Showing posts sorted by relevance for query PST. Sort by date Show all posts
Showing posts sorted by relevance for query PST. Sort by date Show all posts

Friday, April 18, 2014

The wow of mapping

So far, I've covered then good bits of mapping - namely focus on user needs, coping with change, effective management of complex environments and contracts, better scenario planning and strategic gameplay, improvements in communication and risk management and the ability to identify opportunities from system level to policy - along with the Amazing aspects of mapping of better situational awareness (correlated with market cap growth) & organisational learning, initiation of potentially more effective organisational structures and heightened ability to anticipate change.

The above is a 'kick ass' list of business superpowers however it is nothing compared to what's next.

If you haven't read those two posts - STOP! Go read both of them - the good bits of mapping & the Amazing aspects of mapping - and then return.

The conclusions of this post are also the most controversial because the examples are rare in the extreme and data is very thin. However, if this concept is right then to give the 'wow' a title then it has to be :-

1) Organisations don't need one culture, they need three.

First, a bit of background. I noticed this effect first in 2004 when I implemented the first early prototype of a Pioneer, Settler and Town Planner structure in Fotango. Of course, back then I was experimenting without a clear understanding of why the new structure improved our efficiency and innovation so effectively. I do now, or at least I have a pretty good idea why.

To explain why, we need a little bit of a journey. First, when mapping a business you need to get people involved in the organisation to do the mapping and preferably large numbers of them. This is because one of the axis of evolution is certainty and it's actually difficult to precisely say where something is on such an axis. You can use the wisdom of the crowd effect (see Marquis de Condorcet) but this requires each voting member to be 'more likely than not to make a correct decision'. Hence it has to be people experienced in the business and the environment itself i.e. there's no general consultancy gig in mapping and if any consultant offers to map your business ... run away. Of course, you can get strategy advice once you've mapped but since most big strategy firms I've met tend to fail at getting the ten good point right ... run away. It's always way better to learn to play chess for yourself.

Now, once you've mapped a business you still have a problem ... bias. Having watched and collected maps from different companies, I've noticed a tendency of companies in similar industries to think in similar ways. This is a probably a side effect of competing against each other, people moving between companies in an industry and industry specific conferences.  Hence what is considered advanced modelling techniques in the oil and gas business is not the same as what is considered advanced modelling techniques in the high tech industry. Though I don't have enough data to categorically state this (yet), it would appear that not only do you have early adopters and laggards within industries but entire industries can be early adopters or laggards. However, within a laggard industry there will be companies that consider themselves to be early adopters because they're comparing to their competitors. A bias exists towards the industry norm.

Hence if you take mathematical modelling techniques, let us hypothesise that the rough order is high tech > media > retail > finance > pharma > oil and gas. Then not only will you have early adopters and laggards in each of those sectors but the sectors themselves will exhibit differences. Hence a company in the finance industry which considers itself a 'early adopter' might dismiss a high tech company moving into their industry but can often find themselves competing against a beast they're poorly equipped to deal with. The problem with this bias is that the delta between industry sectors may well be growing (this is part of a current research examination).

Now, putting bias aside for moment, I want to now turn to profile. If you take all the maps of a company, by simply counting frequency of components at different stages of evolution then you can generate a profile. At the moment this is a very imprecise and highly polluted technique (because of bias) but it gives us a 'flavour' to how a company views itself.

The interesting aspect of a profile, is that each section requires different management techniques and methods. It was an awareness of this that led me to the pioneer, settler and town planner structure (PST) in the first place. See figure 1.

Figure 1 - Pioneer, Settler and Town Planner


So rather than organising by 'type' of components grouped into functional departments (such as IT, Marketing, Finance & Operations), under a PST structure the company organises by 'evolution' and components flow from one group to another through a process of theft. For more details read here.

In the PST world there is no IT, Finance and Operations others than subset specialisms of PST. When implementing this structure, people appear to be attracted to different parts of the profile. I'm not going to say there are different characteristics of people but a tendency of people to be happier with certain parts of the profile. Also the cultures of each part are different - pioneers operate better in an environment which is different to town planners. Finally, each part of the profile is important for a company's current and future health.

Hence I was piqued by Lou Adler's post on there being 'only four types of jobs in the world' because in a PST world (based upon evolution) there are only three.  Oh and for reference the difference between Lou's post and the much earlier PST structure is the Pioneers are the builders, Settlers are the improvers, Town Planners are the producers and contrary to Lou's assertion, all three groups contain thinkers. I've seen more recent work (at Greenwich University) which seems to support this structure further.

However, this is not the key point. I happen to have created and experienced a PST structure and seen equivalents and whilst there isn't enough data to statistically prove it is vastly better beyond reasonable doubt, it is more inline with how things evolve and my experience tells me it is a vast improvement in terms of innovation and efficiency.

But there is a significant wow which I slipped in the above. That wow is that under structures like PST (and equivalents) then a single company requires three separate cultures to work effectively. In much the same way there is not a single size fits all management method for projects, there is not a single size fits all for culture. There maybe common elements but the culture and type of people for each stage is different. 

This is pretty much counter to everything which is written on organisational culture today. That's the big wow of mapping and if you're embarking on a mapping journey, this is where it will lead you. I know because I've been there.

Oh, and why wow? Because if the above is right, then there are far more effective organisational forms than what exists today. Companies like Amazon, Google, Facebook etc aren't the permanent titans that people make them out to be. They can be taken.

Oh, and what happened to Fotango? Well, as far I know it was a bunch of strategy consultants that persuaded the parent company the future was in 3D television and variants thereof rather then the stuff Fotango was doing in 2005 - namely 3D printing, mobile phones as camera, platform as a service, server side javascript, automation, continuous deployment, infrastructure as a service, nosql like object data stores, online visual scrapbooks ... oh, it was a depressingly long list. 

I'm not a fan of big name strategy consultancy firms. In my world they take the 'kick' out of 'kick ass'.

Monday, June 04, 2012

Pioneers, Settlers and Town Planners

I recently heard of a third organisation which has a pioneer, settler and town planner (PST) like structure rather than the usual organisation by type - IT, Finance, Marketing - or the various derivations of (Geography & Type, Business Unit & Type).

I was going to do a long rambling post on evolution, how activities and practices move from chaotic (poorly understood, uncertain, constantly changing, rare, future source of worth)  to more linear (well defined, predictable, stable, common, cost of doing business) and how organisations contain a mass of these activities and practices. Understanding this and using the right methods and tactics is important to creating a balance between the unstable but potentially high margin activities (chaotic) and the stable and low margin (linear).

This process of evolution from chaotic to linear is why "one size fits all" mentalities are so dangerous because you either impact survival today (through poor efficiency) or survival tomorrow (through future wealth creation). This creates the badly termed "innovation paradox" of Salaman and Storey.

There is however a route by which you can create a profitable but stable organisation which deals with the constant cycle of change, except unfortunately traditional organisational structures (by type) get in the way. They do so by obscuring the natural evolution (or flow) of activities from chaotic to linear which is driven by user and supply competition. Invariably the traditional structures built on type result in alignment issues and a host of other problems.

More cell based structures (e.g. Two Pizza) appear better than traditional structures at dealing with these issues but as I accidentally found out in 2004 (but couldn't explain why back then) this can be enhanced by a pioneer, settler and town planner (PST) structure which appears to solve the problem of flow enabling high rates of innovation of new activities and efficiency continuously.  These days, I can explain why this should work but with so few examples then it could just be coincidence or some other bias.

Under PST, there is no IT, Finance or Marketing departments or any grouping by type. There is only a structure defined by evolution and flow - hence pioneers, settlers and town planners.

Now, I could go through the details in a long rambling post but I've done this countless times before in presentations around the world over many, many years. So, instead I'll just add a few diagrams (pinched from various presentations) on PST which is useful for those with a basic understanding of evolution, value chains and the flow of chaotic to linear (for some background see Ten Graphs on Organizational Warfare)

Figure 1 - How things evolve.

Figure 2 - Mapping an organisation, value chain vs evolution



Figure 3 - Structure around it.



Figure 4 - An organisation based on theft.


Overall, I'm happy to hear of another example and I've also been told of a possible fourth. Alas, I'll need several hundred more operating under many years of economic competition before I can actually demonstrate the difference has significance.

The models say this is a more "right" structure than by type and if successful even in these few cases, the practice should diffuse. Time will tell and I'll be watching those companies with a great deal of interest.

