Professional Documents
Culture Documents
By David Cutler
Contributions by Lance LaDuke
Illustrations by Patti Dobrowolski
Design by Cara Belloso Pinto
Testimonials
My Challenge:
Build a robot that emulates the movement My Challenge:
of an ant. How might we reignite our national
cultural sector following the disruptive
On Our Approach to Gamifying Covid pandemic?
Challenges
I may just have discovered the secret sauce On Our Approach to GAMEs
to innovation! This book showed me how Updating cultural policy is hard and
Zeynep Temel “a-ha moments” result from focused Felipe Buitrago time consuming. Cutler’s powerful
Assistant Professor, efforts that set the stage ambitiously. Restrepo approach to designing problem-solving
Robotics Institute, I look forward to witnessing my own Minister of Culture, GAMEs (Guidelines, Arena, Materials,
Carnegie Mellon University team’s transformation, achievements, and Colombia Experience) has helped my team develop
unforgettable experience after following innovative ideas that rapidly adapt and
guidelines presented here. We are playing expand existing support mechanisms for
INVENTION this GAME to win. GOVERNMENT the “new normal.”
My Challenge:
My Challenge:
How do we build, engage, and sustain
Develop a strategy to ignite long-term
diverse communities when promoting
curiosity such that students truly become
projects and products?
lifelong learners.
On Our Approach to Building
On Our Approach to Training
Teams
Teams
Donna Walker-Kuhne Cutler and his team have a distinctly
Dr. Dilhani J. Uswatte This book made me realize that as
Founder, dynamic approach to training and
Principal, a principal, I need to foster the right
Walker International providing entrepreneurial experiences
Rocky Ridge Elementary conditions for innovative thinking. It will
Communications Group to multicultural participants. Doing so
not just happen magically. Efforts must
ensures that important assumptions
be made to proactively train the team
get challenged, new perspectives are
MARKETING EDUCATION and create an energizing space where
considered, and ultimate solutions are
“WOW” thinking happens NOW.
significantly richer.
My Challenge: My Challenge:
Envision an initiative that brings historically If we were 20 times bigger, how would
marginalized groups into the leadership our business model look?
circle of at least 10 companies.
On Chapter 2 & Innovation
On Chapter 1 & Defining Problems Conditions
John Simpkins Think big AND get to the point. Through Ramone Dickerson Since reading this, my thinking has evolved
President & Chief the timeless wisdom of Mother Goose Executive Chef and regarding what it means to build a
Executive Officer, and beyond, this chapter offers practical, Co-Owner,
MDC actionable advice on how to frame 2 Fat 2 Fly
creative challenges, surface ideas from the
team, and motivate change.
LEADERSHIP RESTAURANTS
problem-solving approach!
My Challenge: My Challenge:
When pitching to new donors, how Design a connected digital work
can we make a compelling case without environment that fosters flexibility, well-
creating information overload? being, collaboration, and productivity.
My Challenge: My Challenge:
Revamp professional military curriculum What if we visualized an exhilarating
to focus on leadership experience and amusement park region based upon a
best practices. popular video game franchise?
My Challenge: My Challenge:
Form a partnership that draws traditionally Imagine an engaging new experience
excluded communities of color to public wrapped around our product for current/
beaches. future customers.
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Contents
INTRODUCTION START HERE
Got Innovation??? 5 Problems, Pitfalls, & 17
Play
• It’s All Problems 19
• 12 Puzzling Pitfalls 27
• The GAME of Innovation 34
CHAPTER 2 CHAPTER 4
ARENA 61 Experience 119
What conditions? What process?
• Puzzlers 64 • Sorts 121
• Period 76 • Structure 124
• Place 82 • Samples 135
2
PART B: Color Your Perspective
CHAPTER 5 CHAPTER 8
Improve Your 149 Blue/Boost & Red/Rip 221
Vision What works? What’s wrong?
What perspective?
