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Teamwork and Innovation: An Example from IDEO

Teamwork and Innovation: An Example from IDEO. Karl A. Smith Engineering Education – Purdue University Civil Engineering - University of Minnesota Preparing and Supporting Students to Work in Teams in STEM Disciplines Michigan State University Spring Institute on Teaching and Learning

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Teamwork and Innovation: An Example from IDEO

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  1. Teamwork and Innovation:An Example from IDEO Karl A. Smith Engineering Education – Purdue University Civil Engineering - University of Minnesota Preparing and Supporting Students to Work in Teams in STEM Disciplines Michigan State University Spring Institute on Teaching and Learning May 2007

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  3. http://www.businessweek.com/magazine/content/06_17/b3981401.htmhttp://www.businessweek.com/magazine/content/06_17/b3981401.htm 3

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  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. 5

  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, America=s leading design firm. New York: Random House

  7. IDEO – “The Deep Dive” • IDEO has been identified as America’s Leading Design Firm. • IDEO’s special ingredients: • Teams • Culture • Methodology

  8. IDEO – “The Deep Dive” • Viewing Perspectives: • Teams • Culture • Methodology • Videographer

  9. I E D O “THE DEEP DIVE”Five 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. IDEO’s 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. IDEO’s Culture • Employees design their own working areas. • Employees have interest and skills to work with a wide range of people. • No hierarchies.

  15. 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 Build Your Greenhouse

  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 IDEO’s 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. Observation Prototyping Implementation Brainstorming user desirability business viability insights and opportunities implementation technical feasibility IDEO’s Method www.ideo.com

  19. http://www.businessweek.com/magazine/content/04_20/b3883001_mz001.htmhttp://www.businessweek.com/magazine/content/04_20/b3883001_mz001.htm Time, April 2005 19

  20. 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 AAC&U College Learning For the New Global Century 21

  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 organization’s 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 • Hire “Slow Learners” (of the organizational code). 1-1/2 Hire People Who Make You Uncomfortable, Even Those You Dislike. • Hire People You (Probably) Don’t Need • Use Job Interviews to Get Ideas, Not to Screen Candidates • Encourage People to Ignore and Defy Superiors and Peers • Find Some Happy People and Get them to Fight • Reward Success and Failure, Punish Inaction • Decide to Do Something That Will Probably Fail, Then Convince Yourself and Everybody Else That Success is Certain • Think of Some Ridiculous or Impractical Things to Do, Then Plan to Do Them. • Avoid, Distract, and Bore Customers, Critics, and Anyone Who Just Wants to Talk About Money • Don’t Try to Learn Anything from People Who Seem to Have Solved the Problems You Face. • Forget the Past, Especially Your Company’s 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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