A
Ad(d) Game, brainstorming and, 18–19, 28
Advocat, 69
anesthesia, innovation and, 60
Ansari, Daniel, 39
anxiety, due to criticism, 17. See also discomfort; stress
Apollo 13 lunar mission, 62–63
Avon, 59
B
Berkowitz, Aaron, 39
body language
in brainstorming sessions, 17
in law firm case study, 9
boundaries, benefits to creativity, 61–66
brain science, change management and, 78–81
brainstorming
criticism as detrimental to, 17
embracing lull and, 19–22
ridiculous ideas and, 18–19
strengths and pitfalls of, 16–17
breathing, to control stress, 79–80
Brown, Stuart, 35–36
C
Cage, John, 9, 19
call centers, power of small connections and, 77–78
Cardinal Health, in Ohio, 24–25
case studies
embracing the unexpected, and law firm, 9–10
play, and Lightwell, 48–49
preparation, and medical device company, 26–30
upside down thinking, and LWOW, 67–70
change, managing of, 75–85
brain science and, 78–81
with connections and trust, 78–80
value of collaboration, 81–85
Cheshire County Correctional Facility, 56–58
Coleridge, Samuel Taylor, 38
collaboration
by teams during play, 40–42
strength of, 81–85
commitment, innovation and, 44–48
communication styles
brainstorming case study, 27–30
negative versus positive, in case study, 9–10
connections and trust, managing change and, 78–80
ConPosium, 69–70
conscious and subconscious states, improvisation and, 37–38, 40 See also brain science, change management and
constraints. See boundaries, benefits to creativity
convergent thinking, xvii, 5
CPCP (continuous positive airway pressure) machine, innovation and, 43–44
creativity
boundaries and, 61–66
defined, 5
environments for, 23–26
focus and, 36–40
improvisational training of brain for, xvii–xix
knowledge as barrier to, 43
places for, 48
unexpected and, 1–8
upside down thinking and, 61–64
crises. See change, managing of
criticism, banning from brainstorming sessions, 17
D
denial. See negativity
DeStefano, Michele, 67–70
devil’s advocate, banning from brainstorming session, 17
discomfort
diversity and, 3–4, 10–11
improvisation and, 2–3
lulls in brainstorming and, 22
see also anxiety; stress
distractions, loss of focus and, 38
divergent thinking, xvii, 5
diversity
benefits to innovation, 3–4
managing change and, 77
E
Edison, Thomas, 41
environments
for creativity, 23–26
in prisons, 56–58
“Eureka!” moments, xi, xvi, 2–3, 6
exercises
collaborative brainstorming, 30–31
comfort zones and how we learn, 10–11
story game, 50
upside down thinking, 70–71
F
Fissure Security Limited, 69
focus, importance to creativity, 36–40
Ford, Henry, 42
“fourth wall,” innovation and, 25
Fuse (innovation lab), 24–25
G
Glassdoor website, 4
Govindarajan, Vijay, 6
“granny cloud,” 66
Grant, Adam, 20–21
Gray, David, 62
Group Genius (Sawyer), 41–42
H
Hands Up, Stand Up! game, 78–79
Harman International, 7–8
Harvard Business Review, 57–58, 62
Hoffman, Albert, 60–61
Hole in the Wall Project, 65–66
Holmes, Oliver Wendell Sr., 39
Huggable Hanger, 47
I
“I Have a Dream” speech, of King, 20–21
ideation, brainstorming and, 28
immigration, Advocat and, 69
ImprovEdge, x, 9, 28, 48
improvisation
innovative behavior and, xiii–xviii
misconception about, 2
India, computers for children in, 65–66
Ingels, Bjarke, 19
Ingenious Designs, 47
innovation
defined, 41
improvisational techniques and, xiii–xviii
sources of ideas for, xi, xiv
innovation lab (Fuse), 24–25
internal cohort, change management and, 84
interruptions, consequences of, 21, 38
J
Jackson, Mahalia, 20–21
Japanese proverb, 44
Jobs, Steve, xviii, 41
Jung, Carl, 8
justification, upside down thinking and, 58–61
K
Kerr, Michelle, 48–49
King, Martin Luther Jr., 20–21
knowledge, as barrier to creativity, 43
“Kubla Khan” (Coleridge), 38
L
law firm case study, 9–10
