Book Summary

 

The Art of Innovation

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Kelly, Tom, & Littman Jonathan (2001).  The art of innovation.  New York: Doubleday.

 

IDEO's Methodology

1) understand

bulletthe market
bulletthe client
bulletthe technology
bulletthe perceived constraints

 

2) Observe people in real-life situations

bulletwhat they like
bulletwhat they hate
bulletwhat confuses them
bulletlatent unaddressed needs

 

3) Visualize

bulletnew-to-the-world concepts
bulletcustomers who will use them

 

4) Evaluate and refine

bulletquick prototyping
bulletinput: internal, client, potential users, relevant outside experts

 

5) Implement

 

OBSERVATION

bulletNot focus groups, not traditional market research, not "experts"----actual people who use the product (or something similar).

 

bulletInspiration comes from being close to the action…new ideas come from being there.

 

bullet"Being left handed" means seeing things in a new way, developing empathy for the needs for customers who may be very different from you.

 

bulletFind the rule breakers---people who are "jerry-rigging" existing equipment to improve its functionality.

 

bulletKeep a "bug list"---things wrong with yours or others' product.

 

bulletLook for little innovations to existing products as well as big ideas for new products.

 

bulletThink of products in terms of verbs, not nouns (e.g., not cell "phones"---cell "phoning").  Emphasize the active use of the product rather than the static product.

 

BRAINSTORMING

Tips

bulletDon't make sessions longer than one hour.
bulletDon't take turns speaking.

 

Seven Secrets for Better Brainstorming

1) sharpen the focus: start with a well-articulated definition of the problem.  Too fuzzy, and you flounder; too narrow, and you miss opportunities.

2) Playful rules:  publish rules for the session

bulletDon't critique or debate ideas
bulletGo for quantity (shoot for 100 ideas an hour)
bulletEncourage wild ideas
bulletBe visual

3) Number your ideas

4) Build and jump:  brainstorming typically builds slowly (use "building" here), takes off, then plateaus ("jump" to another topic as it wanes).

5) The space remembers: be visual and 3d.  Cover the room with paper before you being: e.g., butcher block paper on the tables, sheets on walls, post-its, lots of markers.

6) Stretch your mental muscles: do some observation homework before the brainstorming session.

7) Get physical: don't just write, DRAW.  Use sketching, mind mapping, stick figures.

 

Six Ways to Kill a Brainstorm

1) The boss gets to speak first.

2) Everybody speaks in turn.

3) Use nothing but "experts"

4) Always go off-site to brainstorm (Not that retreats aren't nice, but you want your regular workplace to be a creative place).

5) No silly stuff.

6) Taking notes (sure, everything gets written down, but everyone ISN'T taking notes).

 

HOT GROUPS

bulletdedicated
bullettight deadlines
bulletirreverent
bulletno hierarchies
bulletwell-rounded, and respectful of that diversity
bulletopen, eclectic workspace
bulletconnected to the outside world

 

"You find the fun and--snap!--the job's a game."

 

bulletIf possible, let people pick the groups they work with.  Occasionally, let them even pick projects to work on.
bulletAdversity can draw a team together.
bulletTeams shouldn't be too geographically spread out.  Close quarters can energize a group and makes it easy to hold quick spontaneous meetings.
bulletThere's an art to putting a team together--the right mix of specialities, personalities.

 

Tip:  get rid of "they"---don't spy on your employees email, don't tell them what to wear, etc.  That kind of stuff takes management from "us" to "they".

 

Three Questions

Three questions every team member has for the leader:

  1. Do you care about me?
  2. Can I trust you?
  3. Are you committed to the success of our team?

The best team leaders answer these questions with actions instead of words.

 

Abundance:  Strive to create an atmosphere of abundance.  If there are a lot of cool projects instead of one or two, people are less likely to fight over them or insist on credit.

 

Cool teaching technique:  Benjamin Zander, conductor of the Boston Philharmonic, tells his students on the first day of class that they all get an "A"--provided they write a letter to him, dated as if it was the last day of class, explaining why they deserved the grade.  Then they actually have to accomplish all those things.

 

Gifts and Awards

Give lots of gifts and awards, but not routinely (except for end-of-project awards).  Create cool gifts for surprises, and involve as many people as possible.  Create cool team and project t-shirts, too.

 

Playing Hooky

Sometimes, let people play hooky:

bulletTake the afternoon off together and do something fun. 
bulletTake work-related field trips together.
bulletEncourage unplanned breaks during the day.

 

Misc

bulletOnce a year, throw a big bash---the point isn't simply how much money you can spend as much as what kind of experience you can create.

 

bulletLaunch a clubhouse:  a weekly or monthly meeting that functions similar to a writer's group where people share what they're doing or what they've discovered.  Even better, cater lunch!

 

bulletWhat makes team meetings work?  Enthusiasm, show-and-tell, humor, and irreverence.

