Category Archives: Creativity & Innovation

Organizational Tension Between Innovation And Control

There is an inherent dualism within most organizations between the desire for innovative workers and the desire to control those same workers. Afterall, if everyone is off being innovative who’s going to be getting the work done? This seems to be a problem in the library world. I am reminded of a rant by David Lee King in which he claims that his presentation attendees almost unanimously agreed that if they tried to implement innovative Web 2.0 technologies in their libraries they’d hit a brick wall with their supervisors and library directors. Is it that some library directors are simply resistant to change or do they fear that their organization will suffer if workers spend a few hours here and there experimenting with new technology – the result of which could be an innovative service enhancement?

This problem is by no means unique to libraries. It’s a challenge for all types of organizations, and it’s a conundrum that must be addressed by the organizational leadership. The problem and potential solutions are explored in a new book by Gary Hamel titled “The Future of Management“. I recently read an excerpt in Fortune magazine. Though the book received just a fair review over at BusinessWeek, I think the excerpt offers some stimulating ideas, and I’ll want to see more of what it has to say about innovation. For example, Hamel writes:

When talking to senior executives about the need to encourage innovation, I often get the sense they’d like their employees to loosen up a bit, to think more radically and be more experimental, but they’re worried this might distract them from a laserlike focus on efficiency and execution…I’ve heard this concern expressed in a variety of ways: “Yeah, we want people to innovate, but we have to stay focused.” “Innovation’s well and good, but at the end of the day, we have to deliver.” “If everybody’s off innovating, who’s going to mind the store?” These sentiments reveal a persistent management orthodoxy: If you allow people the freedom to innovate, discipline will take a beating.

In other words, having more of one means less of the other. So what advice does Hamel have for organizations that would like to have their cake and eat it too? Hamel’s approach is to provide examples of companies that, in his words, have learned to “double dip” and have both innovation and worker discipline in the same setting (not just a separate innovation or design lab). His examples are Whole Foods Market, W.L. Gore and Google. One problem that most library managers might have with these examples is that they use some fairly radical organizational structures. This can include the use of small teams with with the power to make key decisions, highly flat structures where there are no titles and no supervisors, half-days off for “dabble time”, financial rewards for innovation and a host of other practices that may be indeed difficult to implement in traditional library hierarchies. In fact, this is a problem that the BusinessWeek reviewer had with the book. How many organizations can structure themselves like these three companies? Even Hamel acknowledges that there have to be mechanisms to “keep things in check.”

So while it’s unlikely library organizations are suddenly going to re-structure themselves to resemble Google, there are some libraries that have organized workers into teams, others that are allowing for more experimentation time and others yet may be trying techniques that allow workers a bit more freedom and a little less control. If you know of some good examples or you are making progress in this area at your library, please leave a comment to share your insights.

Fast Company’s “Masters Of Design” Issue

Perhaps as a sign of the growing interest in design within business, Fast Company’s October 2007 issue is largely devoted to design. Printed boldly on the cover is the title “Masters of Design” and the issue does indeed profile several prominent designers. Don’t expect too many insights on design thinking in this issue. It’s really focused more on how design in influencing industry, and the changing emphasis that is being placed on the value of design. As the introduction to the issue states “Studies have now shown the design-oriented firms in all kinds of industries outperform their more traditional peers – that design and innovation go hand-in-hand with financial success.”

But the insights that do come in the interviews, and the examples of great design (mostly industrial) are worth a look. Definitely take some time to check out this issue.

Check Out The Latest Inside Innovation

The September 10, 2007 issue of BusinessWeek contains the latest IN:Inside Innovation supplement. If you don’t have the paper issue handy the supplement is available in online format. The focus of this edition of IN is collaboration. Featured articles include ones that explore how IBM gets its innovation networks to work, how 10 top innovators use cross pollination to draw inspiration from crossing the boundaries of their own professions, and how twenty-somethings are transforming social sites into business networks.

An article that should be read by librarians is the one on brand hijacking. That refers to situations when customers take over the brand to conduct negative attacks on the product or institution. Yes, it’s true that most libraries don’t even know what their brand is, let alone offer one that the hijackers would want. But there is some good advice here for libraries that want to use branding to build better relationships with the members of their institution (be authentic and honest; listen to consumers; and get more involved with user communities). There are some good, brief examples of making things work better with design.