lightbulb, teamwork and invention of, 41
Lightwell case study, 48–49
listening. See focus, importance to creativity
LSD, 60–61
luck, defined, 26
lulls, in brainstorming sessions, 19–22
LWOW (Law Without Walls), in upside down case study, 67–70
M
Managing Tough Conversations workshop, 83–85
Mangano, Joy, 46–47
Martinez, Amanda Rose, 39
McConnell, David H., 59
medical device company, preparation case study, 26–30
Miracle Mop, 46–47
mistakes, embracing the unexpected and, 2–3
Mitra, Sugata, 65–66
multitasking, as enemy of focus, 38–39
N
negativity
in communication, case study of responses to, 9–10
as problem for innovation, xiii–xiv
New Hampshire Department of Corrections, 56–58
nonexperts, value to teams, 42–44
O
observations, managing change and, 80
“oops” moment, embracing the unexpected and, 2–3, 6
open-ended questions
brainstorming and, 28
managing change and, 80–81
Originals/outliers, 20, 64–65
P
pain management, innovation and, 60
Paliwal, Dinesh C., 7–8
Pass the Pen game, 59–60
Pearson, Christine, 57–58
Pentland, Alex, 77–78
personal connections, benefits of, 77–78
Philosophical Transactions of the Royal Society B, 17
play, 35–50
commitment and, 44–48
focus and, 36–40
Lightwell case study, 48–49
story game exercise, 50
teamwork and, 40–42
value of, 35–36
value of nonexperts to, 42–44
Play: How It Shapes the Brain, Opens the Imagination, and Invigorates the Soul (Brown), 35–36
Porath, Christine, 57–58
positivity, innovation and, xi, xiv–xv, 6, 10, 68
power plant ski slope idea, 19
practice, preparation and, 26
PREcrastinators, 20
preparation, 15–31
brainstorming and, 16–22
collaborative brainstorming exercise, 30–31
environment for creativity and, 23–26
medical device case study, 26–30
practice and, 26
procrastination, outliers and innovation and, 20
psychedelic drug, innovation and, 60–61
Q
questions, asking when managing change, 80–81
R
racial diversity, team performance and, 4
reflections, brainstorming and, 28–29
reverse-innovation, 7–9
Rice University, 43–44
Richardson, Adam, 62
ridiculous ideas, in brainstorming sessions, 18–19
Rock, David, 78
S
Saras (teams), 7–8
Sawyer, Keith, 41–42
Schwartz, Jeffrey, 78
Seed magazine, 39
Singletasking (Zack), 38
Social Physics (Pentland), 77–78
status quo, challenging of. See upside down thinking
story game exercise, 50
stress
controlling with breathing, 79–80
as enemy of focus, 39
see also anxiety; discomfort
Surowiecki, James, 43
suspension of disbelief, play and, 44–45
Suzuki, Shunryu, 43
T
T.A.G. (acronym game) exercise, 70–71
teamwork, value of, 40–42
“telling,” in improv game, 82
tension, creativity and innovation and, 1–8
“third ideas,” 55
Time Dash game, 81–82
Tomlin, Lily, 61
Torrance, E. Paul, 5
trickle-up (reverse) innovation, 7–9
trust, managing change and, 78–80
Tushman, Michael, 75–76
U
Ultimate Challenge, 63–64
unexpected, embracing of, 1–11
diversity and, 3–4
how we learn exercise, 10–11
law firm case study, 9–10
mistakes and, 2–3
tension and creativity, 1–8
up-front work. See preparation
upside down thinking, 55–71
challenge to status quo and, 56–58
computers in India as example of, 64–66
creative constraints and, 61–64
justification and, 58–61
Law without Walls case study, 67–70
T.A.G. exercise, 70–71
V
vacations, creativity and, 48
Van Wickler, Rick, 56–58
Virginia Tech study, 17
W
Watts, Alan W., 36
Wells, Horace, 60
WhiteHatters, 69
“Why not?” mantra, 49
Winfrey, Oprah, 47
Wisdom of Crowds, The (Surowiecki), 43
Wozniak, Steve, 41
Wrigley, William Jr., 60
Y
“Yes, and” principle
brainstorming and, 18, 19, 28–29
embracing the unexpected and, 1, 6, 8, 10
innovation teams and, xv
power of, xiii–xiv
upside down thinking and, 68
Yes! Deck toolkit, x
Z
Zack, Devora, 38
Zeigarnik, Bluma, 21
Zuckerberg, Mark, 47