A Post-Modern Virtual Corporation Model
by Jeannie Novak and Pete Markiewicz
In The Virtual Corporation, Davidow and Malone describe the incredible
transformation occurring in businesses due to the increasing power of computing
technology. Increasingly, a company's power and productivity is based on information
creation, processing and dissemination among its components. Replacing physical components
of a company with electronic versions allows great increases in speed and productivity.
SIZE NO LONGER IMPORTANT
Virtualization of business is already having an impact beyond increasing productivity
and customer response. An important change is the switch many companies are making from
building private electronic networks to using the Internet, a collection of 35,000
sub-networks worldwide that speak the TCP/IP language.
In the virtual model, most design operations and testing are transferred to electronic
realms accessible to all groups within a manufacturing process. The ability of computers
to store and process these virtual company components allows rapid alteration at all
stages of production and flexible response to consumer demand.
Since this information can be stored and transferred with relative ease, a company
ceases to be localized and can provide the same service from all locations.
Once only the largest corporations could afford to create the electronic network
necessary for virtuality, but today the Internet acts as a "superconnector"
offering all users virtually the same communication.
Confined until recently to a few dozen universities, the Internet currently connects
millions of computers. A key feature of the Internet is that it's locally owned and
operated. Companies using the Internet to integrate their business need only pay local
access fees rather than the cost of constructing a complete network. Increasingly,
companies are dispensing with private networks altogether and using the Internet as their
sole connector.
GOING VIRTUAL
Success in a virtual arena is independent of non-virtual components of the corporation.
Thus a small startup company has the same chance at running a successful, even dominant,
Internet business as does a large corporation which may have, in the words of one
executive, "hundreds of people working on the problem."
In the fall of 1993, a program destined to become the Internet's "killer app"
appeared -- NCSA Mosaic. Built to run on top of the World Wide Web protocol, Mosaic
converts a formless mass of millions of Internet computers into a collection of hypertext
links.
Mosaic presents each Internet site as an integrated document, not unlike a high-end
word processor with clickable buttons supplying text, graphics, movies and sound. The free
availability of Mosaic contributed to its popularity. Hundreds of thousands of copies were
downloaded from the main NCSA site in only a few months. Amazingly, the software to create
Mosaic documents and to supply them to the Internet is also free.
Mosaic, along with low-cost Internet access for users (about $17/month for a 14.4Kbps
modem connection with time measured at $2.00/hour), prompted us to form Kaleidospace in
January of this year. One of the company founders, Jeannie Novak, had been producing an
album of original music independently and was investigating ways in which artists could
distribute their works.
Though it is possible using current technology to produce a CD independently,
traditional methods of promotion and distribution require a large company's resources.
Novak reasoned that if the promotion and distribution mechanism were translated into the
virtual realm. it would be possible to duplicate the reach of a large company using
computer bytes rather than an expensive physical plant. This brought us to our first
discovery.
By using the Internet, small companies can develop a virtual presence as rich,
connected and powerful as the largest corporation.
It was possible for Kaleidospace to create an Internet site, potentially visible to 20
million users, for a cost comparable to other startups -- about $30,000.
The presence of a large physical plant was not necessary, since creating a virtual
corporation (essentially software development) is easily within the reach of current
computers. In Kaleidospace's case, desktop publishing and multimedia had created
inexpensive tools for digitizing images, movies and sound. More expensive tools were not
necessary for several reasons. First of all, to reduce piracy we decided to provide
samples of artists' works rather than complete pieces. Secondly, transmission speeds on
the Internet are not high enough to allow real-time video or CD-quality sound. This
restricts promotional material to a size easily handled by individuals.
Within two months, we had completed Kaleidospace. The more virtual a service is, the
better a small company can compete effectively with larger ones. The clearest example of
this came with one artist who contacted us from Croatia -- where few would be likely to
send mail, let alone call. Email discussions proceeded rapidly, without long-distance
charges. The Internet provides a contact system with global reach at low cost.
COOPETITION ARISES
After we completed programming, we learned of the presence of other companies with
similar ideas. The Internet is bound to attract a host of competitors, particularly after
"secure" versions of Mosaic become available this fall via CommerceNet and NCSA.