Playful Design

Last month’s ALA TechSource’s Gaming, Learning, and Libraries Symposium (GLLS) transformed my thinking about library services and, in particular, my thinking about designing user experiences. During the conference, I was enthralled by speaker after speaker who described how games not only draw in hard-to-reach patrons, but how they inspire a greater level of engagement among those patrons. School children, for example, who resist cracking open textbooks eagerly consume lengthy, complicated gaming guides and spend endless hours trying to master new gaming skills. Why do they expend the extra effort? The answer, in part, is play.

 

According to James Paul Gee, GLLS speaker and author of the book What Video Games Have to Teach Us About Learning and Literacy, marketers figured out something that teachers and librarians have yet to master: sound learning principles sell complexity. In the case of games, those principles have been applied to play so that learning, in effect, becomes fun. It follows that if librarians were to apply some or all of these learning principles to designing library experiences, patrons would enjoy using the library and even become more likely to take on the complicated aspects of using our services.

 

Using play to encourage deeper learning is not a new idea in library circles. In her article, Play Matters: The Academic Librarian’s Role in Fostering Historical Thinking, librarian-extraordinaire Lisa Norberg proposes creating digital sandboxes full of rich primary source materials that encourage students to explore and have fun with the resources. Then, if they want, they can continue to learn more about how to locate them using library search tools. In doing so, librarians can engage patrons on an emotional level before “leveling up” to more advanced techniques.

 

What, then are the key learning principles librarians should apply to their services? Gee mentioned 12 during his talk at the Symposium, which I’m paraphrasing liberally here:

  1. Lower the consequence of failure. In other words, make libraries risk-free zones.

  2. Put learning before competence. No one is born knowing how to use a library so patrons shouldn’t feel as though they’re expected to be experts on their first visit.

  3. Make players/patrons co-designers so that their actions matter and make a difference. This could mean inviting patrons to make design decisions from the earliest planning stages to implementation.

  4. Order challenges so that they become progressively more difficult (like levels in a game).

  5. Arrange challenges in cycles. Players/patrons are given the chance to test a skill, perfect it, then move on to another challenge where they can build on the skill.

  6. Test players/patrons to the outer edges of their abilities so that challenges are not too difficult or too easy.

  7. Ask players/patrons to consider situations and relationships, not just facts.

  8. Foster empathy for a complex system (the library?) by making players/patrons a part of it.

  9. Give verbal information just in time to be useful.

  10. “Situate” meanings by enabling patrons to associate the meanings of unknown words and symbols within proper contexts. (As an example, Gee mentioned how difficult it is for students to learn Geology terms because they’re given word definitions for phenomena they have never personally experienced or have a frame of reference for).

  11. Encourage “modding,” or allowing players/patrons to change what they don’t like about a situation to better fit their preferences.

  12. Give feedback and assessment. (The Ann Arbor District Library knows just how important rankings are among gamers, which is evident in their popular tournament leaderboards).

Maybe it seems unrealistic to incorporate every one of these principles into all of our services, but it is striking just how few of them we seem to apply. As Lisa Hinchliffe pointed out in her GLLS talk, the OPAC, for example, is not reaffirming for patrons because it doesn’t let them know whether or not they conducted a successful search. If we employ the above principles to our OPAC including giving assessment, allowing modding, providing needed information just in time, and so on, we could improve patron’s search skills while making research more enjoyable.

 

When designing library services, play is a serious consideration. Play enhances enjoyment, encourages people to develop skills, improves learning outcomes, and forges emotional bonds between patrons and libraries. Thinking about how these 12 principles can improve our services is a good place to start for more playful library designs.

Feed Your Hunger For Innovation Inspiration

Innovation doesn’t always come easy. What if there were some ways to get the creative juices flowing to help stimulate innovation? You could take advantage of the occasional tips and suggestions that experts are sharing to promote the innovation process within individuals and/or their libraries. There are several innovation blogs and websites that can be just the thing you need. Here are some blogs worth exploring:

Ideas 108 – This blog is dedicated to providing you with a steady stream of creative problem-solving tips and techniques.

The Innovator’s Digest – Gerald Haman’s new weblog, which appears to be focused on helping to promote his new Innovation Tool of the Month Club. But it also contains weekly “question banks” that can help you to come up with creative ideas to help solve the challenges you face, and various posts on the value of creative problem-solving tools and techniques. It’s good to see you in the blogosphere, Gerald!

Think Differently – The catchphrase for this blog speaks volumes to me. It says “get ahead by doing something different — not what everybody else is doing or what you’d always be doing.” That seems like a great way to express what innovation is about, and to make things better this blog actually has a category for Design Thinking.

Innovation Weblog – a meta-index of the latest innovation trends, news, technology, resources and viewpoints. It covers topics including innovation research and best practices and strategies, innovation management, business use of Weblogs for ideation and collaboration, and much more!

