Purposeful Creativity and Innovation in IT Business Planning DYNM 692: Innovation and Creativity in Organizations Dr. Steven Freeman Fall, 2010 Ada Bickert Scott Yarosh December 8, 2010 Purposeful Creativity and Innovation in IT Business Planning Table of Contents • Table of Contents – Executive Summary for Class Presentation, Dec. 8, 2010 – Process and Outcomes – Appendix • PowerPoint for Participants - 2 Day Workshop Slides • Facilitation Outline - 2 Day Workshop • Team 1 and 2 Activity Results • Team 3 and 4 Activity Results Purposeful Creativity and Innovation in IT Business Planning Executive Summary: Process and Planning • Preplanning • • • • Spark and imbed innovation mindset Step outside of company culture – separate operation & innovation world Invent new process, product, or service to improve team effectiveness 2 day event, 20 people • Planning day structure • Followed Creativity, Inc.’s Purposeful Creativity method • Climate Setting: Where are you now? (mentally) • Step 1: Groundwork and Immersion • Reframing: Enemy/Defender, Zip-Zap-Zop, What is Creativity?, Leadership Lessons from the Dancing Guy, Start with “Why?” • Step 2: Divergent Exploration • Awareness: Moon walking Bear, Point the Arm, The Consultant – Fast Problem Solving • Wishing: What makes you happy? What do you wish you could do in life? • Excursion: Wegmans, Toys R Us, Home Depot, Walmart • Analogy: Workplace Fairy Tales (Finding Nemo, Batman) • Step 3 and 4: Selection and Focused Exploration • Facilitated Questions: What keeps me awake at night?, Who is your primary customer? • Vision and Purpose: Ideal Future State • Step 5: initial Articulation of Potential Solution • Innovative Path to Future State: Develop 4 Ideas to Reach Goals (consider results of prior activities) • Time to Synthesize: Share solutions and feedback Purposeful Creativity and Innovation in IT Business Planning Executive Summary: Innovation in Action • A few pictures from the day… Purposeful Creativity and Innovation in IT Business Planning Executive Summary: Results and Reflections • Results • Team building • Curiosity, risk-taking, imagination • Clarification of current situation/problems • Better understanding of existing problems • Emerged problems • Critical thinking • Collaboration • Innovative solutions • Key Inventions • Team 1: Home Depot • Team 2: Walmart • Team 3: Toys R Us • Team 4: Wegmans • Participant Reflections • Our Reflections Purposeful Creativity and Innovation in IT Business Planning Executive Summary: Key Inventions and Revelations Key Inventions From the following pages that you will see, the teams are planning to implement… • A new mindset; realizing that we have the power to change things • • • • • • • “Purposeful Play” – time for hands-on-machine exploration Create hands on models of new architectures rather than just PowerPoint slides Denser client relationship model – and new process New process to proactively look for customers of our services LED scrolling sign to convey system capacity issues System changes for automatic capacity limits being reached – automatic warnings Website portal for the services that we offer across both groups • Services offered • What to do when you get stuck • Do it yourself instructions • Clarity on what to expect FIELD TRIP- Home Depot – Team 1 • Observations – Holiday display – Creating more spirit in our environment • Architecture – Cabinet display, lights • Building models rather than PowerPoint • Something concrete, tangible • Illuminating, showing the way FIELD TRIP- Home Depot – Team 1 • People – Employee from Home Depot • Don’t be afraid to ask for help • Proactively look for customers • Tools – Some all purpose, some meet specific need – To be successful must be seen as expert – Balance doing a lot with doing them well FIELD TRIP- Home Depot – Team 1 • Client relationships – Spotlight with sensors – Keep an eye out for projects that need assistance – Entry into Tech. Ops. • More illuminated communications – LED scrolling sign • Performance – Circuit Breakers – If your system looks like this, here’s what you can measure – Dimmer tool – Scale – Timer in tracker system for automatic notices FIELD TRIP- Home Depot – Team 1 • Tools to measure – Use tools you feel comfortable with – Explore with something new • Inventory tags – Using tools you have for new solutions • Refrigerator delivery – Provide capacity you need before you need FIELD TRIP – Walmart Team 2 • Satisfaction Guarantee – Customer service • Navigation – What services do we offer clients • Do it yourself – Enable