Strategy. The identification and exploitation of an opponent’s weakness. Before you can have Strategy Deployment (Policy Deployment, Hoshin Kanri), it tends to reason that you probably need a strategy to deploy. But how do you do that? What are the mechanisms? What are the methods? What are the principles that allow an organization to design a meaningful strategy?
This lively 45 (to 60 minute) romp will introduce you to the history of strategy in organizations (it’s dark, perverse, and full of dragons) from Porter to Rumelt, to Dettmer, and Boyd. Few will remember that in the early days of strategy, there was only one: drive down the experience curve and be the low-cost provider with a stream-lined supply chain. The talk will unpack what strategy actually is and more importantly, what it is not. It will painstakingly deconstruct how the term is ritually abused and misused, and then methodically introduce how strategy is a design problem, but too important to be left to the designers in their plaid shirts, funky glasses, and ernest but ultimately vapid proclamations about human-centered blah blah, validating blah, blah, buzzword bingo verbal diarrhea inventing flaccid constructs like ‘design strategy, content strategy, ux strategy’ and ‘strategic planning’.
The talk will introduce some conceptual frameworks used in military strategy and maneuver warfare, which dates back over 2,300 years to the time of Sun Tzu’s The Art of War. We’ll explore how the time-tested principles of economic and military competition can be applied to social and commercial ventures, such as software and service delivery leading to considerable benefits in coherence, focus. and profit. We’ll then introduces a reasonable, systematic set of methods to help you translate current market uncertainty, fast changing customer needs, and ever-changing technological disruptions into a meaningful strategy and organizational capability ready for Hoshin Kanri.
3. “Perversion, at its most fundamental, resides in the formal structure of
how the subject relates to truth and speech. The pervert claims direct
access to some figure of the big Other (from God or history or Lean/Agile
Thought Leaders), so that, dispelling all the ambiguity of language, he is
able to act directly as the instrument of the big Other's will.”
PERVERSION
4. OUTLINE
• Assumptions
• Systems
• Strategy, WTF?
• What *is* Strategy?
• The OODA Loop(s)
• Structuring Structures, Bourdieu Remixed
• Propensities, Efficacy, and Capability
• Dispositionality
• Final Thoughts
6. ASSUMPTION 2
We are all responsible for
the design, development,
and maintenance of
purposeful systems.
7. ASSUMPTION 3
Before an organization
can design a strategy, that
is – how and what it can
do to gain, retain, and
exploit the initiative to
gain a position of
comparative advantage,
it must decide what
purpose their system
serves inside a larger
system.
8. From “Strategic Navigation,” William Dettmer
WHAT IS A SYSTEM?
“A set of interrelated things encompassed by an arbitrary
boundary, interacting with one another and an external
environment, forming a complex (co-evolutionary), but unitary
whole and working towards a common objective or shared goal.”
— William Dettmer
9. From “Organizational Leadership and Culture,” Edgar Schein
ORGANIZATIONS AS SYSTEMS
“Ultimately, all organizations are socio-technical systems
in which the manner of external adaptation and the
solution of internal integration problems are
interdependent.”
— Edgar Shein
11. WHAT ISN’T STRATEGY?
1. Planning (and plans)
2. Goals
3. Objectives
4. Aspirations
5. Tactics
6. Fluff
7. Mission, vision, and values statements
(The 9th waste in Lean)
12. STRATEGY, WTF?
• Most organizations don’t have strategies — they have Sunday
words, buzzwords, jargon, and gibberish masquerading as strategy.
• Organizations rarely address the competitive landscape and the
challenges, constraints, and obstacles that stand in the way of
them pursuing a plan of action to compete against their
adversaries.
• Many organizations have a set of objectives, too many in fact, some
contradictory, all competing for limited resources and are therefore
nothing but aspirational statements of desire.
(We will be the Partner of Choice for X, Y, and Z, leveraging A, B,
and C, to disintermediate our market and delivery 15% EPS growth
over the next 10 years while doing ALL THE THINGS!)
• Organizations often don’t have strategies that clearly indicate what
they will *not* do.
16. WHAT IS STRATEGY?
“The most basic idea of strategy is the application of strength
against weakness. Or, strength applied to promising opportunities.”
— Richard Rumelt
17. SOURCES OF ADVANTAGE
• Understanding the market: is it stable and slow moving?
Dynamic and tubulent? Tending towards monopolistic
or highly competitive
• Having a coherent strategy: one that coordinates
policies and actions aligned to purpose.
(A good strategy doesn’t just draw on existing strength;
it creates strength through the coherence of it’s design.)
