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The personal computer (PC) has undergone considerable innovation
and change since first introduced and the personal computing
industry has introduced many innovations in its 25 year history.
Jason Dedrick and Ken Kraemer, co-directors of the Sloan Foundation
Personal Computing Industry Center, examine the nature of
innovation in the PC Industry in a new paper. The paper was
commissioned by the National Academy of Sciences STEP Project
and is titled “Globalization of Innovation: The Personal
Computing Industry.” The paper will appear as a chapter
in a book to be published by the National Academy Press.
The authors show that innovation in the personal computing
industry is highly global. First, most of the core innovation
occurs at the component and software level in global industries
led by major suppliers in the U.S., Japan, Korea, Taiwan,
Europe and elsewhere. Second, there is a global network that
supports system-level innovation by PC vendors who focus on
incorporating component innovations into new products.
At the firm level, high level architectural design and product
management are done in-house by PC makers, while physical
development and manufacturing are generally outsourced. At
the national level, higher value analytical, design and management
activities are usually done in the U.S. by U.S. firms, whereas
the development and manufacturing of the physical product,
along with the more routine product and process engineering
is done in Taiwan and in China. Finally, the competitive environment
is global as well, with non-U.S. vendors dominating many national
markets, and in some cases competing in international markets
as well.
It has been argued that U.S. firms have taken advantage of
globalization to retain their leadership in the PC industry,
as well as in key component industries such as semiconductors,
hard disk drives, graphics, printers, network equipment and
all kinds of software (Borrus, 1997; Dedrick and Kraemer,
1998). Outsourcing manufacturing and product development activities
lowers costs while letting U.S. companies concentrate on their
strengths in marketing, branding, design, product management,
and distribution. This global division of labor enables faster
product cycles with quicker integration of new technologies,
and a proliferation of models aimed at niche markets. Taiwanese
contractors are very fast in taking a product from specification
to full volume production, and there is a large supply of
cost-effective engineers in Taiwan and China to handle more
product introductions, changes, and upgrades.
Falling costs and more variety have sustained market growth
and benefited consumers and industry leaders. Many PC companies
could not keep up and failed or were acquired, but those who
stayed ahead, such as Compaq in the 1990s, Dell since the
mid-1990s, and HP since the mid 2000s enjoyed rapid growth
and strong profits. But through imitation and competition,
the firms that remain have all become much more efficient
in cutting costs and getting new products to market. The resulting
price wars and faster product cycles are seen by some in the
industry as an expensive race to the bottom that no one really
wins. The pace of innovation is getting faster, but innovation
itself is more incremental, particularly in the dominant “Wintel”
market, where the scope of innovation is constrained to variations
within the standards set by Microsoft and Intel. From the
firm perspective, it has been hard to translate rapid but
incremental innovation into sustained competitive advantage,
as all firms have access to the same components and work with
the same contract manufacturers.
Outside the Wintel world, Apple develops innovative PCs with
higher margins, but its market share is less than 4% worldwide.
Looking for other markets in which to innovate, PC makers
have moved into product categories such as smart phones, handheld
PDAs, portable music players and digital cameras, taking advantage
of the global production networks created by the PC industry.
This has resulted in some hit products such as RIM’s
Blackberry, Palm’s Treo, and Apple’s iconic iPod.
But success has been sporadic, especially for traditional
PC makers, as seen when both HP and Dell exited the portable
music market.
For U.S. workers, globalization has led to a dramatic decrease
in manufacturing jobs in the computer industry as most production
has moved offshore. Much of the associated process engineering
work has moved offshore as well, yet the total number of engineers
in the industry has remained stable as U.S. engineers become
more productive and graduate to higher value activities. It
is true that job growth is not happening in the U.S., especially
for the more routine engineering work that traditionally provided
experience on the first steps of the career ladder. But without
aggressive globalization, the industry might have stalled,
or U.S. firms might have lost their edge to Japanese and Asian
competitors as was often predicted in the early 1990s.
The perceived risks of globalization for the U.S. are that
individuals, firms or related industries will lose their technological
advantage and the ability to innovate. However, recent innovations
such as the iPod, the Treo, and the Microsoft Xbox were developed
mostly in the U.S. even though all the manufacturing and some
of the low end engineering was done offshore. Today, Apple
dominates in music players, Palm and RIM have strong market
positions in handheld devices, and Microsoft is competing
with Sony and Nintendo in the Japanese stronghold of video
game consoles. In addition, many of the key components in
those products, as in PCs, come from U.S. companies.
In order to assure continued leadership in innovation for
U.S. companies, and a vital role for U.S. workers in the innovation
process, industry executives and educators should identify
skills needed for the dynamic, high value design and engineering
work that is now done in the U.S. and take action to develop
them. The key to innovation capacity lies in creating and
developing talented individuals in areas such as concept design,
system architecture, industrial design, and product management.
For technology workers specifically, there is a great need
for people who can work at the interface of engineering with
computer science, or in functional terms, at the interface
of hardware and software. There is also a need for people
comfortable working in teams, across disciplines, and in a
global environment. Training of such talented people is initially
the responsibility of universities, colleges, and even earlier
levels of education, whereas their ongoing development depends
on industry. Given the offshore shift of lower skilled knowledge
jobs, both academia and industry need to develop new ways
for young people to gain experience and move up the career
ladder. Click here
to view a PDF copy of the report.
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