• Problem Solving Blindfolded 151 • The Challenge of Feedback 224
• Great Gaming Goggles 156 • 6 Approaches to Critique 234
CHAPTER 6 CHAPTER 9
Green/Gather 163 Orange/Own 243
What can be What decision?
learned? • The Hardest Choice of All 245
• Hunt for Clues 165 • 9 Techniques to Choose From 252
• LEARN Before Solving 170
• Interpret the Data 188
CHAPTER 7
Purple/Propose 193
What can be imagined?
• Brainstorming Rules 195
• 10 Creative Catalysts 197
• Prototyping Innovation 216
3
PART C: Playing to Win
CHAPTER 10 CHAPTER 12
Facilitationing 265 Getting to WOW 309
What does it take to lead? What does it take to
• The Facilitation Gig 267
win?
• 18 Facilitation Techniques 272
• Dreams First 311
• Powerhouse Proposals 318
CHAPTER 11
Happy Teams 283
What does it take to
collaborate?
• Team Tenets 285
• Particularly Prickly Personalities 292
• Champion Collaboration 305
Gratitudes 323
Index 324
4
5
INTRODUCTION
GOT INNOVATION???
6 The GAME of Innovation
GOT INNOVATION???
It’s almost cliché. the room. She convenes her community for an important
conversation.
Leigh Durr maintains a position of prominence in a
celebrated organization. She is good at what she does and “We have so much to be proud of. Each of you has contributed
widely respected. significantly to our purpose-driven history. Sadly, the old way no
longer works,” Leigh conveys with a weak, empathetic smile.
Unfortunately, following many years of prosperity, the future “Though change is always hard, we must reimagine the future.
looks precarious. Profits are down. New competitors have
emerged. Fresh alternatives render their operational model INNOVATION is our only hope.”
antiquated.
The team knows she is right.
Following months of denial and hand-wringing, Leigh
recognizes an urgent need to address the elephant in But what that entails is anybody’s guess.
Got Innovation??? 7
Defining Innovation
Few buzzwords today are as pervasive as
INNOVATION.
Job descriptions stress the need for innovative leadership.
Organizations strive to promote an innovative culture.
Continuous innovation represents the best chance for sustainable
business success.
Nonprofits seek innovative solutions to eradicate social ills like poverty
and inequity.
Cities compete to attract the innovation sector.
Educators aim to nurture innovative thinkers.
Gig economy workers must design innovative career paths.
Here’s my definition:
LEADER
CREATIVE ntially every
. . . confront esse
CHALLENGES . . . and every TEAM
Many people mistakenly believe innovators are born, My consulting firm, The Puzzler Company, features a
not made. It’s as if the great heavens above opened for team of artist-leaders known for innovating the field of
some mythological god to decree: innovation.
(And the rest of you uninspired folk? Go forth, Engagements emphasize process and technique
chase the obvious, and be average.) at least as much as getting to the solution. More
important than conquering a particular issue
is cultivating transferable skills and an aligned,
entrepreneurial environment equipped to tackle
In truth, innovation can change and challenge, whatever the future may hold.
and must be cultivated.
Over the years, The Puzzler Company has designed,
Achievement requires adequate time, team, tools, tweaked, and amplified an arsenal of tactics that help
techniques, tenacity . . . and tons of practice. communities of all stripes conquer challenges, level
up their team, and play to win.
Extraordinary problem solving is part art, part science.
It’s a skill that improves with experience and an The resulting methodology, unveiled in this book, will
experience that requires skills. help you and your community thrive when playing
The GAME of Innovation.
10 The GAME of Innovation
/adopt
Team “captains” of all types and levels must motivate stakeholders to invent
Leaders measures that propel aspirations.
ctivity, and
Managers These administrators are charged with coordinating projects, increasing produ
getting things done—complex challenges in themselves.
little time for
Instigators Ironically, many appointed leaders have so many responsibilities, there is
actual leading. Change agents must emerge from within the ranks.
Collaborators Problem-solving chops pay dividends for team members who confront creativ
e dilemmas.
concepts to
Entrepreneurs Beyond inventing unique products or services, entrepreneurs must bring
prominence by claiming market share.