Packages providing for accounting and online ordering will probably be priced in the
$10,000 range -- well within the reach of startups.
What's the consequence of many companies sharing the same superconnector?
Meta-companies appear which unify various companies under a common interface. These
companies may also share resources, such as disk space, in a model for interaction
involving both cooperation and competition (Novell founder Ray Noorda coined the term
"coopetition").
Since virtual companies may be copied around networks with ease, and since cost is
independent of traffic, it makes sense for several companies to share a common pipe and
maximize bandwidth use. This will likely give rise to "server farms," companies
which do nothing but provide hard disks and Internet drops for small companies.
SHOPPING MALLS
"Mall" and "marketplace" models adopted by many Internet companies
bear out these predictions. The past few months have witnessed the creation of systems,
such as O'Reilly and Associates' Global Network Navigator, that unify many smaller outfits
behind a common interface. Although these companies do not necessarily store their data in
the same place, users see them as one.
Meta companies make little distinction between company size outside the Internet,
mainly because there's little difference in the quality of their electronic presence.
LOOMING ISSUES
Starting an Internet business is no different than starting any other company. Virtual
corporations face these issues:
1. Money Exchange -- This remains a problem until some monetary standard is
established.
2. Common Culture -- The Internet is such an equalizer partly because it
enforces a common standard of software, bandwidth and culture. On one hand, this means
that the virtual character of corporations can be created convincingly by people from
widely differing cultures -- akin to the virtual personalities rampant in MUD and MOO
worlds. On the other hand, some Internet features, such as its use of English, are
products of a particular culture.
3. Maintaining Identity -- Ease of transmission and manipulation of electronic
information, coupled with low bandwidth, make it difficult for companies to sufficiently
distinguish their unique styles.
4. Virtual Overload -- As more companies fill virtual space, it's possible that
they will begin to resemble a single corporation. The web's current architecture -- sites
connected by links -- bears more than a passing resemblance to artificial intelligence
expert Marvin Minsky's software agents. Imagine a future where every user pays for
Internet use by providing services to agents in a global organization. In this case, top
agent levels are software, while bottom nodes are human.
Concepts necessary to describe virtual businesses are undergoing rapid changes
themselves -- but one thing will likely remain the same. It empowers individuals and small
groups, and it equalizes large ones.
A GLOBAL COMMUNITY
Commercialization of the Internet became widespread with the formation of CIX
(Commercial Internet Exchange). However, many old Internet rules have been retained
despite commercialization.
Some of these Internet rules, which distinguish it from commercial networks, are such
that even companies experienced in electronic communication may find themselves surprised
when they move onto the "net."
These differences may disappear as the Internet is commercialized, but many are
intrinsic and will not change.
1. User Support -- Users mutually support each other's work by sharing software
and information. This supports the notion of a "global community."
2. Distance-Independent Costs -- Internet users typically pay for their
connection size, not for the amount of traffic flowing through it or distance. The
Internet is not time dependent like Lexis, Nexis or Dialog.
3. Free Information -- Even if a site offers information for sale, at least some
information is provided free of charge to all users. This is an Internet tradition which
has led to the creation of complete suites of free software which are often better than
commercial products. For every proprietary database, there's a free counterpart -- often
with the same data.
4. Prosumers -- Similar to Toffler's "prosumers," users look for
information rather than being passive. Internet users also send as much information as
they receive. Instead of broadcasting data, information providers wait for users to come
to them. Hence, "deli," "mall" or "marketplace" are popular
Internet company models.
5. Virtual Money -- No good models exist for credit or money. Methods outside
the internet are used for financial transactions. As the ability to conduct secure
Internet transmissions increases, virtual financial transactions will be commonplace.
6. Misbehavior Punishable -- Companies that exploit Internet resources at the
expense of others or broadcast ads are censored. Typically, users become so irate they
send "hate mail" to a broadcaster's computer, which slows it down considerably.
Ignoring disapproval is likely to result in at least one individual who devotes time to
"cracking" the company's virtual presence. So, junk mail leads to computer
viruses.
Jeannie Novak & Pete Markiewicz |