Two 6 x 6 Stories weekly
6 statements, 6 words, about Innovating
Solving customer’s problems is the goal
Unfocused innovating is a business problem
Working on two problems is complicated
Innovating problems make customer problems foggy
Foggy customer problems exacerbate innovating problems
Solve the business innovating problem first
Innovating, processes, new solutions go together
Innovating without processes yields random results
Innovating without new solutions is waste
Innovating’s goal is high impact solutions
Successful innovating requires systemic innovating processes
Good processes yield high impact solutions
Innovating is cause; solutions are effect
New solutions improve the user experience
New solutions improve overall business performance
New solutions increase your market standing
New solutions change the status quo
New solutions result from innovating activities
The test of innovating is impact
Does it change the status quo
Is the solution new and better
Is a customer segment better served
Do users have a better experience
Does the solution improve business performance
There are two attitudes concerning change
Respond to maintain the status quo
Reacting to changes after they occur
Anticipate to change the status quo
Affecting changes before they are accepted
Innovation targets changing the status quo
Business leaders like the status quo
It feels orderly, stable, and predictable
Business managers believe it will persist
That they can control the rate-of-change
They will be aware of changes
They will have time to respond
Innovation is a result of change
Change inception comes from new knowledge
New knowledge leads to multifaceted targets
This is WHAT we are changing
Specifying by HOW MUCH and WHY
for WHOM, WHEN, WHERE, and HOW
Innovating inspiration comes from three voices
They are the Voice-of-the-Job, Voice-of-the-Customer, Voice-of-the-Stakeholder
Each voice provides a polarizing perspective
Listening to the voices isn’t enough
You must hear, interpret, and understand
The combined voices create innovating impetus
Successful innovating has two primary causes
Importance of problems + Strength of solutions
Problems with impact must be identified
Better new solutions must be introduced
Less important problems don’t interest customers
Solutions that aren’t better aren’t adopted
Innovating yielding Innovation requires two things
Defining problems that are worth solving
Introducing new solutions that are better
Problems worth solving cause frequent trouble
Better solutions change the status quo
Innovations solve problems with new solutions
Innovating impetus comes from three triggers
Voice of the Job provides focus
Voice of the Customer provides differentiation
Voice of the Stakeholder provides discipline
One or two triggers isn’t enough
Innovations result from pulling all three
Most innovating starts with conceiving ideas
What will mitigate an obvious threat?
What will address a known opportunity?
What novelty would customer’s find interesting?
What will alleviate a customer’s pain-point?
These triggers separate problems-worth-solving from ideas
Innovating targets changing the status quo
Innovating projects require triggers to start
Current Sales threats is one trigger
Future Sales opportunities is a second
Threats and opportunities must be diagnosed
Innovating starts with status quo sense-making
Innovating’s fourth essential activity is Adoption
Customer adoption is innovating’s final test
Adoption is a sequential engagement process
Creating awareness, promoting availability, facilitating acquisition
Encouraging acknowledgment, confirming acceptance, assisting adoption
A new solution replacing old solutions
Innovating’s third essential activity is Introduction
Development is the first Introduction challenge
Creating solution and capabilities to specifications
Deployment is the second Introduction challenge
Solution availability with minimal business disruption
Introduction changes the business status quo
Innovating’s second essential activity is Invention
Uncovering trouble with each available solution
Letting trouble expose problems worth solving
Improving the Job-Being-Done is one alternative
A new Job-To-Be-Done is a second
New solution specification is the goal
Innovating’s first essential activity is Sensemaking
Competitor’s solutions, customer segments, user satisfaction
Market, Technology, and Adoption Life Cycles
Business capabilities, strategic intent, business models
Competitive Positioning and Basis of Competition
Jobs Being Done and Solution Specifications
There is always an existing solution
Customers use solutions for a Job-Being-Done
The User Job-Being-Done Experience determines satisfaction
Constraints, performance, utility, outcomes cause trouble
Trouble intensity identifies problems worth solving
Job-To-Be-Done inspires better solutions, solving problems
There is always an existing solution
Customers use solutions for a Job-Being-Done
The User Job-Being-Done Experience determines satisfaction
Constraints, performance, utility, outcomes cause trouble
Trouble intensity identifies problems worth solving
Job-To-Be-Done inspires better solutions, solving problems
Customer Adoption Dynamics influences market diffusion
Early stage concerns new solution performance
Is it possible? Does it work?
Later stages concern new solution outcomes
Is there evidence it is better?
Does competitive pressure make it necessary?
