Innovation As A Learning Process
Innovation As A Learning Process
Innovation As A Learning Process
ompanies throughout the world are seeking competitive advantage by leading through innovation, somesuch as Apple, Toyota, Google, and Starbucks1with great success. Many countries such as Singapore, China, Korea, and Indiaare investing in education systems that emphasize leading through innovation, some by investing specically in design schools or programs, and others by embedding innovative thinking throughout the curriculum.2 Business, engineering, and design schools around the U.S. are expanding their efforts to teach students how to innovate, often through multi-disciplinary classes that give students a full experience of the innovation process.3 However, what does leading through innovation really mean? What does it mean to be a leader, and what does it mean to engage in innovation? There is a vast literature on leadership covering a wide range of topics: the characteristics of a good leader, how leadership is best displayed in an organization, leadership and vision, authority, leadership styles, and so on.4 There is also a growing body of literature on innovation and its various facets, much of it focused by application of the innovation process. Hundreds of publications describe the process of innovation for productsboth hardware5 and software6 and a growing number of publications focus on innovation in services.7 Further, there are dozens of books on innovation in building and workplace design.8 Here we examine a generic innovation process, grounded in models of how people learn, that can be applied across these sectors. It can be applied to the design and development of both hardware and software products, to the design of business models and services, to the design of organizations and how
We are grateful for the thoughtful inputs provided by Jonathan Hey, Jaspal Sandhu, Jeffrey Chan, and Caneel Joyce.
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they work, and to the design of the buildings and spaces in which work takes place, or within which companies interact with their customers. The model has evolved through two streams of thought: design and learning.
Synthetic
Realm of Practice
dge Bu ildi
ildi
ng
Kn
Me
es ur
Knowledge
ow le
Inquiry Paradigm
P K c rin ipl
es
Proposal
wle no
U dge
sin
Me
asu
ng
Work
Discovery or Finding
Invention or Making
Source: Charles L. Owen,Design Research: Building the Knowledge Base, Design Studies, 19/1 (January 1998): 9-20; Charles L. Owen, Understanding Design Research:Toward an Achievement of Balance, Journal of the Japanese Society for the Science of Design (Special Issue), 5/2 (1997): 36-45.
Recent discourse attempts to provide an integrated view of design as a problem-solving process that involves players from multiple disciplines. Charles Owen of the Illinois Institute of Design asserts that design is the creation process through which we employ tools and language to invent artifacts and institutions. As society has evolved, so has our ability to design.16 He further describes the design process as having recognizable phases, and these, while not always in the same order, nearly always begin with analytic phases of search and understanding, and end with synthetic phases of experimentation and invention.17 In a call for more academic attention to research on design, Owen put forth a model that views design as a process of knowledge development (Figure 1).18 He suggests that the design process has both analytic and synthetic elements, and that it operates in both the theoretical and practical realms. In the analytic phases of design, one focuses on nding and discovery, while in the synthetic phases of design, one focuses on invention and making. Movement between the theoretical and practical realms happens as participants in the process draw insights from what they have learned in the world of practice, convert them to abstract ideas or theories, and then translate those theories back into the realm of practice in the form of artifacts or institutions. Owen provides an interesting set of comparisons of the use of this process by different disciplines from mathematics to statutory law to painting. In doing so, he suggests that there is an innovation process that ts all elds, although the specic
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Assimilating
Converging
Reective Observation
Active Experimentation
Diverging
Accommodating
Concrete Experience
Source: Drawn from D.A. Kolb, Experiential Learning: Experience as the Source of Learning and Development (New Jersey: PrenticeHall, 1984): p. 4; Alice Y. Kolb and David A. Kolb, The Kolb Learning Style InventoryVersion 3.1: 2005 Technical Specications (Hay Group, 2005).
tools and techniques used in each may differ, as may the emphasis on theory versus practice or analysis versus synthesis. In practice, the past twenty years have seen a codication and formalization of the innovation processparticularly in new product development, where the creation of stage-gate19 processes and their execution by cross-disciplinary teams has become well-entrenched in many organizations.20 However, companies today are struggling with increasingly broad and complex innovation challenges as they seek to provide complete solutionsnot just discrete features or productsto their customers in a rapidly changing technological environment. This is causing many rms to seek understanding of the more fundamental principles underlying innovation.
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through the transformation of experience,23 and he dened the learning process as applying the four steps of experiencing, reecting, thinking, and acting in a highly iterative fashion.24 The experiential learning theory model juxtaposes two approaches to grasping experience (concrete experience and abstract conceptualization) and two approaches to transforming experience (reective observation and active experimentation). Placed on a two-by-two matrix (Figure 2), these dichotomies dene four learning styles: diverging, assimilating, converging, and accommodating. Individuals with a preference for a diverging style are good in idea generation activities, while individuals with a preference for a converging style prefer technical tasks over tasks dealing with social or interpersonal issues. Individuals with the assimilating style are good at taking in a lot of information and logically ordering it, while individuals with the accommodating style prefer hands-on experience and action-oriented learning. Individual preferences for learning styles are thought to be derived from their personality type, educational specialization, professional career, current jobs, and the specic task or problem the person is working on at present. Importantly, learning style is not a xed trait in an individual, but arises from consistent patterns of transaction between the individual and his or her environment....people create themselves through the choice of actual occasions they live through.25 This notion of adaptability is critical to the implementation or use of our innovation process model. It suggests that rms wishing to become more innovative can indeed create environments and situations that cause their employees to engage in doing so. There are without doubt signicant parallels between Owens view of design and Kolbs experiential learning theory model, although it is not clear that either built upon the others work. We integrate the two models here.
Observation
The innovation process is grounded in deep understanding of the context of engagement and use of a solution through the concrete analytical work done in observation. Thorough understanding of customer and user needs is generated through observational or ethnographic research that seeks to understand
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Abstract
Frameworks
(Insights)
Imperatives
(Ideas)
Analysis
Synthesis
Observations
(Contexts) Concrete
Solutions
(Experiences)
Source:Words in parentheses are Owens. Charles Owen,Design Research: Building the Knowledge Base, Design Processes Newsletter, 5/6 (1993) and Charles Owen,Design, Advanced Planning and Product Development, 3o Congresso Brasileiro de Pesquisa e Desenvolvimento em Design, Rio de Janeiro, Brazil (October 26, 1998) and International Symposium: Nuevos Metodos y Tecnologias para el Diseo de Productos, Santiago, Chile (November 12, 1998).
