The Creative Curve: How to Develop the Right Idea at the Right Time


Allen Gannett - 2018
      We have been spoon-fed the notion that creativity is the province of genius -- of those favored, brilliant few whose moments of insight arrive in unpredictable flashes of divine inspiration.  And if we are not a genius, we might as well pack it in and give up. Either we have that gift, or we don’t.  But Allen shows that simply isn’t true.  Recent research has shown that there is a predictable science behind achieving commercial success in any creative endeavor, from writing a popular novel to starting up a successful company to creating an effective marketing campaign.    As the world’s most creative people have discovered, we are enticed by the novel and the familiar. By understanding the mechanics of what Gannett calls “the creative curve” – the point of optimal tension between the novel and the familiar – everyone can better engineer mainstream success.    In a thoroughly entertaining book that describes the stories and insights of everyone from the Broadway team behind Dear Evan Hansen, to the founder of Reddit, from the Chief Content Officer of Netflix to Michelin star chefs, Gannett reveals the four laws of creative success and identifies the common patterns behind their achievement.

Service Design: From Insight to Implementation


Andy Polaine - 2013
    They don't make us feel happier or richer. Why are they not designed as well as the products we love to use such as an Apple iPod or a BMW? The 'developed' world has moved beyond the industrial mindset of products and the majority of 'products' that we encounter are actually parts of a larger service network. These services comprise people, technology, places, time and objects that form the entire service experience. In most cases some of the touchpoints are designed, but in many situations the service as a complete ecology just "happens" and is not consciously designed at all, which is why they don't feel like iPods or BMWs. One of the goals of service design is to redress this imbalance and to design services that have the same appeal and experience as the products we love, whether it is buying insurance, going on holiday, filling in a tax return, or having a heart transplant. Another important aspect of service design is its potential for design innovation and intervention in the big issues facing us, such as transport, sustainability, government, finance, communications and healthcare. Given that we live in a service and information age, a practical, thoughtful book about how to design better services is urgently needed.

Empowered: Ordinary People, Extraordinary Products


Marty Cagan - 2020
    But the real advantage these companies have is not so much who they hire, but rather how they enable their people to work together to solve hard problems and create extraordinary products.As legendary Silicon Valley coach--and coach to the founders of several of today's leading tech companies--Bill Campbell said, "Leadership is about recognizing that there's a greatness in everyone, and your job is to create an environment where that greatness can emerge."The goal of EMPOWERED is to provide you, as a leader of product management, product design, or engineering, with everything you'll need to create just such an environment.As partners at The Silicon Valley Product Group, Marty Cagan and Chris Jones have long worked to reveal the best practices of the most consistently innovative companies in the world. A natural companion to the bestseller INSPIRED, EMPOWERED tackles head-on the reason why most companies fail to truly leverage the potential of their people to innovate: product leadership.The book covers:what it means to be an empowered product team, and how this is different from the "feature teams" used by most companies to build technology products recruiting and coaching the members of product teams, first to competence, and then to reach their potential creating an inspiring product vision along with an insights-driven product strategy translating that strategy into action by empowering teams with specific objectives--problems to solve--rather than features to build redefining the relationship of the product teams to the rest of the company detailing the changes necessary to effectively and successfully transform your organization to truly empowered product teams EMPOWERED puts decades of lessons learned from the best leaders of the top technology companies in your hand as a guide. It shows you how to become the leader your team and company needs to not only survive but thrive.

Humans Are Underrated: Proving Your Value in the Age of Brilliant Technology


Geoff Colvin - 2015
    In a world like that, how will we and our children achieve a rising standard of living?The real issue is what we humans are hardwired to do for and with one another, arising from our deepest, most essentially human abilities—empathy, social sensitivity, storytelling, humor, forming relationships, creativity. These are how we create value that all people hunger for, that is unique and not easily quantified.Individuals and companies are already discovering that these high-value abilities create tremendous competitive advantage—more devoted customers, stronger cultures, breakthrough ideas, more effective teams. They’re discovering also that while many of us regard these abilities as innate traits—“he’s a real people person,” “she’s naturally creative”—it turns out they can all be developed and are being developed in far-sighted organizations from software firms to the U.S. Army to the Cleveland Clinic. To a far greater degree than most of us ever imagined, we already have what it takes.

