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Creativity and Innovation

Creativity and Innovation. Minder Chen Visiting Professor Information Management Department National Taiwan University & Professor of MIS California State University Channel Islands Minder.chen@csuci.edu. National Tainan University Nov. 20, 2014. Creativity and Innovation.

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Creativity and Innovation

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  1. Creativity and Innovation Minder Chen Visiting Professor Information Management Department National Taiwan University & Professor of MIS California State University Channel Islands Minder.chen@csuci.edu National Tainan University Nov. 20, 2014

  2. Creativity and Innovation Creativity is simply the production of novel, appropriate ideas in any realm of human activity, from science, to the arts, to education, to business, to everyday life. The ideas must be novel—different from what's been done before—but they can't be simply bizarre; they must be appropriate to the problem or opportunity presented. Creativity is the first step in innovation, which is the successful implementation of those novel, appropriate ideas.

  3. Definition of Innovation • An innovation is the creation and application of a new or significantly improved technology, product/service, process, or business model that is accepted by markets and society. • Adapted from OECD 2005 and Wikipedia.

  4. Creativity and Innovation • New opinions are always suspected and usually opposed, without any other reason but because they are not already common. - John Locke • Creativity is the quality or ability to create or invent something original. Innovation = Creativity + Implementation Innovation = Creativity + Value

  5. Creativity, Innovation, and Entrepreneurship • 創意的空間 • 創新的文化 • 創業的精神 創業 Entrepreneurship 創意 Creativity 創新 Innovation

  6. Creativity, Innovation, and Entrepreneurship • 創意的空間 • 創新的文化 • 創業的精神 創業 Entrepreneurship • Lean Startup 創意 Creativity 創新 Innovation • Product/service/process • Business model • Social Innovation • IT-enabled • Individual • Team • Organization

  7. The Secret Formula for Creativity What Makes the Soup So Good?

  8. Source: Teresa Amabile, Growing Up Creative: Nurturing a Lifetime of Creativity, 1989.

  9. Three Components of Creativity • Upend the status quo • Persevere through dry spells (incubation) • Passion • Interest Managers influence these components (particularly motivation) through workplace practices and conditions. Source: Teresa Amabile, "How to Kill Activity," Harvard Business Review, Sep/Oct, 1998, Vol. 76 Issue 5, pp. 76-87. Source: (link)

  10. Ideas and Creativity • “Ideas are cheap.” • Ideas aren’t cheap at all—they’re free. • Tina Seeling • “The best way to predict the future is to invent it.” • Alan Kay • We are all inventors of our own future. And creativity is at the heart of invention. • Tina Seeling

  11. Knowing vs. Doing http://www.tonywagner.com/wp-content/uploads/creating-innovators-2-12.pdf • So What? Now What? • The world no longer cares what you know . . • the world cares what you can do with what you know: • Do you have the skill? • Do you have the will? (Stay hungry! Stay foolish!)

  12. The Candle Problem The subject was given three key items: a candle, a book of matches, and a box of thumbtacks. Using these items, the goal was to position the candle in a way that, while lit, no wax would touch the ground or table top.

  13. Creating Innovators Play to Passion to Purpose = Perseverance The resilience and self-confidence that comes from surviving “failure” http://www.tonywagner.com/wp-content/uploads/creating-innovators-2-12.pdf http://www.tonywagner.com/wp-content/uploads/calling-all-innovators-ed-leadership-4-12.pdf

  14. What Happen to Our Creativity? The Logo Movie (video) http://www.fastcoexist.com/3018877/can-playing-with-legos-make-you-more-creative Kids are taught to learn by understanding “the one right answer” they need to find, and what they need to do to find it. (On tests of how kids do at brainstorming ideas, 98% of three-year-olds register as “creative geniuses.” By the time they are 25? Only 2%). Check this out http://seriousplay.com/19483/HOW%20TO%20GET%20IT

  15. Four Key Processes PLAYING — which connects being (identity and selfhood) with doing (creative action) MAKING — which connects doing (creative action) with having (available materials) SHARING — which connects having (things to share) with knowing (knowledge and experience) THINKING — which connects knowing (knowledge and experience) with being (identity and selfhood)

  16. Aim to Innovate: maximize your creativity at work Evangelia G. Chrysikou, "Your Creative Brain at Work,"Scientific American Mind, Vol. 23, 24 - 31 (2012) (pdf version, link) Become an expert. Observe. Know your audience. Step out of your comfort zone. Be willing to work alone. Talk to outsiders about your work. Have fun. Take a nap or let your mind wander. Take a break. Challenge yourself.

