A collection of resources providing an introduction to social innovation and enterprise for budding social innovators, future investors and enablers of their efforts, policy makers, and anyone else interested in learning more about the novel ways that some of the world's most pressing problems are being addressed.
Thursday, September 8, 2011
Innovative Energy and the Militar
HCD: always good?
Human centered design has become the key to successfully designed products or services. Numerous books and articles are nowadays devoted to describing this design process and highlighting its advantages. Designers and researchers have been seduced by the effectiveness of involving people in the design process. Given all the focus about the positive advantage of HCD, a question that is worth asking is: can human centered design lead to negative results? Is focusing on tailoring solutions to specific people based on their needs, desires and contexts always a good thing? Should we be concerned about HCD after all?
One concern is that satisfying a group of people 100% might improve things for them but will often harm or make the situation worse for another group. This might not necessarily mean direct harm but could mean that what works for some will or might not work for others. The implication is that by using HCD we find ourselves tailoring solutions to likes, dislikes and needs of different target groups instead of trying to look for common traits that could lead to a generic solution. Generic solutions, although not perfect, tend to save time and allow room for more creations to take place.
Another concern over human centered design is that it might lead to good products while impeding creativity and stepping out of the box. Products will be designed to function properly for people. They could be well designed to fit some constraints and adapted to the norms and traits of groups of people. The question is: aren’t we putting boundaries on design? Great design has been known to emerge from rule breaking and accepted practices. The product might not be liked initially or during the design process but it might be accepted and used at the end. Involving people in the design process might stop us from seeing what something could have become, the end result.
There is a great debate on whether human centered design fosters or impedes creativity. There might not be a right or wrong answer to the question but it is definitely worth looking at and investigating.
Hanae T.
cheap food can be expensive
Thinking Backwards: Fostering Innovation, Re-inventing the Work Experience
The report highlights how companies such as Cisco and IBM have developed social networks and video conferencing applications to encourage employee collaboration and exchange of knowledge. I agree that these initiatives are effective and truly "tear down silos." I'd like to take this point "backwards" to highlight that the actual design of the workplace is crucial in fostering a creative environment with thoughtful interactions.
Two weeks ago, I toured the Google's Pittsburgh Office at Bakery Square. The tour was conducted by a Facilities manager who pointed the office space design. Interestingly, the penthouse style office was once a Nabisco (biscuit company) site. While Google has preserved the feel, it has truly "google-ized" it to make the workplace not somewhere you need to go, but somewhere you want to go. Googlers aren't separated by walls, they change their desks every few months to promote a fresh perspective, their break room is more of a game room to tickle the senses, and their dedication to be conscientously green and global is evident through recycled countertops and fair trade products. The Pittsburgh inspired penthouse, equipped with an entertainment room, beach patio, antique library, and circus net -- is homely, provides different conveniences, and sparks creativity.
Images below from: http://www.home-designing.com/2011/02/google-pittsburgh-office
Thinking about this reading coupled with the Google tour makes me believe that the process behind social innovation is just as important as the innovation itself. It's about the people, but moreso, about the interactions and relationships they form with eachother that drives an understanding of needs and ideas.
limitations of "frugal design"
Despite the exciting array of untapped opportunities, there probably is not an ingenious, profitable solution for every emerging-market need. Health care comes to mind as a universal need that sometimes must be provided at a loss. At some point, other interests besides the profit motive must still prevail. High-margin activities charitably subsidize low- or negative-margin activities. To pretend otherwise is to paint an excessively rosy picture of "doing well by doing good."
Moreover, given the extremely narrow profit margins at stake, the temptation to cut corners in terms of sustainable sourcing, manufacturing, distribution, and disposal could be fierce. Working with whatever suppliers are available means not asking too many questions about upstream activities. Of course, cost-cutting measures that degrade the environment's productive capacity are in no one's long-term interest; resource optimization and dematerialization are theoretically win-win pursuits.
However, the extended producer responsibility (EPR) principle is not yet reinforced by policy in many emerging economies. The vast majority of electronic waste still ends up in developing countries where, in the absence of strict health or environmental protection, it can be recycled at a profit. Businesses cannot be expected to police themselves when environmental safeguards could tip the balance between profit and loss - or, continuing to serve the bottom of the pyramid vs. exiting the market.
The bottom line is that "value" doesn't correspond very exactly with willingness to pay. For social innovations, the intended benefits often substantially exceed direct beneficiaries' willingness (or ability) to pay. Value creation is for society rather than individual customers, yet someone must pay for it.
