Category: Innovation

  • Twelve Weird Ideas That Work

    After
    my last post, I got several inquires about the complete list of weird ideas
    that work, from my 2002 book, Weird Ideas
    That Work.
    I have a soft spot for this book, perhaps because it was the
    first book I wrote myself, and also because it resulted from a talk that I gave
    for six or seven years before I wrote it up. I can still see – in my minds-eye –
    all the reactions that audiences had to the ideas as I developed them, the
    excitement in some cases, the boredom in other cases, the disdain for the most
    absurd, and the fantastic arguments that people had with me and each other.

    As I’ve said before, my aim is not to be RIGHT
    at all times but to get people to THINK, and when I am successful, this book – and the talk
    that goes with it — does that. In  other words these are strong (and evidence-based) opinions, weakly  held. 

    I picked
    ideas that would – from logical standpoint – increase the range of ideas (or
    variance) in a company, that would enable people to see things differently, and
    break from the past. I also emphasized that increasing variance and the like is
    great if you want creativity (say developing a new product or service) and
    awful if you want to do something tried and true (say building or  flying a 747).  There is a Harvard Business Review article
    called the Weird
    Rules of Creativity
    you can buy if you are interested (although it costs
    about half of the whole book), but if you want free stuff, check out my interview
    on tompeters.com,
    download this article from the Ivey
    Business Journal,
    or see Polly LaBarre’s Fast
    Company
    article.

    Two
    quick points.

    First,
    I don’t necessarily believe any of these ideas. Well, except number 7.  BUT I can marshal a pretty strong conceptual
    and empirical case for each and give you examples of creative companies and
    teams that use each one.

    Second,
    creativity happens when an organization, through some means, brings in varied
    ideas, sees the same old things in new ways, and breaks from the past.  These are just some ways to make it happen; they
    may help you or may not work in your organization at all. My suggestion is not
    to view them as a recipe, but as a menu. I suspect that if you tried to do all
    of these in one organization, it would be nightmare. Like eating the entire menu
    instead of meal at restaurant, it will make your organization sick. But there
    might be four or five that will work for you, at least for the places, people,
    and periods when you need creativity.

    Here
    is the list (note I say 11.5, but there are really 12)

    1. Hire slow learners (of the organizational code).

    1 ½. Hire people who make
    you feel uncomfortable, even
    those you dislike.

    2. Hire people you
    (probably) don’t need.

    3. Use job interviews to
    get new 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 everyone else that success is certain.

    8. Think of some ridiculous
    or impractical things to do, and then plan to do them.

    9. Avoid, distract, and
    bore customers, critics, and anyone who just wants to talk about money.

    10. Don’t try to learn anything from people who seem to have solve the problem you face.

    11.
    Forget the past, especially your company’s successes.

    Finally, as a summary, if you look at these, a
    reasonable conclusion is that, although creative places can be a lot of fun at
    times and being happy is linked to creativity (sort of, I’ll explain in a later
    post), note also that Creative companies
    and teams are inefficient (and often annoying) places to work.

  • Decide To Do Something That Will Probably Fail, Then Convince Yourself And Everyone Else That Success is Certain

    I’ve
    been thinking a lot about entrepreneurship and innovation lately. First, I gave
    a talk about innovation, based on Weird
    Ideas That Work
    , to a group of about 50 Korean executives from SK Telecom, who
    were visiting 
    Silicon Valley to learn about
    how entrepreneurship and innovation works around here. They were given a very
    high-end experience, spending a day at IDEO learning about their creative
    process, hearing from CEO Tim Brown and
    the amazing Diego Rodriguez,
    getting a speech from innovation guru Clay Christensen, and after my
    talk, getting on the bus for lunch at Google and a talk from Marissa
    Mayer
    . I also have been thinking about entrepreneurship because, as you can
    see from my last post, I spent a fair amount of time poking around the updated version
    of the Stanford Technology Ventures Program’s new Educator’s Corner.

