C H A P T E R 8 Creativity and Product Development Knowledge and human power are synonymous, since the ignorance of the cause frustrates the effect. Francis Bacon CHAPTER OUTLINE 8.1 8.2 8.3 8.4 8.5 8.6 Creativity and Invention Product Design and Development Prototypes Scenarios Spotlight on Teva Pharmaceuticals Summary How can an organization establish an environment that fosters bringing new products and services to market on a consistent and timely basis? O ver the past 20 years, product life cycles have gotten shorter and shorter—in large part due to faster technological breakthroughs. To keep pace with this environment of rapid change, companies must establish a creative environment that strongly encourages spending time on new ideas, concepts, and solutions. The creative enterprise is based on six resources, which are outlined in Table 8.1. Creative ideas, concepts, and solutions are turned into products and services through the product design and development process. This process is concerned with the concrete details that embody a new product or service. Prototypes are models of a product or service and can help a new technology venture to learn about the right form of the product for the customer. Scenarios are used to create a mental model of a possible sequence of future events or outcomes. Good product development relies on the five practices listed in Table 8.5. ■ 163 164 CHAPTER 8 Creativity and Product Development 8.1 Creativity and Invention Creativity is the ability to use the imagination to develop new ideas, new things, or new solutions. Creative thinking is a core competency of most new ventures, and entrepreneurs strive to have creative people on their team. Creative ideas often arise when creative people look at established solutions, practices, or products and think of something new or different. These creative ideas can underlie invention, and invention can flow to innovation. Thus, firms committed to innovation must fundamentally strive to encourage and support creativity. The creative enterprise is based on six resources as shown in Table 8.1 [Sternberg et al., 1997]. To create something new, one needs knowledge of the field and of the domain of knowledge required. Domains are areas such as science, engineering, or marketing. Fields within a domain might be circuit design or market research. The intellectual ability required is the ability to see linkages between things, redefine problems, and envision and analyze possible practical solutions. Creative people use inventive thinking that reflects in novel ways on a problem. A creative thinker is motivated to make something happen and is open to change. Finally, the creative person understands the context of the problem and is willing to take a reasonable risk. The person who has most of these skills is often called intuitive; that is, he or she has an instinctive ability to perceive or learn relationships, ideas, and solutions. One process of creative thinking is shown in Figure 8.1. It starts with a description of a problem and rests for a period of incubation. Then, intuitive brainstorming leads to good insights and ideas that can be evaluated and tested. Finally, a prototype is built and shown to the potential customer. This process may lead the entrepreneur to revise the question or problem and to begin a second cycle through the process. The entrepreneur continues around the loop until the prototype product solves the problem. It is also useful to think of the innovation process as involving multiple personas, each with their own skills and points of view. The first three personas occupy learning roles: the anthropologist observes behaviors and develops a deep understanding of how people interact with products, services, and each other; the experimenter prototypes new ideas continuously; and the cross-pollinator TABLE 8.1 Six resources for a creative enterprise. ■ Knowledge in the required domain and fields: and knowing what is new. ■ Intellectual abilities to recognize connections, redefine problems, and envision and analyze possible practical ideas and solutions. ■ Inventive thinking about the problem in novel ways. ■ Motivation toward action. ■ Opportunity-oriented personality and openness to change. ■ Contextual understanding that supports creativity and mitigates risks. 8.1 Start Reframe and start again Creativity and Invention Describe the problem Build a prototype and show it to the customer Incubation period: Observe and study the problem Evaluate and test the ideas Intuitive thinking and brainstorming Insights, ideas, and inventive thinking FIGURE 8.1 Creativity process. explores other industries and settings and borrows relevant ideas from them. The next three personas occupy organizing roles: the hurdler develops a knack for overcoming and outsmarting potential obstacles; the collaborator helps to bring diverse groups together; and the director gathers and inspires the team. The last four personas occupy building roles: the experience architect designs compelling experiences that go beyond mere functionality; the set designer transforms physical environments to facilitate the work of innovative team members; the caregiver anticipates and attends to customer needs; and the storyteller conveys a compelling narrative about the project [Kelley and Littman, 2005]. Figure 8.2 illustrates the “Innovation Engine,” which shows how different internal and external factors can work together to enhance creativity. The three factors on the inside of the Innovation Engine are knowledge, imagination and attitude. Knowledge provides the fuel for one’s imagination. Imagination, in turn, is the catalyst for transforming knowledge into new ideas. Finally, attitude sets the Innovation Engine in motion. The three factors on the outside of the Innovation Engine are resources, habitats, and culture. Resources include the assets in an entrepreneur’s community. Habitat is the physical space, constraints, incentives and team dynamics that surround the entrepreneur. Finally, culture refers to collective beliefs, values and behaviors in the entrepreneur’s community [Seelig, 2012]. 