Tuesday 29 March 2016

The Creative Sector Inside Innovation ? Yes, But How?


How can Design define Target vs Cultural and still Innovate? Here’s how. 


  In Placing the Creative Sector in Innovation we see the key differences between Target Product & Profile and Cultural Product & Process to ferret out the most difficult of new product development capabilities. In this we see the clear path: utilizing them both fills the entire process and edges. Design is not either or but often and, therefore more than can be achieved holistically than the sum of it’s parts. 



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Tuesday 22 March 2016

Emotions, Design & Entrepreneurship


What makes a good designer and good entrepreneur succeed? 2 types of emotional controls that you’d never guess. 


In Emotions and Entrepreneurial Opportunity the clear link is made between “trait emotions and state emotions influence evaluations in parallel ways towards appraisal tendencies linked with emotions determine choices that entrepreneurs & designers make in stressful situations that ultimately lead to success. 



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Tuesday 15 March 2016

When You Can’t Entre, Intra & 3M Knows How It Works.


With a multitude of vocabularies, terminologies and models, in action, it’s the pizza man model that remains: a team large enough to eat one large pizza together and be satisfied. But how can this be done easily? 


Anything more and there are too many people for the 1st critical juncture of any innovation mindshift. In particular and very carefully articulated in Innovation at 3M Corporation we see the simplicity in relying heavily on selecting a talented core team of 4to 6 people (and even 6 is too mich) from marketing and technical departments. At 12 to 15 hours/week immersion fosters creative thought and maximum momentum with each person spending 1/2of their time on the project. The rest of the time, it’s other projects in the pipline and keeping the emersion going. 


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Tuesday 8 March 2016

How Can Groups Achieve Simple Team Creativity? Here’s how.


How can Groups Achieve Simple Team Creativity? Here’s how.


Surprisingly in the design game, it is just as much about psychology as it is about scientific capability for certain design models to illicit specific tangible differences that outweigh other particular models. In an interview with Paul Paulus we see in Group Creativity the possibility of alternative models for group creating cohesion and increased creative output while having group dynamics be factored into a more robust output when ferreting out alternative solutions – group creativity dynamics at work.

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Tuesday 1 March 2016

The Virtuous Cycle of Discovery and Creation


Why such a virtuous cycle: discovery and creation? Because there is no other way to justify value & there is nothing wrong with it. 




In The Virtuous Cycle of Discovery and Creation we see the clear indication that finding something and creating something can be as simple as sniffing and eminating although through 5 specific propositions we see alternatives for how firms are able to leverage this investigative capability for usability and therefore design success. What makes it work? Relentless trail and error: the mark of innovation.


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