summary. “You could almost hear the sigh of relief that they weren’t being sent another Excel file or an e-mail with 16 new attachments.” Once the options had been “painted,” people could be assigned to develop plans and budgets - now that they had some specifics.

A good vision motivates people, as the widespread problem of “efficiency versus service” illustrates. Simply telling managers to cut costs does not motivate them; if anything, it makes them feel stifled. In contrast, in one government agency, the staff was inspired by a vision of better service, and began to focus on “removing impediments. And removing impediments in the bureaucracy inevitably leads to eliminating wasted expense. It follows logically.”

Step Four: “Communicate for Buy-In”


When employees first hear about a big change, their responses often reflect fear, cynicism and anxiety. Communication that ignores these feelings becomes propaganda and arguing about emotions sounds defensive. Instead, present the vision clearly and honestly, and confidently address responses such as anger. To get this right, most teams need to practice, using notes, role-playing and feedback.

What a company says must match what it actually does. One company’s change effort to cut costs stalled when employees challenged the message, particularly questioning the purpose of the existing fancy executive offices. Bosses balked. They said spending for renovations would contradict the cost-cutting vision. Then, a new CEO came in and “nuked” the entire executive floor. Workers began to share the exclusive elevator. The firm sold artwork and added conference rooms. Executives moved around as massive renovations tore everything up. Ultimately, the new space was less expensive to run and more efficient. The savings eventually paid for the renovation. Most importantly, the drastic action demonstrated that the leadership viewed transformation seriously, even if it discomfited those at the very top of the hierarchy.

Step Five: Remove Barriers to “Empower Action”


The classic “barrier” is an “old school” boss, such as the stubborn manager who greeted all new ideas with, “We tried it and it didn’t work” or “We thought about it and decided not to try it.” One crucial customer grew so frustrated that he asked for the manager to be fired. Instead, the company assigned the manager - on pain of taking on the task or losing his job - to be a quality inspector in that customer’s plant for several months. The experience turned his attitude around completely. He came back full of ideas about how the company could improve its products. The moral: Do not jump to the conclusion that someone is “hopeless.” Verbal explanations did not work. Training probably would not have helped. The manager changed when he “saw” things differently through the prism of his new experience.

Executives often see the entire middle management structure as a “rock” that impedes change. But change cannot happen unless steps one through four are carried out correctly. Perhaps the leadership has not demonstrated or communicated urgency; maybe the team isn’t functioning; maybe the vision is not well developed. Systems - especially evaluation procedures and standards - are other common “rocks.” Do not set people up for failure by asking them to change and take risks within a system that offers tiny rewards for achieving transformation and “a hammer on the head” for failing. Reward people for innovation. Fear, anxiety, cynicism and other negative thought patterns are behind most resistance to change. To counteract “the power of the mind to disempower,” reward new kinds of behavior, provide role models who have been through a successful change, share sufficient information and cultivate a realistic attitude that everything can’t be done at once.

Step Six: “Create Short-Term Wins”


The vision is long-term, but initially shoot for some quick immediate successes. Short- term successes confirm the work of transformation leaders, boost hard-working staffers, undermine skeptics and stoke everyone’s belief in the change effort.

One firm’s change team created a “Big Four” goals list. Even though they eventually needed to make many changes, they posted only the top four targets. Employees read and discussed the messages. When a goal was accomplished, the team crossed it off and added a new one. Workers felt energized as they saw progress. One employee said, “We’re really knocking ’em down.” However, never exaggerate or propagandize the effort to establish “wins.” In an e-mail “message of the week,” one transformation team claimed, “90% of our pre-go-live objectives have been met.” Workers knew this high estimate was patently false. After that, they mistrusted even documented good news. Morale deteriorated. One manager warned, “…any form of hoopla is a mistake.”

Step Seven: “Don’t Let Up”


Step seven may seem to contradict step six, since it de-emphasizes short-term wins. But, people must remain aware that the job is not finished. Instead, use short-term wins as an impetus to heighten urgency, reigniting the initial fire of the change campaign. In one firm, cross-company teams with broad powers - dubbed “action labs” - led the change efforts. One action lab created a video that mocked executives’ negative behaviors during a budgeting process. The characters included a “Merchant of Fear,” a “Glory Hunter” and a “People Protector.” One lab member reported, “I think top management burned the film.” But even so, executives referred to it: “Watch out, this is beginning to look like Merchant-of-Fear talk,” they would say.