    As
    I was preparing – and giving – my weird ideas talk to the SK Telecom
    executives, I kept thinking, after spending 20+ years in the Stanford  Engineering School
    and studying
    innovation for a long time, about which single lesson matters most, at least
    given my biased view and experience. Weird Ideas That Work came out in 2002, but it was based on a talk that
    I’ve been giving – and tinkering with — since about 1995.  It has 12 weird ideas for sparking
    innovation. But I’ve come to believe
    that one of these weird ideas is more important, more empirically valid, and
    more troubling than the rest:
     

    Step 1: Decide to Do Something the
    Will Probably Fail

    Step 2: Then Convince Yourself and
    Everyone Else That Success is Certain

    Consider
    the evidence. Most new ideas fail. Most new companies fail, most products fail,
    and most new technologies fail. Darwinian
    concepts apply to innovation, as hundreds of careful studies show. The only way
    to do something that will probably succeed is to replicate the past, especially
    to make your own future as perfect a replication as the past as possible. When
    Toyota makes another
    Camry, McDonald’s sells another Big Mac, or P&G makes and sells another box
    of Tide, the odds of success are pretty high.

    Once
    you enter the world of innovation, where you are doing something new, despite
    all the hype, all those consultants with sure fire methods, the fact is that –
    even if you have Kleiner Perkins funding, an
    experienced CEO, Wilson Sonsini
    as your law firm, and a bevy of hot young Stanford engineers developing your
    product — odds are you will fail.  Those
    are the hard facts, and although most innovators believe that they are better
    than the rest, that the odds don’t apply to them, that is a delusion. Google
    and its founders are worshipped, but at the time they were was funded, local
    venture capitalists seemed to be just as excited about the Segway (which still may make it,
    who knows), Zaplet (I
    think they dropped over 100 million on that one), Guru
    (another 60 million or so), and the infamous Webvan
    (over 800 million!).

    The
    investors at top venture capitalist firms and the people who run R&D at
    places like 3M, P&G, and BMW are very smart people and have a great overall
    internal rate of return, but as they know so well, in the world of new ideas,
    they must accept a high failure rate. They also know – and sometimes even admit — that so-called experts have
    a terrible record when it comes to predicting which new ideas will survive and
    which will not. Stanford’s James
    March
    , perhaps the most renowned living organizational theorist, summarized
    this state of affairs elegantly (this quote is in the last chapter of Weird Ideas That Work):

    Most fantasies
    lead us astray, and most of the consequences of imagination for individuals and
    individual organizations are disastrous. Most deviants end up on the scrap pile of failed mutations, not as
    heroes of organizational transformation. . . . There is, as a result, much that
    can be viewed as unjust in a system that induces imagination among individuals
    and individual organizations in order to allow a larger system to choose among
    alternative experiments. By glorifying
    imagination, we entice the innocent into unwitting self-destruction (or if you
    prefer, altruism).

    Yet,
    the fact remains that, if you are in the innovation business, developing new
    products, compounds, or services, starting or funding new companies, you don’t
    make a cent if you don’t place your bets on something or someone: Nothing
    ventured, nothing gained, is both a cliché and a dangerous half-truth. It is a
    cliché because, after all, those VC’s wouldn’t have those nice new houses and
    airplanes courtesy of Google if they hadn’t made their bets. And it is a
    dangerous half-truth because, well, nothing ventured, nothing lost (think
    Webvan).

    Once
    you put your money down on something (that will probably fail), that is when
    things get really weird. Sure, there are
    things you can do to increase the odds of success, work hard, find smart
    people, and so on. BUT if I was going to pick one thing (based on the
    evidence), I’d vote for irrational optimism, convincing yourself and everyone
    else that success is certain.

    Why?
    There is a huge literature – more than 500 studies out there now – on the
    self-fulfilling prophecy: If you believe that great things will happen, the
    odds of success go up, if you believe that bad things will happen, the odds of
    failure do to. Sociologist Robert Merton wrote
    classic article on the subject in 1948, and of course, this notion goes back to
    the story of Pygmalion. And much the
    same story emerges from medical research on placebo effects, that sugar pills
    often work just as well as “real medicine” because people have irrational faith.

