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Title: Teamwork and Innovation: An Example from IDEO


1
Teamwork and InnovationAn Example from IDEO
Karl A. Smith Engineering Education Purdue
University Civil Engineering - University of
Minnesota Pegadogies of Engagement Cooperative
Learning and Problem-Based Learning Pre-Conferenc
e Workshop RCEE 2007 Johor November 26, 2007
2
(No Transcript)
3
http//www.businessweek.com/magazine/content/06_17
/b3981401.htm
4
(No Transcript)
5
The Innovation JourneyVandeVen, Polley, Garud
Venkataraman, 1999.
The innovation journey is a nonlinear cycle of
divergent and convergent activities that may
repeat over time and at different organizational
levels if resources are obtained to renew the
cycle, p. 16.
6
IDEO Deep Dive Video
  • ABC News Nightline - 7/13/99Available FromABC
    News Storewww.abcnews.comKelley, Tom and
    Littman, Jonathan (2001) The art of innovation
    Lessons in creativity from IDEO, Americas
    leading design firm. New York Random House

7
IDEO The Deep Dive
  • IDEO has been identified as Americas Leading
    Design Firm.
  • IDEOs special ingredients
  • Teams
  • Culture
  • Methodology

8
IDEO The Deep Dive
  • Viewing Perspectives
  • Teams
  • Culture
  • Methodology
  • Videographer

9
THE DEEP DIVEFive Days at
10
Components of IDEO process
  • Creation of Hot Teams
  • Brainstorming
  • Rapid Prototyping
  • Observing Listening from Customers
  • Thinking of products in terms of verbs, rather
    than nouns

11
IDEOs Teams
  • Named Hot Teams.
  • Multidisciplinary.
  • Group leader is assigned based on their abilities
    to work with groups.

12
Seven Secrets for Better Brainstorming 1. Sharpen
the focus 2. Playful rules 3. Number your
ideas 4. Build and jump 5. The space
remembers 6. Stretch your mental muscles 7. Get
physical
13
Playful Rules
  • One conversation at a time
  • Stay focused on the task
  • Encourage wild ideas
  • Go for quantity
  • Be visual
  • Defer judgment
  • Build on the ideas of others

14
IDEOs Culture
  • Employees design their own working areas.
  • Employees have interest and skills to work with a
    wide range of people.
  • No hierarchies.

15
Build Your Greenhouse
  • Building Neighborhoods
  • Think Project, ThinkPersonal
  • Building Blocks
  • Inspiration from Adversity
  • Prototype Your space
  • Create a Team Icon
  • Watch Your Body Language
  • Simple Team Space
  • Hierarchy is the Enemy of Team Space
  • Give Your Workers a View
  • Tell Stories
  • Make Your Junk Sing

16
Build Your Greenhouse
  • Building Neighborhoods
  • Areas of Congregation
  • Lounge / Common Area
  • Mainstreet
  • Forced Interaction
  • Need for Privacy
  • Quiet Areas
  • Individuality

17
Five steps to IDEOs innovation
  • Understand the market/client/technology/
    constraints
  • Observe real people in real situations
  • Visualize new-to-the-world concepts ultimate
    customers
  • Evaluate refine prototypes
  • Implement new concept for commercialization

18
IDEOs Method
www.ideo.com
19
http//www.businessweek.com/magazine/content/04_20
/b3883001_mz001.htm
Time, April 2005
20
http//www.stanford.edu/group/dschool/big_picture/
our_vision.html
21
Design Thinking
Discipline Thinking
Ideo's five-point model for strategizing by
design Hit the Streets Recruit T-Shaped
People Build to Think The Prototype Tells a
Story Design Is Never Done
Tom Friedman Horizontalize Ourselves
AACU College Learning For the New Global Century
22
Innovation Resources
  • Additional Perspectives on Innovation
  • DEC - Schein, Edgar H., et.al. 2003. DEC is dead
    Long live DEC The lasting legacy of Digital
    Equipment Corporation. San Francisco
    Berrett-Koehler.
  • The Innovation Journey Van de Ven, Andrew H.,
    Polley, Douglas E., Garud, Raghu Venkataraman,
    Sankaran. 1999. The Innovation Journey. New York
    Oxford University Press.
  • Organizational Change and Innovation Processes
    Poole, Marshall S., Van de Ven, Andrew H.,
    Dooley, Kevin, and Holmes, Michael E. 2000.
    Organizational Change and Innovation Processes
    Theory and Methods for Research. New York Oxford
    University Press.
  • Weird Ideas that Work Sutton, Robert I. 2002.
    Weird Ideas that Work 11-1/2 Practices for
    Promoting, Managing, and Sustaining Innovation.
    New York Free Press.

23
DEC Culture of Innovation
  • The DEC culture emphasized
  • Creativity
  • Freedom
  • Responsibility
  • Openness
  • Commitment to truth
  • Having fun
  • Culture is a complex force field that influences
    all of an organizations processes. We try to
    manage culture but, in fact, culture manages us
    far more than we manage it, and it happens
    largely outside of awareness (p. 31).

Schein, Edgar H., et.al. 2003. DEC is dead Long
live DEC The lasting legacy of Digital
Equipment Corporation. San Francisco
Berrett-Koehler.
24
Sutton Weird Ideas that Work
  1. Hire Slow Learners (of the organizational
    code). 1-1/2 Hire People Who Make You
    Uncomfortable, Even Those You Dislike.
  2. Hire People You (Probably) Dont Need
  3. Use Job Interviews to Get Ideas, Not to Screen
    Candidates
  4. Encourage People to Ignore and Defy Superiors and
    Peers
  5. Find Some Happy People and Get them to Fight
  6. Reward Success and Failure, Punish Inaction
  7. Decide to Do Something That Will Probably Fail,
    Then Convince Yourself and Everybody Else That
    Success is Certain
  8. Think of Some Ridiculous or Impractical Things to
    Do, Then Plan to Do Them.
  9. Avoid, Distract, and Bore Customers, Critics, and
    Anyone Who Just Wants to Talk About Money
  10. Dont Try to Learn Anything from People Who Seem
    to Have Solved the Problems You Face.
  11. Forget the Past, Especially Your Companys
    Successes.

Sutton, Robert I. 2002. Weird Ideas that Work
11-1/2 Practices for Promoting, Managing, and
Sustaining Innovation. New York Free Press.
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