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Transcript of Creativity & Innovation - 1 © Minder Chen, 2013-2014 Creativity and Innovation Minder Chen Visiting...
Creativity & Innovation - 1 © Minder Chen, 2013-2014
Creativity and Innovation
Minder ChenVisiting Professor
Information Management Department National Taiwan University
&Professor of MIS
California State University Channel [email protected]
National Tainan University
Nov. 20, 2014
Creativity & Innovation - 2 © Minder Chen, 2013-2014
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.
Creativity & Innovation - 3 © Minder Chen, 2013-2014
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.
Creativity & Innovation - 4 © Minder Chen, 2013-2014
Creativity and Innovation
• Creativity is the quality or ability to create or invent something original.
Innovation = Creativity + Implementation
Innovation = Creativity + Value
• New opinions are always suspected and usually opposed, without any other reason but because they are not already common. - John Locke
Creativity & Innovation - 5 © Minder Chen, 2013-2014
Creativity, Innovation, and Entrepreneurship
創業Entrepreneurship
創意Creativity
創新Innovation
創意的空間 創新的文化 創業的精神
Creativity & Innovation - 6 © Minder Chen, 2013-2014
Creativity, Innovation, and Entrepreneurship
創業Entrepreneurship
創意Creativity
創新Innovation
• Lean Startup
• Product/service/process• Business model • Social Innovation• IT-enabled
• Individual• Team• Organization
創意的空間 創新的文化 創業的精神
Creativity & Innovation - 7 © Minder Chen, 2013-2014
The Secret Formula for Creativity
• What Makes the Soup So Good?
Creativity & Innovation - 8 © Minder Chen, 2013-2014
Source: Teresa Amabile, Growing Up Creative: Nurturing a Lifetime of Creativity, 1989.
Creativity & Innovation - 9 © Minder Chen, 2013-2014
Three Components of Creativity
Source: (link)
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.
• Upend the status quo
• Persevere through dry spells (incubation)
• Passion• Interest
Creativity & Innovation - 10 © Minder Chen, 2013-2014
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
Creativity & Innovation - 11 © Minder Chen, 2013-2014
Knowing vs. Doing
• 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!)
http://www.tonywagner.com/wp-content/uploads/creating-innovators-2-12.pdf
Creativity & Innovation - 12 © Minder Chen, 2013-2014
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.
Creativity & Innovation - 13 © Minder Chen, 2013-2014
Creating Innovators
• Play to Passion to Purpose = PerseverancePlay to Passion to Purpose = Perseverance• The resilience and self-confidence that comes from surviving
“failure”
The Culture of Schooling The Culture of Innovation
Individual Achievement CollaborationSpecialization Problem-based,
MultidisciplinaryLearning
Risk Avoidance Trial and ErrorConsuming Creating
Extrinsic Motivation Intrinsic Motivation
http://www.tonywagner.com/wp-content/uploads/creating-innovators-2-12.pdfhttp://www.tonywagner.com/wp-content/uploads/calling-all-innovators-ed-leadership-4-12.pdf
Creativity & Innovation - 14 © Minder Chen, 2013-2014
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%).
http://www.fastcoexist.com/3018877/can-playing-with-legos-make-you-more-creative
Check this out http://seriousplay.com/19483/HOW%20TO%20GET%20IT
What Happen to Our Creativity?
The Logo Movie (video)
Creativity & Innovation - 15 © Minder Chen, 2013-2014
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)
Creativity & Innovation - 16 © Minder Chen, 2013-2014
Aim to Innovate: maximize your creativity at work
• 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. Evangelia G. Chrysikou, "Your Creative Brain at Work,"Scientific American Mind, Vol. 23, 24 - 31 (2012) (pdf version, link)
Creativity & Innovation - 17 © Minder Chen, 2013-2014
Be a Life style Observers
Creativity & Innovation - 18 © Minder Chen, 2013-2014
Where Good Ideas Come From• 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
Ted Talk video
Creativity & Innovation - 19 © Minder Chen, 2013-2014
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, …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
Creativity & Innovation - 20 © Minder Chen, 2013-2014
Torrance Test
Creativity & Innovation - 21 © Minder Chen, 2013-2014
Measuring Creativity
• Fluency: how many responses
• Flexibility: how many types of responses
• Originality: the unusualness of the responses
• Elaboration: the detail of the responses
Source: http://www.senseandsensation.com/2012/03/assessing-creativity.html
Creativity & Innovation - 22 © Minder Chen, 2013-2014
• 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)
Creativity & Innovation - 23 © Minder Chen, 2013-2014
Terrance Circle Test
http://www.jrimagination.com/blog/2012/3/13/advice-from-outside-the-box.html
Creativity & Innovation - 24 © Minder Chen, 2013-2014 (link)
Creativity & Innovation - 25 © Minder Chen, 2013-2014
The 10 Myths of Creativity• 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
David Burkus, The Myths of Creativity, 2013
Creativity & Innovation - 26 © Minder Chen, 2013-2014
Creativity and Teamspirit• 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=M66ZU2PCIcMSource: https://www.youtube.com/watch?v=JkHOxyafGpE (1of 3)