    So,
    if you look at the innovation and entrepreneurship game from a portfolio
    perspectives, this means that – although their failure rate will remain plenty
    high – investors will do better over the long hail if they bet on persuasive
    optimists. Thomas Edison fits this
    description perfectly, so does Francis Ford Coppola, Steve Jobs (of the famous reality
    distortion field
    ), and Burt Rutan. Rutan is the designer of the Voyager, the first plane to fly non-stop
    around the world, and more recently, won the 10 million dollar X-Prize with two
    flights by his Spaceship One — to demonstrate the possible viability of “space
    tourism.” When so called experts told him that Voyager would never make it, he
    told his team that “Confidence in nonsense is required.”

    The
    problem with such success stories, however, is that we tell and remember them,
    and we don’t tell and forget all the failures, all those optimists who go from
    failed idea to failed new idea. And that is why, as March’s quote hints, there
    is a true ethical dilemma in the world of innovation. If you are on top of portfolio, being
    optimistic and funding optimists, increases your hit rate, but as March says,
    for the typical person, project, or company in the portfolio, the effect is to
    “entice the innocent into unwitting self-destruction (or if you prefer,
    altruism).”

    There
    is also a further twist that I’ll talk about in a future post: The same
    optimism that increases the odds of success also can lead to escalating
    commitment to a failing course of action. That is why banks have one group to
    hands-out loans and another to pull the plug.  And it is why the lead venture capitalist on a
    deal often remains behind a company 100% until the moment that his or her
    partners intervene and terminate the investment. The overly optimistic backers of the
    adventure will often keep throwing good money after bad because they have too
    much invested to quit, even though, as they say, sunk costs are sunk and shouldn’t
    affect decisions. The result is thaqt cooler and more detached folks are
    enlisted to kill investments that seem doomed.

    In
    short, if your goal is to have the highest internal rate of return for a
    portfolio of companies or the highest success rate for set of development
    projects, than a strong empirical case can be made for “Decide to Do Something the Will Probably Fail, Then Convince Yourself
    and Everyone Else That Success is Certain.
    ” Yet all those sticky and
    difficult ethical problems remain, and I don’t quite know what to do about
    them. Think about it, if most entrepreneurs came to grips with how bad the odds
    against them are, they might be less likely to be “enticed” to start new
    companies, and thus avoid the pain and expense of failure. But there would be negative effects as well,
    fewer new ideas, less innovation, less cool new stuff. And if only rational, well-informed
    pessimists that elected to innovate, to do something new stuff, their failure
    rate would be even higher.

    I
    once teased a local venture capitalist that, if he gave the entrepreneurs his
    firm invested in true informed consent, they would have them sign a
    document that said something like “I understand that, even though I am
    accepting this money, the odds are only 5% that my company will succeed, and
    that even if it does succeed, the odds are over 50% that the investors will
    remove me from the firm."  It doesn’t
    sound like much fun, does it?

  • The Stanford Technology Ventures Program: It Keeps Getting Better

    The
    Stanford Technology Ventures Program is
    a bit over 10 years old now. I remember when it was just a pretty dream that
    Tom Byers had, to build the greatest technical entrepreneurship program in the
    world.  In the early days, I helped Tom
    start an intense, year-long class now called the Mayfield Fellows program,
    where 12 smart Stanford students first heard about what it was like to work in
    the high-tech start-up for a quarter,  then each student worked in one for the  summer (and we all visited all 12 start-ups),
    and then we met the next term to think about what we learned about entrepreneurship
    and, especially, what each student learned about him or herself. We just
    celebrated the 10th anniversary of that adventure.