not only the fundamental use and usability needs of the customer or user, but also the meaning-based needs.26 This understanding may well be supplemented by quantitative market research, but such research must be guided by the understanding developed through direct interaction with customers and users. The denition of customers and users may be quite broad. A team designing a product might consider all members of the supply chain in its observational research. A team designing a new building might consider all those involved in constructing the building as well as all those who will occupy, maintain, or simply be walking by the building. Innovation for sustainability requires taking a systems view, accounting for all those who will be affected in the short and long term by the product or service. The observation exercise, at very the least, involves those who will pay for the output of the innovation process and those who will use it, but it may involve a wider range of players as well. The use of ethnographic research methods to innovate has a relatively recent history. In the academic world, ethnography migrated to the eld of human-computer interface design when computer-supported cooperative work emerged as an area of inquiry, requiring better understanding of the social environment in which activities take place. In the practitioner world, participatory design sought to include workers in the design and redesign of workplaces in the face of increased computerization.27 The history of the use
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of ethnographic methods in consumer research is more complex, and is tied up in the debate as to whether quantitative or qualitative research data are of more value. Focus groups tended to be the primary source of qualitative information until the value of getting into a respondents natural life world became increasingly apparent. Today, marketing organizations must do more than appeal to an undifferentiated mass market. They must learn to deliver to individual customers. Doing so requires that they better understand the context in which those customers live. Context operates on several levels: immediate physical and situational surroundings, language, character, culture, and history all provide a basis for the meaning and signicance attached to roles and behavior. The time, place, conditions, and circumstances within which aspirations are conceived, decisions are made, and product usage takes place have an impact on the levels of satisfaction experienced in the aftermath. Research practice that ignores context is doomed to misunderstanding and misrepresentation.28 To bring this element of the innovation process alive, we describe some of the activities that might be involved and provide some examples of how they are
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done in practice. At the heart of good observation are activities (variously known as contextual inquiry, ethnographic market research, on-site observation, and the like) that provide the designer or innovator an opportunity to understand how his or her product or service is being used, and how its benets are derived in the context of use. The observer seeks to understand why users act as they do, and how users make sense of what they do for themselves and for others. The observer elicits and listens to stories, particularly stories that involve contradictions or workarounds, spoken and unspoken norms (that if not met, may jeopardize the success of the innovation), and success and failure (see the Sidebar). To elicit these stories, the observer must be nave, ask probing questions, and strive to understand why. It is important to understand that observation yields insights that focus groups, interviews, and other such methods cannot. Consider the student team sent to study customers shopping for meat. The students situated themselves on the oor near the meat counter in as unobtrusive a location as possible, and observed that customers at the left end of the meat counter just grabbed a package of meat, tossed it in the cart and left, while customers at the right end of the counter deliberated longer, fussing with the packages of meat before choosing one. The students found that the cheaper meats were on the left end, and the more expensive meats on the right end, although all were packaged the same way. Further, they observed that the fussing generally entailed picking up a package of meat, squeezing it, replacing it, picking up another package and squeezing it, and ultimately, in most cases, choosing the rst package and placing it in the shopping cart. With this discovery, the students proceeded to speak with some of the shoppers in an attempt to determine what the shoppers thought they were doing as they picked up and squeezed the packages of meat. A few conversations made clear that the customers really didnt know what they were doing, and couldnt explain what they learned by squeezing the packages of meat, but that in some way they were seeking more information about the quality of the meat itself. Had the students started with interviews, it is unlikely people would have described their shopping behaviors accurately, as they were unclear themselves about what they were doing. The students observations, and the behavior patterns they identied, led to their ability to unearth some of the users interests and concerns about buying meat. Although many of the anecdotal stories describing the application of ethnographic methods come from consumer research, observation is equally critical in business-to-business settings. Consider a large bank that wants to better understand the deployment of its nancial management software package in small- to medium-sized enterprises. Observation at one of the banks clients, a relatively small county government agency, yields a owchart of the way that information is managed at that client, which in turn reveals considerable manual transfer of information from desk to desk. One individual, who is responsible for reconciling payments to the agency in the nancial management system, when asked why he doesnt do so using the automated methods available in the
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system, says that if he were allowed such access you would have to kill me. This rather striking statement eventually leads to the understanding the organizational structure of this agency comprises a number of very strong silos, and power in the organization is held by those who manage their silos as independent entities. Using the full capacity of the banks information system would allow information to ow too freely among the silos, reducing the power of those in charge. For the specic individual being observed, a low-level employee in the organization, accessing information from another department seemed disastrous for his future with the agency. This very real barrier to the full and productive implementation of the banks software, discovered through observation, can help the bank think through new options for the design of its software as well as of the delivery system for that software. At the core of doing good observational research, and unearthing important information from potential customers or users, is asking why. While basic use and usability needs are important to observe, more radical innovation comes from understanding meaning-based needs.29 The main task of ethnography is not only to watch, but also to decode human experienceto move from unstructured observations to discover the underlying meanings behind behavior; to understand feelings and intentions in order to deduce logical implications for strategic decisions.30 Those meaning-based needs are only uncovered as the researcher continues to probe, deepening his or her understanding of the users thinking about the innovation and its use context. A short example highlights the importance of understanding needs at all three levels of use, usability, and meaning. A number of Native American tribesand, in particular, the Mono Indian tribes in Fresno and Madera Counties in Californiasubsisted on acorn our prepared by grinding the acorns. The grinding was done by the women in the tribe who all sat around a large, at granite boulder with holes in it that served as mortars to do their work. In the early 1900s, the U.S. Government attempted to improve the efciency and productivity of the acorn grinding process by providing iron grinders. The attempt failed. Why? The grinding activity served a variety of purposes beyond simply preparing our for food. It was the place where women gathered to tell stories and pass along the traditions of their people. The grinding activity provided the backdrop or rhythm for the telling of the stories; the women viewed it as accompaniment to the sharing of their heritage. The U.S. Government approached the problem to be solved as one of food processing, completely missing the much deeper meaning of the activity, and thus failed with its solution. Understanding the broader context might have enabled the development of something much more powerful, and something that would actually be adopted. Understanding meaning is grounded in observing and understanding culture. Culture represents the agreed upon meanings and behaviors that groups of people develop and share over time. Culture is shared as the conscious and subconscious blueprint for a groups way of life. It denes the boundaries of groups and articulates the distinctiveness they feel compared with others. Culture is the source of any groups collective sense of self and their aspi-
