Future Readiness - Generating Innovation & Creativity Flashcards

1
Q

Innovation vs. creativity

A

Innovation is the act of translating a new method, product, or idea into a service or good that creates value.

Innovation satisfies customers’ needs/expectations.

Creativity is the act of producing original ideas.

It’s possible to be creative without innovating, if you do nothing meaningful with the idea. It’s possible to be innovative without being creative, by implementing others’ ideas.

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2
Q

What is the value of creativity and innovation

A
  • inventing new businesses or lines of business
  • do more with less by increasing productivity and reducing cost
  • fueling problem-solving and process improvement
  • creating new products and services to meet new customer needs and preferences
  • attracting employees who want to work in innovative environments
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3
Q

What are 6 ways TD can promote/support innovation and creativity?

A
  • Promoting and supporting an innovative culture
  • Helping leaders champion creativity and innovation
  • Making creativity and innovation part of the culture
  • Organizing for creativity and innovation
  • Benchmarking
  • Creating a common language
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4
Q

How can TD promote and support an innovative culture?

A
  • build skills aligned with innovation, such as communication, collaboration, teaming, and problem-solving
  • Encourage behaviors such as delivering feedback, celebrating ideas, and valuing diversity
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5
Q

How can TD help leaders champion creativity and innovation?

A
  • help leaders develop skills to model them
  • provide tools and training to recognize and reward creativity, risk-taking, and productive failure, engage in open communication, and provide frequent feedback
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6
Q

How can TD make creativity and innovation part of the culture?

A
  • sponsoring brainstorming sessions, hackathons, and idea competitions
  • setting aside times dedicated to creative thinking
  • introducing innovation as a formal part of every job description
  • making collaboration tools universally available
  • developing and managing innovation labs
  • encouraging creativity and innovative social networks
  • creating virtual and live forums for suggestions
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7
Q

How can TD organize for creativity and innovation?

A
  • happens most often in teams, so TD can help promote, train, and empower teams
  • Embrace flatter structure, implement flexible work schedules, spread decision-making authority
  • Develop people to serve as innovation champions
  • adopt AAR as standard step in any project
  • Create physical spaces that encourage creativity and the exchange of ideas and collaboration
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8
Q

How can TD benchmark?

A

study other orgs that are best at creativity and innovation and bring those lessons to the org they serve; ensures best practice and next practice

can be especially useful when adopting new technologies or finding ways to expand markets

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9
Q

How can TD create a common language?

A
  • design thinking
  • Lean approach

Both can provide discipline of common language

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10
Q

2 broad categories of creativity categories

A

Divergence
Convergence

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11
Q

Divergence

A

generating a maximum number of ideas from which to choose

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12
Q

Convergence

A

starting with many ideas and then analyzing, filtering, and combining them to get more new and better ideas

crucial in converting creativity into innovation because they help narrow ideas into something that can produce innovation

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13
Q

4 divergence strategies

A

Brainstorming -
Lateral thinking/perspective shifting
Analogy thinking
Benchmarking

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14
Q

6 convergence strategies

A

Mind mapping
Six Thinking Hats
Idea shopping
Clustering
Using paired comparison
Evaluation matrices

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15
Q

2 unique variations on brainstorming

A

reverse brainstorming - trying to accomplish the opposite of the current goal
random adjective brainstorming - applying random adjectives to ideas to spark more ideas

Divergence

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16
Q

Lateral thinking or perspective shifting

A

considering the problem or opportunity from an unusual point of view; for example, “How would a five-year-old view this?”

Divergence

17
Q

Analogy thinking

A

takes concepts from other industries or organizations and applies their best practices in a new context

Divergence

18
Q

Mind mapping

A

starts by placing the objective into the center of a diagram and then organizing thoughts and ideas into branching subcategories, connections, and trends

19
Q

Six Thinking Hats

A

used to generate and analyze ideas from multiple perspectives to get convergence

20
Q

Idea shopping

A

uses voting to sort ideas by a group.

Each individual gets currency and can spend whatever amount they choose to “buy” the ideas they like best.

21
Q

Clustering

A

Cluster ideas to see if they can be combined

22
Q

Paired comparisons

A

Use this to select ideas

23
Q

What is design thinking?

A

a human-centered approach to innovation or problem solving that integrates the needs of people with the needs of the organization

Fosters creativity and innovation

Focuses on finding the right solution rather than solving a problem

Iterative

24
Q

5 phases of design thinking

A

Empathize - clear, empathetic understanding of problem
Define - compiling and synthesizing what was learned in the first phase to define the problem
Ideate - Begins once there is a clear understanding of the users, their needs, and a solid b/g; get as many ideas as possible and then start investigating and test the best ideas
Prototype - experimental phase where the team produces a scaled down version of the solution
Test - final eval phase; results generated are often used to redefine the problem and inform users

25
Q

Lean approach

A

uses creativity techniques to focus on eliminating waste while improving quality

goal is to cut costs by making the organization more efficient and responsive to the marketplace

began in manufacturing with Six Sigma but was then applied to high-tech start-ups; is now a way for companies to emulate the nimbleness and innovation of start-ups

26
Q

5 steps of Lean approach

A

Define the value - establish customer-based objectives for every development; produces only those elements that meet the objectives
Map the value stream - process mapping describes each process step/activity that produces customer value; non-value-added activities are identified and unnecessary activities are eliminated
Create the flow - Reduce cycle time and expense; increase quality and satisfaction; activities help streamline through cross-training, workload leveling, changing job responsibilities, and reconfiguring the process
Establish pull - work is done in time to meet customer needs and no sooner; may mean creating learning experiences in small chunks according to the greatest need rather than based on a full curriculum design
Pursuit of perfection - challenging but most important to innovation; working to make continuous improvement a part of the culture; demand the org learn to be better

27
Q

Pull-based system

A

used in supply-chain management and logistics to represent production occurring after requests so that work is completed just in time to meet customers’ requirements.