    STVP
    really took off when Tom brought Tina Seelig aboard as Executive Director about
    8 years ago.  Tom and Tina, with help
    from Kathy Eisenhardt as Research Director, have built a program of classes,
    sparked and funded splendid academic research, and developed a set of materials
    and conferences –- now held throughout the world –- to spread effective entrepreneurship
    teaching. If you teach or want to teach entrepreneurship, or if you are an entrepreneur
    yourself and want to see some great videos of world-class people in the world
    of technology ventures, download podcasts, and find a host of other material,
    visit their newly updated educators
    corner
    . For example, check out a video of JetBlue founder David Neelman or the
    one with Jeff Hawkins, the inventor of the modern pen-based computer. 

    The
    thing that always impresses me about Tina and Tom is that they don’t just talk
    about entrepreneurship, they never stop doing it: They are constantly starting
    new programs and classes, partnering with new folks, and viewing everything
    they as something that is could be even better. I talk to Tina a lot, and one
    of the things I like about her most is how she is always coming with new ideas
    about what to do next, and when she decides that something is worth doing, she implements
    it at breathtaking speed. Things often move slowly in Academia, but not at
    STVP.

     

  • Clicks-n-Bricks: New Stanford d.school Class Sponsored by Wal-Mart

    I’ve
    spent much of the summer working with a great team to design a new course
    called Clicks-n-Bricks:
    Creating Mass Market Experiences
    , the
    lead-off in a series of project-based classes taught by Stanford’s Hasso Platner Institute
    of Design
    (“The d.school”)this year. Building on what we learned from last
    year’s class on Creating
    Infectious Action
    , this fall class will focus on designing on-line and
    off-line experiences for customers and employees, as students will work with
    real executives, industry experts, and companies to find solutions to real
    problems.

    Just
    like the teams that we ask students to work in, our team is interdisciplinary too.
    The core team is Michael
    Dearing
    Perry
    Klebahn
    , Liz
    Gerber
    , and me. All played key roles in Creating Infectious Action, with
    Liz as a core member of the teaching team, and Michael and Perry serving as
    coaches. Michael has a Harvard MBA and has had a varied and intriguing career in
    industry, working at Disney and, most recently, about six years in a senior
    marketing role at eBay.  And one of the
    coolest – and I bet hardest – things he did was serving as Director of Filene’s
    Basement in downtown Boston 
    for three years. Perry, a member of the core team that runs the d.school and graduate
    of the Stanford product design program, invented and spread the popularity of
    the modern snowshoe. After he sold Atlas, his snowshoe company, he ran sales
    and marketing at  Patagonia for several years and now serves on their board.
    Liz Gerber is also a graduate of the Stanford
    Product Design Program, and has held jobs including middle school teacher, toy
    designer, and helped start a software firm during the dotcom boom.  Liz is now working on her doctorate in
    Management Science and Engineering at Stanford, and has done extensive ethnographic
    research on the design process, which she is studying and interpreting with
    social psychological theory. Liz also
    has a great deal of experience teaching product design classes and
    improvisation.

    In
    addition to the core teaching team, we will pull in experts to help students at
    key junctures in the class, including former senior HP executive and sustainability
    expert Debra Dunn,
    Mozilla’s Asa Dotzler
    who – among other amazing things – co-leads the Spread Firefox project,
    Julian Gorodsky
    , our “d.shrink” who will teach students group skills and
    help them work through group dynamics issues, and my collaborator Diego
    Rodriguez
    , who we hope to get involved in teaching and coaching students
    about the design process.

    As you can see, putting on one of these
    d.school classes is a lot like putting on a high school musical, there are lot
    of exits and entrances to manage.

    The
    class will focus on two major projects to get student
    teams out into the real world to wrestle with real problems. The first project is on “improving the theme
    park experience.” The teams will visit local theme parks, identify customer
    experience problems, and brainstorm and then design solutions. The second
    project, the capstone, will entail using the design process to work with
    Wal-Mart on its sustainability initiative (see the cover story of Fortune this week) to spread knowledge,
    network connections, and enthusiasm among Wal-Mart employees about this
    initiative. Wal-Mart executives and managers will work with students to explain
    the company’s commitment to sustainability, guide students efforts to engage
    Wal-Mart employees more fully and effectively in this effort, and (along with
    other experts), give feedback to students about their work.