Got Innovation??? 11
Aspirants The sooner students, rising leaders, and other ambitious contr
innovation skills, the better off they—and the world—will
ibutors develop
be.
“We cannot solve our problems with the same level of thinking that created them.”
—Albert Einstein, German physicist
12 The GAME of Innovation
Most w
V
h
A
o
T
a
I
INNO n action.
d
O
v
N
Warning
ocate
haven’t
1
2
seen it i nely as uti
rd to s s e d around as ro y people—
For a wo w man
shocking ho neurs, and
a tio n , it is
innov ntrepre
c lu d in g e v en artists, e re d it firsthand. Warning
in c o u n te
e not en
CEOs—hav ce more likely centers
en nces,
Their experi osite: lectures, confere ,
around the
opp sting
dardized te
top-down m the lines.
an d a te s, s ta n
Your WORLDVIEW
coloring wit
h in
pes
may never again look
e p a r ti cip ants in the ty the same.
first-tim ften
As a result, ri b e d in this book o
de s c n.
of activities m in d s p le asantly blow Engaging with a true innovation pro
cess—
h their being
emerge wit is w h o ll y foreign, as if how it looks, sounds, feels—cha
nges
nc e
The experie nother planet. people. Deeply held assumptions
long taken
to a for granted start to be questioned
teleported .
Suddenly, opportunities are everyw
here, as
well as fresh ways to get there.
Warning
3
Warning
This is not an ANSW
5 13
4
ER key.
Your TEAM If you hope flipping to
page 137 will reveal th
never again bmay elusive fix that ’s esca
ped your imagination
e
6
the creative genius of er,
rich, addictive
g offers a deep,
experience. Your MEETING S be engaged.
you and your team m
us t
may never again
be the same.
Beyond solving
the
can amplify com challenge, it
Warnin
mitment, teach
ded
g
skills, emphasiz
e values, build Ah, the infamous, drea There
magic is no
consensus, and fo r passive
elevate morale meeting. Renowned
. d long-
information sharing an FORM
Previously risk-a
verse groups winded diatribes of qu
estionable
Inno vatio
ULA .
begin leaning in in dumps” are cookie n does not re
to change rathe relevance, these “bra
than fleeing the r fortunate but cu
Univer tter process. ult from a
s
scene. Collabo widely considered un sity ’s b
tion becomes an ra- Even St
anticipated, necessary evils. which r ran
eprese d of design t nford
a
empowering ad proble n ts a po h inking,
venture. Silos ar m w
abandoned. Am e ur class/ suited -solving appro erful
bition is enhan Why not transform yo to ever
ced. artment/ y situat ach, is not
conference/board/dep ion.
an exhilarating
company session into Consid
er
rience? as uniq each experie
problem-solving expe ue as th n
The me e challe ce to be
t n g
Doing so can advanc
e goals, specific hodology unv e itself.
and and tra eiled he
increase productivity, malleab nsferab
le
re is
ity. But beware le
employ . Rather than , yet highly
strengthen commun in d
that participants may
soon lose what is g rigid practic ogmatically
l, mind- meanin es, app
patience for traditiona gful in c
ontext
ly
numbing alternatives. .
14 The GAME of Innovation
OCESSES
This book Design powerhouse PR
will help you: Successfully tackle each PHASE
BILITIES
Maximize personal A
Discover WOW innovation
Lead and manage TEA
MS
Far from a “one point book,” these pages burst with strategy. But the
most important lesson might be this:
This book is a visual guide. Combining text and images Contrary to popular belief:
throughout, it doesn’t just talk about innovation. It looks
like innovation. Anybody and everybody can draw.
Doing so serves several aims. I sincerely hope this graphic To that end, The GAME of Innovation serves as a tutorial.
approach stimulates your imagination while enhancing Conjure some courage and imitate what you see. Most
enjoyment throughout the journey. doodles here combine simple shapes, lines, and scribbles.
This is often true even when conveying complex ideas.