165 CHAPTER 8 Creativity and Product Development gin ati on Culture Attitude bit Ha e es g led ow urc so Re Kn at Im a 166 FIGURE 8.2 Innovation Engine. An entrepreneur can improve all six factors to increase innovation. Imagination can be enhanced by reframing problems, connecting ideas, and challenging assumptions [Seelig, 2012]. For example, in 1954, Kay Zufall was looking for new things for children to do. She did not like the modeling clay sold for children because it was too stiff. However, her brother-in-law made a doughy mixture for cleaning wallpaper. Zufall tried it as a modeling medium and discovered it was soft and easy to mold and cut up. She and her brother-in-law reformulated it as a safe and colorful product for children, and they came up with the name: PlayDoh [Sutton, 2002]. A powerful method for enhancing the imagination is brainstorming. In a brainstorming session, diverse people come together to generate new ideas through conversation and interaction. Brainstorming sessions typically require significant planning, setup and follow-through. Table 8.2 lists eight guidelines for effective brainstorming sessions. The mindset of the brainstorming group is particularly important. To be effective, teams should follow certain brainstorming “rules,” as listed in Table 8.3. Entrepreneurs can be naturally inclined to judge ideas immediately, leading them to filter the ideas that they discuss and record in a brainstorming session. The point of a brainstorming session, however, is to stir the imagination in order to generate new ideas. Some firms, like the product-design firm IDEO, post printouts of the brainstorming rules in Table 8.3 in their work environments to remind team members of this goal. Entrepreneurs also can act to enhance parts of the Innovation Engine beyond imagination. For example, an entrepreneur can enhance her knowledge of a market by engaging deeply with potential customers through conversations and observations. Entrepreneurs also can work to apply their knowledge across different domains. For example, Tina Seelig completed her PhD in neuroscience at the Stanford University School of Medicine. Soon after she completed her degree, she decided that she wanted to enter the world of business. She realized that her ability to do scientific research was directly applicable to the kinds of problems that she would face in the business world. Even though Seelig did not 8.1 Creativity and Invention have a degree in business, she did have highly relevant knowledge. Being able to tap into your knowledge and apply it in different settings is a powerful tool for creative problem solving. An important part of attitude lies in maintaining a willingness to experiment and the drive to push through challenges to solve problems. Research shows that the human mind is malleable and that people who maintain a positive and learning-oriented attitude have different brain activity than people who do not. TABLE 8.2 Guidelines for effective brainstorming sessions. Right people A brainstorming group should be diverse, relatively small, and free of internal politics Right challenge A brainstorming group should focus on a clearly-stated challenge Right mindset A brainstorming group should adopt a creative and generative mindset, not a critical and evaluative one Right empathy A brainstorming group should focus on understanding the people who are affected by the challenge Right stimulus A brainstorming group should use questions that question assumptions, consider extreme cases, employ analogies, and explore technology scenarios and trends Right facilitation A brainstorming group should ensure that everyone participates, while keeping the conversation fresh and energetic Right follow-up A brainstorming group should have some way to ensure that ideas can later be considered and, where appropriate, implemented Source: Liedtka and Ogilvie, 2011. TABLE 8.3 Brainstorming “rules”. Defer judgment Don’t confuse idea generation, where brainstorming excels, with idea evaluation Capture all ideas Even ideas that seem irrelevant or “bad” can be the basis of other ideas Encourage wild ideas Wild ideas can lead to insights Hold one conversation at a time Listen to other people in the group Build on other people’s ideas Consider how you might modify or extend an idea into a new idea Be visual Use pictures and diagrams, not just words, to capture ideas Go for volume Emphasize quantity over quality Source: Seelig, 2009. 