Sociotechnical Plan
In the mid-1990s, Nokia emerged from
Finland to lead the mobile phone revolution. It rapidly grew to have one of the
most recognizable and valuable brands in the world. Nokia’s early
success was primarily the result of visionary and courageous management choices
that leveraged the firm’s innovative technologies as digitalization and
deregulation of telecom networks quickly spread across Europe. According
to Doz (2017), “The core business focused on incremental improvements
and a relatively small data group took up the innovation mantle. Nokia
had begun to collapse in the mobile communications market because of
technological advancement, rapid market change, and growing complexity. Management
decisions, dysfunctional organizational structures, growing bureaucracy, and
deep internal rivalries all played a part in preventing Nokia from recognizing
the shift from product-based competition to one based on platforms. Nokia
had become a sitting duck to growing competitive forces and accelerating market
changes, and Nokia’s strategic options seem limited. The
management team was struggling to find a response to a changing environment,
and Nokia’s strategy of product differentiation through market segmentation resulted
in a proliferation of poorer quality products Doz (, 2017)”.
Nokia was an engineering company but needed
more marketing savvy. Nokia was a hardware company rather than a
software company and was an expert at building physical devices but
failed to make the programs that make those devices work. The company
profoundly underestimated the importance of software, including the apps that ran
on smartphones, and was unable to recognize the increasing importance of
software. In 2008, Nokia was said to have one of the most valuable
brands in the world and failed to recognize that brands today. The
high-tech era has taught people to expect constant innovation, and Nokia
falls behind.
According to Hayashi and Baranauskas (2013), “Sociotechnical plan is the
formulation and adaptability of different inter-related processes to achieve a
common result. This definition was developed in the study as a plan
to review the meanings of formal and informal learning and how it might help to
unravel the new possibilities presented by digital technology, towards more
seamless learning scenarios. Making sense of technology, in the context
of children’s education, demands a socio-technical perspective that might
contribute to the dialogical approach (Hayashi & Baranauskas, 2013”.
The social-technical system refers to the
interaction between complex infrastructures and human behaviors. Technical and
social systems are interdependent. According to Sieczka (2011), most
organizations have barriers to creativity, ideas, and innovation. These
barriers tend to eliminate creative possibilities from the organization;
identifying and removing barriers to creativity and innovation is crucial (Sieczka,
2011). Below are a few factors in which an organization can determine
and bypass many common obstacles and become more idea-oriented by employing
simple strategies.
Judgment - Fear of a new idea is often manifested as criticism
and sometimes harsh judgment. People mock and ridicule what they don’t
understand. People who have ideas are reluctant to share because they
worry that no one will like the idea and afraid of ridicule or the implications
of possible failure (Sieczka, 2011).
Playing By The Rules- Policies and procedures, inflexible and
rigid organizational structures, traditions, and a culture of playing by the
rules, are keeping employees from participating, stifling any innovative or
creative processes. An oppressive environment tends to force employees to
conform to accepted patterns, regulations, and inherent limitations, which hampers
creative thinking and new ideas (Sieczka, 2011).
References
Doz, Y. (2017). The Strategic Decisions That Caused Nokia’s
Failure. Retrieved from https://knowledge.insead.edu/strategy/the-strategic-decisions-that-caused-nokias-failure-7766
Hayashi, E. S., & Baranauskas, M. C. (2013). Affectability
in educational technologies: A socio-technical perspective for design.
Retrieved from Affectibility_in_Educational_T.pdf
Sieczka, K. (2011). Cause and Effect: Barriers To
Creativity And Innovation. Retrieved from https://trainingindustry.com/articles/strategy-alignment-and-planning/cause-and-effect-barriers-to-creativity-and-innovation/
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