Innovation and Creativity in a Team Environmentpersonal.cege.umn.edu/~smith/docs/Smith-HKUST... ·...

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Innovation and Creativity in a Team Environment Karl A. Smith Engineering Education – Purdue University Civil Engineering - University of Minnesota [email protected] http://www.ce.umn.edu/~smith Hong Kong University of Science and Technology February 2009

Transcript of Innovation and Creativity in a Team Environmentpersonal.cege.umn.edu/~smith/docs/Smith-HKUST... ·...

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Innovation and Creativity in a Team Environment

Karl A. SmithEngineering Education – Purdue UniversityCivil Engineering - University of Minnesota

[email protected]://www.ce.umn.edu/~smith

Hong Kong University ofScience and Technology

February 2009

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Workshop Layout• Welcome & Overview• Innovation and Creativity

– What are the key features?– How do we cultivate?

• Innovation and Creativity in a team environment– High performance teamwork– IDEO example

• Wrap-up and Next Steps

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Session Objectives

• Participants will be able to describe key elements of:– Importance and features of high

performance teamwork for fostering innovation and creativity

– IDEO approach to innovation and creativity• Participants will begin applying key

elements to the design/re-design of a course, lab or class session or learning module

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Innovation and Creativity• Individually reflect on

– Key features and how to cultivate– Record your ideas

• Turn to the person next to you– Exchange ideas– Develop a list to share with whole group

• Whole Group discussion

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http://www.businessweek.com/magazine/content/06_17/b3981401.htm

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Sutton – Weird Ideas that Work1. Hire “Slow Learners” (of the organizational code). 1-1/2 Hire People Who

Make You Uncomfortable, Even Those You Dislike.2. Hire People You (Probably) Don’t Need3. Use Job Interviews to Get Ideas, Not to Screen Candidates4. Encourage People to Ignore and Defy Superiors and Peers5. Find Some Happy People and Get them to Fight6. Reward Success and Failure, Punish Inaction7. Decide to Do Something That Will Probably Fail, Then Convince Yourself

and Everybody Else That Success is Certain8. Think of Some Ridiculous or Impractical Things to Do, Then Plan to Do

Them.9. Avoid, Distract, and Bore Customers, Critics, and Anyone Who Just

Wants to Talk About Money10. Don’t Try to Learn Anything from People Who Seem to Have Solved the

Problems You Face.11. Forget the Past, Especially Your Company’s Successes.

Sutton, Robert I. 2002. Weird Ideas that Work: 11-1/2 Practices for Promoting, Managing, and Sustaining Innovation. New York: Free Press.

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1. A powerful strategic idea is not enough to ensure success.

2. You need to forget irrelevant lessons that led to success in the traditional business.

3. Established companies can outperform start-ups in pursuing strategic innovation by leveraging the established businesses' key resources and assets.

4. Strategic experiments face more unknowns than known quantities.

5. The organization for strategic innovation should be built from the ground up to optimize that opportunity . . . and to avoid tainted loyalty and memories of the other businesses.

6. Only senior management can manage the inevitable conflicts between the old and new businesses.

7. The strategic innovation will need planning processes designed to maximize learning.

8. Keep the politics out of letting the innovative organization learn.

9. Focus the innovation organization on learning rather than near-term results.

10. Organizations can learn relevant skills to make strategic innovations easier to pursue and more successful.

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Jeong Kim – Director Bell Labs• "There are people in the hedge-fund and financial

sectors who have made so much money," he says. "But what have they created? What value?" The goal of the innovator, as he sees it, is to have a positive impact on your company, your country, and yourself.

• By his estimation, Bell Labs' value is in its critical mass – a lot of researchers in close proximity, sharing insights and expertise. But he also points to two earlier Bell Labs inventions: "Remember, the transistor was invented by three people, not 30,000. The laser was invented by two." Jon Gertner, Fast Company, February, 2008 http://www.fastcompany.com/magazine/122/mad-scientist.html

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Design team failure is usually due to failed team dynamics (Leifer, Koseff & Lenshow, 1995).

It’s the soft stuff that’s hard, the hard stuff is easy(Doug Wilde, quoted in Leifer, 1997)

Professional Skills(Shuman, L., Besterfield-Sacre, M., and McGourty, J., “TheABET Professional Skills-Can They Be Taught? Can They Be Assessed?”Journal of Engineering Education, Vo. 94, No. 1, 2005, pp. 41–55.)

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http://www.aacu.org/advocacy/leap/documents/Re8097abcombined.pdf

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Top Three Main Engineering Work Activities

Engineering Total• Design – 36%• Computer

applications – 31%• Management –

29%

Civil/Architectural• Management – 45%• Design – 39%• Computer

applications – 20%

Burton, L., Parker, L, & LeBold, W. 1998. U.S. engineering career trends. ASEE Prism, 7(9), 18-21.