167 168 CHAPTER 8 Creativity and Product Development Finally, habitat plays an important role in facilitating creativity. Part of habitat is the physical environment itself. Many startups feature brightly-colored and open spaces with easily-movable furniture, whiteboards, and even games. These physical environments support creativity by encouraging informal interactions and by providing an easy way to capture insights. Habitat also includes incentives and team dynamics. All firms need a culture that sustains a creative process that enables team members to engage and interact with new solutions. The leaders of a new venture can play a particularly important role in establishing this culture; firms with leaders who empower employees experience greater creativity [Zhang and Bartol, 2010]. Leaders also should work to establish a collaborative culture around creativity. Collaborative teams are more likely to achieve creative breakthroughs, since they can draw upon multiple perspectives, and are less likely to have very poor outcomes, since groups typically have a more rigorous selection process [Singh and Fleming, 2010]. Entrepreneurial leaders influence the culture by putting in place rules, rewards, and incentives that can foster innovation. Even those employees not in a leadership role with direct control over the corporate culture can indirectly influence the culture by reinforcing other parts of the Innovation Engine. For example, by increasing their imagination, they create opportunities for the organization that can ultimately impact that entire organizational culture. Table 8.4 conveys several ideas for managing a creative work environment. These ideas can clash, however, with conventional management practices [Sutton, 2002]. A natural conflict exists between managing for creativity or exploration on one hand and implementation or exploitation on the other hand: new ideas and inventions depend upon creativity; bringing these inventions to market, however, may require routine processes [Freeman and Engel, 2007]. A small, emerging firm can accommodate both tendencies within it. As a firm grows, it needs to build a culture that reinforces the best qualities of creativity as well as efficient execution of its business processes [Brown, 2001]. TABLE 8.4 Conventional versus creative management practices. Conventional practice Creative practice Hire “fast learners” (of the organizational code) Hire “slow learners” (of the organizational code) Hire people who make you comfortable, whom you like Hire people who make you uncomfortable, even those you dislike Hire people you (probably) do need Hire people you (probably) don’t need Use job interviews to screen and, especially, to recruit new employees Use job interviews to get new ideas, not to screen candidates Encourage people to pay attention to and obey their bosses and peers Encourage people to ignore and defy their superiors and peers Find some happy people, and make sure they don’t fight Find some happy people, and get them to fight Reward success, punish failure and inaction Reward success and failure, punish inaction 8.2 Product Design and Development TABLE 8.4 Continued Conventional practice Creative practice Decide to do something that will probably Decide to do something that will probably fail, succeed, then convince yourself and then convince yourself and everyone else that everyone else that success is certain success is certain Think of some sound or practical things to Think of some ridiculous or impractical things do, and plan to do them to do, and plan to do them Seek out and be attentive to people who will evaluate and endorse the work Avoid, distract, and bore customers, critics, and anyone who just wants to talk about money Learn everything you can from people who Don’t try to learn anything from people who seem to have solved the problems you face say they have solved the problems you face Remember and replicate your company’s past successes Forget the past, especially your company’s successes Source: Sutton, 2002. 8.2 Product Design and Development One of the early tasks of a new venture is the design and development of the new product. The entrepreneurial team wants to develop a new product or service that can establish a leadership position. One of the strengths of a new venture is that the leadership of the venture plays a central role in all stages of the development effort. Furthermore, the small new firm is able to integrate the specialized capabilities necessary for the development of a successful product [Burgelman, 2002]. In recent years, product complexity has dramatically increased. As products acquire more functions, the difficulty of forecasting product requirements rises exponentially. Furthermore, the rate of change in most markets is also increasing, thereby reducing the effectiveness of traditional approaches to forecasting future product requirements. As a result, entrepreneurs need to redefine the problem from one of improving forecasting to one of eliminating the need for accurate longterm forecasts. Thus, many product designers attempt to retain flexibility of the product characteristics as the development proceeds. A design and development project can be said to be flexible to the extent that the cost of any change is low. Then, project leaders can make product design choices that allow the product to easily accommodate change [Thompke and Reinertsen, 1998]. Uncertainty is an inevitable aspect of all design and development projects, and most entrepreneurs have difficulty controlling it. The challenge is to find the right balance between planning and learning. Planning provides discipline, and learning provides flexibility and adaptation. Openness to learning is necessary for most new ventures that are finding their way into the market [DeMeyer et al., 2002]. Design of a product leads to the arrangement of concrete details that embodies a new product idea or concept. The design process is the organization and management of people, concepts, and information utilized in the development of the form and function of a product. The role of design is, in part, to mediate between the novel concept and the established institutional needs. For example, Thomas Edison designed and described the electric light in terms of the 169