20th March 2013

Updated images with higher resolution screenshots with less Neapolitan Ice Cream effect.

Thursday, February 28, 2013

On Structure

Once you have built maps for an organization and used this to decide a strategy, the next question is how do we go about doing this? How do we organize ourselves?

Many of the issues that businesses suffer with, from business alignment to various forms of inertia to one size fits all to the perils of outsourcing are a consequence of how we organize ourselves. Most the time we break companies down into silos grouped around type – i.e. type of activity, practice or data. Hence we have Finance departments, IT departments and Marketing departments.

Each of these silos consist of many activities all of at different stages of evolution. It is easy for a single department to adopt a one size fits all technique that invariably creates alignment issues with other groups. “We need IT to be more efficient” will be the chant of one group whilst another declares, “We need IT to be more innovative”. The more silos of this type, the more likely that alignment issues will occur.

A more effective approach (used by the Next Generation companies) is to break the organization into cells connected by services. As show in figure 54, the cell-based approach based around grouping components in small teams resolves the problems of one-size fits all and many alignment issues.

An example of this can be found with Amazon’s two-pizza model of working in which no team is bigger than can be fed by two pizzas (12 people). Such cell-based approaches are diffusing but are still infrequent in occurrence.

Figure 54 – Cell based approach to organizational structure.


 Now, a two-pizza approach takes advantage of componentization with each group not only providing components to others but also relying on components provided by others. Because each group has unknown demands for what it produces and because the inputs may fail, each group is required to build using distributed approaches and to anticipate failure. Concepts such as degeneracy, where once component can be switched for another become important and reinforcing mechanism including the constant introduction of random failure are often used e.g. a master of disaster or in Netflix’s case a chaos monkey.

Is a cell-based approached therefore the limit of organizational design? No.

The components continue to evolve and as they do so their characteristics change. Which leads to a question. Even if an organization is broken down into small cells, are the right people involved?

In other words, do the people you need to deal with a component, such as an activity in the genesis stage the same as the people you need at the more commodity stage? Are there people who are more comfortable with a highly chaotic and uncertain environment with high rates of failure and flashes of brilliance? Are there others who are more skilled in a world that is more ordered, highly metric, highly reliable and efficient?

One way to resolve this potential dichotomy is to not attempt to do both but to simply focus on one side. For example, to focus on provision of highly efficient utility services and enable others outside the group (an ecosystem) to innovate and then exploit that innovation as it diffuses - the ILC model.

The term ecosystem refers to the collection of people, activities, practices and data which creates our environment and for which we have influence over. Each company is its own ecosystem. The provision of utility services and use of models like ILC is simply about widening our ecosystem to include others.

When we look at a company operating an ILC model with an external ecosystem that is growing faster than its physical size, we see that the company appears to be super linear for innovation (genesis), customer focus and efficiency with physical size i.e. as the company grows then it become more innovative, customer focused and efficient. The reality is the company is in effect vastly larger than its physical size i.e. it’s borders have extended beyond the company.

Within this wider ecosystem we often have a separation of concerns between the company focused on efficient provision of core services, outside companies innovating (taking the uncertain gamble in pursuit of novel and new) and the ecosystem being leveraged to identify successful diffusion. Can this three-part structure be replicated within an organization?

This is the purpose of a structural model known as Pioneers, Settlers and Town Planners where and organization is broken into these three distinct phases. To explain the model, we first need to examine another concept known as Profile & Flow.

Profile & Flow

Take your maps and count the frequency of activities, practices and data at each stage of evolution (e.g. number at a specific stage / total number at all stages). This is what creates the profile chart in figure 55.

Figure 55 – Profile of an Organization



All components are evolving (due to consumer and provider competition) from genesis to commodity. At the same time there exists genesis of the novel and new including higher order systems through componentization effects. Finally the more evolved components tend to become provided by external suppliers. The overall effect is we have a constant flow from left to right and the graph is not static.

The exact profile and rate of flow will vary by company and its value chains along with industry. Hence some industries will tend towards a more commodity focus with efficiency in provision being critical whilst others we tend towards genesis and the creation of novel and new. Within any industry there will also be companies that choose to play a certain role, so in the pharmaceutical industry you may have companies focused on generics and others focused towards novel drugs.

Getting the balance right is important for long-term stability. The more commodity components are highly predictable and when you’re a provider of these create a base line of revenue. Genesis is by nature highly uncertain and risky but also provides the highest rewards. This is also why ecosystems are powerful tools because by focusing on the base line revenue and enabling others to do the gambling for you and then leveraging the ecosystem to exploit any success (commonly called “eating the ecosystem”), you can reduce some of the uncertainty whilst gaining a higher revenue than simply focusing on commodity.

When it comes to internal organization, rather than breaking the profile into type (such as IT, Finance, Marketing) and creating many smaller profiles leading to all the issues of one-size fits all and alignment, we will instead structure by profile.


Pioneers, Settlers and Town Planners

To structure around profile and the flow of evolution in an organization, we will use a structure known as Pioneers, Settlers and Town Planners. (see Figure 56)

Figure 56 – Pioneers, Settlers and Town Planners



The Pioneers will deal with the chaotic and uncertain world of genesis (or the “innovation” of novel and new). They are our artisans, our “creative” minds. They use appropriate techniques such as agile, rapid development, minimal viable system with a focus on experimentation and trying things out. The group understands implicitly that the future value of something is inversely proportional to the certainty we have over it, gambling is a must. As there is no defined market, there are no customers to listen to only gut. Failure is accepted as a norm, rewards are built on future successes and rapid change is the “standard operating procedure”. In order to achieve the speeds necessary, use of component sub systems becomes essential. 

The Settlers cover the custom built to product stage and focus on leveraging what exists. This group steals from the Pioneers whether internal or external (in the wider ecosystem). The act of stealing (or eating the ecosystem) forces those Pioneers to get on with the act of Pioneering. The Settlers in the mean time concentrate on productisation or provision as rental services. The Settler’s focus is on listening to customers and meeting their needs, developing metrics and feedback, incremental improvement, driving a component to feature completeness, maximizing profitability and reducing cost of production. They grow ecosystems, they nurture them and they exploit them. This group is where most of the games of strategy are played e.g. do we open source a component to undermine a competitor or do we slow down evolution through a dark art (branding etc)? 

Settlers tend to use a blend of methods, part science / part art, they are more “cunning” than “creative” and are rewarded on profitability. They tend to be very good at spotting patterns (a necessary requirement for productisation of the novel and new). Similar games are played whether the component is something produced for sale or consumed by the organization. When consumed the focus is on driving down cost, driving it to more of a commodity etc.

The Town Planners cover the commodity and utility stages and focus on commoditization and building of “platforms for innovation”. This group steals from the Settlers and builds the common components that the Pioneers use. The act of stealing is essential due to inertia that Settlers will build up through past success. Hence stealing forces them to move onwards. The Town Planners are almost exclusively metric driven - it’s all about volume, efficiency, resilience, cost and performance and woe betide anyone who turns up without data. Methods are about minimizing deviation, repeatability and continuous operational improvement. Six Sigma and Kaizen rule the roost.

Don’t confuse this with a lack of “creativity”, the people you need are exceptional and able to turn your humble product into a towering beast of efficiency. When it comes to listening to customers, this group is focused on providing volume operations of exceptionally efficient good enough standard components. They know what is needed better than the customer does. They also know how the customer suffers from inertia and becomes deluded over the need for customization. They know how if left to customers then everyone would want their very own highly customized nuclear power plant for their individual needs, there would be no standards and the world would progress at a much slower pace. In my experience, they can be quite a cynical crowd.

Rewards for Town Planners should be based on operational performance, cost efficiency and reliability. As a business you want to accept this is going to be a low margin but stable area.

The balance between Pioneers, Settlers and Town Planners (PST) should vary with profile and flow. The rewards mechanism, techniques and means of operating for each group are different. Even the culture can be different.

The PST structure should be used in a cell-based structure (see Figure 57) as it requires activities, practices and data to be broken down into the different evolutionary states.


Figure 57 – PST and Cells


Whilst departmental structures are common and cell based structure are infrequent, the PST structure is exceptionally rare.  However, the point to note is that cell based structures aren’t the end of the story. There is ample room for improvement beyond the current practices of today’s Next Generation of companies.