Think Wrong: How to Conquer the Status Quo and Do Work That Matters


John Bielenberg - 2016
    We are trapped by techniques and assumptions of a prior era.Today challenges emerge at an ever-accelerating rate, and we struggle to find the imaginative answers we crave. When we do, biology and culture conspire to obstruct our progress.Think Wrong: How to Conquer the Status Quo and Do Work That Matters teaches you how to use Future's radical problem-solving system to reliably produce surprising, ingenious, and seemingly magical answers to your most wicked questions. This book provides you with new language, frameworks, and tools to conquer the status quo and drive change.Inside Think Wrong, designers and innovators John Bielenberg, Mike Burn, and Greg Galle show how pioneering teams of people have cultivated ways to challenge both their brains and the culture at large. These people learned to think wrong, and so can you.An introduction offers the fundamental groundwork of Think Wrong. The subsequent chapters present six practices developed by the authors: Be Bold, Get Out, Let Go, Make Stuff, Bet Small, and Move Fast. Using firsthand case studies of success, and offering Think Wrong Drills that you may use, Think Wrong is a field guide for applying this highly effective problem-solving system to challenges big and small. In addition to the drills provided in the book, Think Wrong readers are provided access to free online resources.

Symbol


Angus Hyland - 2011
    Each category includes a short introduction, with expanded captions providing information on who the symbol was designed for, who designed it, when, and where appropriate, what the symbol stands for. These sections are interspersed with short case studies on both classic examples of symbols still in use, and exceptional examples of recently designed symbols.

Small Data: The Tiny Clues that Uncover Huge Trends


Martin Lindstrom - 2016
    You’ll learn…• How a noise reduction headset at 35,000 feet led to the creation of Pepsi’s new trademarked signature sound.• How a worn down sneaker discovered in the home of an 11-year-old German boy led to LEGO’s incredible turnaround.• How a magnet found on a fridge in Siberia resulted in a U.S. supermarket revolution.• How a toy stuffed bear in a girl’s bedroom helped revolutionize a fashion retailer’s 1,000 stores in 20 different countries.• How an ordinary bracelet helped Jenny Craig increase customer loyalty by 159% in less than a year.• How the ergonomic layout of a car dashboard led to the redesign of the Roomba vacuum.

HBR Guide to Persuasive Presentations


Nancy Duarte - 2010
    TAKE THE PAIN OUT OF PRESENTATIONS.Terrified of speaking in front of a group? Or simply looking to polish your skills? No matter where you are on the spectrum, this guide will give you the confidence and the tools you need to get results.Written by presentation expert Nancy Duarte, the HBR Guide to Persuasive Presentations will help you:• Win over tough crowds• Organize a coherent narrative• Create powerful messages and visuals• Connect with and engage your audience• Show people why your ideas matter to them• Strike the right tone, in any situation

Creative People Must Be Stopped: 6 Ways We Kill Innovation (Without Even Trying)


David A. Owens - 2011
    It shows that the antidote to this self-defeating behavior is to identify which of the six major types of constraints are hindering innovation: individual, group, organizational, industry-wide, societal, or technological. Once innovators and other leaders understand exactly which constraints are working against them and how to overcome them, they can create conditions that foster innovation instead of stopping it in its tracks.The author's model of constraints on innovation integrates insights from the vast literature on innovation with his own observations of hundreds of organizations. The book is filled with assessments, tools, and real-world examples.The author's research has been featured in the New York Times, Wall Street Journal, London Guardian and San Jose Mercury News, as well as on Fox News and on NPR's MarketplaceIncludes illustrative examples from leading organizations Offers a practical guide for bringing new ideas to fruition even within a previously rigid organizational culture This book gives people in organizations the conceptual framework and practical information they need to innovate successfully.

Speculative Everything: Design, Fiction, and Social Dreaming


Anthony Dunne - 2013
    In Speculative Everything, Anthony Dunne and Fiona Raby propose a kind of design that is used as a tool to create not only things but ideas. For them, design is a means of speculating about how things could be--to imagine possible futures. This is not the usual sort of predicting or forecasting, spotting trends and extrapolating; these kinds of predictions have been proven wrong, again and again. Instead, Dunne and Raby pose "what if" questions that are intended to open debate and discussion about the kind of future people want (and do not want).Speculative Everything offers a tour through an emerging cultural landscape of design ideas, ideals, and approaches. Dunne and Raby cite examples from their own design and teaching and from other projects from fine art, design, architecture, cinema, and photography. They also draw on futurology, political theory, the philosophy of technology, and literary fiction. They show us, for example, ideas for a solar kitchen restaurant; a flypaper robotic clock; a menstruation machine; a cloud-seeding truck; a phantom-limb sensation recorder; and devices for food foraging that use the tools of synthetic biology. Dunne and Raby contend that if we speculate more--about everything--reality will become more malleable. The ideas freed by speculative design increase the odds of achieving desirable futures.

Loonshots: How to Nurture the Crazy Ideas That Win Wars, Cure Diseases, and Transform Industries


Safi Bahcall - 2019
    Mountains of print have been written about culture. Loonshots identifies the small shifts in structure that control this transition, the same way that temperature controls the change from water to ice.Using examples that range from the spread of fires in forests to the hunt for terrorists online, and stories of thieves and geniuses and kings, Bahcall shows how this new kind of science helps us understand the behavior of companies and the fate of empires. Loonshots distills these insights into lessons for creatives, entrepreneurs, and visionaries everywhere.

