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Politecnico di Milano management engineering - ingegneria gestionale 2019
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  • Leadership & Innovation Fundamentals:
    • Management involves coordinating efforts for goals, requiring an 'innovator' mindset.
    • Innovation is a novel, more valuable solution, needing a 'leader' to make sense, set directions, and influence.
    • Key HR skills for future talent include emotional intelligence.
    • Notable leaders/innovators include Francesco Brioschi, Giuseppe Colombo, Enrico Forlanini, Giovanni Battista Pirelli, Giulio Natta, Giulio and Anna Castelli.
    • Leadership involves building a vision, inspiring, and motivating people. Innovation is about vision design (WHY) and problem-solving (HOW).
    • Cooperation is crucial, explored through mechanistic (machine-like) and organic (living organism) systems.
  • Views on Organization & People:
    • Traditional Model: Work is inherently distasteful, workers are spare parts.
    • Human Relations Model: People want to feel useful and important, desire to belong and be recognized.
    • Human Resources Model: Work is not inherently distasteful, people want to contribute to meaningful goals, desire to help establish them.
    • People skills (teamwork, communication, conflict handling) are essential for managers.
  • Innovation Types & Concepts:
    • Innovation involves 'new' or 'improved' implementations in products, processes, marketing, or organization (Oslo Manual).
    • Schumpeter (1934): Innovation is new combinations. Freeman (1974): Invention vs Innovation (commercial transaction required).
    • Managerial POV: Innovation transforms the trade-off curve.
    • RC Cola Diet example illustrates Innovation Assets vs. Complementary Assets.
    • Innovation for the Market (external) vs. Innovation for the Company (internal).
    • Inventors (Meucci) vs. Innovators (Graham Bell) – exploiting existing ideas.
    • Typewriter example shows innovation as a new composition of existing technologies.
    • Postponement strategy (Benetton, Dell) for business model innovation.
    • Apple II/III/Machintosh examples illustrate continuous innovation.
    • Product Service System: Sum of product, service, and communication (e.g., Nespresso).
    • Solution-Meaning-People framework: Innovation in solution (HOW) or meaning (WHY).
    • Innovation of Meaning examples: Nest thermostat, Artemide lamps, Yankee Candle.
    • Innovation of Solution: Incremental vs Radical (ceiling fan vs bladeless ventilator), Architectural vs Component (Atari vs PlayStation joystick), Competence-enhancing vs Competence-destroying.
    • Ambidextrous organization balances daily activities with disruptive innovation.
  • Innovation Strategies & Dynamics:
    • Technology Push: Process driven by scientific competencies (e.g., Motorola smartphone). S-shape curves model technology evolution, highlighting limits and investment decisions.
    • Market Pull: User-centred, understanding consumer needs (e.g., Waze). Challenges in gathering accurate customer needs (questionnaires, focus groups, ethnography).
    • Design Push: Socio-cultural and semantic competencies, proposing new meanings (e.g., Yankee Candle, Alessi).
    • Abernathy-Utterback Model: Fluid phase (high product innovation), Transition phase (lower product innovation, price focus), Specific phase (standardized products).
    • Dominant Design (DD): Winning architecture, rationalizing existing solutions, simple/comprehensible goods for majority (e.g., Underwood N5, Google search page, iPod).
    • DD Emergence: Technology opportunities, strategic maneuvering, customer needs, rules/laws (e.g., VHS vs Beta).
    • Network Externalities & Lock-in Effect: Value increases with more users (Metcalfe’s Law), high switching costs (e.g., Windows vs Macintosh).
    • Big Bang Disruption: Rapid, fast-paced disruptions accelerated by information (e.g., Angry Birds, Spotify, Waze).
  • Leadership Theories & Application:
    • Leadership definitions emphasize influence towards common goals.
    • Leaders manage (charisma, soft skills) and managers lead (skills, technical assets).
    • Whole Brain Model (Ned Herrmann): Four patterns of brain processing (Blue: logical, Green: organized, Red: relational, Yellow: creative). Understanding these helps adapt behavior.
    • Gestalt Theory: About-ism (talks but doesn't live), Should-ism (lives by rules), Is-ism (authentic, spontaneous). 'Hit Zero' means challenging paradigms.
    • Life Centers (Family, Health, Self, Work, etc.) and Principles (Responsibility, Justice, Honesty) guide self-leadership (North Star).
    • Leadership Traits: Intelligence, dominance, self-confidence, energy, task-relevant knowledge (born leader).
    • Leadership Behaviors: Concern for production vs. concern for people (Blake & Mouton Managerial Grid: Authority-Compliance, Country-Club, Impoverished, Team Management, Middle-of-the-Road).