  17. Be a Life style Observers

  18. Where Good Ideas Come From Ted Talk video • Innovations don’t come from individuals working alone. • Innovations come from an environment that fosters the cross pollination of hunches and small innovations. • Innovations come from a community of thinkers and doers in close proximity to each others thinking. • We are often better served by connecting ideas than we are by protecting them. • Chance favors the connected mind • Steven Johnson, Where Good Ideas Come From https://www.youtube.com/watch?v=NugRZGDbPFU based on his book

  19. Formula for True Innovation • America’s advantage, if it continues to have one, will be that it can produce people who are also more creative and imaginative, those who know how to stand at the intersection of the humanities and the sciences. • That is the formula for true innovation, … • Walter Isaacson is the author of “Steve Jobs.” • http://www.nytimes.com/2011/10/30/opinion/sunday/steve-jobss-genius.html?pagewanted=all&_r=0

  20. Torrance Test

  21. Measuring Creativity Source: http://www.senseandsensation.com/2012/03/assessing-creativity.html Fluency: how many responses Flexibility: how many types of responses Originality: the unusualness of the responses Elaboration: the detail of the responses

  22. Anna drew the most drawings, even though her drawings were all faces.           She has the highest fluency. • Benji drew the most types of responses, even though he has fewer total responses than Anna.           He has the highest flexibility. • Carol drew two wheels and a ball--nice geometry!           No prize, alas. • Darlene drew only two responses, but no one else drew a balloon or a bomb.           She has the highest originality. • Edward drew only three faces, but with more detail than the others.           He has the highest elaboration. (link)

  23. Terrance Circle Test http://www.jrimagination.com/blog/2012/3/13/advice-from-outside-the-box.html

  24. (link)

  25. The 10 Myths of Creativity David Burkus, The Myths of Creativity, 2013 The Eureka Myth (“I found it”; Epiphany) Long incubation stage; Centered around persons not ideas The Breed Myth  Nurture wins over nature The Originality Myth Springboard and “steal” The Expert Myth Multidisciplinary teams The Incentive Myth  Intrinsic motivation The Lone Creator Myth  Edison’s Muckers The Brainstorming Myth  A process The Cohesive Myth  Conflicts are not bad The Constraints Myth  Constraints may help The Mousetrap Myth  Difficulty in market acceptance http://www.inc.com/christina-desmarais/10-myths-about-creativity.html/1

  26. Creativity and Teamspirit http://v.youku.com/v_show/id_XNDczMzEzNjY4.html One doesn’t manage creativity [but nurtures] One manages for creativity (i.e., creative process) Tap ideas from all ranks (using multidisciplinary teams) Lone inventor myth  Encourage and enable collaboration Enlightened trial and error (of a creative team) succeeds over the planning of lone genius.* • *http://www.youtube.com/watch?v=M66ZU2PCIcM • Source: https://www.youtube.com/watch?v=JkHOxyafGpE (1of 3)

  27. IDEO Brainstorming Rules & Tips • Defer judgment • Encourage wild ideas • Go for quantity • Build on the ideas of others • One conversation at a time • Stay focused on the topic • Be visual • Number and record each idea – let’s try to get a hundred ideas, motivates participants • Write the flow of ideas in a way that is visible to the group • Make sketches, mind-maps, diagrams, . . .

  28. Trial and Error http://www.ideo.com/images/uploads/news/pdfs/hemispheres_1.pdf • "I begin with an idea, and then it becomes something else." - Pablo Picasso • “Fail often to succeed sooner.” - IDEO • “There is no failure here, just iteration.”

  29. What is Design? – Tom Kelley Compiled by Scott Klemmerhttp://hci.stanford.edu/cs147/ • Not just problem solving – creative leap • Messy – No right answer • Takes a point of view – or many POVs • Calls for vision and multiple minds • Open attitude – many solutions • Learned from experience with reflection • Requires a feel for the materials • Requires ongoing mindfulness 用心 • Starts with broadening, followed by narrowing Divergent Thinking  Assimilation  Convergent Thinking

  30. Divergent and Convergent Thinking http://keyholesoftware.wordpress.com/2011/12/20/setting-the-stage-for-the-agile-retrospective-organizational-culture-of-collaboration-and-feedback-the-facilitator-and-creating-a-safe-environment/

  31. SCAMPER Method for Brainstorming (Eberle, 1971)

  32. The Creative Process http://www.creativehuddle.co.uk/creative-process/

  33. Discovery, Invention, and Innovation “If an idea begat a discovery, and if a discovery begat an invention, then an innovation defined the lengthy and wholesale transformation of an idea into a technological product (or process) meant for widespread practical use. Almost by definition, a single person, or even a single group, could not alone create an innovation. The task was too variegated and involved.” • The Idea Factory, by Jon Gertner

  34. Discovery vs. Invention Applied creativity — taking clever ideas and smart designs and applying them to useful devices. – Walter Isaacson lightning was a form of electricity.

