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Sharing economy is still in early adopter phase

Airbnb. Lyft. Kickstarter. Quirky. Kiva. TaskRabbit.

The sharing economy is increasingly in the news. Those six companies are receiving a lot of chatter, as shown by Google News results for September 12, 2014:

Google news results for sharing economy firms 091214

Certainly, the sharing economy is a “thing”. But it’s not yet as mainstream as may come across in the media. For most of us, it’s still sort of a “toy” if you will. Cute that people would offer up their home for a weekend or give someone a ride in that empty passenger seat. But as YCombinator’s Paul Graham says:

Don’t be discouraged if what you produce initially is something other people dismiss as a toy. In fact, that’s a good sign.

The sharing economy is in the early adopter phase. Which means it’s going to need some attributes to make the jump to mainstream adoption:

  • Offering a “whole product” experience, not just satisfying a narrow slide of all needs
  • A feature-quality-price blend that better satisfies existing jobs-to-be-done than do incumbents
  • Evidence of value and satisfaction from others they trust (friends, media)

But the upside is terrific when the sharing economy is adopted. That topic is explored more fully in my new post: Harvesting Abundance in the Sharing Economy. It starts with the premise visualized below, and builds on that:

Changing how we buy goods and services

Interested in how we can dramatically increase supply and long tail options? Check out the sharing economy post.

I’m @bhc3 on Twitter, and I’m a Senior Consultant with HYPE Innovation.

 

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Bring customers into the idea review process

Say you’ve got some internal ideas at your company. Who takes a look at them? Assesses them to determine next steps for each idea? Figures out the value and difference the ideas can make?

How about your own customers?

I talk a lot about jobs-to-be-done here, and getting a firm grip on those to understand where innovation and product enhancement opportunities lie. But sometimes that’s not realistic. Ideas come from many sources, and more likely than not, fail to reflect hard analysis of jobs-to-be-done. But customer feedback is valuable. Any idea which can touch on customers’ experience – products, services, support, pricing, deliver, knowledge – can benefit from their perspectives.

The concept sounds right, yes? But it’s also something that’s somewhat scary. I know this because I asked innovation executives for a number of large companies what they thought of it. There was hesitancy to the concept of bringing customers into what is generally an internal – and often murky at best – process of evaluating ideas.

In my post, What if customers evaluated your company’s ideas?, five areas are examined to de-scarify this idea:

  • Differentiating from focus groups
  • Profile of right customers to involve
  • Type of ideas
  • Ways to engage customers in the evaluation process
  • What criteria make sense?

Give it a read, and see if this is something you’d consider.

I’m @bhc3 on Twitter, and I’m a Senior Consultant with HYPE Innovation.

Enterprise gamification…yes or no? Twitter #innochat Thursday May 22

What do you think about gamification for the enterprise? Smart innovation that helps deliver results? Or horrible idea that treats people as Pavlovian animals? Well, this week’s #innochat will examine that question.

#innochat? What’s that, you ask?

#innochat is a weekly conversation that takes place on Twitter, covering topics related to innovation. It’s open to anyone and is a great chance to add your perspective, learn how others view the topic, engage in a debate, and make connections. The general format:

  • Use the #innochat hashtag in your tweets
  • Follow the moderator, usually Drew Marshall or John Lewis, who will post the questions for the discussion
  • 4 or 5 questions are used to structure the conversation

#innochat runs for one hour every Thursday at the same time:

Innochat clocks

It’s my pleasure to be the guest for this week’s #innochat. For our topic, I’ve chosen: Applying gamification to enhance innovation outcomes. Click that link to read the framing post, and here are the four questions that will structure the discussion.

  1. What is your definition of gamification?
  2. True or false: Gamification is fundamentally about points, badges and leaderboards. Why?
  3. Given a magic wand, how would you use gamification to enhance innovation outcomes?
  4. What are the potential negative outcomes from gamification?

Share what you think about gamification. See you Thursday May 22, 2014.

I’m @bhc3 on Twitter, and I’m a Senior Consultant with HYPE Innovation.

 

Positive Deviance vs. Best Practices

Over time, I’ve seen people write disparagingly about the use of best practices in innovation. A recent example of this comes from Paul Martin in Say ‘Best Practice’ again, I dare you. As Paul notes:

For me the term ‘Best Practice’ conjures up images of a race toward uniform mediocrity, led by those who follow the crowd.

I understand his position. It’s a version of fast-following in a way, where people do not take a fresh look at an activity. They just follow what others are doing. You may share his passion for banishing ‘best practices’. Although be careful there. Some things really don’t need innovation if they’re not critical to a company’s differentiation and growth. For instance, if there are best practices for closing the accounting books on a quarterly basis, what issue of mediocrity is there?

The issue with best practices appears to be:

  • It’s done by an organization with which you compete
  • It propagates the status quo rather than break new ground
  • It doesn’t differentiate you, so why would you do just do what everyone else does?