On the future 

By now the reader should have an understanding of mapping, how the environment can be manipulated, the process and impacts of change and how organisations can be structured around this. In the next few sections I intend to cover the future and the questions of validity of the work.

However, for the time being I'm going to need to focus on some other work, so I'll have to leave this for some later date.  Hopefully, you've already found the series useful.

---

Post 24 on the Management and Strategy series.

Next post in series ...  Outside in the Distance

Previous post in series ... Attack, Defend and the Dark Arts

Beginning of the Management and Strategy series ... There must be some way out of here




Wednesday, April 06, 2016

Bimodal, dual operating system and bolt-ons.

I've just read this ZDNet article which describes me as holding a view that

"bimodal concept is flawed because it attempts to "bolt on innovation" rather than develop it more organically from inside the existing IT architecture irrespective of cloud services"

This is completely untrue.

When new things appear, we have historically tended to bolt on departments because our organisational structures are not designed to adapt. My current favourite example of this is the Chief Digital Officer but you could say the same about Chief Electricity Officer and other past transformations. Bolting on structures is a symptom of failure to build an adaptive structure. However, that is separate from my objection to bimodal & dual operating structures.

I'll go through my objections.

1) Practice. The concept of two extremes in organisations date backs to before 2002, and was noticeably highlighted in the Salaman & Storey innovation paradox.

”paradox is at the heart of innovation. The pressing need for survival in the short term requires efficient exploration of current competencies and requires ‘coherence, coordination and stability’; whereas exploration / innovation requires the discovery and development of new competencies and this requires the loosening and replacement of these erstwhile virtues”

Shortly after that time, I became CEO of a Canon subsidiary. I knew the single approach didn't seem to work well and so we tried a more dual structure in IT. What happened was almost warfare between the groups. The development group would create "new stuff" but the operational team wouldn't touch it because it was "flaky". It was not a happy time and after an initial promising start, things had rapidly degenerated into them vs us. Something was missing.

2) The Missing Middle. What was missing was the middle, the transitional stage between the genesis of something new and its industrialisation. To cope with that, we implemented a structure loosely based on Robert X. Cringely's 1993 book Accidental Empires which discussed the three different approaches. The terminology I use is Pioneers, Settler and Town Planners (PST). This worked and the problem had been the chasm between the groups was not only too big but by focusing on the extremes we had accidentally diminished the all important middle. I do mean all important - continuous and sustainable advantage comes from managing the middle not the ends. It seems that ignoring the process of evolution was not a good idea. Oh, and as with most of my work - yes, I've eaten my own dog food and by no means should you consider PST as the solution as no-one yet knows how to organise effectively and remain adaptive. You must accept that there is still some exploration to be done.

3) Spaghetti Junction. Whilst I had implemented the pioneer - settler - town planner structure almost a decade ago, spoken about it at many conferences, my focus in 2008 was diverted elsewhere - namely running strategy for Canonical. However, it was around that time I was asked to speak at an event where a large global company described their latest attempts to rebuild their "platform " because it was unwieldy. I was asked to have a look. The problem was simply they had built their platform with a dual structure and this inevitably leads to the never growing platform and spaghetti junction. I've written more about this here and it is something I've come across several times. It doesn't matter how good your technology is it won't fix your structure. Personally, you should focus on building a cell based structure first as per Haier or Amazon and worry about managing attitude later.

4) Ring fencing. More recently I've seen dual operating structures used as an attempt to ring fence change. In this case, you've got a very operationally run group (often with a non strategic CIO) and there is concern over the threat of this "new digital" bolt-on. The solution is seen as dual structure which is basically a way of saying "you digital lot can play with your crayons over there, don't disturb us". This is not healthy or helpful when faced with an evolving industry and just helps reinforce inertia.

5) Legacy. To compound things people having started to confuse "legacy" (which really should be called toxic IT) as being the role of one group. Not only is this dangerously misguided as to what legacy actually is and how co-evolution causes it (it can appear at different stages of evolution, more on this here) but now you are emphasising one group as the "future new" and one as the "past old". You might as well call them Eloi and Morlocks and give them axes. You're also in danger of highlighting one group as more important when in reality you need brilliant people in all. Furthermore you've buried the all important middle.

There is absolutely nothing good I can say about dual operating system structures as a universal doctrine. Not even as a transitional model. I hold a view based upon experience, practice and an understanding of the principles of evolution that such dual structures are over simplistic thinking. If you want to transition then go cell based first (e.g. Amazon's two pizza, starfish) and deal with attitude later. I'm quite convinced in this meme copying world that lots of companies will still jump on this as the solution and I suspect that some people will try to use it to prevent change to their empires. In my opinion, neither is good for the future welfare of an organisation.


So certainly organisations have historically tended to bolt-on departments for innovation but this is not new. The polar extremes in an organisation is also not new. Even organising by the extremes and the failure it causes is not new. In reality, it's so not new it's a decade old.

But that won't stop Gartner from promoting bimodal, the "new" (old) hotness and I'm mindful that if they said "The secret was to tie a yellow ribbon around the old oak tree" then some would empty Amazon of stock. They have their adoring fans. When they stuck to technology analysis, producing MQs and hypecycles (which are just aggregated opinion not some scientific measure of physical property btw) then I also generally found them harmless and occasionally useful. This new venture of theirs, I don't view in the same light.

As for Gartner's view that you have to "Go bimodal or go home", well I view this as reckless promotion. Also trying to link this particular form of structure with a technology evolution (e.g. cloud) is very questionable. Yes, organisations are needing to evolve and there is specific phenotype that is emerging that is caused by the underlying evolution of technology. I wrote about this many years ago, and for reference this is the result of that population study published to LEF members in 2011.



Now whilst the phenotype had companies gravitating towards mixed methods (rather than single) - the agile vs lean vs six sigma debate is rather past its sell by date - the structure was firmly heading towards cell based. Very rarely were companies considering attitude (as in the need for pioneers, settlers or town planners) and certainly I found no examples of companies promoting organisation by extremes and only rare mention of a concept such as "two speed IT". Hence I am highly suspicious of bimodal, I would have expected some references to organisation by extremes to have emerged even in those early days especially when the other phenotypic changes were so strong.

Caveat Emptor.

Sunday, March 15, 2015

Two Speed Business? Feels more like inertia.

These days I use maps of organisations to apply a cell based structure ideally using a Pioneer, Settler, Town Planner model.  The map is based upon a value chain (describes the organisation), how things evolves (describes change) and the changing characteristics of activities, practices and data from two extremes (the uncharted to the industrialised) - see figure 1.

Figure 1 - PST.


I use these maps across many business and governments to reduce duplication, bias & risk whilst improving situational awareness, gameplay, correct use of multiple methods & communication - see figure 2.

Figure 2 - Map of a Media Company.



Key to mapping is the evolution axis i.e. you can't actually anticipate change over time in any effective manner (we don't have a crystal ball). See figure 3.

Figure 3 - Evolution



A bit of HISTORY.

My early attempts to map an environment were a disaster because I attempted to use time and time based sequences to measure change. I eventually postulated a path for how things evolved and presented this at Euro Foo 2004, EuroOSCON 2006 and many conferences in between. - see figure 4.

Figure 4 - Early Evolution [from EuroOSCON 2006].


This path is what I used to create my early maps in 2005 (though James A. Duncan tells me it was 2004). The problem was, I couldn't demonstrate the path was based upon anything other than a concept. It took until 2007, to collect the data necessary to demonstrate that the evolution path (see figure 3 above) had some merit.

In those early years, I also used to refer to how different methodologies were required e.g. figure 5.

Figure 5 - Different Methodologies [from EuroOSCON 2006]


This was based upon the innovation paradox of Storey & Salaman, Theories about the process of innovation, 2002

”paradox is at the heart of innovation. The pressing need for survival in the short term requires efficient exploration of current competencies and requires ‘coherence, coordination and stability’; whereas exploration / innovation requires the discovery and development of new competencies and this requires the loosening and replacement of these erstwhile virtues”

But it wasn't until 2007 that I could clearly demonstrate the changing characteristics of activities, practices, data and knowledge as it evolved. This I have spoken about at literally hundreds of conferences and video talks to hundreds of thousands of people around the world using various examples (e.g. figure 6 and figure 7)

Figure 6 - Characteristics of Innovation (as in a novel thing) [from Web Strategies 2008].



Figure 7 - Characteristics of the same activity as it evolves to commodity [from Web Strategies 2008].


