Harnessing the ‘lunatic’ fringes inside a corporation

They look like lunatics - but they make millions (errr..they don't work for TI)
They look like lunatics – but they make millions (errr..they don’t work for TI)

Fortune Magazine has a great article about how Texas Instrument harnesses the power of the fringes to generate new ideas, and explore opoortunities that would otherwise be ignored.

It reveals how a senior TI manager – Gene Frantz – has an interesting role : “searching for and encouraging all manner of lunatics and visionaries.”

The article goes on :

Frantz is the dean of an informal and amorphous group of TI engineers (and their peers and contacts outside the company) who call themselves the Lunatic Fringe. They are senior people who have been given free rein to follow their curiosity wherever it goes.

“There’s this continuum between total chaos and total order,” Frantz explains. “About 95% of the people in TI are total order, and I thank God for them every day, because they create the products that allow me to spend money. I’m down here in total chaos, that total chaos of innovation. As a company we recognize the difference between those two and encourage both to occur.”

By embracing the fringes TI has had some notable successes that it would have otherwise have missed on. As the article points out :

…today’s wacky idea can turn out to be tomorrow’s billion-dollar industry. (…) Think of this virtuous cycle – curious, open-minded engineers finding pockets of innovation around the world, which in turn inspires further innovation back at HQ – as an extremely effective opportunity-detection system.

This is a type of loose and free open innovation, the sort of which P&G is currently embracing. TI finds ideas in a myriad of places and showcases the good ones, whether internal or external. It would only work for a large organisation, but when it works, and it’s ingrained in the culture, it works well.

(via The Business Innovation Insider) and Corante

Update : Gene Frantz also blogs for TI. His latest posting is here

Graffiti innovation

Graffiti in itself is an interesting art form. Free from the unspoken rules that govern many artforms, graffiti artists have a unique license to express themselves. Good graffiti can be beautiful as a quick look at Google images reveals

With that level of freedom you’d think it’d be hard to make a splash in the graffiti world and to push some boundaries. How would you innovate in a area where it’s always the creative season?

Here’s a guy who breaks the mould (so to speak).

Mould breaking

A British street artist known as Moose creates graffiti by cleaning dirt from sidewalks and tunnels

There’s more about the story here and the artists site can be found at this link

Thanks to Boing Boing (interestingly the original story is over two years old, but it surfaced on BB yesterday.)

BusinessWeek talks about the fringes

The ever interesting Andrew Zolli writes in BusinessWeek about the importance of the fringes for spotting innovations. I’m a great believer in the potential of innovation that happens outside the core. Indeed most interesting developments are increasingly happening as far away from the core as you could imagine. Think Shawn Fanning, Marc Andressen and the iPod (after all, it wasn’t Apples idea).

Great ideas also pop out of the fringes when sectors collide. Creating an environment to achieve this is damn tricky, and not well understood.

What niche fields will contribute to tomorrow’s great innovations? Ecology, gaming, and social networking, for starters

Although the article appears to have been trimmed down to make it digestable for people who still believe that wearing suits and ties leads to better decision making, it’s worth a read, if only to confirm that yes, interesting things can happen in online virtual worlds.

Shopping in Second Life anyone?

Here’s the article.

Cross sector collaboration

I was talking to the Vice Chancellor of a large university yesterday. The conversation got around to innovation which occurs when two unrelated disciplines collide. He mentioned that the problem with university departments is that they are great at forming relationships with their counterparts on the other side of the world, but terrible at forging new relationships with completely different departments on their own campus.

Failure to look outside your immediate field only serves to foster group think within a body of knowledge. What you really want is lots of little fires which are born from the friction sparks that happen when two sectors crash together.

This is what I call idea arbitrage – taking ideas from one field and dropping them into another. It can start entire new directions of thinking and generate great outcomes.

What was interesting to note was the Vice Chancellors approach to overcoming the problem of insular departments. He said that the problem rests mainly with the academic staff. He had a great quote – “nobody has told the students that they should not interact with other departments.”

He’s working to create an inter-disciplinary institute where conversations freely flow between students in different departments.

It promises to be a very different approach for universities in New Zealand. And that can only be a good thing.

New wheelchair design

From the BBC comes this article about a Formula One engineer who decided to re-design the wheelchair. He notes that the basic design of a wheelchair chassis dates back to vintage car days.

This product cuts across a couple of fields, arbitraging the best of racing car design (a carbon fibre monocoque) to bring about a radical redesign for the wheelchair.

What is more interesting is that the designer was not disabled himself, and was not a wheelchair user. He has founded a company called Trekinetic. Since the BBC story it looks like the site has got so much traffic that it is temporarily down. It’s not surprising, since a lot of wheelchair users are probably very frustrated.

The carbon fibre wheelchair

Next in line for a re-design should be those terrible looking mobility scooters – with a rapidly aging population it surprises me that this has not been tackled already.

Virtual world. Real cash

It was only a matter of time. The virtual gaming economy world has crossed over to the real world economy. From the BBC :

A real world cash card that allows gamers to spend money earned in a virtual universe has been launched.
Gamers can use the card at cash machines around the world to convert virtual dollars into real currency.

The card is offered by the developers of Project Entropia, an online role-playing game that has a real world cash economy. Last year $165m passed through the game and the founders of the online Universe expect that to at least double in 2006.

The new cash card blurs the boundary between the virtual and physical world even further. It allows people to access their virtually acquired PEDs and convert them into real world money at any cash machine in the world. The card, issued by MindArk, is associated with the players Entropia Universe account and has all of the features of a real world bank account.

Players can transfer, withdraw, deposit and even view account balances using the system.

I remember raising this idea with the Chief Marketing Officer of one of the UKs largest banks three years ago. he didn’t get it. Maybe another bank will, but you can bet it won’t be one of the old-school players. Maybe someone like ING Direct or WaMu.

By having a bank at the back end of the system you add credibility to the system, and provide re-assurance that your cash is not going to be spirited away by some relatively unknown gaming company with no financial services experience.

Does your bank have a branch here? :

Virtual world, real cash.

It’s only a matter of time.

Real Life Doom

You’re trapped in a high tech Spanish slammer, crawling through real tunnels, behind real bars. First-person gameplay breaks out of the box.

This is an idea which has had potential for years, but it requires a high price tag to build a real-life real-time interactive video game experience. In a world of digital mashups and remixing, it will be interesting to keep an eye on this and see where it goes. An entire generation has grown up playing interactive games in virutal reality – what will be the uptake for the real thing? Read more at the Wired site.

Real life Doom

Kill your TV. Or kill any TV with one button

From the fringes comes this idea – a universal remote control with just one button. That one button transmits the ‘off’ command for most TV brands. Thus, the tiny TV-B-Gone becomes the way to turn off annoying TVs in any bar, club or office.

TV B Gone

Now that infra-red remote controls are so common, it makes sense that one device should be able to control them all. For a while a my favourite student radio station had the slogan – Kill Your Television. Now you can.