Showing posts with label ideas. Show all posts
Showing posts with label ideas. Show all posts

Saturday, March 10, 2012

Ringing the Innovation Bell

This article from the NY Times website has an interesting story about the small group of scientists that produced some of Bell labs amazing innovations. Most intriguing to me was the insight to the culture that Mervin Kelly put in place at the lab to make things the most creative they could be amongst the scientists and engineers.





He setup an environment for creativity that allowed the exchange of ideas to flow between people. His focus was on making space one that allowed people to interact with one another easily. This is something that has been written about by Steven Johnson in his book about where creative ideas come from, the ability of people to cross pollinate ideas is a great way to inject others point of views. Like coffee houses in the old world, these types of environments foster conversations and debate that can lead to thinking in new ways about old problems. Being in close physical proximity to others even from other disciplines is a great way to have those chance encounters that can lead to interesting shared knowledge and problem solving.

Kelly also placed the labs inside the manufacturing plant, so that ideas could be transferred into things. This to me, describes the rapid prototyping ability that he wanted to foster. Prototyping gets people talking and conversing around a physical thing and can be a great catalyst as it keeps people focused on the task at hand.

He also believed in freedom for researchers to investigate the things that they most felt compelled and inspired to research. This is inline with the work Daniel Pink has written about, that autonomy is one of the driving factors of motivation for thinkers versus manual workers. It also allowed people to work at their pace and follow their own leads and direction. This I am sure was critical in helping Bell constantly create innovative new ideas and solutions to problems and new products. This kind of thinking is also what I think made Mervin Kelly a good leader of his group, he brought onboard the right people, self motivated and trusted them to work hard and produce great work, without constant monitoring.

Bell labs invented the laser, the transistor and the solar cell. I have no doubt that the insights of Mervin Kelly to the creative process and innovative environment he helped create were instrumental in the amazing work he and his team produced in their time.

Tuesday, February 21, 2012

Dieter Rams 10 Principles of Good Design



Dieter Rams, was the influential German industrial designer that worked at Braun for 30 years producing some of the most aesthetically amazing and simple products that even today inspire industrial designers like Jonathan Ive at Apple. During his career he grew concerned about the state of the design community and the work being produced, he came up with 10 principles he felt were critical to good design. Below is the summary.




Good Design Is Innovative
The possibilities for innovation are not, by any means, exhausted. Technological development is always offering new opportunities for innovative design. But innovative design always develops in tandem with innovative technology, and can never be an end in itself.
Good Design Makes a Product Useful 
A product is bought to be used. It has to satisfy certain criteria, not only functional but also psychological and aesthetic. Good design emphasizes the usefulness of a product while disregarding anything that could possibly detract from it.
Good Design Is Aesthetic
The aesthetic quality of a product is integral to its usefulness because products are used every day and have an effect on people and their well-being. Only well-executed objects can be beautiful.
Good Design Makes A Product Understandable
It clarifies the product’s structure. Better still, it can make the product clearly express its function by making use of the user’s intuition. At best, it is self-explanatory.
Good Design Is Unobtrusive
Products fulfilling a purpose are like tools. They are neither decorative objects nor works of art. Their design should therefore be both neutral and restrained, to leave room for the user’s self-expression.
Good Design Is Honest
It does not make a product more innovative, powerful or valuable than it really is. It does not attempt to manipulate the consumer with promises that cannot be kept
Good Design Is Long-lasting
It avoids being fashionable and therefore never appears antiquated. Unlike fashionable design, it lasts many years – even in today’s throwaway society.
Good Design Is Thorough Down to the Last Detail
Nothing must be arbitrary or left to chance. Care and accuracy in the design process show respect towards the consumer.
Good Design Is Environmentally Friendly
Design makes an important contribution to the preservation of the environment. It conserves resources and minimises physical and visual pollution throughout the lifecycle of the product.
Good Design Is as Little Design as Possible
Less, but better – because it concentrates on the essential aspects, and the products are not burdened with non-essentials. Back to purity, back to simplicity.