Though I did a bit of browsing through innovation related blogs, these seem to be among the best. There are others. You can find more by checking the blogrolls of innovation blogs you discover. Of course, you may know of one not mentioned here. If so, share your innovation blog recommendation in a comment to this post.

Now you have no excuse not to raise your IQ (innovation quotient). 

Put The Focus On Design Rather Than Innovation

A recent ALA program featured a debate on innovation, and sought to answer the question “Are librarians and libraries innovative?” That’s certainly an interesting question, but I would pose that it’s the wrong question to be asking. We could argue whether librarians achieve sufficient levels of creating or adopting new technologies in an effort to develop new services or reach new end users of library services (I’m thinking more deliberately about how I use the word “patron” these days). We might further explore the rates of technology diffusion to better quantify the time it takes new technologies to achieve implementation in library settings. A past post of ours pointed to an article that suggested there are multiple levels and forms of innovation, such as incremental, evolutionary and revolutionary innovation. Examples of libraries demonstrating all three forms of innovation are available.

But this question of whether we should even be asking about innovation at this point is inspired by a recent post by Bruce Nussbaum over at Nussbaum on Design (highly recommended). The gist of his post is that business executives must move from conceptualizing design as just being about interiors to a mentality better informed by design thinking. He says that “design goes way beyond aesthetics…that it is a method of thinking that can let you see around corners.” Rather, Nussbaum suggests, these executives prefer the term “innovation” because it has a masculine, military, engineering, tone to it.”

I agree with Nussbaum that it’s time to move past the discussion about being innovative. Based on the recording of the ALA program, at least the parts I listed to, everyone has a different perception of what innovation is and how we might recognize or measure it. Is it just taking risks? Just trying new things to see what sticks? Adopting a new practice for your library, even if it has been done to death elsewhere? What we should be asking or debating is not “Are librarians innovative?”, but “Are librarians ready to become design thinkers?” Here’s how Nussbaum describes that:

Design and design thinking – or innovation if you like – are the fresh, new variables that can bring advantage and fat profit margins to global corporations [sb – or more passionate end users to libraries]. Being able to understand the consumer, prototype possible new products, services and experiences, quickly filter the good, the bad and the ugly and deliver them to people who want them – well that is an attractive management methodology.

Nussbaum goes on to say that a significant trend we must pay attention to is social networking. Librarians have been doing just that, but have we been doing so to the appropriate end? Most of our efforts, it seems, are focused on creating outposts of the library within social networks. But Nussbaum points out that the critical factor is listening to our users and understanding what they have to say. People increasingly want to design their own products, services and experiences, or at least have those who do design them understand what is desired. So I would advocate that rather than worrying about whether we are innovative or not, we should be focusing our attention on how well we apply design and design thinking to better understand our users and create environments that deliver great library user experiences. I think our users care more about that than how innovative we are.

Applied Prototyping: designing for buy-in

A quick comment on prototyping.  I’ve found this to be a useful technique when presenting new ideas. It’s one thing to sit around in a committee and intellectualize, but it is very different when you have a model to work with.

I experienced this first hand when trying to launch a reference desk wiki. I presented the idea (with just words) at a meeting and received blank stares. A few months later I demonstrated a PB Wiki with actual content and received more enthusiasm. However it didn’t take off as I had hoped. People bought into the idea, but the follow through was absent. A year later I’m trying again, but this time ramping it up by trying to pull in several departments to raise the stature and value. We’re going to demo “homegrown” software created by campus IT, provide a flowchart illustrating the concept, and offer examples of content that are linked to actual needs. Hopefully by providing a prototype it will communicate the purpose, and staff members will feel that they can contribute, rather than just saying here’s what we’re going to do now. We’re seeking a conversation rather than just issuing commands.

When I speak with librarians who are excited about new social technology, they often mention the roadblocks they encounter. The best advice I can give is to use prototyping. Build a proof-of-concept, test it with a few users, and then present it to the powers-that-be. Instead of giving them the chance to shoot down your idea, let them see it first hand, educate them about it, and show them see how it can be adapted. The secret is user needs—if you can demonstrate how your idea addresses a patron (or staff) need then you’ll have greater chance of success.

I feel that I have benefited from leadership that doesn’t always say YES or NO right away, but asks for more. My Admin forces me to flush out ideas before they will commit and this encourages me to be more creative or at least more through. Prototyping helps other people to understand your vision, but also forces you to figure it out more yourself.