Technology Adoption Dynamics influences buying behavior
Early stage customers are buying technology
Growth stage customer are buying applications
Plateau stage customers are buying integrations
Late stage customers are buying standardization
Selling and buying behavior must match
Technology Dynamics concerns new solution architecture
Early stage solutions compete on different architectures
Specific solution architectures represent proprietary capabilities
Eventually a solution architecture becomes standard
Competing on standard architectures requires modularization
Technology Dynamics drives business capability development
Market Dynamics cycles through three stages
The Stages are Introduction, Growth, Harvest
Voice-of-the-Job speaks to solution performance needs
Voice-of-the-Customer speaks to utility and outcomes
Voice-of-the-Stakeholder speaks to supplier outcome requirements
One Voice dominates in each stage
Solution Life Cycle Dynamics constrain innovations
Market Dynamics influences new solution development
Technology Dynamics influences standardization of solutions
Technology Adoption Dynamics influences buying behavior
Customer Adoption Dynamics influences solution substitution
Life Cycle Dynamics guide innovating decisions
Balancing friction with momentum drives innovation
Momentum can overcome or reinforce friction
Friction dominates with too little momentum
But too much momentum causes disorder
Balancing fiction with momentum hastens results
Innovating thrives in an orderly environment
Balancing friction with momentum drives innovation
Friction affects innovating in three ways
During Invention, friction spurs new ideas
During Introduction, friction slows down acceptance
During Adoption, friction suppresses solution substitution
Friction can help or harm innovating
These management beliefs suppress innovating projects
– Innovating is complex, complicated, and ambiguous
– Innovating follows Operational Excellence in priority
– Innovating work is departmentalized, not organizational
– Short term consequences are not impactful
– Innovating only when it’s mission critical
Innovation is only achieved through innovating
But is innovating discouraged and suppressed?
– The innovating practice is not systemic
– Failure is normal, expected, and institutionalized
– Goals include fail early, fast, often
What’s your excuse for not innovating?
Four Life Cycle Dynamics impact innovation
Market Life Cycle guides differentiation decisions
Technology Life Cycle influences scaling decisions
Technology Adoption Life Cycle drives capabilities
Customer Diffusion Life Cycle segments customers
Life Cycle Dynamics increase innovation probabilities
New solutions must pass four tests
Proof of Technology to confirm “How”
Proof of Concept to validate “What”
Proof of Design to confirm specifications
Proof of Development to establish readiness
Passing four tests accelerates organizational acceptance
Dualities are related two factor variables
The resolution must satisfy both variables
Acceptance and adoption are different outcomes
Organizational acceptance is necessary for availability
Customer adoption is necessary for replacement
Accepted and adopted solutions become innovations
Dualities are related two factor variables
The resolution must satisfy both variables
Innovating includes both invention and introduction
Invention is an individual design skill
Introduction is an organizational process skill
Invention and introduction skills cause innovations
Dualities are related two factor variables
Duality resolution must satisfy both variables
Users judge solutions cognitively and emotionally
Cognition assesses constraints, performance, and utility
Emotion values outcomes and satisfaction levels
Solutions evoke cognitive and emotional reactions
Dualities are related two factor variables
Duality resolution must satisfy both variables
Innovating creates new knowledge and solutions
New knowledge enables new solution development
New solutions make users lives better
New knowledge and solutions cause innovations
Dualities are related two factor variables
Duality resolution must satisfy both variables
Pairing technologies with problems drives innovating
Enabling technologies make new solutions possible
Problems worth solving make solutions desirable
Technologies solving problems make innovations probable
Dualities are related two factor variables
Duality resolution must satisfy both variables
Innovation drivers are Threats and Opportunities
Threat potential of declining current sales
Opportunity potential of increasing future profits
Innovating mitigates Threats and realizes Opportunities
Dualities are related two factor variables
Duality resolution must satisfy both variables
Innovation’s duality is Innovating and Entrepreneurship
Innovating to invent a new solution
Entrepreneurship to create, introduce, and replace
Causing change that makes life better
Dualities are related two factor variables
The resolution must satisfy both variables
Momentum / Friction is an implementation duality
Momentum challenges the Business status quo
Friction maintains the Business status quo
Leaders must balance Momentum and Friction
Dualities are related two factor variables
The resolution must satisfy both variables
Trouble / Novelty is a solution duality
Novelty attracts attention and generates interest
Trouble is the source of dissatisfaction
Solutions need novelty with less trouble
Dualities are related two factor variables
The resolution must satisfy both variables
Purpose / Job-to-be-Done is a guiding duality
Purpose motivates a business to change
Job-to-be-Done motivates a customer to change
Solutions causing change must satisfy both
Sensemaking places your situation in context
It clarifies the motivation for change
It provides the organization with purpose
Elucidating “Why are we doing this?”
Sensemaking also focuses attention on action
Activities with urgency towards a goal
Good ideas drive high hit rates
Good ideas are market-focused and driven
They impact user and business experience
Good ideas change the status quo
They create purpose and motivate change
Innovation doesn’t happen without good ideas
Individual skills and capabilities are essential
Observe without judgement or predetermined solutions
Making sense of anomalies and dissatisfaction
Being curious and actively exhibiting empathy
Imagination to envision a new solution
Connecting the dots with novel creativity
A systemic innovating practice is necessary
Low hit rates happen without one
High hit rates result with one
Sensemaking and Purpose to motivate action
Individual skills and methodologies to Invent
Processes to Introduce and cause change
The user experience has four components
Constraints encountered determine the boundary conditions
Solution specification targets the performance delivered
Job being done resolves utility derived
Outcomes achieved determines user satisfaction felt
User experience controls acceptance or substitution
Innovating always changes the status quo
The status quo has three components
User experience defines Customer Status Quo
Business performance defines Business Status quo
Competitive position defines Market Status quo
Changing status quo changes all three
Does your new solution make sense?