Friday, February 17, 2012

Sticky Ideas

If you are like me you have sat in a darkened room many times listening to someone drone on about some topic that at first you thought might be interesting to you, but quite frankly you start drifting off and once the talk is over you don't remember a thing about what the presentation was about or the point that was being made. Or maybe you have been in one of those company motivational speeches given by the CEO that leaves you feeling more flat than inspired. Well it is most likely that these people could have benefited from reading "Made to Stick" by Dan and Chip Heath, two brothers that decided to look into what makes ideas stick and memorable in peoples minds. Their research uncovered some interesting ways to make ideas sticky.
Sticky ideas are those ideas that have certain traits that allow us to recall the concept or meaning very easily. Dan and Chip describe them as ideas that are more like velcro in our minds, they attach themselves at many points in our neural network and as such it makes them more memorable and easier to recall later. They go on to outline what they call the SUCCESs steps to making an idea more sticky. SUCCESs steps refer to:



Simple
Keep the idea simple, people don't remember many items at once, so get down to the core of your message

Unexpected
Adding something unexpected helps you remember it, it makes it more notable in your mind if you suddenly have a twist in your idea.

Concrete
Make something tangible. Put the idea into the real world, remove abstraction.

Credible
Adding a authority or anti-authority to an idea gives it authenticity and makes it valuable

Emotional
Bringing an emotional element to the idea makes it impact people at a deeper level

Stories
This is last in the list but really it is probably one of the most important elements of a sticky idea. Adding a story element makes the idea spreadable, easier to remember and start to take on a life of it's own.

This list is a really nice summary of making ideas last and have value to those that come across them. Of course one of the immediate things that stands out to me is how these steps, are very applicable to not only presentations but also to marketing and branding efforts for companies looking to create a deeper connection to consumers. These steps are really about anything that needs to have a lasting impression on others. Whether that is employee orientation, a charity fund raiser, or a teacher giving a lesson on biology.

One final interesting part of the book didn't get much attention but was worth mentioning was how to UN-stick an idea. Of course most people want to get ideas inside peoples heads. What to do when you want to change someones ideas, the example might be some bad publicity around a product that people now associate with the brand. Their suggestion is to make an even stickier idea to replace the current one. That might include making a better comparison with a positive spin, or redirecting the public's mind towards a different enemy or goal. 

Sticky ideas are valuable and creating idea virus's or ways to communicate those ideas is a valuable skill to have. These suggested steps help get those messages out there and improve the chances of making your ideas stick. So turn up the lights go back and rethink your presentation or idea, with these concepts in mind, and this time you will more likely create an idea that will stick and have an audience not falling asleep in the dark.

Tuesday, January 31, 2012

Brainstorming 2.0


Fast Company and Jonah Lehrer, have recently written some interesting ideas around the value of brainstorming, and whether it even works. Is brainstorming really a waste of time?

Brainstorming as a tool for creative people has been used since the 1940's when Alex Osborn (BBDO) came up with this process for idea generation for his teams of advertising gurus. This was part of 6 phases he proposed for creative problem solving.

  1. Mess-finding (Objective Finding) 
  2. Fact-finding 
  3. Problem-Finding 
  4. Idea-finding 
  5. Solution finding (Idea evaluation) 
  6. Acceptance-finding (Idea implementation)Idea generation is a vital part of each phase, as is deciding which ideas are most relevant to carry forward to the subsequent phase.

He sheltered the ideas and creativity from criticism in the early stages so that the individuals were more free to imagine and not face criticism when ideating, which he believed would stifle input from people. Alex promoted this concept as part of BBDO's secret sauce to creativity. Now any company worth their salt in the innovation space uses brainstorming as part of the creative process. So have we be fooled?

So what is wrong with brainstorming? Is it broken, or does it just not work?

Well one argument that Lehrer puts forward is that some research suggests that people can be more creative working alone. It seems putting people into large groups doesn't increase creativity and idea generation. Instead group dynamics affect each person's contribution. This makes a lot of sense and groupthink is something that has been researched and written about by Susan Cain. I have also come across this idea in "The Innovation Killer" by Cynthia Rabe. Groupthink was an observation put forward by Irving Janus, that groups can make faulty decisions and behave irrationally even when presented with facts. 


