Ep. 284 - David Cutler, Author of The Game of Innovation on Integrating Creativity & Gaming into Business Innovation
On this week's episode of Inside Outside Innovation, we sit down with David Cutler, author of the new book, The Game of Innovation. David and I talk about how companies can integrate creativity and gaming into their innovation practices. And we'll discuss some of the best practices, tactics, and techniques that you can use in the process. Let's get started. Inside Outside Innovation is the podcast to help the new innovators navigate what's next. Each week, we'll give you a front row seat into what it takes to learn, grow, and thrive, in today's world of accelerating change and uncertainty. Join us as we explore, engage and experiment with the best and the brightest innovators, entrepreneurs, and pioneering businesses. It's time to get started. Interview Transcript with David Cutler, Author of The Game of Innovation Brian Ardinger: Welcome to another episode of Inside Outside Innovation. I'm your host, Brian Ardinger. And as always, we have another amazing guest. Today we have David Cutler. He is the founder and CEO of the Puzzler Company. He's a Professor of Entrepreneurship and Innovation at the University of South Carolina. And I have him on the show because he's the author of a new book called The Game of Innovation. Welcome, David. David Cutler: Thank you. It's so great to have the opportunity to chat with you. Brian Ardinger: The book is very visual. And I would love to be able to show pictures of that. Maybe we'll put some of that in the show notes. Let's start about your background and how did you get into this game of innovation? David Cutler: You know, so much of the work that I do is with different kinds of organizations, focused on all kinds of problems. Sometimes it's around culture. Or it's around trying to achieve certain results. But they're not sure exactly what to do. And so, we worked together to design some kind of a process or a game. And then often we'll work on multiple teams. Where they'll come up with these great ideas and figure out how to design it. Often it is run as a tournament, so the teams will compete. But sometimes we do fusion rounds where parts of this idea are combined with parts of another idea or have all different kinds of formats. Brian Ardinger: So, you've been working with a lot of different types of companies out there. What are some of the biggest obstacles that organizations face when it comes to innovation? David Cutler: So, I think when it comes to innovation or when it comes to change, most leaders that I know have one of two fundamental beliefs. Or one of two fundamental leadership styles. And unfortunately, as well-intentioned as they may be, they often do not work. The first is top-down leadership. This idea that, you know, I have the big ideas as the leader. That's my responsibility or maybe my inner circle. And over time, I'm going to impose any number of these big ideas upon the community. And look you or I, we might love those ideas as outsiders, but it turns out that most people do not like being told what to do. Especially if it's different from what they've always done before. So as a result, people digging their heels. They push back or maybe they retreat. Morale plummets and the likes. And usually even if the change is implemented, it's probably not going to stay. And you know, most of those top-down leaders suffer one of two fates. Either they're fired or maybe they're promoted to a place where they can torment more people. Brian Ardinger: Do less damage. David Cutler: The other, the other perspective is this idea of bottom-up leadership. If we want change that. But if we want innovation to happen, it's got to come from the grass roots. Come from the trenches. And the problem with that is that most people have no idea that they are responsible for innovating the future. I think most of us believe my job is to do my job well. The thing that was outlined in the contract. So, if I'm supposed to serve French fries where I'm supposed to be the accountant, it's not immediately apparent that I'm also responsible for re-imagining the future. Brian Ardinger: So, let's talk a little bit about why games are so important and, you know, that's obviously the topic of your book and it goes into great detail. And again, I love the book because it's very visual and it gives you a lot of tactical things that people can do. But why games? Why is that so important in this innovation space? David Cutler: You know, I consider any well-designed process to be a game. Whether or not it's particularly gamey. You don't need dice and concept cards in order to effectively solve problems. And yet there are many, many benefits of unapologetic gamification. Games unify communities behind a common and shared sense of purpose. There's accountability to rules and results. Puzzlers, as I call them, problem solvers are often much more open to thinking creatively and strategically in the context of a game. Finally, though, the problems we may be solving are really, really serious often. People are more likely to bring their best selves if they're really enjoying the process. So, games can be really fun. Even though they're hard, hard work. Brian Ardinger: So, let's talk a little bit about how you go about crafting a game. And the importance of the different functions and that, of how you should do this in real life. David Cutler: So, game is actually an acronym for a very, very loose and flexible system. So, game stands for G guidelines, an arena, M materials and E experience. It's not always the same. In fact, every time I design a game, or I encourage other people to do, I often want to mix things up, especially if you're working with the same community, but there are constant tools. So, it just very, very quick. Guidelines G guidelines is about the parameters of your game. So, what's the most important challenge you're trying to solve. What's the problem at the core of things? What are the constraints? The non-negotiables that may not be challenged under any circumstances. Constraints are necessary to innovation. And criteria, what constitutes success. So those are the guidelines. Usually those are written before the game has started. So, we really know what this game is all about. Arena is the conditions of play. It's about your puzzlers, period, and place. So, the puzzlers. Who is playing this game, what kind of people, what kind of experts do you need to best solve this problem? Period. How long do you have to solve the problem and place? Where are you going to do this? And sometimes, you know, the arena before you start, and then you have to build a game that works within those conditions. As sometimes you know, this is the problem we have to solve. So, then you build the arena that will work with it. And then materials are the tools of your game. Maybe you're in the physical world. Flip charts and crayons and prototyping materials. There are a whole bunch of things you can use online, in virtual games. And the experiences. What happens. What is the order of activities, in which order, for how long? Brian Ardinger: I think a lot of people when they have gone through these types...
From "Inside Outside"
Comments
Add comment Feedback