There is a form of “best practices” that doesn’t violate the above. It’s called positive deviance.  Positive deviants are people who deviate from the norm and achieve superior results for an activity. They don’t have access to different resources than others. They just do things differently. A great example comes from Vietnam. The Save the Children organization wanted to address the pervasive malnourishment of children. In conducting field research, they came across families that had very healthy children. What were they doing differently? They fed their children the crabs and shrimp that were around their village. These protein-rich animals were available everywhere, but were disdained as trash, not worthy of consumption. Yet, these same disdainers had children who were malnourished.

Best practices indeed!

The point here is that positive deviance is a form of best practice that is:

  • Emergent
  • Based on experimentation
  • Consistent with internal community norms and context

While best practices may come from consultants and media coverage, positive deviance is more localized. And it’s often hidden. People aren’t openly talking about what they’re doing different. I liken this to William Gibson’s famous observation:

The future is already here. It’s just not evenly distributed.

Why not change that? In my post, Beyond Ideation: Four Fresh Ways to Generate Innovation, I talk about running campaigns for four different types of insight:

  1. Challenge orthodoxy
  2. What’s working (i.e. positive deviance)
  3. Problem-sourcing
  4. Trendscouting

These are different ways to use crowdsourcing beyond the normal ideation use case. Including finding your positive deviants.

I’m @bhc3 on Twitter, and I’m a Senior Consultant with HYPE Innovation.

 

Consultant-Led Innovation

Finally, remember Innovation won’t come from plans or people outside your company – it will be found in the people you already have inside who understand your company’s strengths and its vulnerabilities.

Steve Blank, Esade Business School Commencement Speech

I think Steve Blank – well-respected thinker on innovation and entrepreneurship – has hit a key point in his speech. A company’s employees are exactly the right people to enlist in innovation efforts. Here are the qualities that make employees uniquely qualified:

  • Deep knowledge about customers
  • Understanding why customers leave
  • Strong interest in the company’s future
  • Internal informal networks to move things forward
  • Vast reservoir of existing ideas and insight about future possibilities

Organizations are starting to take these amazing attributes seriously as they think about innovation. I’ve seen some forward-thinking organizations involving employees in the process of moving forward. But not all, certainly not a majority yet. For many senior executives, consultants are still the preferred means to think about and design the future.

Consulting’s impact on employees

In my history, I’ve seen how consulting has been used in organizations, as an employee, a consultant and an observer. I sort the types of consulting into three levels of a pyramid:

Consulting stack

 

The bottom level is consulting around specific functions.  Towers Watson, for instance, focuses on HR and financial issues. This consulting is helpful in bringing new information to the employees in these functions. Consultants here see a lot of what works, and what doesn’t. With both their expertise and experience, they make people smarter in the core supporting functions of organizations.

The middle level is more about enablement across different groups. This consulting brings new philosophies and frameworks to employees. It enhances people’s ability to think about addressing the key strategic factors that impact the business. My own work consulting on crowdsourced innovation is one such example. Consulting firm Deloitte offers Lean Six Sigma consulting. This level of the consulting pyramid works in concert with what motivates employees and helps them be better in their jobs.

The top level is best characterized as strategy consulting. These firms (e.g. McKinsey) look at a company, its assets and its markets, and design a future path for the organization. This can include new markets to go after, expanding in existing markets, new products to offer and new business models. This is what I call Consultant-Led Innovation. It is actually really valuable, but can also result in demoralizing employees.

Do outsiders really know better?

I’ll relate my own experience here, see if it resonates with you. When I was at Pay By Touch, the CEO decided to bring in a well-known consulting firm. Their mandate was to examine the payments market and determine how Pay By Touch should tackle it. After doing their research and executive interviews, they came up with a strategy for pricing, and new products for a biometric wallet. I remember attending their presentation to a packed room of employees. The room was packed because it felt like the CEO was going to go with their recommendations, and people wanted to know what the consultants were thinking.

After seeing the presentation, the collective employee reaction? Meh. It suffered from two issues. First, it wasn’t anything that hadn’t been part of the discussion internally. Second, it had some fundamental flaws that people who’d been working on the edge of the evolving payment industry would have known. Unsurprisingly, their recommendations went to the shelf without further action.

But that experience always left me with a bad taste. Why didn’t the CEO call on his own people to do this strategic thinking? He’d hired smart people who knew credit cards, ACH, point-of-sale systems, etc. People who joined the company to change the way we pay. But instead of leveraging that, he brought in the consultants.

Outside consultants aren’t going to know your business – customers, markets, competitors, products – better than your employees.

Diverse perspectives and who is motivated most

I’ve written previously about how valuable cognitive diversity is. And the strategy consultants do add to that cognitive diversity. They have smart people who bring strong analytic perspectives to your business. The problem arises when their perspectives, their voices are the dominant basis of thinking for the C-Suite.

It’s an in-your-face dismissal of your “most valuable asset”, your employees.