    • Situational Leadership (Hersey & Blanchard): Task behavior (guidance) vs. Supportive behavior (relationship), adapting style based on follower readiness (Karate Kid example).
    • Transactional Leadership: Exchange relationship, rewards/punishments (e.g., Vince Lombardi). Contingent Rewards, Active/Passive Management by Exception, Laissez-faire.
    • Transformational Leadership: Inspiring change, pushing beyond limits (e.g., Pay it Forward, Invictus). Individualized Consideration, Intellectual Stimulation, Inspirational Motivation, Idealized Influence.
    • Full-Range Model: Continuum from Laissez-faire to Transformational Leadership.
    • Shared Leadership: Dynamic influence process among individuals in groups, peer-to-peer influence (e.g., football team).
    • Servant Leadership: Leaders prioritize serving others (e.g., Patch Adams, Gandhi).
  • Team Dynamics & Effectiveness:
    • Teams improve talent utilization, flexibility, and participation.
    • Group Definition: Two or more individuals, interacting, interdependent, shared norms, common identity (formal/informal).
    • Social Identity Theory: Self-esteem tied to group performance, common characteristics, distinctiveness, status, uncertainty reduction.
    • Tuckman's Five-Stage Model: Forming, Storming (conflicts), Norming, Performing, Adjourning.
    • Role Perception, Expectations, Conflict, Overload, Ambiguity.
    • Functional roles: Task (goal-oriented) and Maintenance (relationship-oriented).
    • Team types: Advice, Production, Project, Action.
    • Effectiveness Dimensions: Productivity, Learning, Integration, Cohesion, Viability.
    • Team Composition: Size (small better for output), diversity (functional, cultural).
    • Team Skills: Technical, task-management, interpersonal (conflict resolution, communication).
    • Golden Rules: Cooperation, Trust.
    • Team Pitfalls: Asch Effect (conformity), Groupthink (unanimity over critical appraisal), Social Loafing (decreased individual effort), Escalation of Commitment (persisting in losing course).
    • Challenging Conversations: Avoiding conflicts due to fear (harm, rejection, loss of relationship). Conflict as war, opportunity, or journey. Thomas-Kilmann Conflict Modes: Competing, Collaborating, Compromising, Avoiding, Accommodating.
  • Open & Collaborative Innovation:
    • Traditional Innovation Funnel: Research, Development, New Products.
    • Crisis of traditional approaches: Rising costs, shortening life cycles, global competition.
    • Open Innovation (Chesbrough, 2003): Using external and internal ideas/paths to market (e.g., P&G Connect + Develop).
    • Merits: Lower time/costs/risks, more revenues, stronger internal growth, new audiences.
    • Concerns: Not mutually exclusive, integration challenges.
    • Barriers: Not-Invented-Here (NIH), Not-Sold-Here (NSH) syndromes, lack of absorptive capacity, loss of control, managerial complexity.
    • Reasons for Solo Development: Specific capabilities, proprietary technologies.
    • Collaborative Arrangements: Strategic Alliances (HP & Disney), Joint Ventures (Illy issimo), Licensing (NXT).
    • Collaborative Innovation Framework: Open/Closed, Hierarchical/Flat.
    • Innovation Community (Linux, Apple iPhone), Innovation Mall (InnoCentive, Netflix Price), Consortia (IBM Microelectronics), Elite Circle (Alessi).
    • Crowdsourcing: Leveraging a crowd for ideas/services (Wikipedia, Threadless, Freelancer, OurSay, Folding@home, Kickstarter). Motivations (intrinsic/extrinsic).
    • Platform Strategies (Sony Walkman to Uber): Product platforms (Fiat), Generational Projects, Derivative Projects, Shelf Innovations. Evolution to interdependent, rapid innovation (Macintosh vs Windows, App Industry).
  • Sustainable Innovation:
    • Sustainability: Meeting present needs without compromising future generations (Triple Bottom Line: Environmental, Social, Economic).
    • Drivers: Economic (cost/risk reduction, sales, reputation), Social, Environmental, Stakeholders.
    • Determinants: Value-driven, Regulatory push, Technology push, Market pull.
    • Process Cycle: Development of scenarios for sustainability.
    • Sustainable Business Models: Adjustment, Adoption, Improvement, Redesign.
    • SOI (Sustainability-Oriented Innovation): Intention to be sustainable. SI (Sustainable Innovation): Increases sustainable performance. SDI (Sustainability-Driven Innovation): Stakeholder-driven.
    • ETI/GI/Eco-Innovation/Social Innovation: Focus on specific pillars.
    • Examples: Housing for refugees, Barilla packaging, Code World Club, Blind Square, Google Food Program, Coop Lombardy.
    • Sustainable leadership linked to innovative leadership.

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