1
Q

Primotype

1-2

A
  • Prototype for testing functions
  • Marshmallow challenge: try, learn, try instead of plan, build up, try
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2
Q

Problems of Idea to Realization

1-2

A
  • how to structure the innovation process?
  • need for structure vs need for creativity
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3
Q

Holistic View of Innovation Activities

A

Großes BIld

Blue stream: incremental innovations (minor changes, improving existing products)
Red stream: more radical innovations (radical changes, high degree of uncertainty)
Yellow stream: middle (new model in a existing system)

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4
Q

Two approaches to manage processes

1-2

A

1 stage-gate process
- sequence of processes
- deterministic, predictive

2 agile development
- parallel processes
- experimental, adaptive

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5
Q

Definition Stage-Gate Model, Cooper

A

“the Stage-Gate process is a conceptual and operational map for moving new products projects from idea to launch and beyond“

1 Stage:
- set of cross-functional/parallel activities
- undertaken by the project team

2 Activities
- Information gathering by project team
- Analysis of results and input for gate decision

3 Gate
- go/kill decision point
- results are assessed and a decision to invest more or not

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6
Q

Pro/Con of Stage-Gate

A

+ evaluate open/complex/unstructured innovation process
+ clear criteria to compare projects through gates

  • too determined
  • too slow for minor improvements
  • not suited for radical innovation
  • sequential thinking
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7
Q

Design Thinking

Steps

1-5

A

1 Understand
2 Observe
3 Synthesis
4 Design, Prototype, Assess & Refine
5 Implement

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8
Q

Design Thinking

Principles

1-6

A

1 Focus on user experiences / emotions
2 Create models to examine complex problems
3 Use prototypes (technical feasibility & ideas and concepts)
4 Tolerate failure (open culture)
5 Exhibit thoughtful restraint
6 Experimentation & iterative problem-solving

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9
Q

Design Thinking

Challenges

A

1 accepting more ambiguity:
- more uncertainty
- difficult to calculate the return on investment in creativity

2 embracing risk:
- no guarantee of its outcome

3 resetting expectations:
- not the right set of tools for optimizing
- not for operating a stable business
- to implement a culture of design thinking takes time

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10
Q

Agile Manifest
1-4

A

1 Individuals & Interaction&raquo_space; processes & tools
2 working software&raquo_space; comprehensive documentation
3 customer collaboration&raquo_space; contract negotiation
4 responding to change&raquo_space; following a plan

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11
Q

Agile software development methods

1-11

A
  • adaptive software development
  • agile modeling
  • agile unified process (AUP)
  • disciplined agile delivery
  • dynamic systems development method (DSDM)
  • extreme programming (XP)
  • feature-driven development (FDD)
  • lean software development
  • rapid application development
  • SCRUM
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12
Q

Core principles of agile development

1-6

A

1 iterative incremental (break big projects into small chunks; minimize up-front planning and design)
2 short time frames
3 cross-functional teams
4 daily stand-up (daily scrum: activities, ToDo’s, roadblocks)
5 working software
6 Customer representative (product owner)

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13
Q

Agile Development Beyond Software

Objectives

1-5

A
  • respond to uncertain/turbulent environment
  • flexible, motivated teams
  • improved communication/knowledge transfer
  • fast time to market
  • high customer centricity
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14
Q

Agile Development Beyond Objectives

Principles

1-5

A
  • integrate customer
  • think in products not projects
  • agile work: small teams, self-organization, new roles
  • commitment to goals
  • small iterations (testing is core activity)
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15
Q

Definition Lean Startup

A

Methodology for startups to shorten product development cycles by adopting business-hypotheses-driven experimentation, iterative product releases, and validated learning.

  • methodology
  • shorten development cycles
  • by experimentation/iterative product releases/validated learning
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16
Q

Lean Start-up Principles

A

1 Minimum viable product

2 split or A/B testing (2 versions)

3 Pivot

4 Build-Measure-Learn Loop

17
Q

Definition of creativity

A

Theresa Amabile: „Creativity is the production of a novel and appropriate response, product, or solution to an open-ended task.“

18
Q

Characteristics of creativity

A
  • open-ended task (heuristic)
  • no single/obvious solution
  • response new, but not merely different
  • response appropriate to the task (valuable, correct, feasible, fitting to goal)
  • seen as creative by creative people (familiar with the domain)
19
Q

Aspects that block or stimulate creativity

A

1 Block
- norms of harshly criticizing new ideas
- political problems in organization
- emphasis on status quo

2 Stimulate
- collaborative, diverse and idea-focused work teams
- encouraging supervisors
- appropriate recognition for creativity
- norms of actively sharing ideas

20
Q

Amabiles Componential Theory of Creativity

A
  • creativity = domain-relevant skills + creativity-relevant skills + task motivation

1 domain-relevant
- expertise in relevant domain

2 creativity-relevant
- cognitive and personality processes to do novel thinking

3 task motivation
- intrinsic motivation to engage in activity