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BUY
THIS BOOK FROM BARNES AND NOBLE
Kelly, Tom, & Littman Jonathan (2001).
The art of innovation. New York: Doubleday.
IDEO's Methodology
1) understand
- the market
- the client
- the technology
- the perceived constraints
2) Observe people in real-life situations
- what they like
- what they hate
- what confuses them
- latent unaddressed needs
3) Visualize
- new-to-the-world concepts
- customers who will use them
4) Evaluate and refine
- quick prototyping
- input: internal, client, potential users,
relevant outside experts
5) Implement
OBSERVATION
- Not focus groups, not traditional market
research, not "experts"----actual people who use
the product (or something similar).
- Inspiration comes from being close to the
action…new ideas come from being there.
- "Being left handed" means seeing
things in a new way, developing empathy for the needs for
customers who may be very different from you.
- Find the rule breakers---people who are
"jerry-rigging" existing equipment to improve
its functionality.
- Keep a "bug list"---things wrong
with yours or others' product.
- Look for little innovations to existing
products as well as big ideas for new products.
- Think 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
- Don't make sessions longer than one hour.
- Don'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
- Don't critique or debate ideas
- Go for quantity (shoot for 100 ideas an
hour)
- Encourage wild ideas
- Be 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
- dedicated
- tight deadlines
- irreverent
- no hierarchies
- well-rounded, and respectful of that diversity
- open, eclectic workspace
- connected to the outside world
"You find the fun and--snap!--the job's
a game."
- If possible, let people pick the groups
they work with. Occasionally, let them even pick projects
to work on.
- Adversity can draw a team together.
- Teams shouldn't be too geographically spread
out. Close quarters can energize a group and makes
it easy to hold quick spontaneous meetings.
- There'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:
- Do
you care about me?
- Can
I trust you?
- 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:
- Take the afternoon off together and do
something fun.
- Take work-related field trips together.
- Encourage unplanned breaks during the day.
Misc
- Once 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.
- Launch 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!
- What makes team meetings work? Enthusiasm,
show-and-tell, humor, and irreverence.
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.
- PROTOTYPING
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".
- Be iterative (i.e., make several prototypes):
rough sketch, cheap model, etc. and use them to keep everyone
informed of what you're doing.
OFFICES
- There's a connection between space and
innovation.
- Creating the right workspace may be nearly
as important as hiring the right people. The best
offices celebrate teamwork.
- Create neighborhoods---spaces that draw
workers in and encourage interaction (e.g., a big table
acts as a "park" for every 3-4 persons.
- Give 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).
- Use building blocks (e.g., IDEO's foam
cubes).
- Consider "prototype" (temporary)
spaces, too, for the duration of a project.
- Density yields buzz. Too little space
and people feel like sardines, but too much space is bad,
too.
- Hierarchy is the enemy of cool space.
Don't reward superiors with superior space.
- Make your entrances "storytelling
entrances".
- Keep 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
- Think verbs, not nouns. You
don't just create a product, you create the experience
of using that product.
- Divide 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.
- Make experiences entertaining (learn from
Las Vegas). Add a little spice to the experience (e.g.,
buying fish at Pike's Market in Seattle).
- Tell a personal story about your products
(e.g., Restoration hardware).
- Look at Apple Computer's "out of the
box" experience.
- Study badly designed experiences to learn
what NOT to do.
- Little 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
- Make 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).
- Rules sow the seeds of bureaucracy.
- Examples: Shoebox greetings, Target, Swatch.
- Search 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).
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
- Browse toy stores, bike shops, and other
places to get ideas.
- Go where the action is.
- Cultivate your sages.
- Make "concept cars".
- Make "movie trailers".
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