This also helped explain why the Pioneer, Settler (or what I used to call Colonist) and Town Planner structure worked. I had introduced this structure many years earlier (2005) to replace a failing two bit mode model before it - see figure 8.

Figure 8 - PST [from Web Strategies 2008].

The Pioneer, Settler and Town Planner model is a derivative from Robert X. Cringely's model of Commandos, Infantry and Police in the 1993 book, Accidental Empires.

Of course, some of the terms have evolved over the years to make them more meaningful whilst the basics remain as is.
  • I don't use Colonist anymore. I use Pioneer, Settler and Town Planner.
  • I don't use innovation anymore. I use the term genesis (of a novel and new thing) because innovation is so abused to mean everything.
  • I don't use chaotic anymore. I use uncharted to describe the unknown space.
  • I don't use linear anymore. I use industrialised to describe the defined space.
E.g. take a look at older presentations and you'll see many of the same concepts just with different terms.

OSCON 2010


Today, what amazes me is that companies are starting to realise that one size methods don't work. I hear talk of bimodal, two speed IT and dual operating systems for a company.

Why does this amaze me? 

There are a few exceptional leading lights from very early on - Robert Strassmann and Robert Cringely come to mind - but the leading edge of companies were exploring these topics around 2002-2008.  I know, I was there helping the discussion to happen. After this, the early adopters started to appear (Silicon Valley Startups etc). Increasingly I see this work in various Governments.

However, all of a sudden in 2014 - an old model, not cognisant of how things evolve, long thought dead has raised its head. The bimodal, two speed IT, dual operating system is becoming a very popular concept within what I describe as legacy companies. We're talking ten years late to the party and getting the wrong address. 

This feels like inertia. A hope that adding lipstick to the pig will somehow keep the pig alive.

A warning

Mapping, use of a three party system, the extremes of uncharted to industrialised are not new. Despite refinement to the terms, this stuff is all nearing or over a decade old. The field has moved on since then into understanding common economic patterns, weak signal analysis and other forms of organisational learning.

By the time something of use gets written in a book or a publication, the value related to it has often been extracted long before. You can't get to the bleeding edge of competition by reading books or publications. You have to live it. Even models like pioneers, settler and town planner are starting to feel dated and being examined through lenses of a continuous spectrum and other structures.

The laggards are nowhere near getting to the spaces where the leading edge have long since moved on from. 

The gap appears to be widening.

I used to think the gap between the leading edge and laggards was five to seven years, it now seems like fifteen or possibly much more (i.e. how long it will take the laggards to catch up with where the leading edge is today). This may be a normal consequence of inertia, an acceleration in the underlying cycle of change combined with poor situational awareness - of this, I'm not sure. It needs testing.

However, within the laggards it does feel as though the copying of easy to digest memes appears to be more rampant, circulated by those who benefit from the memes to those that need an 'easy solution' in a marriage of convenience. As Rosenzweig once said

“Managers are busy people, under enormous pressure to deliver higher revenues, greater profits and ever larger returns for shareholders.They naturally search for ready-made answers, for tidy plug-and-play solutions that might give them a leg up on their rivals. And the people who write business books – consultants and business school professors and strategy gurus – are happy to oblige.”

I see an awful lot of companies plunging down paths they shouldn't with little or no situational awareness. This isn't getting better for some. There's going to be an awful lot of casualties. 

Friday, May 15, 2015

On 61 different forms of gameplay

Over the next year, through a series of 61 posts, I'm going to go through in some detail various forms of gameplay that can be used when you have a map of a business environment

I need to emphasise Sun Tzu's five factors in competition - purpose, climate, landscape, leadership and doctrine - however unfortunately most ignore climate & landscape (a bit like trying to use Boyd's OODA loop but ignoring the observe & orientate bit). The problem with this is that whilst the game plays can help you manipulate the landscape, if you can't see the environment then they can be downright dangerous. It's always a good idea to look where you're shooting before you fire the rifle.

In normal circumstances, you will use your map with multiple of these game plays in concert. Of course, you'll need to have used your map to determine your direction of travel and where you wish to attack first. This is often an iterative process itself known as scenario planning.

The complete set of plays that I'll be covering are provided in figure 1. NB, I've shaded the plays according to how 'evil' or 'good' they are using AD&D terminology. I've provided some basic summary descriptions below and as I post the details then I'll add links to make it easy to navigate.

Figure 1 - The plays.



Basic Operations
These forms are about improving the organisation itself.
  • Focus on user needs
    A key aspect of mapping is to focus the organisation on user needs rather than internal needs. Often this process enables unmet needs (opportunities) to be discovered and friction to be removed from the process of dealing with customers.
  • Situational Awareness
    The act of mapping tends to remove alignment issues between business, IT and other groups by providing a common language. It enables the development of a common purpose and empowers groups to take advantage of their part of the map whilst understanding the whole.
  • Effective & Efficient
    Removal of bias and duplication within an organisation along with the use of appropriate methods for management and purchasing. Do not underestimate the potential savings possible, cost reductions of 90-95% are not uncommon.
  • Structure & Culture
    Implementation of cell based & PST structures along with multiple cultures to deal with aptitude and attitude. Both autonomy and mastery can be enabled by these forms of structure and they avoid the silos and inertia created by traditional structures.
  • Optimising Flow
    Risk, performance, information and financial flow can be analysed and improved through mapping. This is necessary for increasing margin, removing friction and increasing speed.
  • Channel Conflict
    Exploiting new channels and conflict within existing channels to create favourable terms.

User Perception
These forms are about influencing the end user view of the world.
  • Education
    Overcoming user inertia to a change through education. There are 16 different forms of inertia and many can be overcome directly with education. Don't underestimate this.
  • Bundling
    Hiding a disadvantageous change by bundling the change with other needs.
  • Creating artificial needs
    Creating and elevating an artificial need through marketing and behavioural influence. Take a rock and make it a pet etc.
  • Confusion of Choice
    Preventing users from making rational decisions by overwhelming them with choice.
  • FUD
    Creating fear, uncertainty and doubt over a change in order to slow it down.
  • Artificial competition
    Creating two competing bodies to become the focus of competition and in effect driving oxygen out of a market.
  • Lobbying
    Persuading Government of a favourable position.

Accelerators
These enable you to accelerate the process of evolution.
  • Market Enablement
    Encouraging the development of competition in a market
  • Open Approaches
    Encouraging competition through open source, open data, open APIs, open processes by removing barriers to adoption and encouraging a focus for competition.
  • Exploiting Network Effects
    Techniques which increases the marginal value of something with increased number of users.
  • Co-operation
    Working with others. Sounds easy, actually it's not.
  • Industrial Policy
    Government investment in a field.

Deaccelerators
These enable you to slow down the process of evolution
  • Exploiting existing constraints
    Finding a constraint and reinforcing it through supply or demand manipulation.
  • Patents & IPR
    Preventing competitors from developing a space including ring fencing a competitor.
  • Creating constraints
    Supply chain manipulation with a view of creating a new constraint where none existed.
  • Limitation of competition
    Through regulatory or other means including erecting barriers to prevent or limit competitors.

Dealing with toxicity
Elements of your value chain will be irrelevant with evolution over time, there's numerous ways of dealing with this especially as the inertia created can become toxic.
  • Disposal of liability
    Overcoming the internal inertia to disposal. Your own organisation is likely to fight you even when you're trying to get rid of the toxic.
  • Sweat & Dump
    Exploiting a 3rd party to take over operating the toxic asset whilst you prepare to remove yourself.
  • Pig in a poke
    Creating a situation where others believe the toxic asset has long term value and disposing of it through sale before the toxicity reveals itself.

Market
Standard ways of playing in the market
  • Differentiation
    Creating a visible difference through user needs.
  • Pricing policy
    Exploiting supply and demand effects including price elasticity, Jevons paradox and constraints including fragmentation plays.
  • Exploiting buyer / supplier power
    Creating a position of strength for yourself.
  • Harvesting
    Allowing others to develop upon your offerings and harvesting those that are successful. Techniques for ensuring harvesting creates positive signals rather than creating an environment others avoid.
  • Standards game
    Driving a market to a standard to create a cost of transition for others or remove the ability of others to differentiate.
  • Signal distortion
    Exploiting commonly used signals in the market by manipulation of analysts to create a perception of change.