Four Life Cycle maps provide clarity
Market Life Cycle defines competitive differentiation
Technology Life Cycle determines competitive platform
Technology Adoption Life Cycle guides Marketing
Customer Diffusion Life Cycle drives acceptance
There are three drivers of change
Change resulting from variance in process
Business environment change you cannot control
Change you cause introducing new solutions
Process and environmental change require reactions
New solution change must be orchestrated
A clear Purpose drives successful innovating
Vision and Mission provide focused clarity
Crises and Threats get people’s attention
Opportunities and Technologies establish a trajectory
Problems worth solving motivate new solutions
Under-leveraged strengths become the innovating platform
Innovating yields innovations with 20% success
Dissatisfaction with innovating is frustratingly high
Business leaders are wary of innovating
Customer’s evaluating new solutions increase wariness
But new solutions improve everyone’s life
Innovating success follows problems worth solving
A clear Purpose drives successful innovating
Vision and Mission provide focused clarity
Crises and Threats get people’s attention
Opportunities and Technologies establish a trajectory
Problems worth solving motivate new solutions
Under-leveraged strengths become the innovating platform
Agile Innovating TM is a systemic practice
Discovering new needs applying Jobs-to-be-Done Theory
Utilizing Design Thinking to generate ideas
Specifying with the Business Model Canvas
Managing development with Agile Stage – Gate
Making it viable leveraging pioneering knowledge
People become interested in new solutions
ONLY when novelty makes it interesting
AND existing solution dissatisfaction motivates change
A lack of novelty generates skepticism
Insufficient intensity of dissatisfaction suppresses change
Novelty and dissatisfaction make innovation possible
NPD is an essential organizational capability
Capability is more than development process
Organization based NPD introduces new solutions
New solution specification precedes development work
Development performance suffers without clear specifications
Innovating then gets stuck in NPD
The D8 Infinity Process Step 8
Diffuse new solutions causing market disruption
Manage adoption as a social process
Effectively influencing customer substitution and adoption
Better net experience, less net trouble
Converting innovative new solutions into innovations
The D8 Infinity Process Step 7
Deploy to minimize worse-before-better business disruption
Managing the Rate of Change Challenge
How do we mitigate business disruption?
How do we facilitate deployment acceptance?
Assuring leadership engagement and change management
The D8 Infinity Process Step 6
Develop the new solution to specification
Preventing ambiguous objectives and emerging specifications
Overcoming slow, long, late NPD performance
Validating technology, concept, design, and development
Providing Proof-of-Technology, Proof-of-Concept, Proof-of-Design, and Proof-of-Development
The D8 Infinity Process Step 5
Decide the new solution specification criteria
Validate the total new solution specification
A desirable, feasible, viable new solution
Preventing opportunistic development of singular solutions
Targeting supplier acceptance and customer adoption
The D8 Infinity Process Step 4
Design new and better solution concepts
Distinguish new and better from different
Do concepts improve the net experience?
Do concepts reduce the net trouble?
Solutions focused on problems worth solving
The D8 Infinity Process Step 3
Define the combined problems worth solving
Frame the problems as User/Supplier dualities
Anticipating the combined changes worth making
Overcoming poorly defined problems to solve
Improving the user, business, market experience
The D8 Infinity Process Step 2
Diagnose changing the total status quo
Detailing the experiences with available solutions
Diagnosing issues in the combined experience
Uncovering the trouble, severity and frequency
Establishing the current Basis of Competition
The D8 Infinity Process Step 1
Discover the existing solution status quo
Suppliers and customers of existing solutions
Understanding the use and supply situation
Identifying the circumstances controlling the experiences
Determining and documenting your competitive position
Innovating gets shackled by fundamental errors
Brainstorming new ideas as step 1
Falling in love with a technology
Solving for problems that nobody has
Choosing the wrong problems to solve
Wrong solutions for the right problems
Innovating depends upon effective problem finding
Poor finding skills befuddle idea generation
Innovating performance and impact become shackled
Low hit rates become the norm
Finding problems worth solving is crucial
Good problem finding enables problem solving
Sooner or later, you must Innovate
You decide why, how, and what
Why do you want to change?
How are you going to change?
What are you going to change?
For whom, where, when, how much
Innovative ideas emerge from problem finding
Problem finding results in problem specification
Clarifying WHAT the performance gap is
WHY the gap exists and persists
HOW to approach closing the gap
Problem specification completely defines the problem
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