It's interesting that other blog posts this week have discussed the performing arts. Music and theater especially exemplify the problem of abstract, ineffable value (a "priceless" experience) that apparently cannot be sustained by customers' willingness to pay. The potential solutions I’ve heard about generally build in new revenue streams to subsidize artistic production. Likewise, cross-subsidization and internationally consistent, supportive policy are necessary additions to frugal design.
One Laptop Per Child
While I was reading through the articles for this week, I couldn't help but think about and appreciate One Laptop Per Child (OLPC). You might have heard of them before, but in my eyes, they are a pretty big deal. Essentially, OLPC aims at providing each child a laptop to provide access to information out on the Interwebs and supplement his/her learnings within the classroom. But these are no ordinary laptops, these laptops are sold for about $200 each and a champion of frugal engineering. OLPC takes out the fat that normal laptops have and stick with a basic Linux-OS. They have found a way to engineer a cheap display that swivels (easier to share with your classmate!). Not only did they make the product cost effective, they have made the laptop durable, light, mobile, adjust in the sunlight, able to connect online and also create their own LAN. One takeaway I had from the IDEO reading was the importance of implementation and distribution channels. Today, OLPC markets to governments and directly distributes the laptops similarly to textbooks. While OLPC's mission and laptops have benefited 42 countries, it makes me wonder if there is a better way for schools to get access to these laptops. If governments are unwilling to partner directly, even if local schools plea for it, OLPC has a policy that governments must want it first. I feel like this places a huge constraint on OLPC's impact-especially in areas where governments are unlikely to want better education for children in their nations. Is there a better way, perhaps involving schools and non-profits, NGOs, etc. to distribute these laptops? Or is government buy-in critical in OLPC's operations? Their site and videos are worth checking out: http://one.laptop.org/about/mission
Punk Innovation
Design Thinking and Frugal Engineering: The Rickshaw Bank in India
The Crucible for the Arts (and no, not the play you read in High School)
In the McKinsey & Company article, five crucibles of innovation are discussed that will shape the way in which the world will function in the coming decade. However, as these crucibles change the landscape of the markets, some industries are having a difficult time adjusting to the new realities of the economy. One specifically, is the arts.
The non-profit arts sector is dealing with rising costs for survival, as most of the sources of life-blood begin to unfortunately, die off-literally. The market is shifting towards more people who demand a greater say in what the cost of their artistic consumption is across the global grid-whether its through a $0.99 download, to free video streaming, to online gallery viewings. Technological innovations have opened the door to incredible alterations in consumer behavior, and have allowed widespread access to artistic works around the world. This has understandably changed the way in which people view artistic commodities. For someone not used to frequenting the symphony, it is hard to sell them on why they should pay $90 for a ticket in Row Q when they could pull up the same piece of music by an orchestra from half way around the world for free on their phone. While this proliferation of art is wonderful, it desperately requires innovation within the industry in order to make it sustainable. Some arts orgs have had to indulge in massive price swings just to keep people coming in the door. But how many free/discounted tickets can you give out while your government grants are drying up and expect to have enough money at the end of the night to keep the lights on? Sometimes it simply costs more money to produce the art that is obtained for free around the globe. An unfortunate reality, without a clear solution.
The arts also suffer from a productivity paradox. While other industries in the economy are benefiting from productivity improvements, such as the telecom and financial services sectors, the arts do not have that flexibility. An orchestra is not an orchestra if there are only 7 people in it. You cannot put on a production of A Midsummer Night’s Dream with 3 actors. You cannot outsource a dance troupe to another country to save on costs. No matter how you slice it, the ability to streamline production and jobs for the changing economy and still maintain a certain quality or experience, is just not possible in some areas of the arts. Is it an element to the sector that is impervious to productivity innovation? If organizations within the non-profit arts sector are unable to innovate certain areas, will they, like their donors, die off too?
Design Thinking Parallels in Arts Organizations
Arts organizations, especially those providing a 'classical' art to the public, can benefit from designing not only their product but also their infrastructure on their audience's needs. In a time of headlines filled with bankruptcy and struggling economies, arts organizations can no longer afford to present their product and then try and figure out how to attract people to it. Their internal structure but adapt to meet the needs of the external wishes of their audience. One instance is the hiring of consultants by a symphony to adapt marketing strategies to try and determine what the audience is looking for in their product. This process is often used after the season is already finalized and the marketing team are trying to find ways to attractively package it to their usual audience base but also to attract new audience members. As the article mentions, looking at this process in hindsight often shows the obvious issues with this process.