Janus outlines some of the symptoms of group think as:



  1. Illusion of invulnerability –Creates excessive optimism that encourages taking extreme risks.
  2. Collective rationalization – Members discount warnings and do not reconsider their assumptions.
  3. Belief in inherent morality – Members believe in the rightness of their cause and therefore ignore the ethical or moral consequences of their decisions.
  4. Stereotyped views of out-groups – Negative views of “enemy” make effective responses to conflict seem unnecessary.
  5. Direct pressure on dissenters – Members are under pressure not to express arguments against any of the group’s views.
  6. Self-censorship – Doubts and deviations from the perceived group consensus are not expressed.
  7. Illusion of unanimity – The majority view and judgments are assumed to be unanimous.
  8. Self-appointed ‘mindguards’ – Members protect the group and the leader from information that is problematic or contradictory to the group’s cohesiveness, view, and/or decisions.



People in groups have dynamics they bring to the group such as hierarchy in the team and social interactions. We like to be agreeable to fit in better with peers rather than upset the status quo. This doesn't really suggest brainstorming doesn't work, but is definitely something that can be fixed with better organisation and realization that this groupthink problem can arise. The real point is not just bringing groups of people together, but bringing the right people to the group and sessions. Outside thinkers, or zero gravity thinkers as Rabe suggest can help in this, by not having the same associations with the group performing the brainstorming these personality types might be more open to making comments and not falling prey to group thinking. Also, just being aware of the problem can help the group realize that it might be occurring and find ways to stop groupthink occuring


The next argument brings up that criticism actually improves the brainstorming process, which I think is maybe missing the point of brainstorming. Brainstorming is about idea generation not the next pahse which would be evaluation. The argument goes that in an experiment where two groups brainstormed with one allowing criticism and the other didn't that the critical group actually performed better with the number of ideas. Now of course not knowing exactly the process they used, I would assume that maybe what happened is that the criticism actually generated new ideas. This would fall inline with one of the brainstorming rules or build on the ideas of others. I don't think criticism actually was the catalyst for new ideas, but probably got people focusing on one idea at a time, as they would have discussed one idea a little further, then generated ideas from that original, just as brainstorming is meant to. 


I think adding a new rule that allows criticism is not the answer, it is going to quickly lead to resentment, of the idea generator, who will feel personally criticized and more importantly bring back the problem of quiet people not speaking up for fear of "stupid ideas". I do however think that building on peoples ideas gives this concept a positive spin, focusing people on ideas one at a time. Interestingly the Fast Company article does go on to say that criticism allows refining and redefining the problem, which increases creativity. I agree that problem definition is one of the hardest and most important steps, I am not sure you need criticism to do this but I do agree that it is an important part of brainstorming, to know what exactly you are trying to solve.


Lehrer goes on the describe that creativity is about happenstance not planning. This I agree with having a team of diverse experts working together is indeed more important for innovation to happen than having teams spread out across buildings or countries. This makes a lot of sense, there are more chance interactions and shared knowledge moments when people are closer together. I also agree that fresh approaches from new team members and outsiders can be invigorating for a stale team that is churning over the same ideas and problems for a long time. I would even consider idea pollination through collaborative workspaces. Environments are known to have a huge affect on what happens in them, create a creative space and people will feel more creative.

So the final question is do we need to drop brainstorming or can it be reworked. I believe that brainstorming is a valuable tool in idea generation and some of the rules outlined here are incredibly useful for making it work.  Yes there are good sessions and bad sessions, the real problem exists when people become complacent and think that it is some magical process to have the next big idea. Brainstorming is really a catalyst of idea creation, it can help teams bond across departments, it can fuel lateral thinking and also generate amazing ideas outside of the problem space. Brainstorming, needs to be part of your culture, the more you do it the better it gets. With the right facilitator, I believe that brainstorming can address all the problem Lehrer puts forward, all that needs to be remembered is that you are dealing with people and as such they have feelings(and don't like to be criticized) and need motivations(positive feedback) to work together problem solving. I wouldn't be so quick to dismiss all the work that companies like IDEO and Stanford's d.school have put forward to make successful brainstorming sessions, these companies and teams have proven the power of brainstorming and show that great ideas can be found in these sessions. It takes work and effort but the results can be very rewarding and the process a great deal of fun.

Seems I am not the only one whom sees a flaw in the article about brainstorming, Bob Sutton with way more clout and experience than me, has a similar feeling that brainstorming when done correctly can be a very effective way to produce ideas. He suggests that giving people the problem in advance of a brainstorm can let individuals come prepared to contribute having already immersed themselves in the problem space. He makes some excellent points and more importantly knows the pros and cons of brainstorming first hand. He sees brainstorming as a combination of individual and group thinking all happening in parallel when facilitated correctly with good techniques. The switch from individual to social modes can be done easily by expert brainstorming facilitators. One important insight is that the work of Robert Zajonc, that suggests that people are unable to withhold judgement on anything they encounter.