Exhaustion is another pitfall at this stage. People feel urgency, they’re making rapid changes, they’re still doing all their old work - and it is just too much. Hopelessness takes over; people feel there’s no way out. The solution is straightforward: drop some of the work. One company rigorously examined the merit, value and necessity of each task. As a result, management quit requiring departments to produce 25-page monthly reports. It cut regular reports to two pages, saving thousands of hours of writing and reading.

Step Eight: “Make Change Stick”


Groups enforce their embedded cultural norms without even thinking. Because culture goes so deep, changing it may be the hardest kind of transformation. Many people assume that cultural change must come first. After all, if people can open up to new values and processes, the rest must be easy. In fact, culture changes only after people have tried out new behavior and are convinced that it works. These new attitudes do not become culture until they go deep. If they last only as long as the change leaders are in charge, real change has not happened. Most companies find that they must teach the innovative norms to new hires in training sessions, and must promote staff members who exemplify the fresh values.

The Heart of Change



Featured image courtesy of Nomadic Less. Few Rights Reserved.

Thursday, March 14, 2013

Free: The Future of a Radical Price Book Summary

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Free: The Future of a Radical Price
Chris Anderson

In a Tweet

Giving things away for free is the newest successful sales strategy.

 

 




In 2 Minutes

“Free” can mean many things, all of them enticing to the buying public, but “almost free” has almost no magic with customers.

In the offline world, “free” often is merely a marketing gimmick. But online, it is real. With almost no small costs, the Internet is the classic $0.00-pricing medium. Google, the immensely profitable online search company, gives most of its products away for free.

Many online firms, including gaming companies, boldly pursue inventive new free marketing strategies.

Giving consumers something free can be a great money-making business model. Free stuff always represents some variant of “cross-subsidies,” an economic term implying that costs are always present, even though often subtle and paid by others.

Anything digital is on a direct glide path to being free.

Free Web services, like Craigslist classified ads and Wikipedia, have taken revenue away from print businesses and given it to the public, but at great cost.




Free: The Future of a Radical Price Book Summary In 10 Minutes


The Fortune in “Free”

Google, the online search behemoth, became a highly successful company by giving away most of its products and services. Google supplies online visitors with almost 100 products, mostly free, from “photo editing software to word processors and spreadsheets.” To many, particularly those rooted in a traditional business model, giving away products makes no economic sense. But it works for Google. Indeed, it is a $20 billion firm, more profitable than all U.S. car firms and airlines combined.

So how does Google actually make money? Primarily, it earns massive advertising revenues from its core products, most notably its famous search engine. Companies pay Google to place their ads next to relevant search results. The revenue potential is tremendous. Google has become the “flag bearer of Free” among online businesses. Thousands of companies are feverishly attempting to emulate its free-services business model, which it developed in three distinct phases. From 1999 to 2001, it built a better search system. From 2001 to 2003, it offered advertisers an innovative self-service method for aligning their ads with specific “keywords or contents.” Additionally, it got advertisers to outbid each other for the best ad positions. Since 2003, to increase its online reach and cement users’ loyalty, Google has developed and provided many free services. Where possible, it sells accompanying ads.

“Take whatever it is you are doing, and do it to the max in terms of distribution,” says Google CEO Eric Schmidt. “Since the small cost of distribution is free [online], you might as well put things everywhere.” By offering free services, Google can “reach the biggest possible market and meet mass adoption.” Most online activity complements Google’s primary business. Every time a blogger posts something online, Google’s Web crawler indexes it, thus increasing the value of its search results. Every time an online user clicks Google Maps, the company’s database of consumer behavior becomes slightly more comprehensive. The e-mails sent via Google Gmail adds to the company’s basic understanding of its Internet network connections. Google parses this information for statistics it can use to enhance ad sales and to develop new Internet products. What is good for the Internet is good for Google and vice versa. The more time people spend online, the more Google profits – and its abundant, free Web services make users more inclined to spend that time online. For Google, this represents perfect commercial work together.

