Chapitre 8
Chapitre 8
Chapitre 8
O
8.4 Scenarios have gotten shorter and shorter—in large
8.5 Spotlight on Teva Pharmaceuticals part due to faster technological break
8.6 Summary throughs. To keep pace with this environment of
rapid change, companies must establish a creative
culture that strongly encourages spending time on
new ideas, concepts, and solutions. The creative
enterprise is based on six resources, which are out
lined in Table 8.1. Creative ideas, concepts, and
solutions are turned into products and services
through the product design and development pro
cess. This process is concerned with the concrete
details that embody a new product or service. Pro
totypes are models of a product or service and can
help a new technology venture to learn about the
right form of the product for the customer. Sce
narios are used to create a mental model of a pos
sible sequence of future events or outcomes. Good
product development relies on the five practices
listed in Table 8.5. ■
163
164 CHAPTER 8 Creativity and Product Development
value out of the novel combination. Four key actions can trigger associational
thinking: Questioning, observing, networking with diverse others, and experi
menting [Furr and Dyer, 2014].
Although daunting to a small entrepreneurial team seeking innovation, it is
useful to view promoting creativity as akin to assembling multiple personas.
Each persona has its own skills and points of view. The first three personas
occupy learning roles: the anthropologist observes behaviors and develops a
deep understanding of how people interact with products, services, and each
other; the experimenter prototypes new ideas continuously; and the cross
pollinator explores other industries and settings and borrows relevant ideas
from them. The next three personas occupy organizing roles: the hurdler de
velops a knack for overcoming and outsmarting potential obstacles; the col
laborator helps to bring diverse groups together; and the director gathers and
inspires the team. The last four personas occupy building roles: the experience
architect designs compelling experiences that go beyond mere functionality;
the set designer transforms physical environments to facilitate the work of
innovative team members; the caregiver anticipates and attends to customer
needs; and the storyteller conveys a compelling narrative about the project
[Kelley and Littman, 2005].
Figure 8.2 illustrates the “Innovation Engine,” which shows how different
internal and external factors can work together to enhance creativity. The three
166 CHAPTER 8 Creativity and Product Development
factors on the inside of the Innovation Engine are knowledge, imagination, and
attitude. Knowledge provides the fuel for one’s imagination. Imagination, in
turn, is the catalyst for transforming knowledge into new ideas. Finally, attitude
sets the Innovation Engine in motion. The three factors on the outside of the In
novation Engine are resources, habitats, and culture. Resources include the as
sets in an entrepreneur’s community. Habitat is the physical space, constraints,
incentives, and team dynamics that surround the entrepreneur. Finally, culture
refers to collective beliefs, values, and behaviors in the entrepreneur’s commu
nity [Seelig, 2012],
An entrepreneur can improve all six factors to increase innovation. Imagina
tion can be enhanced by reframing problems, connecting ideas, and challenging
assumptions [Seelig, 2012], For example, in 1954, Kay Zufall was looking for
new things for children to do. She did not like the modeling clay sold for children
because it was too stiff. However, her brother-in-law made a doughy mixture for
cleaning wallpaper. Zufall tried it as a modeling medium and discovered it was
soft and easy to mold and cut up. She and her brother-in-law reformulated it as a
safe and colorful product for children, and they came up with the name: PlayDoh
[Sutton, 2002],
A powerful method for enhancing the imagination is brainstorming. In a
brainstorming session, diverse people come together to generate new ideas
through conversation and interaction. Creative solutions emerge as team mem
bers integrate different perspectives [Harvey, 2016], Brainstorming sessions
typically require significant planning, setup, and follow-through. Table 8.2 lists
eight guidelines for effective brainstorming sessions.
The mindset of the brainstorming group is particularly important. To be ef
fective, teams should follow certain brainstorming “rules,” as listed in Table 8.3.
Entrepreneurs can be naturally inclined to judge ideas immediately, leading them
to filter the ideas that they discuss and record in a brainstorming session. The
point of a brainstorming session, however, is to stir the imagination in order to
generate new ideas. Some firms, like the product-design firm IDEO, post
8.1 Creativity and Invention 167
her degree, she decided that she wanted to enter the world of business. Though
neuroscience and business may seem very different, Seelig realized that her
ability to do scientific research was directly applicable to the kinds of problems
that she would face in the business world; even though Seelig did not have a
degree in business, she did have highly relevant knowledge. Research shows
that teams that include problem solvers from disparate but analogous markets
outperform teams in which members all have expertise in the target market
[Franke et al., 2013].
An important part of attitude lies in maintaining a willingness to experi
ment and the drive to push through challenges to solve problems. Research
shows that the human mind is malleable and that people who maintain a posi
tive and learning-oriented attitude have different brain activity than people
who do not.
Finally, habitat plays an important role in facilitating creativity. Part of
habitat is the physical environment itself. Many startups feature brightly col
ored and open spaces with easily movable furniture, whiteboards, and even
games. These physical environments support creativity by encouraging infor
mal interactions and by providing an easy way to capture and share key in
sights and ideas.