http://v.youku.com/v_show/id_XNDczMzEzNjY4.html
Creativity & Innovation - 27 © Minder Chen, 2013-2014
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
1. Number and record each idea – let’s try to get a hundred ideas, motivates participants
2. Write the flow of ideas in a way that is visible to the group
3. Make sketches, mind-maps, diagrams, . . .
Creativity & Innovation - 28 © Minder Chen, 2013-2014
Trial and Error
• "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.”
http://www.ideo.com/images/uploads/news/pdfs/hemispheres_1.pdf
Creativity & Innovation - 29 © Minder Chen, 2013-2014
What is Design? – Tom Kelley
• 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 Compiled by Scott Klemmerhttp://hci.stanford.edu/cs147/
Creativity & Innovation - 30 © Minder Chen, 2013-2014
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/
Creativity & Innovation - 31 © Minder Chen, 2013-2014
SCAMPER Method for Brainstorming (Eberle, 1971)
Substitute What could be used instead of an existing component?
Combine What could be added to an existing product? Adapt How can it be adjusted to suit a condition or
purpose? Modify, Magnify, & Minify
How can the color, shape, or form be changed? How can it be made larger, stronger, or thicker? How can it be made smaller, lighter, or shorter?
Put to other uses
What else can it be used for?
Eliminate What can be removed or taken away from it?
Reverse &Rearrange
How can it be placed opposite its original position? How can the pattern, sequence, or layout be changed?
Creativity & Innovation - 32 © Minder Chen, 2013-2014
The Creative Process
http://www.creativehuddle.co.uk/creative-process/
Creativity & Innovation - 33 © Minder Chen, 2013-2014
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
Creativity & Innovation - 34 © Minder Chen, 2013-2014
Discovery vs. Invention
• lightning was a form of electricity.
Applied creativity — taking clever ideas and smart designs and applying them to useful devices.
– Walter Isaacson
Creativity & Innovation - 35 © Minder Chen, 2013-2014
Invention vs. Innovation• 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 Creative CollisionCollision
Source: http://www.pbs.org/idealab/2012/03/the-difference-between-invention-and-innovation086.html
Creativity & Innovation - 36 © Minder Chen, 2013-2014
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
Creativity & Innovation - 37 © Minder Chen, 2013-2014
Product & service Innovation Polaroid Camera
(Instant Camera)
Creativity & Innovation - 38 © Minder Chen, 2013-2014
Process Innovation
Moving assembly line Steal from : Meat Packing PlantHigh wage;
Model-T: a true innovation available to a wide audience. pleasure car passenger car
Creativity & Innovation - 39 © Minder Chen, 2013-2014
Business model Innovation
SouthwestZara: Fast FashionDell: Direct salesIKEA: Self-assembled furnitureApple: iPod & iTune ecosystem innovation
Creativity & Innovation - 40 © Minder Chen, 2013-2014
Architecture of Innovation
Service Innovation
Product Innovation
Consumer
End product/ service
& Component
Business
Science/Technology
Creativity & Imagination
Process Innovation
Business Model Innovation
Technology Innovation
ExperienceInnovation
Humanity/Art
Intersection & Integration
Creativity & Innovation - 41 © Minder Chen, 2013-2014
The Rate of Innovation: Product vs. Process
Creativity & Innovation - 42 © Minder Chen, 2013-2014
Key Factors at Three Phases
Fluid Transitional Specific
Product Radical, frequent
Dominant design
Incremental,
rare
Process Rare, rely on skills
General equipment
Specialised equipment
Organisation Organic Semi-structured
Hierarchical
Market Fragmented Segments Commodity
Competition Increasing, different
Decreasing, more similar
Few similar
Creativity & Innovation - 43 © Minder Chen, 2013-2014
S-Curve or thelogit function for rate of diffusion adoptation.
The cumulative distribution of innovation adopters who are characterized by the timing of their decision to accept and implement the innovation.