Online Gaming


Online gaming firms also use the Web’s zero-cost pricing model to salutary effect. Online gaming was a $1 billion industry in the U.S. in 2008. In China in 2010, it will be worth $2.67 billion. “A Petri dish of new forms of free,” this industry offers most games for free, but it makes money five different ways:

1. “Selling virtual items” – More than 60 million people worldwide are registered users on Maple Story, an online game for young children. Participants don’t have to spend money to play the game, but the small gamers can buy “teleportation stones” that enable them to play faster. Virtual items for sale include a “guardian angel,” and “new outfits, hairstyles and faces.” Online gaming firms such as Maple Story sell virtual items (that is, bits of nonphysical information in the Internet ether), or they charge transaction fees for such purchases. World of Warcraft is another popular online game. Membership is not free, but the game enables players to earn online “virtual assets” which they can sell outside the game for real money. Facebook uses a similar revenue-generation enhancement model when it sells “digital gifts.”


2. “Subscriptions” – Club Penguin was an online community with more than 12 million child members when Disney bought it in 2007 for $700 million. Since then, it has become even more popular. Children do not have to pay to play and many don’t. However, many users ask their parents for the $6 monthly subscription fee so they can enhance their online igloos (more Internet ether) or buy virtual pets for their virtual penguins. RuneScape, an online game of “orcs and elves,” has six million users. One million of them pay $5 each month for an enhanced gaming experience making RuneScape a profitable business.


3. “Advertising” – Many companies cleverly blend paid ads into online gaming environments so they seem to be a part of the virtual landscape. Before the 2008 U.S. presidential election, the xBox Live Burnout Paradise racing game featured a billboard near the tracks showing Barack Obama urging gamers to vote for him. Other paid ads appear on the virtual racers’ clothes and as posters on virtual buildings.


4. “Real estate” – Second Life isn’t really a game; it is a virtual world where users meet each other and interact. Currently, half a million people have free Second Life accounts. They can explore its virtual world and associate in novel ways. However, to build your own “in-world” house, you need virtual land. Linden Labs, which owns and runs Second Life, offers monthly land leases for $5 to $195. The land-leasing business is so good that some people now make their livings as Second Life real estate brokers. One broker claims to have become a millionaire reselling virtual land in Second Life.


5. “Merchandise” – Webkinz is a “clever combination of free and paid.” Parents buy stuffed Webkinz animals which come with a code. Kids register their new toys with that code on the Webkinz Web site, where they can play with virtual simulations of their toys. Lego and Mattel use this “online/offline model” for their free Web games.


Numerous other online companies, in the gaming industry and outside of it, now use the partly free business model to make money. These include Skype, the Web phone service; and LinkedIn, the professional social network.

Offline for Free


The free (or almost free) pricing model works as well offline as on the Web. Some examples:

Air travel – Dublin-based Ryanair will fly you from London to Barcelona for $20. Its real cost for the flight is $70 per passenger, which it recovers through various extra or optional fees, like $30 to check two bags. Eventually, the company plans to fly passengers for free, perhaps paying for the flights with “in-air gambling.”


DVRs – Comcast, the U.S. cable company, gave free digital video recorders to about nine million customers. It immediately recovered part of the cost through a $20 installation fee and it charges a $14 monthly fee to use the device. In effect, users pay for the boxes over time. Finally, Comcast hopes that new customers will subscribe to its other, more profitable services, such as high-speed Internet and pay-per-view movies.


Silverware – In 2008, the Portuguese media company Controlinveste gave 60- piece silverware sets away to boost sales of its newspapers. Inventively, it bundled one utensil in each day’s edition. Thus, customers had to buy 60 different issues of the paper to get a full set. If they missed one edition, their sets would be incomplete. That same year, it also gave away tool boxes with tools, dinner place sets and other premiums.



A Primer on Free


The free merchandising approach has many forms. Sometimes, free things are not truly free. “Free gift inside” means your price includes the cost of the gift. “Buy one, get one free” means that when you buy two products, you get a 50% discount. Ad-supported media, like TV and radio, claims to be free, but you must tolerate commercials to get to the content. But online, “free really is free,” most of the time. Wikipedia, the most comprehensive encyclopedia ever designed, is free. Most people intuitively regard “almost free” as substantially different from free. People have no barriers against getting something free, but they will refuse to pay even a minor amount. Free or almost free offers involve certain variations on the same basic “cross-subsidies” formula: “shifting money from product to product, person to person...now and later, or into nonmonetary markets and back out again.” Four cross-subsidies categories support the free business model:

1. “Direct cross-subsidies” – You get a free product, which motivates you, or requires someone else, to pay for a different product. Example: You get a credit card free, if you pay your bill on time, but sellers pay every time you use it.