Another example of how arts organizations can benefit from design thinking and positive deviance is by studying other arts initiatives, or any initiatives, that are doing well. One common mistake is to label many aspects of successful ventures as 'not art' or 'selling out'. The issue with this line of thinking is that it prohibits many valuable lessons that can be learned from organizations and businesses, like the record industry, the movie industry, and the sports industry. All of these realms have valuable research, ideas, infrastructure and products that could be used to help the arts gain new audience members.
The design thinking spaces of inspiration, ideation, and implementation lend themselves well to arts non-profits. Inspiration is easy to find in the arts; it is what all arts are created from. However, organizations would do well to focus time and energy on ideation and implementation. Ideation also requires multidisciplinary people, which are fairly hard to come by in a non-profit outside of the board (and effective board use is a whole other issue). While all groups of people can benefit from multidisciplinary members, arts organizations traditionally tend to attract only people who have experience in one field. Places like CMU with the MAM degree are helping to change that. The third space, implementation, is crucial. An important aspect is the acceptance that the process will need to be tested, iterated, and defined. Feedback is important, and the attitude of 'always improving' is critical.
While arts organizations traditionally don't fit in the social innovation definition, they also have an important role to play in communities. In order to also be successful, sustainable, and meaningful to society, they can also benefit from these lessons and ideologies gleaned from other non- and for-profit innovators.
Design Thinking is Needed in the Education Reform Movement
I believe the design thinking approach could make a great impact on the education reform movement. Education reforms have a terrible track record of success. Some of the brightest people create the most advanced, well thought-out plans for improvement that ultimately fall short in implementation. Why? According to educator and author Charles Payne in his book So Much Reform So Little Change; The Persistence of Failure in Urban Schools, most reform programs fail to take social barriers into consideration, i.e. the people. Reformers get entirely too caught-up using the traditional problem-solving model; analyzing test scores alone to identify problems. Design teams would gain great insight from going into the schools to observe and study how they function.
Implementation of this model won't be easy though. The reading spoke about how the prototyping phase exposes unforeseen challenges, but what if those problems require greater reform? Would it be cost effective to continue with the product implementation? In the education system, gangs, teachers unions, ineffective administrations, and low expectations (amongst other things) hinder the success of education reforms. In order to effect lasting change, these issues must be addressed. A private company intending to sell a product and make a profit may abandon the product idea because it is not cost-effective to tackle these problems. The government can’t do that.
Is the education department capable of implementing this model? Considering the government's tendency to lag in adopting new approaches and the increasing pressure to see results of reforms instantly, it will be a formidable task. However, the design-thinking approach is fundamentally optimistic and, at least, deserves attention by education reformers. It is an innovative approach to change and has the potential to lead to a more comprehensive reform plan that addresses the multi-faceted problems of the public education system.
Wednesday, September 7, 2011
Aging issue
Frugal Engineering: The Wave of the Future
Design Thinking has a Place in the Education System
Food for thought
One idea from this week’s readings that deserves reflection is “the productivity imperative”, one of the five crucibles that were discussed in the article “What happens next?”. The authors made a number of suggestions for boosting our productivity, but there is one suggestion that I feel should be added to the conversation – improving the overall health of our population by ensuring that everyone has access to affordable, healthy food and understands how their diet impacts their health.
Hunger and diet-related disease decrease people’s physical and cognitive abilities. Hunger remains a key problem in the US, and one that disproportionately affects poor and minority populations. Just today, the USDA released the results of a 2010 study on household food security. The study found that in 2010, 14.5% of US households were food insecure (http://www.ers.usda.gov/Features/HouseholdFoodSecurity2010). In children, poor nutrition can have long-term impacts on their growth and brain development, affecting their productivity as adults. Poor nutrition also negatively affects the productivity of adults in workforces all around the world, as talked about in a 2005 ILO report (http://www.ilo.org/global/about-the-ilo/press-and-media-centre/news/WCMS_005175/lang--en/index.htm). Diet-related disease has an enormous impact on the productivity of our workforce (no pun intended). According to the CDC, about 34% of adults and 17% of children in the US are obese. Diet-related diseases are among the leading causes of death in our country. There are countless ways that diet and nutrition affect the health of our citizens and their ability to be productive members of society. This issue should be an important part of the “productivity imperative” conversation.