  35. Invention vs. Innovation Source: http://www.pbs.org/idealab/2012/03/the-difference-between-invention-and-innovation086.html iPod wasn't the first portable music device (Sony popularized the "music anywhere, anytime" concept 22 years earlier with the Walkman; MP3) What made Apple innovative was that it combined all of these elements -- design, ergonomics and ease of use -- in a single device, and then tied it directly into a platform that effortlessly kept that device updated with music. Apple invented nothing. Its innovation was creating an easy-to-use ecosystem (with iTune Store, iTune, and iPod) that unified music discovery, delivery and device. And, in the process, they revolutionized the music industry.  Creative Collision

  36. Drivers for Innovation • Necessity is the mother of invention. • Where there is a friction (frustration), there is an opportunity. • Zappos’ founder Nick Swinmurn • Dropbox file sharing: Drew Houston reportedly conceived the idea for Dropbox after repeatedly forgetting his USB drive  • Chinapages.com by Jack Ma

  37. Product & service Innovation Polaroid Camera (Instant Camera)

  38. Process Innovation Model-T: a true innovation available to a wide audience. pleasure car  passenger car Moving assembly line Steal from : Meat Packing Plant High wage;

  39. Business model Innovation Southwest Zara: Fast Fashion Dell: Direct sales IKEA: Self-assembled furniture Apple: iPod & iTune  ecosystem innovation

  40. Architecture of Innovation Intersection & Integration Science/Technology Humanity/Art Business Model Innovation Consumer Process Innovation End product/ service & Component Experience Innovation Service Innovation Product Innovation Technology Innovation Creativity & Imagination Business

  41. The Rate of Innovation: Product vs. Process

  42. Key Factors at Three Phases

  43. Innovation Diffusion The cumulative distribution of innovation adopters who are characterized by the timing of their decision to accept and implement the innovation. S-Curve or the logit function for rate of diffusion adoptation. Innovation Diffusion Function to Saturate a Market Everett M. Rogers (1931-2004), Diffusion of Innovations, 4th edition (1995)

  44. The Process of Innovation Diffusion Invent Persuade Decide Reject Abandon Accept Adopt Implement

  45. Technology Forecasting • “I think there is a world market for maybe five computers.” • Thomas Watson, Chairman, IBM (mainframe giant), 1943 • “This telephone has too many shortcomings to be seriously considered as a means of communication. The device is inherently of no value to us.” • Western Union (telegraph) internal memo, 1876 • “There is no reason why anyone would want a computer in their home.” • Ken Olsen, Founder, Digital Equipment Corp. (minicomputer giant) 1977

  46. 5 Factors of Innovation Adoption Decision (Roger)

  47. Suitcases on Wheels Macy’s ads began promoting “the Luggage That Glides.” http://www.cnn.com/2010/TRAVEL/10/04/wheeled.luggage.anniversary/ Wheels on a suitcase? So convenient, they're an unremarkable essential for today's traveler. But in 1970, Bernard Sadow had trouble selling his rolling suitcase idea. "I showed it to every department store in New York City and a lot of buying offices, and everybody said I was crazy. 'Nobody's going to pull a piece of luggage with wheels on it.' People just didn't think in those terms," Sadow said.

  48. Rollerboard But it was also a time of huge change in the culture of travel, as a growing number of people flew, airports became bigger and far more women began traveling alone, especially on business trips. It had taken a long time, but common sense and the quest for convenience prevailed. The suitcase acquired wheels; travelers no longer routinely needed porters and bellhops. The Rollaboard was invented in 1987 by Robert Plath, a Northwest Airlines 747 pilot and avid home workshop tinkerer, who affixed two wheels and a long handle to suitcases that rolled upright, rather than being towed flat like Mr. Sadow’s four-wheeled models. http://www.nytimes.com/2010/10/05/business/05road.html?_r=0

  49. Innovation Is Inherently Multidisciplinary Business Administration and Management Technology Innovation Business Innovation Science & Engineering TQM Reengineering Laser, seminconductor Social-Organizational Innovation Demand Innovation Global Economy & Markets Social Sciences Grameen Bank (Bank of the poor, Micro lending) Groupon

  50. Three Types of Restaurants Hotpot 火 鍋 Teppanyaki-type Restaurant (i.e., Benihana) Source: Service Is Front Stage

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