Habitat also includes incentives and team dynamics. All firms need a cul
ture that promotes a creative process that enables team members to engage and
interact with new solutions. The leaders of a new venture can play a particu
larly important role in establishing this culture; firms with leaders who em
power employees experience greater creativity [Zhang and Bartol, 2010].
Leaders also should work to establish a collaborative culture around creativity.
Collaborative teams are more likely to achieve creative breakthroughs, since
they can draw upon multiple perspectives, and they are less likely to have very
poor outcomes, since groups typically have a more rigorous selection process
[Singh and Fleming, 2010],
Entrepreneurial leaders influence the culture by putting in place rules, re
wards, and incentives that can foster innovation. Even those employees who are
not in a leadership role that has direct control over the corporate culture can in
directly influence the culture by reinforcing other parts of the Innovation Engine.
For example, by increasing their use of imagination, they might recognize op
portunities that can ultimately affect the entire organizational culture.
Table 8.4 conveys several ideas for managing and leading in a creative
work environment. These ideas can clash, however, with conventional man
agement practices [Sutton, 2002]. A natural conflict exists between managing
for creativity or exploration on one hand and implementation or exploitation
on the other hand: New ideas and inventions depend upon creativity; bringing
these inventions to market, however, may require routine processes [Freeman
and Engel, 2007], A small, emerging firm can accommodate both tendencies
within it. As a firm grows, it needs to build a culture that reinforces the best
qualities of creativity as well as efficient execution of its business processes
[Brown and Duguid, 2001],
8.2 Product Design and Development 169
platform and then make continual improvements to the product via software
updates.
Uncertainty is an inevitable aspect of all design and development projects, and
most entrepreneurs have difficulty controlling it. The challenge is to find the right
balance between planning and learning. Planning provides discipline, and learning
provides flexibility and adaptation. Openness to learning is necessary for most new
ventures that are finding their way into the market [DeMeyer et al., 2002],
Design of a product leads to the arrangement of concrete details that embod
ies a new product idea or concept. A product’s visible design attributes, such as
color, shape, and texture, enable a firm to excite users and thus drive sales; they
also enable the firm to explain what a product does and how best to use it [Eisen
man, 2013], More generally, the design process is the organization and manage
ment of people, concepts, and information utilized in the development of the
form and function of a product.
The role of design is, in part, to mediate between the novel concept and es
tablished institutional needs. For example, Thomas Edison designed and de
scribed the electric light in terms of the established institutions and culture,
making this new innovation appear and function in a familiar way that fit the
existing infrastructure. As a result, he succeeded in developing an electric lighting
system that gained rapid acceptance as an alternative to the gas lamp [Hargadon
and Douglas, 2001]. As new products are designed, the challenge ultimately lies
in providing familiar cues that locate and describe new ideas without binding
users too closely to the old ways of doing things. Entrepreneurs must find the
balance between novelty and familiarity, between impact and acceptance
[Anthony et al., 2016].
Finalize design
To prototype—step 3
trying it for a few minutes. Information technology products with excellent us
ability are the iPhone, SnapChat, and Lyft.
Many system designs use a combination of modules within a specified archi
tecture. A module is an independent, interchangeable unit that can be combined
with others to form a larger system. In modular designs, different components
share compatibility such that they can be mixed and matched to create an in
teroperable system. For example, littleBits is a New York-based startup that
makes more than 60 miniature electronics modules such as fans, sensors, power
supplies, and WiFi interfaces. The modules are magnetized and can be snapped
together in different configurations to make products like remote controls, musi
cal instruments, and smart-home devices. Changing one component does not
make the other components inoperable or less effective. Design methods using
independent modules make product design more predictable. Of course, the pre
dictability inherent in modular design increases the chances that competitors can
develop similar products.
Realistically, most products consist of modules that possess some depen
dency between them. For example, an automobile is a product that consists of
wheels, engine, body, and controls that are relatively interdependent. Products
made up of modules with intermediate levels of interdependence are harder for
competitors to duplicate and may also provide better performance than a design
based on purely independent modules [Fleming and Sorenson, 2001].
Designers strive to create new products differentiated enough to attract inter
est but close enough to current products to be feasible to make a market. Many
new designs flow from changing the components, attributes, or integration
scheme to create a new product [Goldenberg et al., 2003]. The designer asks
what can be rearranged, removed, or replicated in new ways.
Over time, a dominant design in a product class wins the allegiance of the
marketplace. A dominant design is a single architecture that establishes domi
nance in a product class. An example is the Microsoft Windows operating sys
tem, used in the vast majority of personal computers. Eventually, a dominant
design becomes embedded in linkages to other systems. For example, the use of
Windows shapes hardware interfaces and the other software programs that com
puters can run.
A product platform is a set of modules and interfaces that forms a com
mon architecture from which a stream of derivative products can be effi
ciently developed and produced. For example, Google’s Android and Apple’s
iPhone seek to be the leading platform for smartphone applications. Firms
target new platforms to meet the needs of a core group of customers but de
sign them for ready modification into derivative products through the addi
tion, substitution, or removal of features. Well-designed platforms also
provide a smooth migration path between generations so neither the customer
nor the distribution channel is disrupted. A good example of a platform is
Hewlett-Packard’s electronics and software used for its printers; although
Hewlett-Packard offers a wide range of printers, these products draw upon
relatively similar electronics and software.
