Innovation in Sport. Bastien Soule

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the traditional actors of innovation (companies, laboratories, etc.). In a way, they reactivate a new incarnation of the heroic figure (the lead users, the communities of practitioners resemble the “disinterested enthusiast” of the mythology of innovation analyzed by (Callon 1994)), which displaces, rather than overcomes, the emphasis placed on a central actor in the innovation process. The role and objectives of the users appear to be quite heterogeneous, just like the forms of relations that are established with the manufacturers and their representatives. Some of the innovations described are in fact similar to “simple” customizations, which are, after all, quite classic in the phase of appropriation of serial equipment or material. Open innovation is certainly part of a more egalitarian dyadic relationship between companies and users, but it is not a miracle solution. There are many consumers and their needs are evolving. What’s more, listening too much to certain users can destroy value for other users and even other stakeholders. Innovation is a collective activity that requires going beyond the organization-consumer dyad to take into account the wider network of actors who will support it, as well as the many material and technical elements that will influence the fate of a new product.

      The socio-technical analysis of innovations makes it possible to enrich the previous contributions, in particular by going beyond the overly pronounced focus on certain components of the systems: the entrepreneur, the technical object, the user, etc. According to this relational approach, the success of an innovation depends above all on the progressive construction of a network of stakeholders who will support it and give it substance. It is therefore understandable that the central issue becomes recruiting allies, identifying their expectations and translating the project in such a way as to interest them (Akrich et al. 1988a, 2006). The originality of this point of view is summed up in the following statement, which is rather iconoclastic with regard to the usual sacralization of the inventor: the fate of an innovation does not depend so much on the intrinsic qualities of the idea or the object conceived as on the solidity and breadth of the chain that will support it. Innovating therefore consists of building and maintaining a chain of association that is increasingly extended, solid and stable, by attracting and recruiting new actors. Kline and Rosenberg (1986) develop a vision of innovation as an interactive process, or chain-linked model, compatible with the socio-technical approach. The consensus that has gradually taken hold in the academic sphere around this collective and systemic understanding of innovation has not prevented institutions responsible for innovation policies from maintaining approaches that are too linear and/or focused on a few key actors (Joly 2019).

      In order to develop and strengthen the innovation network, one must regularly agree to transform the project into a new form acceptable to new entrants. The adoption of an innovation thus goes hand in hand with an adaptation, or even a reinvention of the “product” (which (Gaglio 2011) summarized through the neologism “adaptation”). Moreover, recruiting or losing an actor leads to a new network, which is likely to reconfigure the project. At each stage, “the innovation is transformed, redefining its properties and its public” (Akrich et al. 1988b, p. 31). This approach does not prejudge the decisive role of any one actor (who may be quite ordinary: a prototypist, a salesperson, a supplier, a client, etc.), especially since his or her influence may vary considerably from one stage to another. Moreover, many innovation trajectories develop despite the exit of the inventor’s network or of a key player from the beginning.

      Non-human elements are not static. They are constantly evolving (Ingold 2012): they change according to the transformations of the socio-technical network. First, because they are manipulated and transformed by the other actors of the innovation. Second, and more subtly, because their very properties are redefined according to the uses and other entities. For example, according to the phases of the innovation trajectory of kitesurfing (Boutroy et al. 2014), waves were initially “reliefs” that slowed down and disrupted an unmanageable glide, focused on speed; whereas later, new users with modified gear perceived them as “tremors”, or means of making them allies that they could collaborate with to reinvent the practice in an acrobatic mode. Symmetrically, human actors and their behaviors can thus be modified in return by the non-human elements with, or through which, they associate in the innovation.

      Put another way, objects can have agentivity, that is, they have capacities to make humans act: they obstruct, incite, enable, associate, mediate (Latour 2006; Quéré 2015). For example, the Joëlette is a single-wheel supported-traction chair that allows severely disabled people to access hiking trails. Because of its shape and weight, it mobilizes and associates several conveyors and accompaniers who must be one with each other to move. The socio-technical choices stabilized in this innovation (in particular the absence of motorization) make the machine a hybrid between man and things that creates interdependence, and therefore attachment (in all senses of the term: material, social, sensory and affective) between disabled and able-bodied actors (Kasprzak and Perrin 2017).

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