2. “Three-party market” – The third party pays to use a market that you and some other entity create. Advertisers (third parties) subsidize the heavy production costs of newspapers (second parties). The papers “sell” their readership base (first parties) to advertisers.


3. “Freemium” – You can use the limited-in-scope version for free or at nominal cost. But to upgrade, you must pay for the premium version. Flickr is free, but Flickr Pro is $25.


4. “Nonmonetary markets” – Cash payments are never a factor, as with Wikipedia.



When Costs Don’t Count, Free Is Only a Matter of Time


The Web is “all about scale.” While Internet companies pay for large, costly banks of powerful servers to send content over the Web, the immense number of users is growing almost exponentially. Thus, the real per-user costs of reaching millions of people are miniscule. Further, the Web’s three basic components – “computer processing power, digital storage and bandwidth” – are becoming almost “too cheap to meter.” As their capabilities increase and their costs drop, the Web itself – the “bits” world – becomes a medium where cost is not a reason.

Free Fall Losses


The downside of free is what it does to paid content. Craigslist free classified ads cost newspapers $30 billion dollars, destroying jobs and forcing some papers into grave financial straits. Craigslist made $40 million in 2006, so where did the rest of the money go? It went into the pockets of the site’s users, who no longer pay for classified ads. Wikipedia is “decimating” physical encyclopedias. Without charging for its service, it dried up the industry’s revenues and gave online users free access to information. In that way, “free...turns billion-dollar industries into million-dollar industries.” With the Web, some things that were scarce (like TV channels) become plentiful instead. This “de- monetization” is the impact of “marketplace efficiency,” “liquidity” and infinite capacity. In the face of this trend, according to Jeff Zucker, head of NBC Universal, the TV industry is scared of “trading analog dollars for digital pennies.”

How to Be Free


Keep 10 rules in mind as you assemble your company’s free business model:

1. “If it’s digital, sooner or later it’s going to be free” – Marginal costs are the greatest price points for competitive markets. On the Web, marginal costs are near zero. Thus, free will soon be the default (not optional) place online. “Bits want to be free.”


2. “Atoms would like to be free, too” – But they never will be, yet, brick-and-mortar companies are discovering inventive ways to put the free approach to work.


3. “You can’t stop free” – It’s impossible in a world of hackers and intellectual pirates.


4. “You can make money from free”– It just takes imagination and savvy marketing.


5. “Redefine your market” – Better Place makes battery-driven cars. So, it produces cars but, in its niche, it is not competing with other automobile manufacturers.


6. “Round down” – When costs are going to zero, be the first one to charge nothing.


7. “Sooner or later you will compete with free” – Prepare a plan so your company can survive – and even thrive – when a competitor offers a 100% discount.


8. “Embrace waste” – Overuse makes sense when basic business components, such as processing power, digital storage and bandwidth, become too cheap to meter.


9. “Free makes other things more valuable” – Contrast premium services with free online offerings.


10. “Manage for abundance, not scarcity” – In a digital age, where costs are near zero, your marketing can be far more bold and experimental. You also have less to lose if you don’t win. Just try and then, try again – for free.

Thursday, March 7, 2013

10 Rules for Strategic Innovators Book Summary

"Forget, Borrow and Learn" is your guide to growth in unexplored territory. (Click to Tweet)

In 2 Minutes


Evaluate strategic experiments based on what you learned from them (not based on profits).
If you establish a new division, enable it to borrow knowledge and resources from the parent company – but minimize tensions.
To guide strategic experiments, and to learn from them, use “theory-based planning,” which includes testing and revision.
Frequently revise any plans involving strategic experiments in light of what you've learned along the way.
As you start new projects, forget the corporate culture of the older institution. Undue politics, inside competition and bad planning can disrupt learning.
Beware of organizational factors that inhibit innovation.

10 Rules for Strategic Innovators Book Summary
In 10 minutes


Strategic Innovation and Strategic Experiments



Change dominates business today. Companies face great pressure to give birth to the next major innovation. However, rather than waiting for change or stumbling across discoveries, you want to engage systematically in strategic innovation, redefine your customer relationships, and re-examine the assumptions underpinning your company and industry. This requires understanding your company's organizational code, an underlying structure that parallels the human genetic code.

Strategic experiments are at the heart of strategic innovation. Such experiments offer great growth possibilities, because they happen in new or not-yet-defined industries, and because they can change your assumptions about how organizations succeed. Strategic experiments also can alter how you define business and success (rather than just making you better at what you know and do now).