other teams to do things themselves FIELD TRIP – Walmart Team 2 • “Check price here” – What do you do if you get stuck • Custom Fit – Dr. Scholl’s custom solution for clients • Tire lube – Step by step solution – Give people clear path of what to expect FIELD TRIP – Walmart Team 2 • Computer (Touch screen) – Not just one way communication – Interact Purposeful Creativity and Innovation in IT Business Planning Team 3 – The Field-trip and connections – Toys R Us • Big Map – “Going Global” – Show performance for international applications “How” do we get there? – Metaphor for thinking big • Training Aid for Writing – “New Approaches to Training” – Uses a touch screen to walk a child through writing each letter in the alphabet – Portal into team where viewer could see model of how to do something • Crazy Action Contraption – “New Ways to Put Things Together” – Parts to build unique toys – Take components and decide where you want to go – Resolving issues – which path do you want to pursue? • Ocean World Book – “Best Practices for Documentation” – Interestingly done – Appealing from outside – Inside – good fonts, pictures, layout (Easy to follow) • Nerf Dart Tag – “What’s Old Can be New Again” – Take concept of something people loved and make it acceptable and better for now – Repackage at the right time Purposeful Creativity and Innovation in IT Business Planning Team 4 – The Field-trip and connections – Wegmans • Seafood Cooking Techniques – Documentation for platforms, as well as for workloads on platforms – Useful for all 3 teams – Would require communication mechanism • Craft your own Pack Beers – Pick assorted beers you want – Have clear inventory of what teams can do – Let client decide what they’d like to try • Cat Nip – Energizes the cat – Schedule time for purposeful play, experimentation, R&D • Chocolate Covered Apple – Provide services to the client they never thought they needed but once they experience them the services become indispensible • Store Layout – “Stores Within Stores” – Separate but function as a whole – Place things together that are used together – Cross pollination of teams so you know what is going on in other teams Purposeful Creativity and Innovation in IT Business Planning Participant Reflections • Great to learn about the Performance, Capacity, and Architecture teams. • Learned more about myself and how the innovation process can work for all kinds of people (technical, artistic). • Try to be observant of things that are happening around you that you may have missed before by focusing on certain things. You can get locked in to a particular way of thinking that may prevent you from seeing other options. Always look to the bigger picture. • All three of our teams share some of the same problems: – Under appreciation of the services we provide. – Struggle with platform teams who may think they can do just as well without us. • Numerous opportunities exist for our teams to work together and leverage each others strengths. • It’s great to get together and discuss issues as a team. • It's about the group and not the individuals. • Got to know more details of the job functions and challenges of other groups. • Learned we have similar wishes for the ideal workplace. • Learned lessons on leadership from the “Dancing Guy”. (first follower, etc.) • Learned how best practices from retailers (or anywhere really) can be fuel for innovation in our own workplace. Purposeful Creativity and Innovation in IT Business Planning Our Reflections • Learned how to use the Creativity, Inc. innovation process within a work place • The reframing through seemingly unrelated activities was very effective in fostering innovative thinking • Most people were very open to this new and different way of thinking • Getting them away from their everyday campus and environment set the stage for interactive participation and “safety” (new relationships between people, trial and error) • A raised awareness of new possibilities. People’s awareness can change and grow. • New eyes and perspectives on other people’s problems adds to the robustness of thought • Consideration was given to how to apply new ideas to existing environments and potential resistance • No one person has the answer alone – the power of groups was evident • Started looking at flaws as difficulties to be worked through Next Steps… – are continuing already! Teams have met several times to continue the work of designing and implementing the ideas and solutions. – Involving customers to gain their thoughts on usability/wishes.