 

bulletCreate a team icon.

 

Characters

Hot teams need characters.  Even a couple of certifiable weirdos.

 

8 types of Characters

1) Visionary: to see into the future

2) Troubleshooter: chief fix-it person

3) Iconoclast: someone to challenge the status quo

4) Pulse Taker: the heart to counterbalance the head

5) Craftsman: a shop wizard

6) Technologist: a resident geek

7) Entrepreneur: keep spin-offs within the fold instead of losing them

8) Cross-Dresser: self-educated (though he/she may have been educated in a different field), but loves the area.

 

bulletPROTOTYPING
Prototype.  Do it NOW.  The water is rising, and if you don't act soon your project will be under water.  Besides, once you start drawing things, you open up new possibilities of discovery.  Doodle, draw, sketch, build--especially when you're facing "writer's block".

 

bulletBe iterative (i.e., make several prototypes):  rough sketch, cheap model, etc. and use them to keep everyone informed of what you're doing.

 

OFFICES

bulletThere's a connection between space and innovation. 

 

bulletCreating the right workspace may be nearly as important as hiring the right people.  The best offices celebrate teamwork.

 

bulletCreate neighborhoods---spaces that draw workers in and encourage interaction (e.g., a big table acts as a "park" for every 3-4 persons.

 

bulletGive everyone a say.  Team heads design the overall look of their space but let each team member mold their space as they see fit (and encourage playfulness).

 

bulletUse building blocks (e.g., IDEO's foam cubes).

 

bulletConsider "prototype" (temporary) spaces, too, for the duration of a project.

 

bulletDensity yields buzz.  Too little space and people feel like sardines, but too much space is bad, too.

 

bulletHierarchy is the enemy of cool space.  Don't reward superiors with superior space.

 

bulletGive workers a view.

 

bulletMake your entrances "storytelling entrances".

 

bulletKeep a "magic box" full of odd cool stuff and gadgets.

 

EXPECT THE UNEXPECTED

Velcro, saccharine, ivory soap---all were invented serendipitously.

 

Seven Tips for Cross-Pollination

1) subscribe and surf: "idea wade" (browse) lots of media

2) play director: watch people like a film director composing a movie.

3) hold an open house to spread your best practices

4) inspire advocates: cultivate individuals who celebrate different viewpoints.

5) hire outsiders: hire occasional fresh blood, and get people that are slightly off center.

6) change hats: impersonate your products' users.

7) cross-train: pick up ideas from other businesses.

 

 

BARRIERS & BRIDGES

NO                              YES

hierarchy-based            merit-based

bureaucracy                  autonomy

anonymous                   familiar

clean                            messy

experts                         tinkerers

 

CREATING EXPERIENCES

bulletThink verbs, not nouns.  You don't just create a product, you create the experience of using that product.

 

bulletDivide the experience into small steps and consider what could go wrong with the experience at each step.  Then consider how the experience could be improved at each step.

 

bulletMake experiences entertaining (learn from Las Vegas).  Add a little spice to the experience (e.g., buying fish at Pike's Market in Seattle).

 

bulletTell a personal story about your products (e.g., Restoration hardware).

 

bulletLook at Apple Computer's "out of the box" experience.

 

bulletStudy badly designed experiences to learn what NOT to do.

 

bulletLittle experiences count.  Instead of ugly temporary paper badges, IDEO visitors get a snazzy laminated badge with their picture as a keepsake.

 

COLORING OUTSIDE THE LINES

bulletMake joyful failures.  Many companies (e.g., Charles Schwab's online brokerage) fail a lot before succeeding.  But design so that failures are less burdensome (e.g., Klutz juggling bags make failure a lot easier than if they'd used balls).

 

bulletRules sow the seeds of bureaucracy.

 

bulletExamples: Shoebox greetings, Target, Swatch.

 

bulletSearch for the elegant simplicity of the "Wet Nap" interface ("Tear open and use") or the "low mass" solution of the Frisbee (no moving parts, no instructions, delivers fun with little practice).

 

bulletBeware "featureitis".

 

HOW TO MAKE GREAT PRODUCTS AND SERVICES

1) Make a great entrance: make the people who use your products feel welcome

2) Make metaphors or phrases to guide development

3) Think briefcase: devices that cross over between work and home.

4) Color inspires

5) Backstage Pass: let people know what's going on behind the curtain (e.g., confirmation and status messages)

6) One click is better than two: faster and simpler is better.

7) Goof-proof: failing that, provide "undo"

8) First, do no harm: take the pain out of your goods and services

9) Checklist: compile a list of critical features and compatibilities and make sure you have/meet them.

10) Great Extras: great accessories can carry a product.

 

LIVE THE FUTURE

bulletBrowse toy stores, bike shops, and other places to get ideas.
bulletGo where the action is.
bulletCultivate your sages.
bulletMake "concept cars". 
bulletMake "movie trailers".

 

 

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