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March 30, 2006

10 Rules for Innovators

Everybody has a jones for something. For me it's innovation. I don't know that I have ever been as happy in my business life as when I am shipping a new product that I have designed, or talking about ways to do things that I know are breaking new grounds. Solving problems is just plain cool.  Creating new opportunities  is even better.

When you have had the good fortune to run some companies that other's consider innovative you get asked "How do you do it" a lot. I thought I would throw down some of the loonier concepts I use whenever I am trying to break new ground. BTW - Part of the joy of working with companies like Jobster is that they tend to follow these rules.

1 - Innovation Starts with "And"

All innovation starts with the word "And." If you really want to innovate, take two statements that can't possibly go together and join them with "and." Like "Jump off a high cliff" and "Land light as a feather on the bottom." It doesn't matter how ridiculous the two statements are - just pick two and mash them together. Of course it helps if the two statements have something to do with an area of interest, business strategy or market opportunity. But they don't necessarily have to be. It depends on whether you are innovating for fun or profit.

2 - Not Just Smart, But Always Focused

Now get a couple of really smart AND creative people in a room and start asking questions about how to make it happen. The key here (once again) is "And." You want people who think weird thoughts and come at the problem from a different angle, so they need to be creative. But you also need some critical thinking skills in there. In the "jump off a cliff" scenario you don't need a lot of suggestions like "We'll just channel the mighty beast within so we can use our gentle hands to fly!" Interesting dinner party conversation, but not a good way to innovate.

3 - Make Sure You Have the "No But" Critic in the Room

You need one critic (and preferably only one) in the room. This is a way to keep from flying off into the ether. But here's a trick about selecting the right critic: make sure they are a "no, but" type of critic and not just a "no" critic. What’s the difference? "No, but" critics continue to add to the dialogue, as in "No, but what about this way?" The plain "no" critic is just a jerk who spoils everyone's fun. Everyone at the table has to be about moving forward, and people who just say "no" want nothing more that the self-satisfaction of saying they are right when they blow your project up. Avoid them.

4 - Build Crappy Prototypes Fast

Your job as a team is to decide what prototype you are going to make and how to make it as crappy as possible. Prototype? Don't you mean descriptive document? No. Hell no. The last thing you want to do is constrain your idea by the limitation of your vocabulary and neuro-linguistic pathways. You want to covert raw energy into form, and only a prototype can do that. This is one of the reasons that ongoing advances in software technology are so exciting: the gap between vision and use is shrinking. Same with hardware (3D printers) and biotech (simulation and modeling). And what about the "crappy" part? Perfectionism has no place in innovation. Innovation is like hoping you'll find a gold coin at the bottom of a pile of manure - you don't know whether it's worth the dig until you are covered in the stuff. You quite literally want to guard against getting the prototype right. You want to get it usable, as fast as possible (there is usually a tactile or sense-driven aspect to "usable" at this stage of the game - touch it, see it, smell it, etc.)

5 - Don't Listen To Customers, Watch Them

Now get your idea in front of a potential customer. Always get in front of the customer as fast as possible. But the most important thing to remember about getting prototypes into a customer's hands is that you have to ignore everything they say. Customers rarely know what they are talking about. Instead, watch them. How much time do they spend with your prototype? Do their eyes light up? You are looking for unguarded moments of joy and astonishment. When you see those, ask the customer "What just happened there? What were you looking at?"

6 - If It's Right, Change It

Once you have it right, change it. Seriously. If your potential customer absolutely loves the color of the thing, change that color and put it back in their hand. Remember, they don't know what they are talking about. Challenge it by changing it. If their face appears crestfallen because of the color change, then keep the color. Otherwise use it as a clue as to what will get you to the next stage.

7 - Sell it Like you Play It

At this point you are as much in the "sell phase" as you are in the creation phase. But don't sell it like work. Sell it like play. You are giving the potential future customer something cool and fun. You should be excited and so should they. It should be like a break from the action, not a task they have to fulfill. If your prototype doesn't generate any "fun factor" it probably sucks.

8 - Iterate 'Till You Drop

Just keep on going. Iterate the hell out of thing. One of the reasons that I am so excited about the future is that the tools to reduce the cost of iteration are continually improving in flexibility and scope.

9 - Appoint One Person Bad Cop and Follow Their Command

But at the end of the day, you have to ship something to really have been "innovative." (Real innovators ship.) So have one person responsible for calling it quits. Make sure everyone agrees up front to that person. And then when they say "Ship it" make sure everyone does it.

10 - Innovation Is About Learning, not Genius

Finally, the most important thing to remember is that most of innovation is learning, not inspiration. It's like going to the dance with the man (or woman) of your dreams, dancing like a fool with everyone in the place and then leaving with someone better. Organizations that continuously deliver great innovations to market are always in the process of learning. It may be great inspiration or genius that got them to the party in the first place, but they stay because they are never satisfied with their present state of ignorance. And every company (including vaunted product companies like Apple) has more that they don't know then they do. Digging yourself out of that hole one innovation experience at a time is the key to keeping the engine running.

 

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Comments

Great list - to go along with number #4, just remember that if you have to eat s**t, don't nibble.

Dive right into building what's in your head even if at first it stinks (been there done that) or else you will just have a lot of written in notebooks and empty pockets. Well, that can still happen anyway if your idea is a flop but you will have some great stories!

Mark

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