• The creation of new strengths through subtle shifts in
viewpoint (Frames). An insightful reframing of a
competitive situation given the emergence of new
dispositionalities of the systems at play.
• Use of techniques like Ritual Dissent to challenge
existing Doctrine & Frames to allow new information to
enter the system.
18. WHAT IS STRATEGY?
“Strategy is a deployable decision-making framework, enabling
action to achieve desired outcomes, constrained by current
capabilities, coherently aligned to the existing context.”
— Stephen Bungay
22. STRATEGY REQUIRES
1. A clear and unequivocal understanding of your
system’s overall purpose.
2. A complete, accurate determination of the discrete
conditions, terrain, context, market – the
propensities & dispositionalities – of the organization
relative to the competition.
3. A guiding policy for dealing with the current
challenge. This includes both doctrine, and an overall
approach to cope with or overcome the obstacles
identified, modulated by efficacy, and taking into
account the current dispositionality of the
organization relative to the situation at hand.
4. A set of coherent actions that are designed to carry
our the guiding policy.
27. FEEDBACK LOOPS
1. Feedback is self-generated, an individual or system
notices whatever they determine is important for them
and they ignore everything else (Framing).
2. Feedback depends upon the context; the critical
information is being generated right now.
3. Feedback changes; what an individual or system chooses
to notice will change depending on the past, present,
and the future.
4. New and surprising information *may* get in, the
boundaries are permeable, but there are various social
and cognitive biases that make it difficult for new
information to enter the system.
5. Feedback is self-sustaining, it provides essential
information about how to maintain one’s existence, it
also indicates when adaptation and growth are
necessary.
— Margaret Wheatley
29. FRAMING
“A frame is, simplistically, a point of view; often, and
particularly in technical situations, this point of view is
deemed ‘irrelevant’ or ‘biasing’ because it implicitly references
a non-objective way of considering a situation or idea.
But a frame – while certainly subjective and often biasing – is
of critical use to the designer, as it is something that is shaped
over the long-term aggregation of thoughts and experiences.”
— Jon Kolko
34. ORIENT
Orientation is: the worldview, the schemata, the mental models,
the views of reality, the insights, intuitions, hunches, beliefs and
perceptions of the various participants shaped by Culture and
guided by Doctrine.
35. WHAT IS CULTURE?
“A pattern of shared basic
assumptions learned by a
group as it solved its
problems of external
adaptation and internal
integration (…) A product of
joint learning.”
– EDGAR SCHEIN
Organizations are socio-
technical systems in which
the modality of external
adaptation and the
solutioning of internal
integration problems are
interdependent, co-
evolving, and complex.
41. Four Elements of Doctrine
1. Fundamental principles
2. Tactics, techniques, and procedures
3. Frames for sensemaking and decisioneering
4. Symbols, command language and
jargon
44. PROPENSITIES
“PROPENSITIES are aspects of the system which can be known
and managed in various ways which then influence the overall
dispositionality of the system as a whole.”
— DAVE SNOWDEN
45. DISPOSITIONALITY
Potential(asitrelatestopowerrelationsbetween
adversaries)isbornofdispositionality.
Disposition includes the particular shape of the object
(round or square), as well as the situation at hand (on level
or sloping ground), the relations to other things and their
position. Maximum potential is conveyed by the differing
nature of the gradient so it’s both static (the things,
materials, places at hand, 6 forces, 5 constants), as well as
dynamic (the opportunity, directionality which may be
influenced by intendings).
46. Wardley, Simon, “On Pioneers, Settlers, Town Planners and Theft.”
DISPOSITIONALITY
49. FINAL THOUGHTS
• Start with the current situation, context, and
dispositionality of the systems at play;
• In highly stable, slow moving environments, Hoshin
Kanri/strategic planning is fine (and so is waterfall and
Six Sigma);
• In turbulent, quickly evolving, dynamic contexts, you
need to cycle through your OODA loop at an
accelerating pace;
• While getting inside the OODA Loop of your opponent
(disrupting their Observe/Orient);
• To create a greater set of potential options of
dispositional advantage relative to your competition.
51. COLOPHON
This talk was conceived and designed based on
conversations and work done with Jabe Bloom
from 2011 – 2016.
All typefaces are from Heoffler & Jones.
• Header Text is in Vitesse Black
• Body Text is in Quarto Light
• Quotes are in Quarto Light Italic
• Labels and Body Text are in Open Sans
52. W I L L E VA N S @ S E M A N T I C W I L L E D I N B U R G H