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rations are rooted in cultural learning.31 It is the constituting role of culture that ultimately determines who we are as people and what we think. An understanding of why people do things must be immersed in culture, it must be organized around those meaning-making and meaning-using processes that connect man to culture.32 The material components of culturethe tools and trappings of everyday life, and the things we talk about innovatinghave deep roots in culture. Culture, thus, has an important role in product choice, usage, and resistance. Culture is communicated through stories, such as those told by the Native American women while grinding acorns. People take the events that they experience and organize them together into stories. Every culture has some basic set of shared stories or frameworks that explain how the world works, and therefore explains why people do what they do. It is those shared stories that observation seeks to elicit. Deciding, for example, what type of product one will purchase to clean ones face depends upon culturally based norms and values about cleanliness and how and where cleaning oneself should take place.33 Observationto gather the types of information we have discussed, and in particular to elicit the stories that help understand culture and meaningmay be done in a number of different ways. The fundamental principles underlying observation come from ethnography, including: do the research in the users natural setting, see the world through the eyes of the users, empathize with them, spend extended time with them, and participate in their cultural life to fully understand it. In practice, it is difcult to get the depth of understanding that a true ethnographer might get from years of living with a particular group of people. However, there are tools or approaches that are frequently used to gather relevant information: Participant observation roles cover a range: complete participant, participant-as-observer, observer-as-participant, complete observer. Mystery shopping, for example, places the observer in the role of the customer or user and allows him or her to go through the purchase process. It is often difcult, however, to embed oneself in a settingimagine, for example, how difcult it would be to become a member of a family for a short period of timeso there are a number of other approaches that are used as well. Non-participant observation may be done directly or indirectly. An individual might simply shadow another person throughout his or her daily activities, or video cameras might be set up to track multiple persons behaviors in particular settings, such as in a shopping mall or store. Formal ethnographic interviews often accompany observation to elicit information from users about what they are doing and why they are doing it. Asking a user to describe his or her daily routine, or tell about his or her life history, is a common approach to getting the user to share important insights. Desk tours might be used to learn about an individuals workspace, and in the process elicit information about his or her everyday work activities.34
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Interceptsin which the observer goes to a particular setting, watches for some period of time, and then approaches the user with questionsare less formal than the ethnographic interview approach. This form of hanging out with users and having less formal conversations with them allows the users to take conversations where they want in a less-guided fashion than would a more formal interview protocol.35 Informant diaries may be used to have users capture information on a regular basis. This data can then form the basis of a conversation and can uncover differences between what a user says he or she usually does versus what he or she actually does.36 Similarly, an informant might be asked to take photos and use them to document some of his or her activities.37 Virtual ethnography38 and netnography39 are ways of adapting ethnographic and observational research methods to study Internet behavior as well. All of these approaches seek to nd stories that persist across research subjects. Although the details of the stories may change, those stories that are rooted in the users culture will at their heart remain the same. It is these stories that ethnographic research methods strive to uncover. While contextual inquiry focuses on the what, ethnographic research methods focus on the why, which comes out in the stories people tell about what they do.40 Observation is at the core of the innovation process. It requires the innovator, or innovating team, to spend time with the individuals or groups that are targeted to receive and use the innovation as well as to understand their needs at multiple levels, but particularly at the level of meaning. The learning style most suited to observation is the diverging style (Figure 2). Concrete experience and reective observation are the dominant learning abilities for someone with this learning style. People with this learning style are best at viewing concrete situations from many different points of view. They have broad cultural interests and like to gather information.41 Those with a diverging learning style are often introverted and feeling-oriented on the Myers Briggs scale; major in the arts, English, history, or psychology; and tend to choose work in the social services or the arts.42 For example, the divergent learner on an innovation team is the person on the bicycle lock redesign project who thinks that the team should nd some bicycle thieves to interview, or at least speak with the campus police about the bicycle thieves they have met. The divergent learner is the person on the team who notes how reluctant the service company employee was to describe what she did with the pile of paper sitting on the corner of her desk and wonders why. The divergent learner on the team is the one who behaves something like a psychotherapist, always wanting to understand a subject better and wondering what is going on in the subjects mind.
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Frameworks
Armed with the data generated from observation, the innovation process moves from the concrete to the abstract realm (Figure 3), attempting to make sense of the data that was collected, framing and reframing that data to extract nuggets, identify patterns, and ultimately develop a focus on what is most important to the customer or user. This step of the process requires processing a large amount of information, but at the same time being able to see what is missing for the customers and users. It also requires identifying and questioning assumptions the team might have about its expected output, and differences in assumptions and values on the part of individual members of the team.43 The ultimate purpose of the framing step is to reframe, to come up with a new story to tell about how the user might solve his or her problem or to come up with a new way of seeing the problem, which in turn will allow the team to come up with new solutions. Historically, innovation took place as a direct response to a user need. Before the industrial revolution, for example, someone who needed to have a horse re-shod simply went to the blacksmith and had a shoe custom-made for the horse. Artisans today still work in a similar fashion, creating works of art directly for an end customer. As production systems became increasingly sophisticated, however, the processes of designing and making were separated from each other, and the need to take customer and user needs data, analyze them, and draw insights from them added the abstract steps to this process.44 In the observation phase, a considerable amount of data is collected in a variety of forms: eld notes, interview transcripts, photographs, and video and audio tapes. Ideally, the information recorded should include: Space: the physical place or places Actor: the people involved Activity: a set of related acts people do Object: the physical things that are present Act: single actions that people do Event: a set of related activities that people carry out Time: the sequencing that takes place over time Goal: the things people are trying to accomplish Feeling: the emotions felt and expressed45 Sometimes these are more simply captured in an AEIOU diagram that includes activities, environment, interactions, objects, and users.46 The challenge in the framing step of the innovation process is to make sense of this vast quantity of data. In essence, to do framing, the innovation team seeks to identify interesting nuggets or stories from all of the data collected, to nd patterns of behavior across the many instances of behavior that were observed, and to see what is missing within the system of use, usability, and meaning that forms the innovation or the solution. In a sense, the innovation team must develop a narrative or
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fresh
nutrition
emotions
taste
health
childhood associations
functional
emotional
Note: We are grateful to the members of Team RamenPatricia Hwong, Shohei Ishiwata, Shaun Lee,Vivek Rao, and Jean Shiafor allowing us to use their work as an example here.
story about how users solve the problem in question today, how they incorporate the present solution in their lives, and what symbolic meanings that solution holds for them. Only when this story is clear can the team move on to create a new story, which is the activity of the synthetic realm. There are a number of means of extracting information from the vast array of observational data. The rst is to identify interesting stories. One of our student teams, for example, wanted to redesign ramen noodles. In their extensive research with a wide variety of people, they found a woman named Joyce who had recently taken a trip on the trans-Siberian railroad. Feeling very far away from home, Joyce chose noodles as a meal she trusted and gave her the comfort of home away from home. This story brought alive for the team the emotional elements of noodle eating and served to ground the team as it thought through possible solutions. From such stories, the team extracted a set of user needs that ranged from the functional to the emotional (Figure 4). A second approach to framing user needs is to identify interesting dimensions of user behavior and use them to create two-by-two matrices. Our ramen team identied two interesting behavior spectrums associated with eating: planned versus impulsive meals, and functional versus emotional satisfaction from eating. They arrayed a variety of terms along these two dimensions to help them identify gaps and opportunities (Figure 5). Ultimately, they looked at other competing foods along these dimensions as well, seeking to identify a position in the marketplace. Another student team working on home furnishing identied the two spectrums of customer behavior: neat versus messy, and organized versus disorganized (Figure 6). The neat organized person has everything put away, and knows where it all is. The neat, disorganized person sweeps everything into the drawer so the countertop looks neat, but then doesnt know where anything is.