An Approach to Customer-Centric Innovation

Generating innovative ideas is imperative for the survival and growth of any organization, including libraries. However, those ideas are only worthwhile insofar as customers value them. Authors Larry Seldon and Ian C. MacMillan propose a process of customer research and development (R&D) that results in products and services that directly address customer needs. Their HBR article, Manage Customer-Centric Innovation – Systematically addresses the “growth gap” that results when R&D is far removed from customer and investor support.

The solution for more relevant innovations, as they see it, is a process they call “customer-centric innovation” or CCI. This is a growth strategy as well, since the process results in an extension of the consumer base as well as product offerings. The process consists of 3 phases:

Phase 1: Establish and develop the core

In this phase, the focus is on understanding current customers better and developing a value proposition for them. The authors define the value proposition as,

“the complete customer experience, including products, services, and any interaction with the company.”

In the authors’ example of how one company achieved this, designers applied ethnographic research to understand the exact relationship between their product (luggage) and their current customer base of male frequent business air travelers.

Phase 2: Extend (2a: Extend Capabilities; 2b: Extend Segments)

Extend Capabilities

Here, innovators need to devise the resources and mechanisms for filling the needs identified in Phase 1. Essentially, this phase ensures that the firm is keeping its core segment happy.

Extend Segments

In the process of completing Phase 1, researchers should seek other customer segments who could benefit from them their offerings. These segments have similar needs to those in the core segment, but their needs are different enough to justify modifications to offerings using the firm’s existing resources.

Phase 3: Stretch (3a: Stretch Capabilities; 3b: Stretch Segments)

In my view, this is the phase where innovators leave familiar territory for the unknown, and where greater risk enters the process.

Stretch Capabilities
New capabilities are developed to attend to various needs of existing segments as well as new segments.

Stretch Segments
Here, the organization attempts to find segments unrelated to the core who can benefit from existing offerings.

In this CCI model, a deep understanding of current customers and abilities forms the basis of growth in two arenas: what the organization is able to do and who it’s able to do it for.

There are three other key components to a successful CCI. First, frontline employees MUST be participants in the R&D. As the authors put it,

“Our experience shows that the only way to sustain customer R&D is by putting customer-facing employees behind the wheel.”

They mention numerous companies that do so successfully, including Best Buy which has 750 outlets designated as Customer Centricity stores. In these stores, frontline employees are free to experiment with marketing tactics like signage, product groupings, and displays to determine what effect these changes have on customers’ behaviors. The result has been sales growth that is double that of the rest of the stores, according to the authors.

Secondly, organizations must retain a defensive posture. In doing so, they continually scan for changes in customer expectations, technology, and other possible disruptions. The authors insist,

“Customer R&D’s mission is to know more about the company’s existing customers than anyone else on the planet and to ensure that the company is strategically and operationally prepared to preempt any competitor’s move.”

Finally, did I mention that CCI should involve customers too? Not just observing customers, but bringing them into the R&D process as co-innovators. One company mentioned in the article uses an online panel of thousands of customers as sounding boards for new projects.

What does this mean for libraries?

There are a number of key points I took away from this article as it relates to library work:

  • Managers must put frontline staff in charge of innovation. The innovation process is not a top-down approach. If anything, it’s a grassroots effort. Internal structures may need to be realigned so as to empower employees and entrench innovation as a part of doing business.
  • Innovation begins here and now. No library can expect to add new services or attract new patrons without first being able to identify, understand, and serve existing ones. The innovation process begins with taking stock and knowing your patrons and their needs at a level of detail unmatched by anyone else.
  • Instability is the only way to stay safe. If we’re not scanning the horizon for new and better ways of serving patrons, we’re vulnerable to competitive threats. Experimentation and risk-taking, though possibly disruptive, are healthy and the basis for successful, meaningful growth.
  • Patrons are innovation partners. To get to know our patrons better than anyone else, we need reach out to them as well as bring them into our organization as partners. The authors of the CCI article take customer involvement a step further:

“The firm should institutionalize customer centricity. This is accomplished by making the customer segments the basic business unites of the company; that is, organizing by customer segment rather than by product, geography, or function.”

In this way of thinking, we’re not only in business for our patrons, they quite literally ARE our business.

[This article can be found in the Harvard Business Review, April 1, 2006, p. 108-116.]

An Interview with Dennie Heye on Creativity

Information scientist Dennie Heye is author of the book Characteristics of the Successful 21st Century Information Professional. In it, Heye has a chapter on creativity, an expanded version of which is available in the article, “Creativity and Innovation.” The article offers a number of tips and ideas for developing this important competency. I was especially interested in Heye’s notion that librarians can become “creativity facilitators” for their users by offering appropriate spaces, classes, community connections, and readings to support creative ambitions. I e-mailed Heye to learn more about his views on creativity. The following are my questions and his responses. I recommend reading the full article to learn more about techniques that will enhance your creativity.