But there is also a pedagogical goal. Pictures are better
than words alone at clarifying concepts and reinforcing Consider which image types most powerfully suggest
details. This is but one reason so many problem-solving various messages. Next time you brainstorm or share a
communities prioritize visual communication. proposal, how might lessons learned be integrated?
16 The GAME of Innovation
INNOVATE.
Why not
turn it
into a
GAME?
17
START HERE
PROBLEMS,
PITFALLS, & PLAY
Many teams fail to solve problems adequately,
let alone reach their innovation potential.
Here are common pitfalls, plus a bold proposal.
This is not the kind of problem resolved with an abacus, computer algorithm,
or simple prescribed formula. There is no single “correct” answer, secured
by rote knowledge and committed persistence alone.
Innovation is key.
Problem solving is often considered a soft skill. And there is indeed an art to
cracking life’s complex puzzles. No book can offer a guaranteed, universal
formula. Each problem is special, requiring unique consideration
and committed care.
But there are concrete strategies transferable to just about any challenge.
Like great mathematicians and musicians, innovation champions have chops.
FTDs are not necessarily easy. Some are inherently tricky, de-
spite foolproof guidelines. The process becomes exasperating
when instructions involve incoherent language or skipped essen-
tials. At this point, your primary challenge becomes deciphering
what the heck to do.
Your challenge is not the same as your neighbor’s. A more nuanced, personalized puzzle may be preferable.
Another random document with
no related content on Scribd:
Close equivalents of the culture-areas of American ethnologists
are in fact recognized by European archæologists. Thus, Déchelette
distinguishes seven “geographical provinces” in the Bronze Age of
Europe, as follows: 1, Ægean (Greece, islands, coast of Asia Minor);
2, Italian (with Sicily and Sardinia); 3, Iberian (Spain, Portugal,
Balearics); 4, Western (France, Great Britain, Ireland, Belgium,
southern Germany, Switzerland, Bohemia); 5, Danubian (Hungary,
Moravia, the Balkan countries); 6, Scandinavian (including northern
Germany and the Baltic coast); 7, Uralic (Russia and western
Siberia).
The fourteen hundred years generally allowed the Scandinavian
Bronze Age are divisible into five or six periods,[35] which become
progressively shorter.
1. The south [of Europe, with the Near East] was the vanguard and
dispensing source of culture; the peripheral regions, especially in the north
[of Europe] followed and received.
2. The elements of southern culture were transmitted to the north only in
reduction and extract.
3. They were also subject to modifications.
4. These elements of southern culture sometimes appeared in the
remoter areas with great vigor and new qualities of their own.
5. But such remote appearances are later in time than the occurrence of
the same elements in the south.
6. Forms of artifacts or ornaments may survive for a long time with but
little modification, especially if transmitted to new territory.
7. Separate elements characteristic of successive periods in a culture
center may occur contemporaneously in the marginal areas, their diffusion
having occurred at different rates of speed.
8. Marginal cultures thus present a curious mixture of traits whose
original age is great and of others that are much newer; the latter, in fact,
occasionally reach the peripheries earlier than old traits.
238. The early focal area.—239. Egypt and Sumer and their background.
—240. Predynastic Egypt.—241. Culture growth in dynastic Egypt.—
242. The Sumerian development.—243. The Sumerian hinterland.—
244. Entry of Semites and Indo-Europeans.—245. Iranian peoples
and cultures.—246. The composite culture of the Near East.—247.
Phœnicians, Aramæans, Hebrews.—248. Other contributing
nationalities.—249. Ægean civilization.—250. Europe.—251. China.—
252. Growth and spread of Chinese civilization.—253. The Lolos.—
254. Korea.—255. Japan.—256. Central and northern Asia.—257.
India.—258. Indian caste and religion.—259. Relations between India
and the outer world.—260. Indo-China.—261. Oceania.—262. The
East Indies.—263. Melanesia and Polynesia.—264. Australia.—265.
Tasmania.—266. Africa.—267. Egyptian radiations.—268. The
influence of other cultures.—269. The Bushmen.—270. The West
African culture-area and its meaning.—271. Civilization, race, and the
future.