Think Like a Futurist


Cecily Sommers - 2012
    Cecily Sommers shows how to apply long-term focus and strategies to needs as diverse as industry forecasts, innovation challenges, leadership development, or future-proofing a brand. By understanding intersecting potentials that one day may impact your organization, you can readily spot emerging trends and market shifts, uncovering opportunities on the horizon.Think Like a Futurist explores such questions as: Where will new markets emerge over the next 5-10-25 years? What will be the big issues of the day? How will lifestyle, social mores, and policy adapt? And what role do we play in that future?Offers a clear framework for thinking like a futurist, and direction for how to integrate it in high-pressure corporate environments Explains how the social, economic, and environmental crises of our time spring from just four constant and predictable forces Reveals the three dramatic disruptions on the horizon that should be a part of every strategic conversation Written by Cecily Sommers the Founder and President of The Push Institute, a non-profit think tank that tracks significant global trends and their implications for business, government, and non-profit. Filled with tools and models for a new world, this book should be required reading for strategists and innovators across disciplines.Refreshing. A book that does not follow today's push to be 'innovative' just to snag attention because of the current hot trending keyword. Matter of fact, Cecily Sommers' book works to get us away from simply identifying and going for a ride on the latest trend(s) in our respective industries.Quite the contrary, rather than avoid a scientific or tactical discussion of trend identification, she works to give us the ability to go beyond trends and into the future.Cecily has drafted a book providing a nice blend of practical reality, philosophy, and practical execution. It speaks well to current discussions about how to drive 'innovation' or, better, creativity within your businesses--however large or small.All in, this is a book 254 pages long, including index, that is written at a practical level that, after closer study following an initial read-through, provides a methodology for anticipating the future and taking action to meet it.Provides a methodology for anticipating the future and taking action to meet it.Think Like a Futurist is a good read for anyone struggling with how to move their organization forward. Business leaders, product and program managers, service providers will all find the concepts Cecily introduces to be well laid-out with a reasonable amount of supporting content.--The source is a blog: http: //jtpedersen.net/2012/11/15/what-ive-re...

Designing for People


Henry Dreyfuss - 1967
    Dreyfuss have shaped the cultural landscape of the 20th century. Written in a robust, fresh style, this book offers an inviting mix of professional advice, case studies, and design history along with historical black-and-white photos and the author's whimsical drawings. In addition, the author's uncompromising commitment to public service, ethics, and design responsibility makes this masterful guide a timely read for today's designers.

Seductive Interaction Design: Creating Playful, Fun, and Effective User Experiences


Stephen P. Anderson - 2011
    Anderson takes a fresh approach to designing sites and interactions based on the stages of seduction. This beautifully designed book examines what motivates people to act.Topics include: AESTHETICS, BEAUTY, AND BEHAVIOR: Why do striking visuals grab our attention? And how do emotions affect judgment and behavior? PLAYFUL SEDUCTION: How do you create playful engagements during the moment? Why are serendipity, arousal, rewards, and other delights critical to a good experience? THE SUBTLE ART OF SEDUCTION: How do you put people at ease through clear and suggestive language? What are some subtle ways to influence behavior and get people to move from intent to action? THE GAME OF SEDUCTION: How do you continue motivating people long after the first encounter? Are there lessons to be gained from learning theories or game design? Principles from psychology are found throughout the book, along with dozens of examples showing how these techniques have been applied with great success. In addition, each section includes interviews with influential web and interaction designers.

Playing to Win: How Strategy Really Works


A.G. Lafley - 2013
    But it is hard. It’s hard because it forces people and organizations to make specific choices about their future—something that doesn’t happen in most companies.Now two of today’s best-known business thinkers get to the heart of strategy—explaining what it’s for, how to think about it, why you need it, and how to get it done. And they use one of the most successful corporate turnarounds of the past century, which they achieved together, to prove their point.A.G. Lafley, former CEO of Procter & Gamble, in close partnership with strategic adviser Roger Martin, doubled P&G’s sales, quadrupled its profits, and increased its market value by more than $100 billion in just ten years. Now, drawn from their years of experience at P&G and the Rotman School of Management, where Martin is dean, this book shows how leaders in organizations of all sizes can guide everyday actions with larger strategic goals built around the clear, essential elements that determine business success—where to play and how to win.The result is a playbook for winning. Lafley and Martin have created a set of five essential strategic choices that, when addressed in an integrated way, will move you ahead of your competitors. They are:• What is our winning aspiration?• Where will we play?• How will we win?• What capabilities must we have in place to win?• What management systems are required to support our choices?The stories of how P&G repeatedly won by applying this method to iconic brands such as Olay, Bounty, Gillette, Swiffer, and Febreze clearly illustrate how deciding on a strategic approach—and then making the right choices to support it—makes the difference between just playing the game and actually winning.