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nutrition dinner
favorite tools lunch fresh cooking techniques instant snack taste convenience packaging childhood associations culture emotions
functional
buying pattern
health
emotional
impulsive
The organized, messy person has piles of stuff everywhere, but when asked for something knows right where to go to nd it. The messy, disorganized person has piles everywhere, and doesnt know where anything is. In Western culture, neat, organized people are considered good, and messy, disorganized ones bad. The other two quadrants are seemingly left out by many home furnishings designers. Suppose you were to map existing storage solutions, for example, onto this matrix. Might there be opportunity to help neat, but disorganized people with different solutions? A third approach to framing is to create timelines. These might include day-in-the-life timelines, or longer-term era analyses. Classic process maps such as those called for in Six Sigma quality programs47 can be used to show the ow of information throughout an organization and those responsible for generating and using that information. Photographic depictions of the set of activities involved in using a given product or service can quickly bring alive a story for an innovation team. Another of our student teams did a project for The Clorox Corporation to help it integrate sustainability into its product lines.48 Through observation and interviews, the students dened the important aspects of sustainability and
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Neat
Good
Gap
Organized
Disorganized
Gap
Bad
Messy
prepared an era analysis to show the evolution of cleanliness over time (Figure 7). The era analysis showed an important shift from cleanliness as germ-free to cleanliness as chemical-free. This gave Clorox important insight into where their product designs need to go, and how they need to be positioned in the market. In short, the students reframed the problem that Clorox is aiming to solve from one focused on germs to one focused on chemicals and toxins. The need for that reframing only came from looking at the evolution of fears surrounding cleanliness over time. These are just a few of the tools that might be used in developing frameworks. Framing is, perhaps, the most difcult of the tasks in the innovation process. It requires taking in a lot of data, and making sense of that data. It requires the ability to see patterns, to parse the important information from the less important information, and to create models that yield insights that can be shared across an innovation team. It often requires an innovation team to reframe, moving it away from its original perception of what the innovation project is about to a new focus. One of our student teams a few years ago started the semester looking at ways to redesign a ngernail polish bottle to make it more ergonomic. Through their customer research, the students learned of a bigger problem: that women wanted to be able to change nail color to match their mood, their outt, the time of day, and so on. At the end of the semester, with this new frame (and thus a different imperative) they developed eNailsfalse nails with electronics
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ca. 1945-1960s
Polio Mental Illness
ca. 1970s-1990s
2000s-2020s
Germs
(HIV / e.coli / SARS / Bird Flu)
Public health initiatives spreads knowledge about the causes and possible prevention of common diseases. Medical use of chemicals lead to great optimism for the potential treatment of many serious illnesses.
Reduced investment in public health and globalization increases concerns about pandemics.
Faith in the health successes of chemicals start to wane. Media fuels suspicion and alienation.
Image of the chemical industry continues to deteriorate while chemists at the same time are responsible for great advances in computer processor technology. Chemical free Different cleaning requirements for different surfaces Future investment Moral imperative Showing support Cradle-to-cradle Repurposing Scavenging
What is Clean?
No visible stains
Practical need
Labor saving Leisure Advertising Industrial durability Planned obsolescence Repairs Labor-saving
Repairs
Utility
Consumption
Restoration Conservation
Sources: Suellen Hay, Chasing Dirt (Oxford University Press, 1995); Nancy Tomes, The Gospel of Germs: Men,Women, and the Microbe in American Life (Harvard University Press, 1998).
embedded in them that, with a remote control device, could be made to change color at will. Thus, framing may well require an innovation team to change direction completely, a non-trivial effort in many organizations.
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The learning style most suited to developing frameworks is the assimilating style (Figure 2). Abstract conceptualization and reective observation are the dominant learning abilities of those with the assimilating style. They are best at understanding a wide range of information and putting it into concise, logical form. They tend to be less focused on people and more interested in ideas and abstract concepts.49 Those with an assimilating learning style tend to be introverted and intuitive on the Myers Briggs scale, major in mathematics or the physical sciences, and choose careers in research, information, or the sciences.50 In our experience, assimilators show up as the person on the team who, while the others are busy sharing data, is sketching two-by-two matrices, just to play around with them and see what might t. The assimilator is the person on the team who asks what would happen if the data were restructured in a different way, who takes the large amount of seemingly disconnected data and puts it in order as the team is delivering it. Assimilators are good at collecting information in logical order as the team talks.
Imperatives
From the analytical exercise of framing and reframing the customer and user needs data, the innovation process moves to synthesizing a set of imperatives (Figure 3)or, as the marketing literature sometimes refers to them, the value propositions that must be met by the new concept.51 A value proposition in the practitioner press is dened as a description of the tangible benets customers will derive from using a product or service. As such, the value proposition is distinct from the set of features or capabilities the product or service must have to deliver those benets. This is a point in the innovation process at which convergence takes place; the innovation team decides on the most important goals that it must accomplish with its innovation. It distills the insights from the framing activity to the essence of those goals. Imperatives may be derived from understanding what is missing for the users of the prospective innovation. Imperatives may simply be a set of selected needs or may embody a set of rules, sometimes called design principles, which must be kept in creating the innovation. Imperatives are extracted from the insights and models created in the framing stage of the innovation process so that they are very clearly linked to an understanding of customer or user needs. For example, one of our student teams spent a week volunteering at an organic gardening store and education center to learn more about extreme users of sustainable products and services.52 From their intense observation work, they derived a set of design principles for sustainable products: A sustainable product works as an integrated system and tells a convincing story about its life cycle. A sustainable product symbolizes being in while still allowing for individuality and personal expression. A sustainable product conveys the sense of being part of a larger movement.
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A sustainable product competes favorably with mainstream products by being elegant and of high quality. This set of imperatives guided the teams efforts in creating a hand-washing system of re-usable towelettes that could be recharged in a system that is aesthetically pleasing enough to hang in the garden. In a real world example, when Hewlett-Packard came up with its rst DeskJet design, the product development team was charged with developing a laser-quality printer that prints on plain paper for under $1,000.53 This statement very clearly communicated the benets that were to be provided to the end user, still leaving a lot of room for the development team to make its own choices, but providing measurable objectives for it to achieve. The imperativeswhether stated as a small set of selected user needs, a list of design principles, or in the form of a value propositionprovide a very high-level specication for the design of a product or service. They provide a guiding vision to the innovation team for the remaining activities in the innovation process. Creation of the imperatives often represents the rst major point of convergence for the innovation team; prior to the development of imperatives, the team has been gathering and analyzing data in a highly divergent and exploratory mode. Convergence is a painful and difcult process for many teams, and it requires a different sort of leadership than does the divergence process that precedes it. The learning style most suited to developing imperatives is the converging style (Figure 2). The dominant learning abilities of those with the converging style are abstract conceptualization and active experimentation. They are best at nding practical uses for ideas and theories...[and] have the ability to solve problems and make decisions based on nding solutions to questions or problems.54 Those with a converging style are often extraverted and thinking-oriented on the Myers Briggs scale, major in engineering or medicine, and pursue careers in engineering, medicine, or technology. In our experience, those who best support the convergence process are those who are goal-driven and want to move the team forward. Their interests often conict with those of the more diverging styles on the team. One member of a student team working on oven safety got increasingly frustrated as her team continued to collect data along two quite different paths: from professional chefs and from physically challenged cooks. She was convinced to let the team continue to collect and analyze data for a short period of time, but she was quite concerned and somewhat frustrated by the process. In the end, the balance she struck with the other members of her team served the team well, as they explored sufciently diverse settings but managed to develop a product on time as well. Convergent types help a team move on by extracting the essence of the project: e.g., what if we use the sunower metaphor to represent our new computer design?