Dilbert - employees are our most important asset

Via Dilbert.com

As I’ve described previously, the key to successfully engaging employees and having them help lead the company’s innovation is for senior executives to set a course forward and ensure that innovation obstacles don’t stifle progress. Strategy consultants actually can be useful here, in that they can help an executive crystallize thinking about the future. After that, enlightened organizations know their employees have the smarts, knowledge and motivation to work out the future. And better than some strategy inserted from outside, when employees help determine the organization’s future, their enthusiasm and energy will be critical to achieving the outcomes expected.

Don’t rely on consultant-led innovation. Make sure you’re building through the amazing cognitive diversity and energy of your employees.

I’m @bhc3 on Twitter, and yes, I’m a Senior Consultant with HYPE Innovation.

 

How to determine what rewards matter to employees

In the field of enterprise innovation, rewards programs are a relatively common component. This is a response to the fact that participating in innovation often comes on top of an employee’s existing duties. Organizations want the cognitive diversity, they want novel ways of addressing needs, but they also need to satisfy customers and keep the lights on. Rewards programs are put in place to provide additional value from participating in the innovation efforts (on top of the intrinsic motivation to help solve a challenge).

Rewards programs have a well-earned bad reputation for being de-motivators. Simplistic approaches – cash, gift cards, merchandise – can inadvertently wreck employees’ motivations to participate. When done poorly, they become what Daniel Pink described as de-motivators. Which then opens the question…how to do rewards “right”?

I think what matters is the type of work. Even Pink talks about how his research about motivation relates to what he terms “creative tasks”. I want to pick that up and propose the following matrix as a way to think about what rewards matter to what types of employees:

In this matrix, two attributes are keys to understanding what types of rewards would appeal to employees. Ambition level speaks to how much responsibility the person desires to have. And how much impact on the organization’s outcomes the want wants. Cognitive complexity includes what Pink calls “creative tasks”. Work that is more cognitively complex will have a high level of uncertainty, and require learning, trial-and-error and an iterative flow. To help make these characterizations of work more tangible, I’ve added some example occupations for each square in the matrix.

Together, cognitive complexity and level of ambition determine what rewards would hold appeal. If you like tasks that follow well-known rules, rewards that allow you to gain new knowledge are less interesting. If your objective is a paycheck and a great life outside of work, opportunities to meet with the CEO hold little appeal. If one’s interests run toward ways to increase career options and take on greater responsibilities, a $25 Amazon gift card offers little motivation.

I just wrote more about this in my post, Keys to success with an innovation reward program. There, I’ve described a spectrum of rewards that run from cash/merchandise through innovation program options. I map the matrix to those, and provide specific examples where rewards were done wrongly. Learn from those mistakes.

I’m @bhc3 on Twitter and I’m a Senior Consultant with HYPE Innovation.

Four categories of enterprise gamification

When you think of gamification, what are the common things that come to mind? Points, badges, leaderboards. These items are in the cognitive toolkit. But looking at the sheer variety of game mechanics, you can see that’s it’s a much broader field than that:

Game mechanics list

These 48 different mechanics (via SCVNGR and Badgeville) aren’t the complete list, but they provide a sense for the possibilities. However, the quantity of game mechanics makes its difficult to coherently analyze what, if any, means are relevant for an initiative. I found myself facing that in some work I was preparing for a client. My job-to-be-done? Provide an accessible way to understand the different gamification techniques relevant to crowdsourced innovation.

Having done some gamification work previously as a product manager, I called on that experience and various research on the topic. The following are the categories that made sense to me in the context of the enterprise environment:

Gamification categories

You might notice that I’ve couched the descriptive statement of each in the first person. That fits the approach to gamification, which is about motivations of individuals, what matters to each of us. Here’s a bit more about each.

Achievement: I work to attain an objective. This category calls on the desire many of us for mastery. To be well-versed and proficient in something. There is a sort of competition, but it’s against a standard, a benchmark. Not others.

Recognition: My contribution is acknowledged. Recognition is a form of feedback, an affirmation of one’s capabilities or position and a manifestation of status among peers. Recognition strikes me as the most powerful form of motivation.

Competition:  I compete for a limited number of awards. These gamification techniques appeal to the desire to compete. They can elevate people to moments of excellence in their participation (think of sports you’ve participated in previously). Powerful when used in an appropriate context.  But it’s a category that needs to be treated with care. Clumsy implementation of competition gamification can poison an initiative.

Valuables: I want to secure something of value. Valuables can address avoiding the loss of something or gaining something new. Valuables include the things you might expect: points-based rewards systems. But they can include countdowns to do something (I need to do something before I lose the opportunity), or competition to win funding for an idea, for example. Very useful, but Valuables need to be handled with care to avoid unintended consequences (e.g. high volumes of low value contributions; mindset that participation only happens when there’s a reward).

I’ve applied these different gamification categories to different innovation scenarios in my new post: The gamification framework for business innovation. I also look at the purpose of gamification there, some common misperceptions about it, and five key design principles.

I’m @bhc3 on Twitter, and I’m a Senior Consultant with HYPE Innovation.

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