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Pseudo-group

Traditional Group

Cooperative Group

High-performing Cooperative Group

Individual Members

PE

RFO

RM

AN

CE

LE

VE

L

TYPE OF GROUP

Teamwork

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Characteristics of Effective Teams• ?

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A team is a small number of people with complementary skills who are committed to a common purpose, performance goals, and approach for which they hold themselves mutually accountable

• SMALL NUMBER

• COMPLEMENTARY SKILLS

• COMMON PURPOSE & PERFORMANCE GOALS

• COMMON APPROACH

• MUTUAL ACCOUNTABILITY

--Katzenbach & Smith (1993)The Wisdom of Teams

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--Katzenbach & Smith (2001) The Discipline ofTeams

Six Basic Principles of Team Discipline

! Keep team membership small! Ensure that members have complimentary skills! Develop a common purpose! Set common goals! Establish a commonly agreed upon working

approach! Integrate mutual and individual accountability

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Hackman – Leading Teams• Real Team• Compelling Direction• Enabling Structure• Supportive

Organizational Context

• Available Expert Coaching

https://research.wjh.harvard.edu/TDS/

Team Diagnostic Survey (TDS)

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Real Team

• clear boundaries• team members are interdependent for

some common purpose, producing a potentially assessable outcome for which members bear collective responsibility

• at least moderate stability of membership

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Compelling Direction• Good team direction is:

– challenging (which energizes members)– clear (which orients them to their main

purposes)– consequential (which engages the full range

of their talents)

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Enabling Structure• Key structural features in fostering competent

teamwork– Task design: The team task should be well aligned

with the team’s purpose and have a high standing on “motivating potential.”

– Team composition: The team size should be as small as possible given the work to be accomplished, should include members with ample task and interpersonal skills, and should consist of a good diversity of membership

– Core norms of conduct: Team should have established early in its life clear and explicit specification of the basic norms of conduct for member behavior.

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22http://www.ce.umn.edu/~smith/docs/CLHks.pdf

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Teamwork Skills

•Communication• Listening and Persuading

•Decision Making•Conflict Management•Leadership•Trust and Loyalty

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Group Task and Maintenance RolesGroup Task Roles Group Maintenance RolesInitiating EncouragingSeeking Information Expressing FeelingsGiving Information HarmonizingSeeking Opinions CompromisingGiving Opinions Facilitating CommunicationsClarifying Setting Standards or GoalsElaborating Testing AgreementSummarizing Following

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Group ProcessingPlus/Delta Format

Plus (+)Things That Group Did Well

Delta (Δ)Things Group Could Improve

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•Team Charter

• Team name, membership, and roles• Team Mission Statement• Anticipated results (goals)• Specific tactical objectives• Ground rules/Guiding principles for

team participation• Shared expectations/aspirations

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Code of Cooperation

•EVERY member is responsible for the team’s progress and success.•Attend all team meetings and be on time.•Come prepared.•Carry out assignments on schedule.•Listen to and show respect for the contributions of other members; be an active

listener.•CONSTRUCTIVELY criticize ideas, not persons.•Resolve conflicts constructively,•Pay attention, avoid disruptive behavior.•Avoid disruptive side conversations.•Only one person speaks at a time.•Everyone participates, no one dominates.•Be succinct, avoid long anecdotes and examples.•No rank in the room.•Respect those not present.•Ask questions when you do not understand.•Attend to your personal comfort needs at any time but minimize team disruption.•HAVE FUN!!•?

Adapted from Boeing Aircraft Group Team Member Training Manual

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Ten Commandments: An Affective Code of Cooperation

• Help each other be right, not wrong.• Look for ways to make new ideas work, not for reasons they won't.• If in doubt, check it out! Don't make negative assumptions about each other.• Help each other win, and take pride in each other's victories.• Speak positively about each other and about your organization at every opportunity.• Maintain a positive mental attitude no matter what the circumstances.• Act with initiative and courage, as if it all depends on you.• Do everything with enthusiasm; it's contagious.• Whatever you want; give it away.• Don't lose faith.• Have fun

Ford Motor Company

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http://www.businessweek.com/magazine/content/04_20/b3883001_mz001.htm

Time, April 2005

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30http://www.stanford.edu/group/dschool/big_picture/our_vision.html

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Ideo's five-point model for strategizing by design: Hit the StreetsRecruit T-Shaped PeopleBuild to ThinkThe Prototype Tells a StoryDesign Is Never Done

Design Thinking

Discipline Thinking

Tom FriedmanHorizontalizeOurselves

AAC&U College LearningFor the New Global Century

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Design Thinking

Discipline Thinking

Tom FriedmanHorizontalizeOurselves

CQ+PQ>IQAAC&U College LearningFor the New Global Century

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The Innovation JourneyVandeVen, Polley, Garud & Venkataraman, 1999.