Defensive
Standard ways of protecting your market position
  • Threat acquisition
    Buying up those companies that may threaten your market.
  • Raising barriers to entry
    Increasing expectations within a market for a range of user needs to be met in order to prevent others entering the market.
  • Procrastination
    Do nothing and allowing competition to drive a system to a more evolved form.
  • Defensive regulation
    Using Government's to create protection for your market and slow down competitors.

Attacking
Standard ways of attacking a market change
  • Directed investment
    VC approach to a specific or identified future change.
  • Experimentation
    Use of specialists groups, hackdays and other mechanisms of experimentation.
  • Creating centres of gravity
    Creating a focus of talent to encourage a market focus on your organisation.
  • Undermining barriers to entry
    Identifying a barrier to entry into a market and reducing it to encourage competition.
  • Fool's mate
    Using a constraint to force industrialisation of a higher order system.

Ecosystem
Using others to help achieve your goals.
  • Alliances
    Working with other companies to drive evolution of a specific activity, practice or data set.
  • Co-creation
    Working with end users to drive evolution of a specific activity, practice or data set.
  • Sensing Engines (ILC)
    Using consumption data to detect future success.
  • Tower and Moat
    Dominating a future position and prevent future competitors from creating any differential.
  • Two factor
    Bringing together consumers and producers and exploiting the relationship between them.
  • Co-opting
    Copying competitors move and undermining any ecosystem advantage by interrupting data flows.
  • Embrace & Extend
    Capturing an existing ecosystem.

Competitor
Dealing with the opposition if you can't work with them
  • Tech Drops
    Creating a 'follow me' situation and dropping large technology changes onto the market.
  • Fragmentation
    Exploiting pricing effects, constraints and co-opting to fragment a competitor's market.
  • Reinforcing inertia
    Identifying inertia within a competitor and forcing market changes that reinforce this.
  • Sapping
    Opening up multiple fronts on a competitor to weaken their ability to react.
  • Misdirection
    Sending false signals to competitors or future competitors including investment focused on the wrong direction.
  • Restriction
    Limiting a competitors ability to adapt.
  • Talent Raid
    Removing core talent from a competitor either directly or indirectly.

Positional
General forms of playing with the future market
  • Land grab
    Identifying and position a company to capture a future market space.
  • First mover
    Exploiting first mover advantage especially with industrialisation to component services.
  • Fast follower
    Exploiting fast follower advantage into uncharted spaces.
  • Weak Signal
    Use of common economic patterns to identify where and when to attack.

Poison
General forms of preventing others playing with the future market. If you can't capture then poison it.
  • Licensing
    Use of licensing to prevent future competitor moves.
  • Insertion
    Either through talent or misdirection, encouraging false moves in a competitor.
  • Design to fail
    Removing potential future threats by poisoning a market space before anyone attempts to establish it.

As mentioned above, the techniques are normally used in combination plays e.g. you might be a first mover to industrialise a specific component and use this to establish an ILC type ecosystem whilst exploiting competitors' inertia and misdirecting any would be threats.

These are not the full list of plays but the ones that I think it's reasonable I can cover over a period of one year. There are some other plays but I'll leave that to a future date.

Again, I cannot emphasise the importance of situational awareness before using some of these plays. It is trivially easy to create a disaster e.g. being a first mover to try and build an ILC ecosystem around a relatively novel activity and harvesting aggressively. This will just end up destroying your ability to create an ecosystem leaving you with a bad reputation in a field which might at a later date become suitable for the same sort of play. Some of the plays are also downright evil, so be warned. Understand the environment, learn to play the game and build with experience.

Tuesday, August 16, 2016

Doctrine

Chapter 4

I had created my first map and applied an understanding of some basic climatic patterns that might influence it.  These patterns were the ones that I could not stop but I could anticipate.  Whether I liked it or not the components on my map would evolve through the actions of the market.  However, whilst I had no choice over the market that didn’t mean I had no choice over my actions.  I might be able to influence the landscape through action, I could decide how I organised myself, the principles that I emphasised within the company and our manner of operating. 

Some of my choices might be context specific i.e. a decision to flank an opponent requires an opponent to be in a known position.  This doesn’t mean that everything is context specific.  There could exist in business generally useful principles that everyone should apply.  These principles are doctrine and in this chapter we’re going to examine that part of our journey – see figure 26.

Figure 26 – Doctrine


Learning doctrine

Doctrine are the basic universal principles that are applicable to all industries regardless of the landscape.  This doesn’t mean that the doctrine is right but instead that it appears to be consistently useful for the time being.  There will always exist better doctrine in the future.  As with climatic patterns we will go through some basic forms and refine in future passes through the strategy cycle. 

Doctrine: Focus on user need
Any value we create is through meeting the needs of others.  Even our ability to understand our environment by creating a map requires us to first define the user need as it is the anchor for the entire map – see figure 27.  Alas, a mantra of "not sucking as much as the competitors" whilst rarely explicitly stated is surprisingly common.  This is not acceptable.  We must be the best we can be and to do that we must understand what it is we need to be.  Despite this, the usual response I receive when asking a company or a specific project to explain its user needs is a blank stare.  I have seen many large projects in excess of a $100M with endless specification documents where the scale of spending and paperwork is only matched by the inability of the group to explain its most basic user needs. It should be obvious that failing to meet the needs of your users especially when competitors do manage to achieve this is usually a bad idea. 

Figure 27 – Focus on user needs


But how do we work out those user needs?  This is extremely tricky because we bring our own biases to the table.  The first thing to do is to understand that you're talking about user needs not your needs i.e. you might need to make revenue and profit but that is NOT your user need.  By meeting the needs of your users then you hope to make revenue and profit, not the other way around.

The best way I've found for determining user needs is to start by looking at the transactions that an organisation makes with the outside world.  This will tend to give you an idea of what it provides and what is important.  The next step is to examine the customer journey when interacting with those transactions.  By questioning this journey and talking with customers then you will often find pointless steps or unmet needs or unnecessary needs being catered for.  Another mechanism I've also found to be exceptionally useful, especially when your users are in fact other corporations, is to go and map out their landscape. In most cases I find these users have a poor idea of what they actually need.  If you're a supplier to such a company then discussions tend to degenerate to things they want and things they think are necessary rather than things they need.  By mapping out their landscape, you can often clarify what is really needed along with finding entire new opportunities for business.

Discussion and data collection are a key part of determining user needs and so talk with your consumers and talk with experts in the field.  However, there is a gotcha.  In many cases they turn out to be both wrong!  Gasp?  What do you mean they're wrong?  There are two important areas where the users and the experts are usually wrong in describing their own needs.  By happenstance, both are crucial for strategic gameplay. 

The first area is when a component is moving between stages of evolution e.g. when something shifts from custom built to product or more importantly from product to commodity (+utility). The problem is that the pre-existing installed base causes inertia to the change.  Invariably users will be fixated on a legacy world and hence they will have a bias towards it.  This is the equivalent to a user saying to Henry Ford – “we don’t want a car; we want a faster horse!”  The bias is caused by a climatic pattern known as co-evolution but for the time being you simply need to be wary of the legacy mindset.  

The second area to note is that of the uncharted domain. These needs are both rare and highly uncertain and this means you're going to have to gamble.  There is no consistent way of determining what the user actually needs with something novel because they don’t know themselves.  Hence be prepared to pivot. You might think you’re building a machine that will stop all wars (the Wright Brothers original concept for the airplane) but others will find alternative uses – the fighter plane, the bomber.

When it comes to dealing with needs then there are three different approaches according to the domains of uncharted, transitional and industrialised.  In the uncharted domain you have to gamble. Users and experts don't actually know what is needed beyond vague hand waving.  In the transitional domain you have to listen. Users and experts can guide you to what they need.  In the early days of the industrialised domain then you have to be mindful of users and experts bias caused by the inertia of past success.  You already know what is needed but it has to be provided on a volume operations and good enough basis.

Doctrine: Use a common language
Instead of using multiple different ways of explaining the same thing between different functions of the company then try to use one e.g. a map.  If you’re using business process diagrams on one side and IT systems diagrams on another then you’ll end up with translation errors, misalignment and confusion.  If you can't map what you are doing, then I recommend you hold back from acting and spend a few hours mapping it.