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Solutions
The innovation process returns to the concrete realm to generate solutions, choose the ones that best meet the imperatives, and test them with potential customers or users (Figure 3). This part of the innovation cycle is, perhaps, the best documented and exercised in practice. Based on the imperatives, which rmly connect back to the observational research, the innovation team can use a wide range of concept generation techniques to come up with alternative solutions, a well-documented set of concept selection techniques to choose the solutions they wish to take forward, and then a variety of mechanisms for soliciting feedback from potential users. Concept generation techniques range from logical to intuitive.55 Logical techniques include morphological analysis where, for example, the individual functions of the innovation are separated out, ideas are generated for solving each of them, and then solutions are mixed and matched to generate a set of feasible options.56 Intuitive techniques include the many forms of brainstorming (e.g., group, individual, sketching, and word association).57 The output of the concept generation process should be a wide range of solutions, broadly dened in many cases to include not only a specic product or service, but the accompanying brand imagery, delivery systems, and the like. Concept selection, a process done in very informal and ad hoc ways in most organizations, can be done using formal selection matrices.58 The formal methods entail laying out all of the selection criteriawhich should absolutely include the imperatives and may include other internal criteria (e.g., for manufacturability, serviceability) as welland then rating the concepts against those criteria. Although seemingly tedious, this approach often leads to important conversations among the members of the innovation team to clarify both criteria and concepts. Less formal methods include multi-voting in which each member of the team is given a small number of votes to place on the concepts of his or her choice. Finally, concept testing (which also may be done as a means of collecting feedback from potential users in order to do concept selection) requires that the innovation team rst create a prototype and then that they test it with users.59 Before creating a prototype, the team must determine what it wants to learn from the prototyping process so that it can focus its prototype on acquiring the associated feedback. Team Ramen, for example, wanted to test a handful of high-level concepts, including creating a ramen bar in a grocery store, and a couple of prepackaged ramen soup concepts such as Udon paste and tea bags to generate the broth. Their prototypes were relatively crude, but helped potential users interact with the products and generate useful feedback to the team. Clearly, creating the artifacts or institutions (as Owen refers to them) or the solutions or innovations (as we have been describing them) may well be a highly iterative process. The team may test multiple solutions, use the results to mix and match elements of the solutions to create new solutions, and test them until it nds the right combination. The team may also loop back to the frameworks quadrant of the innovation process model and revisit some of the insights
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FIGURE 8. The Innovation Process as Problem and Solution Finding and Selecting
Abstract
Frameworks
Problem Selecting
Imperatives
Analysis
Problem Finding
Solution Finding
Synthesis
Solution Selecting
Observations
Concrete
Solutions
it developed there in light of new information gained through concept testing. In short, the solutions activity can best be described as one of experimentation and learning.60 The learning style most suited to creating solutions is the accommodating style (Figure 2). Concrete experience and active experimentation are the dominant learning abilities of people with the accommodating learning style. They tend to learn primarily from hands-on experience and act on their gut feelings. They often are extraverted and sensing-oriented on the Myers Briggs scale; major in education, communication, or nursing; and work in sales, social service, and education. In our experience, the innovation team members who are the most helpful at this stage are those who just want to make something. They often sit in team meetings sketching designs, or even building them.
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3 Because of that
Until nally
The moral is
Call to Adventure
packaging opportunities that would increase aluminum sales by 25 million pounds a year, or the equivalent of 750 million cans. Choosing an appropriate target market or segment proved challenging. Alcoa chose to start by looking at all household activities, and eventually narrowed its search to food and personal care activities within the home. Observational research led Alcoa to identify packaging opportunities in quick meal preparation, beverages for tweens, and keeping beverages colder for longer, among others. Dozens of designs were generated against these possibilities. Ultimately, however, again through observational research, Alcoa recognized the issue of negotiating the last twenty feet, i.e., of getting the cans out of the package in which they were purchased and into the refrigerator. As a result, FridgePack was born. FridgePack ts neatly into a standard refrigerator and effectively delivers the cans to the front of the fridge so they are easily found. The design was a home run: Coca Cola reported double-digit increase in sales of its 12-packs upon introducing the FridgePack design, and Alcoas aluminum sales increased accordingly. Finding the right problem to solve, however, was a non-trivial challenge. Alcoa iterated through the innovation process multiple times before settling on the last twenty feet. The teams ability to frame and reframe in the process of nding the right problem to solve was critical to its longer-term success. It is also possible to frame the innovation process as one of story-telling and re-telling. Consider the classic myth or fairy tale (Figure 9). It begins (once upon a time) with a call to adventure after which a great journey begins. After a daring exploit or challenge, there is resolution and the moral of the story is delivered. Our innovation process has a similar story line (Figure 10). In the observation phase, we seek inputs or information that make us care. As we move into framing, we look for something new, extracting the important insights from the observational data. We look for gaps in use, usability, and
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Abstract
Frameworks
3 Tell me whats missing 2 Show me something new Analysis 1
Imperatives
Make me care
Make it tangible
Observations
Concrete
Solutions
meaningwhats missingwhich leads to identifying new opportunities and in turn creating tangible solutions. In the analytical phases of the process, we gure out the story as we know it today. In the synthesis phases of the process, we create and tell a new story about how things will be better for the users of our innovation. Consider the new story that Shure, a leading manufacturer of microphones, created for its customers as it transformed itself from an inwardly focused technology company to an outwardly focused leader in the music industry. Shure was well-known for setting the standard in the industry for music and communications technology, associating itself more with the audio engineer than with the performer. The epidemic hearing loss in performing musicians due to increasing sound levels onstage, however, caught Shures attention and the company began to think about ways that it might develop some prophylactic solution to reduce hearing loss. That vision involved stage monitors (also called wedgesthe speakers that output the performers sound mix back to them on stage) and translated into a way to convert them into wireless ear buds that would reduce hearing loss. Thus, the story Shure started with was one of technology as well as hearing protection. Not surprisingly, a story about hearing aids, however, didnt appeal much to the performers in Shures target market. The notion of a personal stage monitor did. In addition to hearing protection, the personal stage monitor created a dramatic change in how artists experience their performance, provided a consistent stage sound never experienced before, allowed artists to improve their performances, and eliminated stage monitors, which allowed audio engineers to
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Frameworks
(Insights)
Assimilating Good at understanding a wide range of information and putting it in concise, logical form
Imperatives
(Ideas)
Converging Good at nding practical uses for ideas and theories; solving problems
Observations
(Contexts)
Solutions
(Experiences)
create a better house sound. Even better, the personal stage monitors could be sold to garage bands, not just professionals, allowing amateurs to experience stage sound in their own garages. By understanding the social dynamics associate with creating music, Shure was able to conceive of an entire system that reframed how music is produced. Thus, Shures story shifted from one of hearing protection to one of sound quality, control, mobility, and portability, a story that appealed much more to performers at all levels. The new story allows Shure to take an entirely new position in the marketplace and leverage its technologies in totally new directions. This problem nding/problem selecting, solution nding/solution selecting, or story-telling process is also a learning cycle that draws upon the four learning styles (Figure 11). An ideal learning cycle is one in which the learner goes through all four phasesexperiencing, reecting, thinking, and actingin a recursive process that is responsive to the learning situation and what is being learned. Immediate or concrete experiences are the basis for observations and reections [observation to frameworks]. These reections are assimilated and distilled into abstract concepts from which new implications for action can be drawn [frameworks to imperatives]. These implications can be actively tested and serve as guides in creating new experiences [imperatives to solutions and back to observation].61 The connection between the innovation process and the learning cycle is important for two reasons: First, learning is something we all do every day as we
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take in and process new information. It is a process with which we are highly familiar, and it provides us comfortable ground from which to view the innovation process. Second, in order to get a team to engage in the innovation process, we need to understand that individuals have distinct preferences for the portion of the learning cycle in which they are most comfortable operating. To successfully negotiate the entire innovation process, individuals with different learning style preferences must be matched. The leadership of the innovation process may well need to shift to the person most suited to the phase of the process in which the team is operating at the time. The obvious challenge with putting a diverse set of learning styles onto a team is that there will be conict inherent in the process. Those with a diverging style, for example, tend to be introverted, feeling types, while those with a converging style tend to be extraverted, thinking types. Assimilating learning styles are often found in the math and science elds, while accommodating learning styles are often found in the education, communication, and sales elds. In short, to put together an innovation team requires putting together people with very different personality types and people from very different backgrounds, which in turn means different communication styles and different languages.