The innovation journey is a nonlinear cycle of divergent and convergent activities that may repeat over time and at different organizational levels if resources are obtained to renew the cycle, p. 16.

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Project Innovation:An Example from IDEO

Karl A. SmithEngineering Education – Purdue UniversityCivil Engineering – University of Minnesota

[email protected]/~smith

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Ideo Brainstorming

One Conversation at a timeQuantity is keyUse Visual Aids earlyAggregation of Ideas

Customer Response

Feasibility

Market Potential Opportunity Execution

Observation ImplementationPrototypingBrainstorming

* www.ideo.comhttp://www.1000ventures.com/business_guide/cs_product-design_ideo.html

1. Duration: Limit Time to an Hour2. Don’ts: No Presentations, Nor a time

to poll employees, and not about swanky retreats.

3. Idea Engine: Blue Sky approach.

Deep Dive…

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How to Kill Brainstorming

The boss speaks first.Everybody gets a turnExperts Only – diversity trumps expertise

• Kelley’s Rule: 1 person who can build things, 1 with customer experience, and a sci-fi nerd.

Off SiteNo Silly StuffDocument Everything

http://www.qualityoflife.org/ich/IDEO/IDEO.cfm

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IDEOIDEO’’ss Innovation MethodologyInnovation Methodology

Source: http://www.mediawerk.ch/nerve/category/visual-literacy/

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IDEO – Deep Dive Video

ABC News Nightline - 7/13/99

Available FromABC News Store

www.abcnews.com

Kelley, Tom and Littman, Jonathan (2001) The art of innovation: Lessons in creativity from IDEO, America=s leading design firm. New

York: Random HouseKelley, Tom and Littman, Jonathan (2005) The ten faces of

innovation: IDEO’s strategies … New York: Currency/Doubleday

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IDEO – “The Deep Dive”

IDEO has been identified as America’s Leading Design Firm.IDEO’s special ingredients:

TeamsCultureMethodology

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IDEO – “The Deep Dive”

Viewing Perspectives:TeamsCultureMethodologyVideographer

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“THE DEEP DIVE”Five Days at

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Components of IDEO process

Creation of “Hot Teams”BrainstormingRapid PrototypingObserving & Listening from CustomersThinking of products in terms of verbs, rather than nouns

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IDEO’s Teams

Named “Hot Teams.”Multidisciplinary.Group leader is assigned based on their abilities to work with groups.

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Seven Secrets for Better Brainstorming

1. Sharpen the focus

2. Playful rules

3. Number your ideas

4. Build and jump

5. The space remembers

6. Stretch your mental muscles

7. Get physical

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Playful RulesOne conversation at a timeStay focused on the taskEncourage wild ideasGo for quantityBe visualDefer judgmentBuild on the ideas of others

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IDEO’s Culture

Employees design their own working areas.Employees have interest and skills to work with a wide range of people.No hierarchies.

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Build Your Greenhouse

Building NeighborhoodsThink Project, ThinkPersonalBuilding BlocksInspiration from AdversityPrototype Your spaceCreate a Team Icon

Watch Your Body LanguageSimple Team SpaceHierarchy is the Enemy of Team SpaceGive Your Workers a ViewTell StoriesMake Your Junk Sing

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Build Your Greenhouse

Building NeighborhoodsAreas of Congregation

Lounge / Common AreaMainstreet

Forced InteractionNeed for Privacy

Quiet AreasIndividuality

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Five steps to IDEO’s innovation

Understand the market/client/technology/ constraintsObserve real people in real situationsVisualize new-to-the-world concepts & ultimate customersEvaluate & refine prototypesImplement new concept for commercialization

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IDEO’s Method

user desirability

technical feasibility

business viability

insights and opportunities implementation

Observation ImplementationPrototypingBrainstorming

www.ideo.com

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www.ideo.com

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http://www.skaltek.com/

The Creative Spirit at Work

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Innovation ResourcesAdditional Perspectives on Innovation:• DEC - Schein, Edgar H., et.al. 2003. DEC is dead: Long live

DEC – The lasting legacy of Digital Equipment Corporation. San Francisco: Berrett-Koehler.

• The Innovation Journey – Van de Ven, Andrew H., Polley, Douglas E., Garud, Raghu & Venkataraman, Sankaran. 1999. The Innovation Journey. New York: Oxford University Press.

• Organizational Change and Innovation Processes – Poole, Marshall S., Van de Ven, Andrew H., Dooley, Kevin, and Holmes, Michael E. 2000. Organizational Change and Innovation Processes: Theory and Methods for Research.New York: Oxford University Press.

• Weird Ideas that Work – Sutton, Robert I. 2002. Weird Ideas that Work: 11-1/2 Practices for Promoting, Managing, and Sustaining Innovation. New York: Free Press.