Doctrine: Be transparent
Sharing a map will enable others to challenge and question your assumptions.  The is essential because it helps us to learn and refine our maps.  The downside of sharing is it allows others to challenge and question your assumptions.  Many people find this uncomfortable.  As the CEO of the company did I really want one of my juniors ripping apart my strategy using the map that I had created? Yes.  I’d rather someone point out to me that our strategy involved walking through a minefield than let me discover this for myself.  However, don’t underestimate how difficult this transparency is within an organisation. 

Doctrine: Challenge assumptions
There is little point in focusing on user needs, creating a common language through the use of a map and sharing it transparently in the organisation if no-one is willing to challenge it.  This act should be a duty for everyone in the company.  I didn’t care if it was my pet project, I needed people to openly and honestly tell me where they thought I was going wrong.  This requires not only transparency but also trust.  Any form of retribution or bias against someone for challenging is a deadly sin that will harm your company.  As the CEO, I made my CFO the XO back in 2004. One of his duties was to challenge my choices.

Doctrine: Remove duplication and bias
You should not only share maps, you should collate them in an effort to remove duplication and bias i.e. rebuilding the same thing or custom building that which is a commodity.  Mapping is itself an iterative process and you’ve probably been making decisions for a long time without understanding the landscape.  So you don’t need to map the entire landscape to start making decisions but rather think of maps as a guide which tells us more the more we use it. 

With your first map you can probably challenge whether we’ve adequately met user needs or maybe how we’re treating components.  As you collect more maps of different systems or lines of business then you start discover the same component is on multiple maps.  I’ve marked some examples in figure 28 in green.  

Figure 28 – Duplication


Now, the same component being on different maps is fine except when we’re saying it’s a different instance of that component.  For example, if you have ten maps all with database as a component then that’s not necessarily a problem but it might be if you’re actually saying we have 10x different databases running on 10x different systems.  In large organisations such as petrochemical or banking companies with committees of architects you don’t normally see duplication on a scale of tenfold.  Instead, from experience, what I commonly find in a single global organisation built by acquisition with a federation of business units is more on the scale of 380x isolated teams custom building 380x ERP systems to meet the same user needs with 380x different systems (a chemical company).  The worst case example I know has a duplication in excess of 740x (an energy company).  These days, I dream of meeting a large global organisation which has duplication down at the scale of ten of or even units.  Most companies have no idea of what their duplication levels really are and significantly underestimate the problem.  

One technique I find useful in helping to highlight this problem is to create a profile diagram.  I simply collate maps together, identifying commonly described components and then place them onto the profile.  This gives me an idea of both duplication and bias. From the profile diagram below in figure 29, then the following points are noted: -

Figure 29 – Profile


Point 1 – for each common component you record how many times it is repeated. High numbers of repetition is not necessarily a problem as there may be a legitimate reason or if could be the same component in different maps.  In this case, our maps show seven references to websites. 

Point 2 – recording how evolved a component is can provide you with an idea of bias within the organisation. For example, there are 6 examples of user registration in the maps. One of which is distanced from the others. This could be because one group simply thought in their map that user registration was a unique activity (it isn’t) or alternatively, you might have five groups using a common service and one group custom building their own. 

Point 3 – collating maps often helps in creating a common lexicon. The same thing is often described with different terms in a single organisation.

Point 4 – there are 7 references to email within the maps. Hopefully (though alas not always the case) this refers to one email system used in different places. There is also some bias with most groups considering email to be more commodity.

Point 5 – there are 5 references to data centres. Again hopefully this refers to a couple built for specific geographical reasons.  Alas, a popular sport in many large enterprises seems to be building data centres as though they’re the first ones ever built.  In the worst cases, I have been shown around a lovingly created data centre and then gone to the shop floor to find a sad, solitary rack standing in the middle of a large empty hall.

The maps and the profile are simply guides to help you remove duplication and bias.  This is a necessity for efficient operations.  However, duplication should not be solely considered as a financial cost because it impacts our ability to develop more complex capabilities.   Another technique I find useful in a dispersed structure is to determine what capabilities we need as a group.  For example, in figure 30, a map is provided that explicitly highlights both the customer journey and the associated capabilities. I’ve derived this map from a real world example used by the Methods Group. In this map the customer journey (described as service patterns) is more clearly highlighted and we’re focusing not only on the technology required to meet higher order system needs but also those higher order systems e.g. manage call, determine sponsorship. For reasons of confidentiality, I’ve changed and removed many of the terms.

Figure 30 – Map with customer journey


By aggregating many of these maps together you can develop a picture of what the company actually does and what its existing capabilities are through a capability profile - see figure 31.  

Figure 31 – Capability Profile


You may find that common capabilities are often assumed to be custom (e.g. offer a selection of investments) when in reality they should be far more defined.  You may also find that you have a plethora of duplicated and custom built technology providing a single capability which should be streamlined.  It never fails to surprise me how a simple business with limited capabilities is made incredibly complex and slow by a smorgasbord of duplicated custom built solutions underneath.

Doctrine: Use appropriate methods
One of the climatic patterns we examined in the previous chapter (see figure 20) was how no one size fits all method exists.  Assuming you are removing bias in your maps either by challenging directly or with the aid of a profile built from multiple maps then the next question becomes what methods are suitable?  The most common mistake that I find is with outsourcing. The issue with outsourcing isn’t that the concept is wrong but instead that we have a tendency to outsource entire systems for which we do not understand the landscape. This is often done on the hope that someone else will effectively take care of it. 

Let us imagine a system with multiple components spread across the evolution axis. What we will tend to do is apply a single highly structured process, often through a contract detailing what should be delivered.  Unfortunately, some of those components will be in the uncharted domain and hence are uncertain by nature.  They will change and hence we will incur some form of change control cost.  These costs can be significant in any complex system that contains many uncharted components.  As a result, arguments tend to break out between the buyer and the supplier. Unfortunately, the supplier has the upper hand because they can point to the many components that did not change as being efficiently delivered and the cost is associated with the components that changed.  The old lines of “if you had specified it correctly in the first place” to “you kept on changing your mind” get trotted out and the buyer normally feels some form of guilt. It was their fault and if only they had specified it more! This is a lie and a trap.

The problem was not that a highly structured process with detailed specification was correctly applied to industrialised components but that the same technique was also incorrectly applied to components that were by their very nature uncertain and changing.  The buyer could never specify those changing components with any degree of certainty and excessive change control costs caused by a structured process are inevitable.  The fault is with the supplier who should have the experience to know that one size fits all cannot work.  Unfortunately, and there is no polite way of saying this, it’s a lucrative scam.  Even better, if the scam works – especially if the supplier waives some cost as a gesture of goodwill – then the next time the buyer will try even harder to specify the next system in more detail. They’ll often pay the supplier or a friendly consultancy to help them do this. Unfortunately, once again it will contain uncharted components which will change incurring cost.  The only way to avoid this is to break the system down into components and treat them with appropriate methods e.g. figure 32.

Figure 32 – Use appropriate methods.


In the above example from 2005, then power should be outsourced to a utility provider whereas CRM, platform, data centre and compute should use off the shelf products or rental solutions (e.g. hosting) with minimal change where possible. The online photo storage and image manipulation components which are going to rapidly change should ideally be built in-house with our own engineers and using an agile approach. Whilst we might use more detailed and specific contracts for items such as data centre (hosting), we are also mindful that we cannot fully specify image manipulation at this time.  If in 2005, we had outsourced the entire system in the figure above to a single highly structured approach using a detailed specification then I could almost guarantee that we would have ended up with excessive change costs around image manipulation and photo storage. 

The problem of inappropriate outsourcing is so rife that it’s worth doing a simple example to reinforce this point. In figure 33, I’ve provided a box and wire diagram (commonly used in IT systems) for a self-driving car. However, I’ve translated the description of the components into elvish because let’s face it most IT is elvish to people in business.  I’d like you to look at the diagram and answer the questions in point 1 and point 2.

Figure 33 – Elvish self-driving car (box and wire)



Now, in figure 34, I’ve provided exactly the same diagram in a mapping format. It’s still in elvish. See if you can answer point 1 and 2.

Figure 34 -  Elvish self-driving car (map)


You should find you can say something reasonable about how you treat point 1 and 2.  If you’re struggling look at figure 20, chapter 3.  

For reference, point 1 should probably be built in-house with our own engineers in an agile fashion whereas point 2 should be either outsourced with a structured and well defined process or some sort of commodity consumed.  In figure 35, I’ve provided the same diagram without the elvish so you can check your thinking.