Strategic experiments generate uncertainty. You won't know how to evaluate them and you'll find them unprofitable at the start. Because of this uncertainty, keep strategic experiments distinct from your stable, familiar core business. To emphasize this distinction, call the strategic experiment NewCo and the parent business CoreCo. Follow the ten rules for strategic innovation, which are:


1. In all great innovation stories, the great idea is only Chapter 1

2. Sources of organizational memory are powerful.

3. Large, established companies can beat start-ups if they succeed in leveraging their enormous assets and capabilities.

4. Strategic experiments face critical unknowns.

5. The NewCo organization must be built from scratch, with new choices in staffing, structure, systems and culture.

6. Managing tensions is job one for senior management.

7. NewCo needs its own planning process.

8. Interest, influence, internal competition and politics disrupt learning.

9. Hold NewCo accountable for learning and not results.

10. Companies can build a capacity for breakthrough growth through strategic innovation.

To understand how these rules work, first you need to know what strategic innovation is not. It isn't continuous process improvement, in which you make a lot of little changes, as GE does through Six Sigma. It isn't a process revolution, where your process stays the same, but you improve productivity, as Wal-Mart is seeking to do by using RFID (radio frequency identification) tags to track inventory. It isn't product or service innovation, in which you create new items for sale, but leave the existing business model in place.


Strategic innovations may include any or all of these steps, but always involves unproven business models. However, you can create strategic innovations without changing your product, service or technology. To understand the different kinds of innovation, envision a spectrum. Put process revolution and product innovation in the middle. Continuous process improvement is at one end and strategic innovation is at the other. At the continuous process improvement end, changes are small, cheap and quick; results are fairly predictable.

At the strategic innovation end, change can take an unknown amount of time and money, and then it may not work, at least not initially. However, strategic innovations offer greater potential for growth, especially the nonlinear growth that transforms an industry, bringing big potential profits. You and your colleagues probably won't face the opportunity to carry out strategic innovation all that often in your careers (maybe only once), so it's unlikely that anyone will have sufficient direct experience with such change to be of much help.


To Innovate Strategically, Do Things Differently

You've probably heard a CEO announce that things are going to be different. He's got a world-changing idea. He studies, plans and organizes...and then shifts his focus away. Everything withers because he's bought one of the great myths about innovation – that it is all about the great idea. It's not. That is why Rule 1 says that a great idea is only the start. Unsupported, even the best idea will die. For innovation to succeed, at least one top executive must protect the idea by generating funding, resources and support without a lot of managerial involvement, and by helping the organization learn quickly from the trial steps in developing the idea.

This innovation champion must remember Rule 2's warning that organizational memory springs from a powerful source. When your organization starts something new, it will tend to repeat things it already does well. That isn't innovation. When you do something new, you can't plan methodically or follow a regular process. Instead, encourage thinkers to explore new ideas or products. Eventually NewCo will be efficient, but now it needs to be creative.

That means forgetting how CoreCo defines itself, its core competencies and even its business model. At the same time, NewCo wants to borrow expertise from CoreCo, and to design itself so it can learn. To consciously set CoreCo's habits aside, follow Rule 5's dictum that NewCo has to start fresh with new systems. Hire new people (creators, not implementation experts), organize them differently (a flatter structure, not a hierarchy), and breed an independent culture that is open to risk, and that emphasizes experimentation and learning.

Forget, Borrow and Learn

The three core challenges in establishing NewCo are forgetting, borrowing and learning. As you try to forget CoreCo's powerful organizational culture, ask how your new business model must differ. Who are your new customers? How will you serve them new ways? Which areas of expertise does NewCo need and in what proportions? Where can you use predictions and where do you have to deal with uncertainty? How should you evaluate management performance in a project that requires risk or could even collapse? Organizational memory gives you the business instincts that let your company react quickly to challenges, but if you don't forget the old responses, you are doomed to fail.

To address organizational and technical challenges, hire a mix of old and new people. Set up new behavior models, especially in accountability and performance. One tough challenge is deciding when NewCo must make money. Too often start-ups are held to arbitrary demands that they show a profit, when, in reality, you need to expect them to lose money at first (they are experimental, after all) and give them grace periods.

