Printing a bad story is a lot cheaper than launching a bad
product.
To put it in a more explicit (but less succinct) way: The
industry in which you are launching ideas will play a large role in
how good your ideas need to be. And will therefore affect the
process required & used to get to the final marketable
ideas.
Recently, I've been mulling over what it takes to get more ideas
out into the world: actual products & services in use. There
are a variety of phases and it seems that different organizations
get there in different ways. At this point, we don't have "best
practices" for delivering innovative ideas/products/services.
I agree with the main point of
Bob Sutton's blog post (where I snagged the above quote): you
have to have "a lot of dumb, lousy, and crazy" ideas to get the
good ideas - the ones that will be marketable and turn into end
products.
But I hadn't yet considered the point of the quote: different
markets have different costs for new ideas1. That
concept is quite simple, but it is important to work out in
practice.
I'm reminded of Joel
Spolsky's article on the different approaches required for
different kinds of software. He mentioned "Embedded Software"
as one of 5 types of software. Software that is embedded on GPSes,
cars, or fridges can only be written once. As opposed to software
on your computer where you might get updates periodically. Or
software on a website - that gets updated more regularly. Embedded
software you have to get right the first time. Meaning the quality
of ideas that goes into it has to be much higher. There is a higher
cost to implement (more testing, better quality programmers needed,
etc.).
The ultimate output of software affects the approach needed. The
ultimate output market of ideas affects the approach as well.
Applying this view brings to mind a few specifics of differences
between innovation high-cost marketspaces & innovation in
low-cost marketspaces:
- Leniency. Sutton's post references a 3% vs. 0.3% success rate
of ideas for Onion articles vs. Mattel (& others) toys. The
higher the implementation cost (& time), the higher the bar for
ideas. You can't play around as much.
- Prototypes: Number & Quality. At the onion, the prototype
is very lo-fi: 2-3 sentences on a whiteboard. For ideo, they start
with ideas on a board, then move to drawings, then possibly move to
high-fidelity working prototypes.
The higher the implementation cost, the more you spend time &
money on trying progressively larger prototypes.
For a website, they'll just drop a new feature immediately: it may
have been verbally discussed with the team a few hours before2.
- Testing. This is inversely related to prototypes. If cost of
implementation is cheap then you can change course quickly. A
"throw it out the door and iterate" approach is do-able. This is
usually done in conjunction with testing. For example: you push a
new feature to a portion of users of a website and test the results
against a control group to compare against.
I'm sure that there are more differences. But taking a look at
the market in which you are trying to innovate will tell you
something about the approaches that are appropriate.
Notes
- As usual with many of my favorite
thoughts: this one was a sideline or throwaway comment that was
symbiotically clinging to the main thesis.
- There are many examples of websites
pushing features out the door quickly. A recent video interview
with Paul Buchheit among others (he's the founder of FriendFeed and
previous created GMail) has a great nugget where the Scoble (the
interviewer) asks how they test new products and Buchheit's
response is that they basically just push things to the website
instantly.
(Trying & failing to find this quote in the video reminds me
of the VCR &
information overload thoughts.)
http://www.fastcompany.com/scalability
Note: email address required to watch the video.