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Abstract
Frameworks
Imperatives
Analysis
Synthesis
Observations
Concrete
Solutions
often used to light the small shrines people kept in their homes. The problem, however, was not the lights, but the batteries used to power the lights. The team found that there was a local business in battery recharging, typically run by an enterprising entrepreneur in the village. The students observed children in the evenings carrying batteries to and from the recharging facility. They learned that the batteries were in terrible shape, having been improperly charged many times over, and that the batteries were repaired exposing people to battery acid and lead on a regular basis. The team determined that providing appropriate battery power was the issue, not lighting itself. Based on their newfound knowledge, they developed an entire light delivery infrastructure with smaller batteries that could be used for up to ve years rather than just eight months, and that only needed to be recharged once every three weeks. With this reframe of the problem the team has garnered several competitive awards, and will launch its new products in the next few months. Had d.light stayed with the concrete denition of a better LED, it would not have come to the business (and life improvement) opportunity it has. Operating only in the abstract realmin a state of academic isolation (Figure 13)may also lead to trouble. Consider NeXT Computer. When Steve Jobs left Apple in 1988, he vowed to create the best computer possible. He gathered a remarkable group of people around him and created what some in the industry hailed as a supercomputer in a small package. However, in the end, the market spurned it as the computer missed the mark. Although stunningly styled and hailed as a major engineering feat, the computer had no oppy drive, no hard drive, and a non-cost-effective RAM setup. Only some 50,000 NeXT
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Abstract
Frameworks
Imperatives
Analysis
Synthesis
Observations
Concrete
Solutions
machines were sold. Although Jobs had a visiona set of imperatives for the design of the new machine (software and hardware)NeXT failed to ground that vision in the realities of the marketplace at the time. When its innovation rst entered the concrete realm as a solution, the feedback it received was dismal. The company never recovered. Many of the examples in this article have focused on innovation in products or services, but the innovation process applies equally well to innovation in processes. Consider another example of academic isolation in a story of process improvement at GM.64 As a part of a quality improvement program, management at GM conceived of the quality cat, a mascot of sorts to encourage the line workers to pay more attention to the quality of their work. A fully costumed character would walk the assembly lines, exhorting workers to provide quality, not just quantity. The scorn with which the character was received by assembly line workers, and the shenanigans that ensued with the borrowed costume, might easily have been predicted had management been in better touch with the workers. Innovation teams must be careful not to remain isolated in either the concrete or abstract realms, but must move uidly between them in the iterative process of innovation. The path need not follow the steps in the order in which we described them, nor does it have to spend an equal amount of time in each quadrant. It may, for example, go from observation to frameworks to solutions and back to frameworks again in an attempt to elicit enough information to form meaningful imperatives (Figure 14). A study of R&D teams at a consumer products company showed that the most effective teams progressed through
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Abstract
Frameworks
Imperatives
Analysis
Synthesis
Observations
Concrete
Solutions
each stage of the innovation process a number of times and that less successful teams failed to go through all four stages. Teams that had a facilitator or a team member who was able to move the team through the four stages outperformed the others.65 How does a team know when it needs to shift phases? A good team leader is often critical to helping teams see when they need to move. What does that team leader look for? There is no reframing going on. The team is stuck with one frame, or one perspective of the problem it is trying to solve, and has been unwilling to try other points of view. There are no interesting stories being told about the current situation. There are no ah-has from team members who are seeing the situation differently or in new ways. The conversation and stories that are being told about customers and users are boring, and not inspiring to team members. There are no challenges to existing norms. The team is not being generative enough; it is coming up with interesting ideas that may well meet user needs, but none are real opportunities for the business. The team is confused; the models or frameworks that it has come up with are too complicated or difcult to internalize.
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The team leader must also understand the learning styles of each of the individuals on the team so that he or she hears each team member well, and in particular is tuned into the need to shift the process based upon the inputs of the team members and their particular perspectives.
