Thoughts

Posts Tagged ‘Tim Brown’

Pixar’s Principles to Foster Creativity

Nov 1 2008

How can an organization foster creativity? Can an organization develop an approach that increases its chances of success over time, and even enables it to export its approach to other organizations?

Ed Catmull, a cofounder of Pixar and the president of both Pixar and Disney Animation Studios, explores these questions in September’s Harvard Business Review.

He cites Pixar’s incredible history of box office success (specifically, nine blockbuster films in a row, starting with 1995’s Toy Story) and describes Pixar’s approach and principles to creativity that has contributed to that success.

Several of Catmull’s points reinforced those made by Tim Brown in his article on design thinking (which I wrote about it in June). These include:

  • Putting together a team of people who come from a variety of backgrounds, work well together, and who “solve problems and make progress”.
  • Having a clear, unifying vision with clear ownership: Catmull writes, “We believe the creative vision propelling each movie comes from one or two people”.
  • Providing support to leaders: Catmull describes meetings where directors can leverage a “creative brain trust” to get feedback and new ideas: “When a director and producer feel in need of assistance, they convene the group … and show the current version of the work in progress. This is followed by a lively two-hour give-and-take discussion … After a session, it’s up to the director of the movie and his or her team to decide what to do with the advice … the brain trust has no authority. This dynamic is crucial. It liberates the trust members, so they can give their unvarnished expert opinions, and it liberates the director to seek help and fully consider the advice.”
  • Leveraging the expertise, experience, and enthusiasm of the entire team, “giving them all the information they need to do the job right without telling them how to do it. Each person on a film should be given creative ownership of even the smallest task.”
  • Having clear standards: “Everything we touch needs to be excellent … there has to be one quality bar for every film we produce.”
  • Building a community: “That takes trust and respect, which we as managers can’t mandate; they must be earned over time. What we can do is construct an environment that nurtures trusting and respectful relationships and unleashes everyone’s creativity. If we get that right, the result is a vibrant community where talented people are loyal to one another and their collective work, everyone feels that they are part of something extraordinary, and their passion and accomplishments make the community a magnet.”
  • Ensuring rapid iteration as a method to learn and improve (not finalize). “In the early stage of making a movie, we draw storyboards … and then edit them together with dialogue and temporary music … The first versions are very rough, but they give a sense of what the problems are … We then iterate, and each version typically gets better and better.”
  • Enabling everyone to communicate with anyone: “The most efficient way to deal with numerous problems is to trust people to work out the difficulties directly with each other without having to check for permission.”
  • Making it safe for everyone to offer ideas.
  • Conducting post-mortems: To make these useful, he recommends asking “each group to list the top five things they would do again and the top five things they wouldn’t do. The balance between the positive and the negative helps make it a safer environment.”

Catmull notes that one test of these principles is whether they can be transferred to another organization to achieve similar results. If movie revenue is one measure of success, we’ll find out soon: Bolt, the first movie from Disney Animation Studios since Disney’s acquisition of Pixar, opens November 21, 2008.

Jeff

Pixar sign photo by Thomas Hawk. Some rights reserved

Pixar sign photo by Thomas Hawk. Some rights reserved.

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Design Thinking: An Overview

Jun 30 2008

Tim Brown, the CEO of IDEO, provides an excellent overview of design thinking and its benefits in this month’s Harvard Business Review.

Design thinking focuses on the intersection of customer, technology, and business opportunities. More specifically, he defines design thinking as “a discipline that uses the designer’s sensibility and methods to match people’s needs with what is technologically feasible and what a viable business strategy can convert into customer value and market opportunity”.

An approach that leverages design thinking also includes:

  • A team of people from multiple perspectives (not the “lone genius inventor”).
  • Rapid prototyping to “generate useful feedback and evolve an idea….the goal of prototyping isn’t to finish. It is to learn about the strengths and weaknesses of an idea and to identify new directions that further prototype might take.”
  • Planning the work as “a system of spaces rather than a predefined series of orderly steps”. IDEO defines the spaces as Inspiration, Ideation, and Implementation. For example, the Ideation space may include activities such as brainstorming, sketching, prototyping, and getting early reactions from potential customers.

He argues the following personal characteristics are most vital to achieve design thinking:

  • Empathy: Design thinkers” imagine the world from multiple perspectives”. They “notice things that others do not and use their insights to inspire innovation”.
  • Integrative Thinking: They combine “analytical processes (those that produce either/or choices)” with integrative thinking (“the ability to see all of the salient – and sometimes contradictory — aspects of a confounding problem”).
  • Optimism: They assume “at least one potential solution is better than the existing alternatives”.
  • Experimentalism: To innovate, design thinkers rely on revolution rather than evolution (i.e. “incremental tweaks”). They “pose questions and explore constraints in creative ways that proceed in entirely new directions”.
  • Collaboration: The “myth of the lone genius” has been replaced by the “reality of the enthusiastic interdisciplinary collaborator”.

The article outlines several examples of design thinking and its impact, including a project at Shimano (a Japanese manufacturer of bicycle components). An interdisciplinary team spent time with potential customers to gain broad insights into people’s thoughts about and experiences cycling. Their work resulted in a holistic view of the cycling experience and a new concept,  “coasting”, focused more on the pleasure of riding than the sport. The insights also led to changes to make the in-store experience less intimidating to potential customers. The result was a complete, innovative solution that benefited the business as well as customers.

Design thinking can be applied to a wide variety products, services, and entertainment experiences. You can read more of Tim Brown’s ideas on design thinking on his blog.

Stanford University’s Institute of Design (also known as the d.school ) is a graduate-level program that  focuses on teaching design thinking. I’ll be spending time there this fall as an informal advisor. I’ll write more about my experiences there at the end of the year.

Jeff

Tim Brown’s photo by Robert Scoble. Some rights reserved.

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