1. Leaders should always credit people when mentioning their ideas. Even if that person is not in the conversation.
You win just for saying the idea at the right time.
If you're unsure where an idea came from, say so or ask. Pretending it's yours will come back to haunt you.
2. PMs & people who work across disciplines hear many ideas in many contexts and it's hard to track it all in your mind. That's OK. But own it.
If you want more good ideas to come to you, err on giving credit away rather than taking it. Once burned smart people will avoid you.
3. Ideas are often collaborations, or the application of an old thought in a new context. So who possess the idea? Again, err on the side of giving credit away. There's little to lose.
If you solve someone's problem, but with another person's idea, you still made it happen.
4. A clear sign of a healthy creative culture is idea fluidity - that people are generous in lending and reusing ideas, confident that if one takes off they'll all share in the acclaim. Or have the favor returned the next time around.
It's hard to grow, but easy to destroy.
5. It's well known that all ideas are made from other ideas.
Your best idea depends on others, including some from your coworkers.
Even hearing a bad idea may send you towards a fruitful path - Creative credit is multidirectional.
Study decisions, not just ideas. It's decisions and the people who make them that define how ideas are evaluated.
If you only care about ideas you'll stay mystified and angry about why "the best" idea never gets chosen.
Study decisions. Learn how to influence them.
I've read many books on decision making but this one had the most powerful impact on me.
For the approach he takes alone, studying front line workers making life and death decisions, it's a worthy read.
Sources of Power, Gary Klein
Have you ever kept a decision journal? Here's how it works.
When you have a big decision:
1. Write down your thoughts about your options. 2. And your rationale for deciding. 3. Then decide. 4. Experience the outcome. 5. Review 1 & 2 - what can you learn now? write it down
1. We have 5 basic senses - then why don't designers and experiences use all of them?
It's always fun to step back and ask this question, which often leads down the path to SMELL-O-VISION.
2. It sounds like a joke but Smell-O-Vision was one of many attempted innovations to improve the movie theater experience.
Like many attempted innovations, many approaches were tried. Some tried to pump in scents into the theaters, but the timing was a problem.
3. Others tried a simpler approach, using "scratch and sniff" cards - Instructions would appear on the screen telling you when to use which one. Clever.
1. All of the ideas in How Design Makes The World are encapsulated in these four questions every product team should ask regularly. #design#ux#designmtw
2. Many projects have requirements, schedules and cool ideas, but forget to focus on improving something specific for real people. Or get lost along the way.
Good teams refresh the real goals often, like a lighthouse.
3. We're all prone to forgetting our biases and designing for ourselves.
If we don't go out of our way to study our customer's real needs, and how they differ from our own, we will fail them and possibly not even know until it's too late.