Figure 35 -  A self-driving car


What enables you to do this feat of elvish sensibility is the movement axis of evolution. Unfortunately, in most outsourcing arrangements that I’ve seen then diagrams such as box and wires or business process maps (see figure 36) tend to dominate.  Unfortunately, these lack that all important movement characteristic.  Box and wires and business process maps are not actually maps; you are relying solely on contextual information from the words (i.e. knowing that GPS is a commodity).  The diagrams themselves will not provide you with a guide as to what you should or should not outsource.

Figure 36 -  A business process diagram


Before you go and ask your friendly consultancy or vendor to make a map for you, remember that their interests are not necessarily your own.  Equally, it’s important to challenge any bias in your maps.  A team building our own home grown electricity supply may well argue that electricity is not a commodity but instead we need to custom build our own supply.  Along with common sense, the cheat sheet (figure 15, chapter 2) and those profile diagrams built from aggregated maps (figure 29) should give you ample evidence to challenge this.  

At this point someone normally tells me - “that’s obvious, we wouldn’t do that” – however, ask yourself how many enterprise content management (ECM) systems do you have?  If you’re of any scale and a typical global company built by acquisition, then experience would dictate that you’ll probably say 5-8x.   In practice it is often more likely to be 40-250x customised versions with probably 3-5x separate groups building a global ECM whilst being unaware that the other groups exist. The problem is, most of you won’t know how much duplication you have.  Of course, there are a wide range of excuses that are deployed for not breaking up entire systems into components and then applying more appropriate methods.  My favourite ones include: -  

“we need better experts and specification” – that’s called not dealing with the problem. It’s like saying our death star project to clean up the mess of failed death star projects has failed; we need a new death star!  There’s a famous quote about repeating the same thing and expecting different results which is relevant here.

“it’s too complex, splitting into parts will make it unmanageable” – the age old effort to pretend that a system containing 100 different moving parts doesn’t actually contain 100 different moving parts.  We don't build cars by pretending they are one thing; in fact, we often have complex supply chains meeting the different needs of different components with appropriate measurement and contracts deployed based upon the component. Yes, it does make for a bit more work to understand what is being built but then if you’re spending significant sums it is generally a good idea to know this.

 "It will cause chaos" – cue the old "riots on the street" line.  Given construction, automotive and many other industries have no problem with componentisation then I can't see how anyone ever jumps to this notion of chaos.  The truth is usually more of a desire to have “one throat to choke” though there is nothing stopping a company from using one supplier to build all the components with appropriate methods.

"You’ll end up with hundreds of experimental startups" –  at this point we’re getting into the surreal. If you break a complex system into components, then some of the uncharted components are going to be experimental.  For those components then you're likely to do this in-house with agile techniques or use a specialist company focused on more agile processes.   But you won't give them all because the majority of components tend to be highly industrialised and hence you’ll use established utility providers such as Amazon for computing infrastructure.  I'm not sure how people make the jump from componentisation to giving it all to "hundreds of experimental startups". In general, this stinks of nonsense and a desire to keep the current status quo.

“complexity in managing interfaces” –  this is my favourite excuse which takes surreal to a whole new level. Pretending that a complex 100 component system with uncharted and industrialised components that have interfaces between them is in fact one system with a one size fits all method and non-existent interfaces is the very definition of fantasy.  Those components are there, same as the interfaces. The complexity doesn't go away simply by "outsourcing". All you've done is try and pretend that the complex thing you're building is somehow simple because then it's easier to manage. It would be like BMW or Apple outsourcing their entire product lines to someone else and trying to have no involvement because it makes management simple.

Doctrine: Think small
In order to apply appropriate methods then you need to think small. You can’t treat the entire system as one thing but you need to break it into components.  I will often extend this to using small contracts localized around specific components and even small teams such as cell based structures.  Probably the best known approaches to using small teams are Amazon’s Two Pizza model and Haier’s Cell based structure.

Such teams should be given autonomy in their space and this can be achieved by the team providing well defined interfaces for others to consume along with defined boundaries often described through some form of fitness function i.e. the team has a goal around a specific area.  Maps themselves can be useful in helping you identify not only the teams you should build but also the interfaces they need to create - see figure 37.

Figure 37 – Think small



Doctrine: Think aptitude and attitude
Now let us suppose you embark on a cell based structure and you’re thinking small.  Then each cell is going to require different skills i.e. aptitudes. However, there's another factor at play here - attitude.  When we look at a map, we know that activities evolve from the uncharted to industrialised domain and the methods and techniques we need are different.  The genesis of something requires experimentation and whilst you might need the aptitude of engineering you need a specific form i.e. agile techniques.  Conversely the type of engineering you need to build a highly industrialised act requires a focus on volume operations and removing deviation such as six sigma.  Hence, we have one aptitude of engineering that requires different attitudes.  It doesn’t matter what aptitude we examine - finance, engineering, network or marketing – the attitude also matters.  There isn't such a thing as IT or finance or marketing but instead multiples of.

To resolve this problem, you need to populate the cells with different types of people - pioneers, settlers and town planners.  It's not realistic to think that everyone has the same attitude, some are much more capable of living in a world of chaos, experimentation and failure whilst others are much more capable of dealing with intensive modelling, the rigours of volume operations and measurement. You need brilliant people with the right aptitudes (e.g. engineering, finance) and different attitudes (e.g. pioneers, settlers). 

Pioneers are brilliant people. They are able to explore the never before discovered concepts, the uncharted land. They show you wonder but they fail a lot. Half the time the thing doesn't work properly. You wouldn't trust what they build. They create 'crazy' ideas. Their type of innovation is what we describe as core research. They make future success possible.  Most of the time we look at them and go "what?", "I don't understand?" or "is that magic?".  They built the first ever electric source (the Parthian Battery, 400AD) and the first ever digital computer (Z3, 1943).  In the past, we often burnt them at the stake.

Settlers are brilliant people. They can turn the half-baked thing into something useful for a larger audience. They build trust. They build understanding. They make the possible future actually happen.  They turn the prototype into a product, make it possible to manufacture it, listen to customers and turn it profitable.  Their innovation is what we tend to think of as applied research and differentiation. They built the first ever computer products (e.g. IBM 650 and onwards), the first generators (Hippolyte Pixii, Siemens Generators). 

Town Planners are brilliant people. They are able to take something and industrialise it taking advantage of economies of scale. This requires immense skill.  You trust what they build.  They find ways to make things faster, better, smaller, more efficient, more economic and good enough.  They create the components that pioneers build upon. Their type of innovation is industrial research. They take something that exists and turn it into a commodity or a utility (e.g. with Electricity, then Edison, Tesla and Westinghouse). They are the industrial giants we depend upon.

In 2005, we knew that one culture didn't seem to work and enabling people to gain mastery in one of these three attitudes seemed to make people happier and more focused.  Taking one attitude and placing them in a field which requires another attitude is never a good idea.  Try it yourself, identify a pioneer software engineer used to a world of experimentation and agile development and send them on a three week ITIL course.  See how miserable they come back.  Try the same with a town planner and send them on a three week course of hack days & experimentation with completely uncertain areas and lots of failure.  When using a map, you should not only break into components and build small cells around this, you should also consider attitude – see figure 38.

Figure 38 – Aptitude and Attitude


Now, this idea is not new. A bit of digging will bring you to Robert X. Cringely's book, Accidental Empires, 1993.  Cringely described how there were three different types of companies known as infantry, commando and police. The PST (pioneer, settler and town planner) structure is a direct copy of that idea applied to a single company and put into practice in 2005.  To quote from his book, which I strongly recommend you buy - 

“Whether invading countries or markets, the first wave of troops to see battle are the commandos. Commando's parachute behind enemy lines or quietly crawl ashore at night. Speed is what commandos live for. They work hard, fast, and cheap, though often with a low level of professionalism, which is okay, too, because professionalism is expensive. Their job is to do lots of damage with surprise and teamwork, establishing a beachhead before the enemy is even aware they exist. They make creativity a destructive art.

[Referring to software business] But what they build, while it may look like a product and work like a product, usually isn't a product because it still has bugs and major failings that are beneath the notice of commando types. Or maybe it works fine but can't be produced profitably without extensive redesign. Commandos are useless for this type of work. They get bored.

