TY - JOUR
T1 - Networks of innovation
T2 - the sociotechnical assemblage of tabletop computing
AU - Jarrahi, Mohammad Hossein
AU - Sawyer, Steve
N1 - Funding Information:
This study was supported by the U.S. National Science Foundation under Grants IIS 0742687 and 0852689. Any opinions, findings, and conclusions or recommendations expressed in this material are those of the author(s) and do not necessarily reflect the views of the National Science Foundation. We appreciate inputs and comments from Dr. Chia Shen, Dr. JP Allen, Ms. Eileen Allen, Ms. Eliscia Kinder, and the many scholars and researchers who took time from their life and scholarship to speak with us and comment on earlier versions of this work.
Funding Information:
This study was supported by the U.S. National Science Foundation under Grants IIS 0742687 and 0852689 . Any opinions, findings, and conclusions or recommendations expressed in this material are those of the author(s) and do not necessarily reflect the views of the National Science Foundation. We appreciate inputs and comments from Dr. Chia Shen, Dr. JP Allen, Ms. Eileen Allen, Ms. Eliscia Kinder, and the many scholars and researchers who took time from their life and scholarship to speak with us and comment on earlier versions of this work.
Funding Information:
Data indicate that some of the organizations involved in the actor-network of tabletop computing found ways to take advantage of the innovations arising from the actor-network. Certainly, Microsoft’s Andy Wilson—who has been instrumental in developing PixelSense—leveraged his position in the interorganizational tabletop community to advance their product. Likewise, the United States’ National Science Foundation (NSF) and Natural Sciences and Engineering Research Council of Canada (NSERC) provided relatively modest funds (in support of graduate students and early research) and deserve a great deal of credit for doing so. Other companies like Sony and Mitsubishi played important roles, but seemed involved only to the extent that they had researchers in their employ who were active members of this community.
Publisher Copyright:
© 2018 The Author(s)
PY - 2019/12
Y1 - 2019/12
N2 - We theorize on the heterogonous network of people, visions, concepts, technological artifacts, and organizations that come together to enable product innovation. Drawing on the conceptual framing and mechanisms of actor-network theory (ANT), we focus on the relationships among human and non-human actors and their roles to enact new products. We do this to contribute both evidence and theory regarding the concept of a sociotechnical assemblage that serves as the innovation network. Advancing a sociotechnical conceptualization of innovation focuses attention on the contributions of, and linkages among, different types of actors; individuals and organizations, visions and concepts, and technological artifacts and prototypes together create a means for innovation to occur. The empirical basis for this theorizing comes from a detailed study of the community of research scientists, faculty, and graduate students; institutions such as research labs, funding sources, and product companies who were (and mostly still are) involved in tabletop computing. Analysis highlights the centrality of visions, concepts and technological artifacts in the innovation network. We also find that formal organizations play important, but often unrealized, roles in supporting innovation.
AB - We theorize on the heterogonous network of people, visions, concepts, technological artifacts, and organizations that come together to enable product innovation. Drawing on the conceptual framing and mechanisms of actor-network theory (ANT), we focus on the relationships among human and non-human actors and their roles to enact new products. We do this to contribute both evidence and theory regarding the concept of a sociotechnical assemblage that serves as the innovation network. Advancing a sociotechnical conceptualization of innovation focuses attention on the contributions of, and linkages among, different types of actors; individuals and organizations, visions and concepts, and technological artifacts and prototypes together create a means for innovation to occur. The empirical basis for this theorizing comes from a detailed study of the community of research scientists, faculty, and graduate students; institutions such as research labs, funding sources, and product companies who were (and mostly still are) involved in tabletop computing. Analysis highlights the centrality of visions, concepts and technological artifacts in the innovation network. We also find that formal organizations play important, but often unrealized, roles in supporting innovation.
KW - Actor-network theory
KW - Innovation network
KW - Sociotechnical assemblage
KW - Tabletop computing
UR - http://www.scopus.com/inward/record.url?scp=85061610974&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85061610974&partnerID=8YFLogxK
U2 - 10.1016/j.repolx.2018.100001
DO - 10.1016/j.repolx.2018.100001
M3 - Article
AN - SCOPUS:85061610974
SN - 2590-1451
VL - 1
JO - Research Policy: X
JF - Research Policy: X
M1 - 100001
ER -