Innovation Diffusion
Everett M. Rogers (1931-2004), Diffusion of Innovations, 4th edition (1995)
Innovation Diffusion Function to Saturate a Market
Creativity & Innovation - 44 © Minder Chen, 2013-2014
The Process of Innovation Diffusion
Invent
Adopt
Persuade
Decide Reject
Accept
Implement
Abandon
Creativity & Innovation - 45 © Minder Chen, 2013-2014
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
Creativity & Innovation - 46 © Minder Chen, 2013-2014
5 Factors of Innovation Adoption Decision (Roger)
Factor DefinitionRelative Advantage
How improved an innovation is over the previous generation.
CompatibilityThe level of compatibility that an innovation has to be assimilated into an individual’s life.
Simplicity orComplexity
If the innovation is perceived as complicated or difficult to use, an individual is unlikely to adopt it.
TrialabilityHow easily an innovation may be experimented. If a user is able to test an innovation, the individual will be more likely to adopt it.
Observability
The extent that an innovation is visible to others. An innovation that is more visible will drive communication among the individual’s peers and personal networks and will in turn create more positive or negative reactions.
Creativity & Innovation - 47 © Minder Chen, 2013-2014
Suitcases on Wheels• 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.
http://www.cnn.com/2010/TRAVEL/10/04/wheeled.luggage.anniversary/
Macy’s ads began promoting “the Luggage That Glides.”
Creativity & Innovation - 48 © Minder Chen, 2013-2014
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
Creativity & Innovation - 49 © Minder Chen, 2013-2014
Innovation Is Inherently Multidisciplinary
Science & Engineering
Business Administrationand Management
Social Sciences
Global Economy& Markets
BusinessInnovation
TechnologyInnovation
Social-OrganizationalInnovation
DemandInnovation
Grameen Bank (Bank of the poor, Micro lending)
Groupon
Laser, seminconductor
TQMReengineering
Creativity & Innovation - 50 © Minder Chen, 2013-2014
Three Types of Restaurants
Source: Service Is Front Stage
Teppanyaki-typeRestaurant (i.e., Benihana)
火
鍋
Ho
tpo
tH
otp
ot
Creativity & Innovation - 51 © Minder Chen, 2013-2014
For Innovation Opportunities
Rule breaking
DemographicsNew PerceptionNew knowledge
Creativity & Innovation - 52 © Minder Chen, 2013-2014http://strategicorganizationdesign.com/the-innovator%E2%80%99s-dna-disruptive-research-disruptive-writing
http://www.youtube.com/watch?v=Xy6Ex1C_SAs#!
Creativity & Innovation - 53 © Minder Chen, 2013-2014
Usefulness of Giant Gourds
Creativity & Innovation - 54 © Minder Chen, 2013-2014
Hand Lotion Secret Formula
Creativity & Innovation - 55 © Minder Chen, 2013-2014
Usefulness of Giant Gourds
Creativity & Innovation - 56 © Minder Chen, 2013-2014
Creativity in Using a Big Gourd
• "Now as to your five-bushel gourd, why did you not make a float of it, and float about over river and lake? And you complain of its being too flat for holding things! I fear your mind is stuffy inside.“
惠子謂莊子曰:「魏王貽我大瓠之種,我樹之成而實五石,以盛水漿,其堅不能自舉也。剖之以為瓢,則瓠落無所容。非不呺然大也,吾為其無用而掊之。」莊子曰:「夫子固拙於用大矣。宋人有善為不龜手之藥者,世世以洴澼絖為事。客聞之,請買其方百金。聚族而謀曰:『我世世為洴澼絖,不過數金;今一朝而鬻技百金,請與之。』客得之,以說吳王。越有難,吳王使之將。冬,與越人水戰,大敗越人,裂地而封之。能不龜手一也,或以封,或不免於洴澼絖,則所用之異也。今子有五石之瓠,何不慮以為大樽而浮乎江湖,而憂其瓠落無所容?則夫子猶有蓬之心也夫!」
Creativity & Innovation - 57 © Minder Chen, 2013-2014
Creativity & Innovation - 58 © Minder Chen, 2013-2014
Innovation Pipeline
Source: http://www.cimaglobal.com/Documents/ImportedDocuments/cid_tg_innovation_management_jul07.pdf.pdf
Creativity & Innovation - 59 © Minder Chen, 2013-2014
中國四大發明
雕板印刷活字印刷術 ( 畢昇 )
指南針、火藥、活字印刷術、和造紙術、
Creativity & Innovation - 60 © Minder Chen, 2013-2014
Finding the Sweet Spot
http://www.ideo.com/images/uploads/news/pdfs/IDEO_HBR_Design_Thinking.pdf
Creativity & Innovation - 61 © Minder Chen, 2013-2014
Design Thinking Process by Stanford d.school / IDEO
• http://dschool.stanford.edu/dgift/• https://dschool.stanford.edu/groups/designresources/wiki/36873/attachments/8a846/ModeGuideBOOTCAMP2010.pdf
“To create meaningful innovations, you need to know your users. Empathize and care about their lives.”