It's easy to dismiss the commandos. After all, most of business and warfare is conventional. But without commandos you'd never get on the beach at all. Grouping offshore as the commandos do their work is the second wave of soldiers, the infantry. These are the people who hit the beach en masse and slog out the early victory, building the start given by the commandos. The second wave troops take the prototype, test it, refine it, make it manufacturable, write the manuals, market it, and ideally produce a profit.  Because there are so many more of these soldiers and their duties are so varied, they require and infrastructure of rules and procedures for getting things done - all the stuff that commandos hate. For just this reason, soldiers of the second wave, while they can work with the first wave, generally don't trust them, though the commands don't even notice this fact, since by this time they are bored and already looking for the door. While the commandos make success possible, it's the infantry that makes success happen.

What happens then is that the commandos and the infantry advance into new territories, performing their same jobs again. There is still a need for a military presence in the territory. These third wave troops hate change. They aren't troops at all but police. They want to fuel growth not by planning more invasions and landing on more beaches but by adding people and building economies and empires of scale”.


Doctrine: Design for constant evolution
Everything is evolving due to competition. The effects of this on business can be seen in their continual restructuring to cope with new outside paradigms.  Recent presidents of cloud and social media are no different from the former presidents of electricity and telephony that most companies employed.  Today’s bolt-on include Chief Digital Officers.  This new stuff is tomorrow's legacy and this creates a problem.  We might introduce a cell based structure with consideration for not only aptitude but attitude however the map isn’t static.  We need to somehow mimic that constant state of evolution in the outside world but within a company. The solution seems to be to introduce a mechanism of theft which means new teams need to form and steal the work of earlier teams i.e. the settlers steal from the pioneers and productise the work. This forces the pioneers to move on. Equally the town planners steal from the settlers and industrialise it, forcing the settlers to move on but also providing component service to enable the pioneers. This results in a cycle shown in fig 39.

Figure 39 – Design for constant evolution



Point 1 – The Town Planners create some form of industrialised component that previously existed as a product. This is provided as a utility service.

Point 2 – The Pioneers can now rapidly build higher order systems that consume that component.

Point 3 – As the new higher order systems evolve, the Settlers identify new patterns within them and create a product or some form of library component for re-use. 

Point 4 – As the product or library component evolves, the Town Planners complete the cycle by creating an industrialised form (as per Point 1). This results in creating an ever expanding platform of discrete industrialised components for which the pioneers can build on. 

Maps are a useful way to kick-start this process. They also give purpose to each cell as they know how their work fits into the overall picture. The cell based structure is an essential element of the structure and it need to have autonomy in their space, they must be self-organising. The interfaces between the cells are therefore used to help define the fitness functions but if a cell sees something they can take tactical advantage of in their space (remember they have an overview of the entire business through the map) then they should exploit it. The cells are populated with not only the right aptitude but attitude (pioneers, settlers and town planners). This enables people to develop mastery in their area and allows them to focus on what they're good at. You should let people self-select their type and change at will until they find something they're truly comfortable with. Reward them for being really good at that. Purpose, Master and Autonomy are the subjects of the book Drive by Daniel H. Pink.

As new things appear in the outside world they should flow through this system. This structure doesn't require a bolt-on which you need to replace later. No chief digital, chief telephony, chief electricity, chief cloud officer required.  The cells can grow is size but ultimately you should aim to subdivide into smaller cells and maps can help achieve this. You will increasingly have to structure the communication between cells using a hierarchy and yes, that means you need a hierarchy on top of a cell based structure.  I’ve found that an executive structure which mimics the organisation to be of use i.e. a CEO, a Chief Pioneer, a Chief Settler and a Chief Town Planner can be applied. However, you'll probably use more traditional sounding names such as Chief Operating Officer, Chief Scientist etc.  We did.  I'm not sure why we did and these days I wouldn't bother; I'd just make it clear.  You will also need separate support structures to reinforce the culture and provide training to each group. Contrary to popular concepts of culture, the structure causes three separate cultures to flourish. This is somewhat counter to general thinking because the culture results from the structure and not the other way around. It also means you don’t have a single company culture but multiple that you need to maintain. I’ve described the basic elements of this within figure 40.

Figure 40 – Culture.


Lastly, PST is a structure that I've used to remarkable effect in a very small number of cases.  That's code for 'it might just be a fluke'.  However, in the last decade I've seen nothing which comes close and instead I've seen endless matrix or dual systems that create problems.  Will something better come along - of course it will.  However, to invoke Conway's law then if you don't mimic evolution in your communication mechanisms (e.g. through a mechanism of theft) then you'll never going to cope with evolution outside the organisation.

So how common is a PST structure? Outside certain circles it's non-existent.  At best I see companies dabbling with cell based structures which to be honest are pretty damn good anyway and probably where you should go.  Telling a company that they need three types of culture, three types of attitude, a system of theft, a map of their environment and high levels of situational awareness is usually enough to get managers running away. It doesn't fit into a simple 2 x 2.  It also doesn't matter for many organisations because you only need high levels of situational awareness and adaptive structures if you're competing against organisations who have the same or you’re at the very sharp end of ferocious competition.  Personally, for most companies then I’d recommend reading “boiling frogs” from GCHQ which is outstanding piece of work.  It will give you more than enough ideas and it contains a very similar structure.

I will note that in recent years I’ve heard plenty of people talk about dual structures. I have to say that from my perspective and experience that these are fundamentally flawed and you’re being led up the garden path.  It’s not enough to deal with the extremes, you must manage the transition in between.  Fail to do this and you will not create an organisation that copes with evolution.  If you focus on the extremes then you will diminish the all-important middle, you will tend to create war between factions and because the components of the pioneers never evolve (the Town planners will describe these systems as “flaky”) then you create a never growing platform and on top of this an increasing spaghetti junction of new built upon new.  I’ve experienced this myself back in 2003 along with the inevitable slow grinding halt of development and the calls for a death star project of immense scale to build the “new platform for the future”.  I’ve never seen that work.


Using doctrine with our first map

So let us recap the basic forms of doctrine we’ve covered. These are universal, applicable to all landscapes as far as I can tell though many require you use a map in order to exploit them.  As with climatic patterns, this is not an exhaustive list but enough for now.  In later chapters we will loop back around this section, refining both the concepts and adding more doctrine. The basics are: -

Focus on user need
Use a common language
Be transparent
Challenge assumptions
Remove duplication and bias
Use appropriate methods
Think small
Think aptitude and attitude
Design for constant evolution
Enable purpose, autonomy and mastery

When you read the list, they mainly sound like common sense. Most of them are but then again, they’re very difficult to achieve. You really have to work hard at them.  In the case of “remove duplication and bias” then you can’t apply it to your first map because it requires multiple maps.  However, even with a simple map, you can apply many of these doctrines. In figure 41 I’ve taken our first map which we applied common economic patterns to (Chapter 3, figure 25) and shown where doctrine is relevant.

Figure 41 - Applying doctrine and economic patterns to our first map.


Point 1 – focus on user needs. The anchor of the map is the user.

Point 2 – The map provides a common language. It provides a mechanism to visually challenge assumptions.

Point 3 – Use appropriate methods (agile, lean and six sigma or in-house vs outsource) and don’t try to apply a single method across the entire landscape

Point 4 – Treat the map as small components e.g. small teams (team 4)

Point 5 – Consider not only aptitude but attitude (pioneers, settlers and town planners)

Point 6 – Design for constant evolution. The components will evolve and this might require new teams (e.g. team 8) with new attitudes. 

It’s worth taking a bit of time to reflect on figure 41. What we have is not only the user needs, the components meeting those needs and the common economic patterns impacting this. We also have anticipation of change, the organisational structure that we will need and even the types of methods and culture that are suitable.  All of this is in one single diagram.  In practice, we normally only show the structures on the map that are relevant to the task at hand i.e. if we’re anticipating change then we might not show cell structure, attitude and hence cultural aspects.  However, it’s worth noting that they can all be shown and with practice you will learn when to include them or not.  After a few years you will find that much of this becomes automatic and the challenge is to remember to include structures for those that are not initiated in this way of thinking. 

We are now in a position of understanding our landscape, being able to anticipate some forms of change due to climatic patterns and we have an understanding of basic universal doctrine to help us structure ourselves. We’re finally at a point that we can start to learn the context specific forms of gameplay which are at the heart of strategy. With a few basic lessons about gameplay then we will be ready to act.

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Next Chapter in Series : The play and a decision to act
GitBook link [to be published soon]