Borrowing Tangible and Intangible Resources

You want to forget CoreCo's constraints and culture, but you also want to borrow resources from it as needed. For example, the Internet division of the New York Times Company, New York Times Digital (NYTD), borrowed its initial organizational models directly from its parent firm, which lent it personnel and credibility. As a result, NYTD took only limited advantages of the Internet's possibilities. Then, eager to pursue fresher opportunities, Martin Nisentholtz of NYTD hired more outsiders for new jobs, upgraded tech support and let new ideas emerge in a bottom-up, amorphous fashion, following emerging markets and technology. This created tension, turf wars and divided loyalties. Such tensions accompany any new project, because as NewCo succeeds, it seems to consume CoreCo's resources and make it obsolete. Yet as NewCo moves into new areas, it will lose money, so negative comments may fly from both sides.

Nonetheless, as Rule 3 says, established organizations can defeat innovative upstarts if they can leverage their assets. NewCo should borrow from CoreCo, but it must diffuse the accompanying stress. That's why Rule 6 explains that senior management's primary job is to manage tensions. The two entities should plan for cooperation and demonstrate common ground. NewCo should borrow only in the areas where borrowing gives it a great advantage. Don't link support departments (i.e., HR, legal, purchasing, etc.) even if that would be easy, because they are strong carriers of an organization's DNA and will make NewCo too similar to CoreCo. Establish NewCo outside CoreCo's physical limits (not the same building or campus), but near enough to borrow easily. As NewCo takes loans, find ways to repay.

Heed all interactions, including how you price the transfer of resources. If you answer to both CoreCo and NewCo, coach colleagues at each one differently. Work to coordinate NewCo and CoreCo processes. When you create new projects, try to benefit both organizations. Let NewCo boost CoreCo's established brand. Finally, use CoreCo's established manufacturing capabilities and knowledge.

Focus on Learning

To survive, emphasize learning. As Rule 4 cautions, strategic experiments face crucial unknowns. Your greatest learning task is to address these unknowns through better predicting and functioning, even though an unknown or emerging industry can't use formal prediction tools or intuitive rules of thumb. Instead, you must learn through trial-and-error as you engage in repeated experiments. Make your experiments clear, repetitious and speedy (as soon after one another as possible, so they stay fresh in your memory). Determine what you think will happen. Plan, execute, measure your results and review how the results compare with your predictions.

This will put you far ahead of most people who engage in strategic experiments, because they either don’t understand the learning process or they execute key elements badly. They ignore their predictions, plan badly and hastily, or they execute but don't compare their results. That is why Rule 7 for strategic innovation mandates an independent planning process for NewCo.

Barriers to Learning

Barriers to learning are crucial. As Rule 8 explains, many factors can disrupt learning, including influence, inside competitiveness and political jockeying. Flawed planning also disrupts learning, as seen in Hasbro's late-1990s attempt to develop interactive toys. Some insiders there manipulated predictions to support their positions, and made faulty and rigid predictions based on flawed assumptions. They also sought profit too quickly, which can sink an innovation. That is why Rule 9 makes NewCo accountable for learning, instead of results.

Surprisingly, management also can inhibit learning by being reasonable, inspiring or diligent – at the wrong times. These good qualities are likely to be informed by CoreCo's values or, more simply, to be misapplied. A mature company can insist on a lot of planning data because it operates in a known field. An innovator in an unknown field cannot, so seeking more planning information will force attention there, and away from learning.

Theory-Focused Planning

Planning in a new or changing industry might seem futile. Much planning is, but you can gain a great advantage with theory-focused planning, in which you create a theory with testing in mind and then test it. Describe the new business and what it must do. Then identify metrics, by asking what you can measure. Set goals and spending guidelines. Predict outcomes and identify areas where you cannot presume a result. Note and test assumptions. Analyze the gap between what you predicted and what happened, and revise your plan based on what you learned.

The first, essential step in theory-focused planning is making sure everyone agrees on the business function. Using graphic organizers, such as an influence diagram (also called a bubble-and-arrow diagram) can show how the planned steps relate to each other. Show the chain of cause and effect. Your plan will differ from traditional approaches. You'll revise it more often, since traditional annual planning is too slow. Fill in the unknowns in your plan as you develop your business. Make the theories behind your business explicit. Revisit that logic as your experiment develops. Include more factors in your plan, such as tracking trends that shape your emerging industry.

To review performance, balance this wider focus with a detailed historical examination. Finally, hold managers accountable for learning. They can't just execute known processes; they must understand and articulate new ones, so that all of NewCo gains a better understanding. And everyone will agree with Rule 10, that strategic innovation is the way organizations can generate breakthrough growth.