“Framing the right problem is the only way to create the right solution.”
“It’s not about coming up with the ‘right’ idea, it’s about generating the broadest range of possibilities.”
“Build to think and test to learn.”
“Testing is an opportunity to learn about your solution/assumptions and your user.”
IDEO: Inspiration Ideation Implementation
Creativity & Innovation - 62 © Minder Chen, 2013-2014
Oral B Kid Toothbrush by IDEO
• Design Toothbrush for kid under age 5
Video http://ecorner.stanford.edu/authorMaterialInfo.html?mid=2100
Creativity & Innovation - 63 © Minder Chen, 2013-2014
Quirky Pivot Power Strip
https://www.quirky.com/shop/44-pivot-power-a-creative-outlet
Creativity & Innovation - 64 © Minder Chen, 2013-2014
Design for Extreme Affordability • Problem: 15 M premature and underweight babies
and many died.
• Reasons: – Babies are so tiny they don’t have enough fat to
regulate their own body temperature.
– Traditional incubators can also cost as much as $20,000—each.
• Goal: Design low-cost infant incubator for developing world
• Field research:– Saw unused infant incubators in hospital in Nepal. Changing
design for hospitals and clinics to Rural mothers in their villages
– Heard mother is going to reduce temperature from 38oc to 30oc Changing the indicator to just OK
http://www.creativeconfidence.com/chapters/chapter-3
Creativity & Innovation - 65 © Minder Chen, 2013-2014
The Embrace Infant Warmer Is A Product With A Mission
http://embraceglobal.org/
ABC News 20/20 Video
Video from Embrace
$200
Paraffin (石蠟 )
Creativity & Innovation - 66 © Minder Chen, 2013-2014
Redesign MRI for Kids
• GE 18 billion Healthcare Division
• Multimillion-dollar magnetic resonance imaging (MRI) machines
• Problem: Children are frighten by the MRI machine and 80% has to be sedated before scanning.
• Action: Chief designer took “Human-Centered Design and Innovation” at Stanford d.school
• Solution: Designing MRI machine Redesign and humanize the experience for kids (getting young patients safely and willingly through an MRI scan)
Creativity & Innovation - 67 © Minder Chen, 2013-2014
GE’s “Adventure Series” MRI for Kids
GE's Adventure Series redesigns imaging equipment including MRIs, X-ray machines and CT scanners like the pirate-themed machine pictured here to make the procedures less scary for kids.
(Link)
Link
Creativity & Innovation - 68 © Minder Chen, 2013-2014
Do Observations in the Field• Use observations in the field to spot
contradictions of what you see and what you expect. Dig deeper
• Genchi Genbutsu (現地現物 ): “Going to the source to see for yourself.” (The Toyota Way, p. 40)
• Empathy means challenging preconceived ideas and setting aside your sense of what you think is true in order to learn what is true.
• “It’s not what you don’t know that get you into trouble. It is you know for sure that ain’t so.”
-- Mark Twain.
Creativity & Innovation - 69 © Minder Chen, 2013-2014
Swiffer – P&G and Contiuum• “There has got to be a better way to clean a floor.
Current mops are the cleaning equivalent of the horse drawn carriage – where’s the car?”
Procter & Gamble’s 2nd most popular consumer product.
Creativity & Innovation - 70 © Minder Chen, 2013-2014
Frictions & Pains
• 3M Post-it
• “I keep losing my place in my music!”
http://invention.smithsonian.org/centerpieces/iap/inventors_fry2.html
Creativity & Innovation - 71 © Minder Chen, 2013-2014
3M Masking Tapes• Drew wanted to test a new batch of
sandpaper, so he visited an auto body shop in St. Paul,
• Minn. When he entered the shop, he heard a group of workers cursing vehemently. He asked about the problem. Two-tone cars were popular then, but the effect required workers to mask certain parts of the auto body using a combination of heavy adhesive tape and butcher paper. After the paint dried, workers removed the tape – and often peeled away part of the new paint. Their labor was undone, and costs mounted for the customer.
• 3M gives employees 15% of their time to work on their personal projects.
Creativity & Innovation - 72 © Minder Chen, 2013-2014
Not Seeing the Opportunities
1. Cannot see at its nascent stage
2. Don’t take it seriously once seen
3. Don’t understand when it has become successful
4. Wait until it is too late
看不見 看不起 看不懂 來不及
先見之明人棄我取摸透產業先人一著