    I
    will keep you posted about developments as the class unfolds. If you are a
    Stanford Masters student (we love diversity, so the class is open to all
    majors), please click on this
    d.school page
    and use the link to get on the list for the application
    process.

    It
    should be a fun and wild ride. 

     

  • AlwaysOn, the D.School, and Infectious Action

    Diego Rodriguez and I had good fun talking at AlwaysOn about our d.school course on Creating Infectious Action yesterday, and the audience — both online and offline — seemed to be especially amused when Diego talked about the websites that our students built to spread Firefox. Check out the C|Net story on Selling Mozillia Through Sex and Religion.

    We then had lively panel with people who have spread ideas and products successfully. My three take aways:

    1. Mitchell Baker of Mozillia talked about how hard it is — and how important it is — to let go of control of your message and your brand, to get others to help you spread.  As she emphasized, there are times when Mozillia does take steps to encourage some messages and discourage others, but they have to pick their battles because they’ve got about 55 people, and there are over 100,000 people out there spreading the news about Firefox.  Traditional corporate control freaks have a lot of control letting go, although they seem to make internal decisions that ruin brands just fine (e.g., I don’t understand how having 15 different Coca-Colas to choose from helps their brand).

    2. Perry Klebhan, founder of Atlas Snowshoes and inventor of the modern snowshoe, emhasized that the product became a success only after he realized who real users where — people who wanted a safe and organized experience, not hotshots who pull over to the side of the road and take off where there no trails — which affected who Atlas marketed to and led to work with snowparks to create marked trails for snowshoe users. It was a message about listening to and finding who really wants your product, not who you think would be a "cool" person to like it.  Perry also was a coach in the class, and is heavily involved in the d.school in other ways.

    3. Gil Penchino, CEO of Wikia, who had a great point. He argued that he had learned not to keep pouring gasoline on logs when there was no fire, but instead to look for little fires that were already burning and to dump the fuel on them. In other words, if there is no real interest in anything, spending a lot of money won’t help, but where there is already interest, money and attention can help something take off that is already creating excitement and buzz. 

  • Brainstorming Tips on BusinessWeek.Com

    Bruce Nussbaum and Jessie Scanlon from BusinessWeek invited me to write something on what it takes to do effective brainstorming after they saw my post on Brainstorming in the Wall Street Journal. I went back and re-read the academic research on brainstorming and remain amazed by how detached it is from what it actually happens when people and teams do creative work. I developed this argument and management guidelines in an article that just appeared in BusinessWeek’s Innovation and Design section. Check out Eight Tips for Better Brainstorming.

    I would also like to add a point that isn’t covered in this article. Not all psychology experiments are irrelevant to what happens in organizations. I am a strong proponent of using experimental methods when they reflect either the fundamentals of human behavior or have some hope of reflecting what actually happens in the real world. For a superb example of how this can be done, check out Max Bazerman’s book Judgment in Managerial Decision Making. Unfortunately, the assumptions and methods that most brainstorming researchers use in their experiments produce rigorous evidence that is, unfortunately, of little relevance. This isn’t just my opinion. I made a presentation a few years ago about brainstorming to a room full of renowned experimentalists at the Stanford Psychology Department, which included Mark Lepper, Lee Ross, and Robert Zajonc. The group was even more vehement about how unrealistic brainstorming research was as a model for how group work and creative work actually is done in real places.

  • Bad Behavior at AOL

    One of the areas that I study and teach about is customer
    service.  I did a lot of my early
    research on jobs that require people to express certain emotions and suppress others,
    including telephone bill collectors, 7/Eleven clerks, and police interrogators.
    I’ve become more interested in service experiences again in the last year
    or so, and in fact, a group of us including Michael Dearing (who just left eBay
    after over six years as a senior executive), Perry Klebahn (inventor of the modern snowshoe and a
    former Patagonia executive), Liz Gerber (a fantastic Stanford doctoral
    student and skilled product designer) and I are developing a new Stanford d.school class on designing
    service experiences next Fall. And Huggy Rao of the Stanford Business School and I are teaching a new executive program next November on Customer-Focused Innovation.