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where they are in the innovation process. Leadership goes not to the person whose turn is next, but to the person most skilled in the required phase of the innovation process. In this sense, good teams behave like bicycle racing teams, where individuals are assigned positions in the race because of their strengths, not because of seniority or some other such measure. In these teams, everyone in effect has the pen at some point in time, and is respected as a leader for that point in time when his or her skills are most needed. So, what does leading through innovation mean? First, it means understanding the innovation process, and the need to move between the abstract and concrete and between analysis and synthesis to execute that process. Second, it means assembling the right mix of people on the team to execute the process. Finally, it means providing a leader for that team who not only has the classic leadership skills, but who understands the process and who is able to smoothly leverage and integrate the diverse ways of thinking that are represented on the team. Notes
1. Business Week regularly rates the most innovative companies: <http://bwnt.businessweek.com/interactive_reports/most_innovative/index.asp?chan=innovation_special+report++2007+most+innovative+companies_2007+most+innovative+companies>, accessed May 15, 2007. 2. Numerous articles and references describe the shift in focus in these countries to design. See, for example, the Business Week article China Design, <www.businessweek.com/magazine/content/05_47/b3960003.htm>, accessed May 15, 2007. Design in India describes the resources available to pursue education in design in India: <www.designinindia.net/>, accessed May 15, 2007. Singapore is actively working with the design consultancy The Idea Factory to redesign its education system to develop better skills in creativity and innovation. 3. The following papers describe both some of the multi-disciplinary courses that have been established to teach students variants of the innovation process as well as some of the ndings about what students learn in those classes: Sara L. Beckman and Leslie E. Speer, Learning about Design: Observations from Ten Years of New Product Development Class Projects, 2006 Eastman IDSA National Education Symposium Proceedings <www.lulu.com/ content/392263> and <www.idsa.org/webmodules/articles/articleles/NEC06_beckman_ sara.pdf>, accessed May 28, 2007; Corie L. Cobb, Alice M. Agogino, Sara L. Beckman, and Leslie Speer, Enabling and Characterizing Twenty-First Century Skills in New Product Development Teams, to appear in Proceedings of Mudd Design Workshop VI, 2007; Jonathan Hey, Alan Van Pelt, Alice Agogino, and Sara Beckman, Self-Reection: Lessons Learned in a New Product Development Class, Journal of Mechanical Design, Transactions of the ASME, 129/7 (July 2007): 668-676. 4. There are many, many references on leadership. A couple classics include: Chris Argyris Increasing Leadership Effectiveness (New York, NY: Wiley, 1976), J.M. Burns, Leadership (New York, NY: Harper Torchbooks, 1978); A. Zaleznik, Managers and Leaders: Is There a Difference? Harvard Business Review, 55/3 (May/June 1977): 67-78. 5. Textbooks that are often used to teach new product development processes include Karl T. Ulrich and Steven D. Eppinger, Product Design and Development (Burr Ridge, IL: McGraw-Hill Irwin, 2004); Merle Crawford and Anthony di Benedetto, New Products Management (Burr Ridge, IL: McGraw-Hill Irwin, 2003). A classic reference on the new product development process for practitioners is Robert G. Cooper, Winning at New Products: Accelerating the Process from Idea to Launch (Cambridge, MA: Perseus Publishing, 2001). 6. Two classic publications in software innovation processes are: Barry Boehm, A Spiral Model of Software Development and Enhancement, IEEE Computer, 21/5 (May 1988): 61-72 (which describes the highly iterative process of software design); F.P. Brooks, Jr., The Mythical
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7.
8.
13.
19. 20.
21.
25. 26.
Man-Month: Essays on Software Engineering, 20th Anniversary Edition (Reading, MA: AddisonWesley, 1995). Industry and Innovation published a special issue on innovation in services in June 2005. For a list of the articles, see <http://ndarticles.com/p/articles/mi_qa3913/is_200506>, accessed May 15, 2007. The Organization for Economic Co-operation and Development generated a report to promote innovation in services: <www.oecd.org/dataoecd/21/55/ 35509923.pdf>, accessed May 15, 2007. A couple of recent entries in the workspace design eld include: Fritz Steele and Franklin Becker, Workplace by Design: Mapping the High-Performance Workscape (San Francisco, CA: Jossey-Bass, 1995); Marilyn Zelinsky, New Workplaces for New Workstyles (Burr Ridge, IL: McGraw-Hill, 1998). There are many other references on building design as well, but the workspace design eld is the most relevant to our conversation on innovation and design. We are grateful to Jeffrey Chan, Ph.D. student in the College of Environmental Design, UC Berkeley, who supported the development of this section. S.A. Gregory, Design and the Design Method, in S.A. Gregory, ed., The Design Method (New York, NY: Plenum Press, 1966). H.A. Simon, The Sciences of the Articial (Cambridge, MA: MIT Press, 1996). J.C. Jones, Design Methods Reviewed, in S.A. Gregory, ed., The Design Method (New York, NY: Plenum Press, 1966); C. Alexander, Notes on the Synthesis of Form (Cambridge, MA: Harvard University Press, 1964). The notion of rst and second generations of design thinking was rst put forth in H.W.J. Rittel, On the Planning Crisis: System Analysis of the First and Second Generations, Bedriftskonomen, nr 8 (October 1972) [Norway]. Ibid. L.L. Bucciarelli, An Ethnographic Perspective on Engineering Design, Design Studies, 9/3 (1988): 159-168; Rittel, op. cit. Charles Owen, Considering Design Fundamentally, Design Processes Newsletter, 5/3 (1993): 2. Ibid. Charles Owen, Design Research: Building the Knowledge Base, Design Processes Newsletter, 5/6 (1993); Charles Owen, Design, Advanced Planning and Product Development, 3o Congresso Brasileiro de Pesquisa e Desenvolvimento em Design, Rio de Janeiro, Brazil (October 26, 1998) and International Symposium: Nuevos Metodos y Tecnologias para el Diseo de Productos, Santiago, Chile (November 12, 1998). Cooper, op. cit. I.B. Myers and P.B. Myers, Gifts Differing (Palo Alto, CA: Davies-Black Publishing, 1995); K.D. Myers and L.K. Kirby, Introduction to Type Dynamics and Development (Palo Alto, CA: Consulting Psychologists Press, 1994); A. Grifn, Drivers of NPD Success: The 1997 PDMA Report (Product Development Management Association, 1997), available at <www.pdma.org/bookstore/drivers.html>, accessed October 2, 2007. This work is nicely summarized with many relevant references at: <www.wilderdom.com/experiential/elc/ExperientialLearningCycle.htm>, accessed May 21, 2007. J. Dewey, Experience and Education (New York, NY: Simon and Schuster, 1938/1997). D.A. Kolb, Experiential Learning: Experience as the Source of Learning and Development (Englewood Cliffs, NJ: Prentice-Hall, 1984), p. 41. Interestingly, the elements of the experiential learning process have been linked to ndings in the neurosciences that suggest that different parts of the brain are used for the different elements of the process, or, in short, that the learning cycle arises from the structure of the brain. J.E. Zull, The Art of Changing the Brain: Enriching Teaching by Exploring the Biology of Learning (Sterling, VA: Stylus, 2002) as cited in Alice Y. Kolb and David A. Kolb, The Kolb Learning Style InventoryVersion 3.1: 2005 Technical Specications (HayGroup, 2005). Kolb (1984), op. cit., pp. 63-64. Hy Mariampolski, Ethnography for Marketers: A Guide to Consumer Immersion (Thousand Oaks, CA: Sage Publications, 2005); Richard Elliot and Nick Jankel, Using Ethnography in Strategic Consumer Research, Qualitative Market Research: An International Journal, 6/4 (December 2003): 215-223; Susan Squires and Bryan Byrne, Creating Breakthrough Ideas: The Collaboration of Anthropologists and Designers in the Product Development Industry (Westport, CT: Bergin & Garvey, 2002); Hy Mariampolski, The Power of Ethnography, Journal of the Market Research Society, 41/1 (January 1999): 75-86.