1. You argue that creativity is a critical tool in the modern librarian’s repertoire. Why is creativity so important in today’s environment and what’s the relationship between creativity and change?

Creativity is key in my view because it helps us deal with constant change and should help us drive the change we want. By being creative, people feel more motivated and get a sense of achievement – we used our skills (creativity) to improve a situation, tool or service. You don’t get a wow-feeling from filling out a template or just going through the motions, but we do get that feeling when we have a great idea!

2. Interestingly, you argue that information professionals should support creativity within their organizations/campuses/communities and you also offer some examples of how to do this. What’s the benefit for librarians and users in doing so and do you see this as an increasingly important role for librarians?

“Libraries have always been the space to absorb knowledge from others and build upon that with new ideas. Think about how many ideas were generated in libraries when someone had a “Eureka!” moment after reading a journal or browsing a book. It is only natural that we build upon that role now, and I think we have the skills to do so. It will put us closer to the heart of our organisation and puts us in a key role.”

3. You mention that you cannot force creativity or innovation on demand (I completely agree with this by the way, based on my own experience!). Given this, how can librarians accommodate creative thinking in work environments characterized by multiple simultaneous projects and tight deadlines? Are there changes that must be made at the organizational level to facilitate creativity?

“In an ideal world the organisation would change to adopt a more creative and innovative way of working. But we all know that this is very unlikely to happen. So I would say, go for a grass roots approach. There is always room for creativity and innovative thinking – for example, every project has a brain storming phase to kick [it] off. I also work within a project-driven department, but we have Game Changer projects to facilitatie new ideas. If someone has a great idea [of] how to improve a process or has a promising solution, a project is set up to investigate with time and budget for that person. On a smaller scale, an “idea box” would be a great start, as long as management commits to taking every idea suggestion seriously.”

4. You describe a number of techniques for generating creative ideas. Which tip is your favorite and why?

“Being curious – as a kid I was always asking questions about the why and how, which I now see reflected in my 4 year old daughter (and now I know how it can drive parents crazy 😉 ). Sometimes I wish I could look at the world through the eyes of a 4 year old, they don’t just accept what you tell them but they keep asking “why” or “how” until they get it. That is something I feel we should use more often, to really understand something… For instance, this is a nice technique to challenge current ways of working: Why do you do it? Why do YOU do it? Why is it done the way it is done?”

5. Risk is a necessary implication of creativity. What suggestions do you have for information professionals working in risk-aversive organizations who want to flex their creative muscle?

“Start small – don’t try to change everything at once and provide mitigations for the identified risks. Make clear that you want to improve to better meet the goals of your organisation instead of going through the motions. If you can demonstrate that small changes have made a difference and that the risks were mitigated, this will be noticed.”

6. What else would you like to share about creativity and innovation?

“I have always like Bill Gates’ quote: “Nothing is a powerful as an innovative idea.”‘

Innovation And Getting To Where You Want To Go

I just wrote something about innovation over at ACRLog, and my basic point in that post is that there is a lot of talk about innovation in libraries (and as someone pointed out job ads always ask for “innovation” as a candidate quality), but that we might not always know what true innovation is or how to think about innovation as a way to achieve organizational outcomes. To gain better insight into this I recommend an article titled “Innovation, Growth, and Getting to Where You Want to Go” that appeared in Design Management Review. The article is authored by two employees of the IDEO design organization.

They suggest the main reason we should try to innovate is “to deliver experiences that make life better for people”. That sound like something we can get behind here at DBL. But while making life better is an admirable goal, the way we operationalize it is through a combination of new offerings and new users. If we can get new people to use the library by offering new services and products, we will grow as an organization and that will signify innovative change.

The authors also identify three types of innovation outcomes. Incremental innovation reaches existing users with existing offerings. Evolutionary innovation either provides new offerings to existing users or provides existing offerings to new users. Revolutionary innovation provides new users with new offerings. In libraries we are good at incremental innovation, occasionally achieve evolutionary innovation, and rarely achieve revolutionary innovation.

“Ways to Grow” is a method the authors recommend for identifying innovation goals. Where I think it will help me is by recognizing (revolutionary) innovation as a new product or service that reaches someone new. As I wrote in the post at ACRLog, something new is not necessarily something innovative. However you wish to define innovation and whatever serves as innovation in our libraries, the effort put into it should provide a clear understanding of how it will help the library grow – and deliver an experience that makes life better for people.