    My renewed interest in services is driven heavily by the bewildering
    and often idiotic things that organizations to do us as customers.  I won’t do the complete rant here, but I’ve
    had some experiences with Air France that were simply unbelievable blends of arrogance and incompetence, for
    example.  One experience was so bad that
    I really couldn’t figure out how to get them to pay attention to me without
    having a strategic temper tantrum (an incident I describe in my chapter on the
    virtues of assholes in The No Asshole Rule).  But the experience I had with Air France was
    nothing compared to the treatment that an AOL customer received when he tried
    to cancel his account. Go to Insignificant
    Thoughts
    and listen to the audio of the poor guy who was trying to cancel
    his account.  The entire company owes
    this guy an apology. When I hear something like this, my reaction is “now that
    is a company that deserves to die.”

  • Brainstorming in the Wall Street Journal

    Today’s Wall Street Journal has a column that questions the value of group brainstorming for generating new ideas. Andy Hargadon and I spent several years studying this topic, which included an 18 month ethnography of the role of brainstorming at IDEO. The upshot is that it is an idiotic debate and that much of the "research" that is cited by Paul Paulus is rigorous but irrelevant.  A few key points about most brainstorming research by academics:

    1. Brainstorming performance is defined only as the efficiency of idea generation — the number of ideas generated per person in say a 15 minute session. It does not measure idea quality, commitment to the ideas, whether people learned things from listening to others ideas, subsequent success and so on. It also doesn’t measure whether different people’s ideas are built on or recombined because that is impossible in an individual brainstorm. The main finding is true — but completely trivial — individuals can speak more ideas into a microphone when they are working alone because they don’t have to wait their turn to talk (and do that awful thing of listening to others ideas!).

    2. The people in these experiments — nearly all undergraduates — have no past experience doing or leading brainstorms (In fact, in the one experiment that I know of where people were led by trained facilitators, the so-called disadvantages of group brainstorming went away).

    3. Not one one of these experimental studies on "brainstorming performance" has ever been done in an organization where it is work practice that is used as a routine part of the work.  Paulus wrote me some years back that he tried to recruit some "real" organizations that did real creative work, but had no luck. To put it another way, if these were studies of sexual performance, it would be like drawing inferences about what happens with experienced couples on the basis of research done only with virgins during the first time they had sex.

    More generally, the question of whether "individual" or "group" brainstorming is "better" for creative work is, for starters, sort of like asking "what is more important, my brain or my heart?"  You need group brainstorming just to get the diverse ideas out on the table, to create a setting where people can build one each others ideas, and so that people can express public commitment to developing them. And you need time alone to reflect and think about what ideas you will bring to a brainstormer and what to do with the ideas after the brainstormer. In fact, in his classic, Applied Imagination, Alex Osborne was very careful to say that creativity depended on alternating between group and individual ideation.  And in fact, Paulus own research is starting to show this as well.

    Also, the fact is that people in creative workplaces already know this, they always do both, and usually spend more time generating ideas alone than in groups — our surveys at IDEO showed that, as skilled as they are at brainstorming, few designers spent more than 5 to 10 percent of their work week in brainstorming sessions. It is just one part of the "mix" of creative work, so examining brainstorming without looking at it in  the larger context where it is done — in an an organization, by experts, and woven together with other work practices — is useless.

    The WSJ article also quotes people in "real jobs" who talk about the notion that they’ve never had an idea in a meeting and that meetings stifle their creativity. No doubt that happens to some people, but it is less likely to happen when people are experienced at brainstorming, led by an experienced facilitator, and don’t work in a place where people work in fear. One of the critics of group brainstorming had worked at GE — an organization that fired (or "moved-out") the bottom 10% of its employees for years — I’d feel uncomfortable saying something that sounds dumb in that setting too because, after all, it might cost me my job.