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27. Paul Dourish, Implications for Design, CHI 2006, April 22-27, 2006, Montreal, Quebec, Canada. 28. Mariampolski (1999), op. cit. 29. Meaning is also showing up recently in a number of practitioner publications: Steve Diller, Nathan Shedroff, and Darrel Rhea, Making Meaning: How Successful Businesses Deliver Meaningful Customer Experiences (Berkeley, CA: New Riders, 2006); Gurnet Bains with Kylie Bains, Meaning Inc.: The Blueprint for Business Success in the 21st Century (London, UK: Prole Books, 2007). 30. Mariampolski (1999), op. cit. 31. Mariampolski (1999), op. cit. 32. Jerome Bruner, Acts of Meaning (Cambridge, MA: Harvard Press, 1990), pp. 11-13. 33. There is a literature on meaning-based models of consumer behavior that emphasizes the role of cultural meaning and value in forming consumption patterns. Examples include D. Holt, Poststructuralist Lifestyle Analysis: Conceptualizing the Social Patterning of Consumption, Journal of Consumer Research, 23/4 (March 1997): 326-350; C. Thompson and M. Troester, Consumer Value Systems in the Age of Postmodern Fragmentation, Journal of Consumer Research, 28/4 (March 2002): 550-571. 34. Christina Wasson, Ethnography in the Field of Design, Human Organization, 59/4 (Winter 2000): 377-388. 35. Michael H. Agar, The Professional Stranger (London: Academic Press, 1996). 36. See, for example, J. Lever, Multiple Methods of Data Collection: A Note on Divergence, Urban Life, 10/2 (1981): 199-213. 37. Wasson, op. cit. 38. Christine M. Hine, Virtual Ethnography (Thousand Oaks, CA: Sage, 2000). 39. R. Kozinets, The Field behind the Screen: Using Netnography for Marketing Research in Online Communities, Journal of Marketing Research, 39/1 (February 2002): 61-72. 40. Note that nding persistent stories in many cases requires only a small number of interviews, which can make this a very efcient form of research. 41. Kolb and Kolb, op. cit., p. 5. 42. Kolb and Kolb, op. cit., p. 6. 43. Jonathan Hey, Caneel Joyce, and Sara Beckman, Framing Innovation: Negotiating Shared Frames during Early Design Phases, Journal of Design Research, 6/1 (in press, 2007). 44. Owen (1998), op. cit. 45. J. Spradley, Participant Observation (New York, NY: Holt, Rinehart & Winston, 1980) p. 78. 46. Wasson, op. cit. 47. For further information on process mapping tools, see, for example, <www.isixsigma.com/tt/process_mapping/>, accessed May 26, 2007. 48. We are grateful to Annie Chang, David Ngo, Sean Ardley, and Simon Weiss for allowing us to share their work here. 49. Kolb and Kolb, op. cit., p. 5. 50. Kolb and Kolb, op. cit., p. 6. 51. See, for example, Michael Treacy and Fred Wiersema, The Discipline of Market Leaders: Choose Your Customers, Narrow Your Focus, Dominate Your Market (Reading, MA: Addison-Wesley, 1995). 52. We are grateful to Lisa Asari, Hialy Gutierrez, and David Klaus for letting us share their work here. 53. The story of the development of the HP DeskJet is included in H. Kent Bowen, Kim B. Clark, Charles A. Holloway, and Steven C. Wheelwright, eds., The Perpetual Enterprise Machine: Seven Keys to Corporate Renewal through Successful Product and Process Development (New York, NY: Oxford University Press, 1994), pp. 418-425. 54. Kolb and Kolb, op. cit., p. 5. 55. Jamie Shah, Structured Intuition: Promise or Hyperbole? Presentation at the Gordon Conference on Foundations of Product Design, 1998. 56. Ulrich and Eppinger, op. cit., Chapter 6. 57. For a nice summary of brainstorming methods, see <www.virtualsalt.com/crebook2.htm>, accessed May 28, 2007. 58. Concept screening methods are covered in Stuart Pugh, Total Design (Reading, MA: AddisonWesley, 1990). Concept scoring methods are based on the Kepner-Tregoe method documented in Charles H. Kepner and Benjamin B. Tregoe, The Rational Manager (New York, NY:
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70.
71.
72. 73.
McGraw-Hill, 1965). Ulrich and Eppinger [op. cit.] cover concept selection methods in Chapter 7. Ulrich and Eppinger, op. cit., Chapters 8 and 12. Stefan Thomke, Experimentation Matters: Unlocking the Potential of New Technologies for Innovation (Boston, MA: Harvard Business School Press, 2003). Kolb and Kolb, op. cit., p. 2. See Thomas stebro and Kristina Dahlin, Opportunity Knocks, working paper, Rotman School of Management, University of Toronto, September 2003. For a review of and new insights into the technology-push, market-pull debate, see <www.rotman.utoronto.ca/bicpapers/pdf/03-04.pdf>, accessed May 29, 2007. <www.dlightdesign.com/vision.html>. This story is recounted in Ben Hamper, Rivethead: Tales from the Assembly Line (New York, NY: Warner Books, 1992). B. Carlsson, P. Keane, and J.B. Martin, R&D Organizations as Learning Systems, Sloan Management Review, 17/3 (Spring 1976): 1-15. Bettina von Stamm has a chapter on innovation and teams that integrates some of the literature on this topic. Bettina von Stamm, Managing Innovation, Design and Creativity (West Sussex, UK: John Wiley & Sons Ltd., 2003) Anna B. Kayes, D. Christopher Kayes, and David A. Kolb, Experiential Learning in Teams, Simulation and Gaming, 36/3 (September 2005): 1-9. S. Budner, Intolerance of Ambiguity as a Personality Variable, Journal of Personality, 30 (1962): 29-50. J.T. Jost, J. Glaser, A.W. Kruglanski, and F.J. Sulloway, Exceptions That Prove the Rule Using a Theory of Motivated Social Cognition to Account for Ideological Incongruities and Political Anomalies: Reply to Greenberg and Jonas, Psychological Bulletin, 129 (2003): 383393. C.K. Joyce, Cognitive Style Diversity and Culture Formation in Team Innovation, presented at the Seminar on Social Decision Making at the University of Amsterdam, the Netherlands, March 2006. More nuanced descriptions anchor a continuum from being fox-like, which describes an individual who entertains a complex, nuanced, sometimes ambiguous, or even contradictory world view, has a exible thinking style, remains open-minded yet always skeptical, is able to see life in ever-changing shades of gray and comfortable with indecision to more hedgehog-like, which describes a person who has a simple, clear-cut, broad and unied world view and a more decisive, determined, and rigid thinking style, is steadfast in his or her beliefs, and sees life in black and white. This description probably comes closer to describing individuals with the learning styles highlighted here. Research is ongoing to determine the effect of team composition along this continuum on innovation success. Kayes et al., op. cit. D. McMurray, Learning Styles and Organizational Behavior in Japanese EFL Classrooms, Journal of Fukui Prefectural University, 13 (1998): 29-45.
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