I put together the rules of what leads to a great brainstorming session here.

Here is a summary of what Jonah Lehrer proposes would help fix some of the issues with brainstorming.

  • Rather than brainstorm with the traditional “no criticism, every idea is worthy” rule, encourage debate. It isn’t pretty or polite, but team members engage more with their colleagues’ ideas. They often come up with more thoughts–many of them unpredictable and original–after facing conflicts (the conclusions of a study by U.C. Berkeley psychology professor Charlan Nemeth).
  • Take a cue from the most successful Broadway musicals (Lehrer points to empirical evidence conducted by Brian Uzzi, a sociologist at Northwestern University), which tend to have a mix of repeat collaborators and new talent on their creative teams, rather than closed circles of long-time co-workers, or all-new groups who aren’t familiar with each other.
  • Collaborate physically near others to promote better group ideas. The ideal distance? Thirty-two feet. This is based on research by Harvard Medical School researcher Isaac Kohane, who used the numbers of citations of peer-reviewed scientific papers as a metric. Those groups with the most citations for their collaborative papers were working within 32 feet of one another. Those with the least were at least a half a mile apart.
  • Force teams into chance encounters in the workplace, via architecture. Lehrer cites Walter Isaacson’s recent biography of Steve Jobs: Jobs guided the design of Pixar’s headquarters to offer an atrium that housed the only bathrooms in the building (later, more were added)–thus increasing the odds that writers and programmers would discuss cross-disciplinary ideas, even during their breaks.
  • Consider abandoning beautiful design when attempting to create an effective creative space. Lehrer cites Building 20 at the Massachusetts Institute of Technology (which has been demolished), originally a temporary building nicknamed the “plywood palace.” Bose Corporation used it as an incubator. The first video game was created there. And linguistic study was revolutionized within Building 20, too. It was so ugly and underdesigned, researchers who worked there were forced to customize their work spaces. The room numbering made no sense, and people got lost. So they wandered into each other’s genuinely creative, personalized labs and offices. And exchanged ideas.
  • Think about it: brainstorming, for all its ostensible freedom of thought, actually asks teams to follow a script of non-criticism and free-flowing associations. Consider re-writing it.

Sunday, January 15, 2012

Zero Gravity Thinking

In my quest to just keep filling mind with great thinking and approaches to design and innovation techniques, I came across an intriguing book that caught my eye in the local Goodwill book section. Titled "The innovation killer" by Cynthia Rabe it raised my curiosity enough to buy it. In this book, which should really be titled "Zero Gravity Thinking", she describes the need for teams, that are working on new and creative projects, that require innovative thinking to introduce certain personality types she refers to as zero gravity thinkers.

A zero gravity thinker is someone whom Edward De Bono would call a lateral thinker, or IDEO would refer to as a T-shaped person that has a deep expertise in one area of knowledge, but also is following a broad interest in different fields of study or knowledge these personality types when mixed with established teams can often reinvigorate the stagnation of ideas with new perspectives and considerations. Rabe, goes on to describe the importance of someone whom would be called an outsider, that can be more open to new ideas, has self confidence to know what they are talking about and a willingness to introduce an existing team to new approaches and consideration, most likely from another field of knowledge. The zero gravity thinker is someone whom the team can collaborate with, that most likely is not an expert in their field, but probably has a basic understanding of their knowledge space, but does have an expertise in a similar or different field that has similarities to the problem space. A good example might be a team of biologists introducing a zero gravity thinker that is a chemist.

The value she describes is very compelling, and considering that companies like P&G and Microsoft hire external agencies like IDEO and Ziba to brainstorm new ideas and improvements to existing products reinforces the idea that external thinkers can work out well in innovating with existing teams. IDEO of course is the most recognized company in the World for innovative team thinking, and the products and services they design are proof it works. Their teams are often described as a mix of great thinkers from different fields of knowledge.

The concepts she introduces are not new, but the book is a great summary of the concepts and definitely describes the zero gravity thinker concisely. It is a good read and nice introduction to the concepts of this new style of problem solving.