8.3 Product Prototypes 475
i Kevin Systrom and Michael Krieger did not have a photo-sharing platform i
I in mind when they set out to start a company. Their first product was i
i Burbn, an app that allowed users to broadcast their current locations, with !
I an option to attach a photo. The app did not get much traction, but the i
i founders noticed that the photo-posting feature was more popular than they i
i anticipated. This observation was the inspiration for Instagram, which was I
I sold to Facebook for $1 billion in 2012. i
8.4 Scenarios
Any new enterprise can benefit from creating a set of scenarios to address com
plex, uncertain challenges as it develops its strategy. A scenario is an imagined
sequence of possible events or outcomes, sometimes called a mental model. A
few realistic scenarios based on the industry context and a few associated possi
ble sequences of events help an entrepreneur to plan for the future. Each scenario
tells a story of how the various elements might interact under a variety of as
sumptions. It paints a vivid narrative of the future. The goal of scenario planning
is not to forecast what is going to happen but to encourage an openness of mind,
a flexibility of response, and a habit of questioning conventional wisdom.
Scenarios lead to learning in a two-step process: constructing a scenario and us
ing the content of the scenario to learn [Fahey and Randall, 1998]. The key elements
of a scenario are shown in Figure 8.6. A scenario tries to answer key questions and is
based on a statement of the driving forces and the rationale for the story. For exam
ple, entrepreneurs often weigh whether a new technology will be radical or nonlinear
and have a profound impact on the marketplace. A scenario can help define the im
pact and time frame for a new technology. Creating four or five scenarios will help
portray the range of potential outcomes to core questions facing any organization.
An example of the outline of a scenario for the growth of electric auto sales
is shown in Figure 8.7. The structure of the story for electric vehicles can be used
to build several possible scenarios that can be used to learn about the opportuni
ties in this market.
Entrepreneurs should ensure that the scenarios they craft are realistic and not
too optimistic. Otherwise, there is a danger that a scenario can become a mirage.
For example, by 2001, many futurists had created a scenario for the future of
telecommunications that was overblown and ill-timed. This rosy, nirvana-like
scenario missed the regulatory issues and the concept of excess capacity, leading
to overinvestment in the sector and a painful downturn [Malik, 2003],
To avoid this fate, entrepreneurs are well-served by crafting multiple sce
narios that consider different situations. For example, in the scenario outlined
in Figure 8.7, they might consider situations in which vehicle manufacturing
capabilities scale slowly versus quickly, or in which the regulatory environment
is skeptical versus supportive.
180 CHAPTER 8 Creativity and Product Development
8.6 Summary
Creative thinking is a core competency of most new ventures. Entrepreneurs
should design their organizations and engage in practices to encourage creativ
ity. Product design and development builds upon creativity, turning ideas, con
cepts, and solutions into new products or services.
Prototypes are models of a product or service, and they can help a new ven
ture learn the right form and function of a product by showing it to customers and
letting them observe it or try it. Furthermore, scenarios can be used to examine
possible future outcomes based on specific actions.
Principle 8
Knowledge acquired, shared, and used is a powerful tool for the entrepre
neur to build a learning organization that can design innovative products
and grow effectively.
Video Resources
Visit http://techventures.stanford.edu to view experts discussing content from
this chapter.
Unlock Creativity with Motivation Tina Seelig Stanford
and Experimentation
Ideas Come from Everywhere Marissa Mayer Yahoo!
Product Development Process: David Kelley IDEO
Observation
8.7 Exercises 181
8.7 Exercises
8.1 How might you influence innovation in a company using each of the six
parts of the Innovation Engine from Figure 8.2?
8.2 What role should the “end customer” have in the product design and
development process? Do customers always know what they want?
8.3 Capstone Turbine is a developer, assembler, and supplier of microtur
bine technology. Its primary customers are in the on-site power produc
tion and hybrid-electric car markets (www.capstoneturbine.com ). Using
the format of Figure 8.6, describe a scenario for the growth of Capstone
over the next five years.
8.4 The advantages of the Web as a distribution platform delivering services
and content are well known. Describe a few examples of its impact on
product prototyping and product design and development.
8.5 A number of software development methodologies exist to encourage
rapid design and implementation (e.g., agile software development,
extreme programming, etc.). Select two of these methodologies and
compare and contrast the specific product design and development
processes each is attempting to address and improve.
8.6 A Scientific American magazine article in November 2014 (https://
www.scientificamerican.com/article/pogue-5-most-embarrassing-soft-
ware-bugs-in-history/) featured some of the largest software failures
ever. Examine the list and select your favorite. Describe why failure
of knowledge management and the lack of behaving as a learning
organization led to this result.
VENTURE CHALLENGE
1. Examine your creative strengths and areas of improvement and share
them with your team.
2. Discuss the robustness and usability of your product.
3. Discuss your plans for developing a prototype of your product.