Theater of Constraints: great creativity and design flow from an accurate understanding of your limitations. By limitations you should distinguish between personal and material. Personal limitations are meant to be challenged and tested (at least within reason.) Material limitations are about the resources you have available. Material resources include, time, capital, space, and ability. Understanding material limitations can require a surprisingly large amount of individual and institutional honesty. But this rigorous honesty is the first discipline of the Theater of Constraints.
The second discipline is designing and developing within those constraints. For example say you have an idea for an application/production that will cost $1000 and take two weeks. But you only have $500 and one week. Don’t ignore these limitations and say, “let’s do the best we can!” and push forward with your original plan. Most of the time if you do, you end up with either a crappy execution of the $1000 version (a $500 version), or an over budget project and someone should get fired.
This of course is an extreme simplification, but the idea is missing from many project management cycles. If you use the limitations of your resources as a design criterion you can often engender a whole new dimension of innovation. You can also avoid the type of scope creep that is usually generated by unseen psychological factors related to the aforementioned need for honesty.
Apply the discipline of learning to design backwards from an honest understanding of available resources to software development, product development, media creation, event planning and many other types of productions.
You can even apply this discipline to aspects of personal life, like goal setting. Let your motto be, “Dream forward, design backward.”
Stage two: Stimulating creative thinking
Regular once a week free association session: one person takes the lead by providing an idea or a scenario that is seemingly farfetched or unlikely in your industry. Others begin to riff or explore on the possibilities. It is like a big “what if?” conversation, the trick is that it has to hew to some level of reality and at the same time goes well past the boundaries of what has been thought to be possible in your particular industry.
Cross disciplinary training and stimulus: Whatever field you are in, once-a-month take your team on an educational/cultural outing to something that has nothing to do with your work. E.g. take a team of developers to tour an abattoir, take the human resource team to museum exhibit on ancient Egypt, or take legal on an outing to a flower show. It is important to make it a regular outing, and to really explore intriguing albeit unrelated subjects as a group.
Show and tell: one morning a week have team members or co-workers bring in an example of counter-culture that they have unearthed. Examples could come from art, comics, film, music, architecture, economics (weird black markets), music, media, etc…
The drift (le Derive): Take a work group or team on a once-a-quarter exploration of the city using no agenda whatsoever. Begin the day by walking or catching a bus in a direction based on the flip of a coin. If you are on a bus or a subway get off on a stop chosen by the roll of a pair of dice. Or use a single die to determine the number of block s you will walk. Follow somebody walking out of a coffee shop for 60 seconds see where it leads you. Visit buildings based on the salience of their architecture i.e. that means which building sticks out the most? Doing the derive right takes practice and a real sense of adventure. The goal is to learn to let the environment direct your next move rather any personal agenda.
Stage three: Improving brainstorming
Throw away good work: if you are brainstorming or creating various version of products or services to offer the public you have to go far enough in the brainstorming to so many ideas that you must discard some good ones if you are not throwing away good work you are not assured that what remains will be excellent.
Distance thinking: review current and future projects from a distance. For example imagine that the work you are doing is going to be placed in a time machine and sent 10 years what would you do different? Or imagine your work is going to be transported to an aboriginal culture on some faraway island how do you make sure it works? If your clients are geographically close to you imagine that they are in offices halfway around the world? How do you improve communication and help keep a sense of connection? Whatever the reality of your client relationships imagine something either opposite or radical and imaginatively different. Clients from another galaxy anyone?
Purposely do bad work: gather your team together and create the 10 worst ideas for moving your company forward. Have a vote for the winner or worst idea possible. Know go backwards through the list and talk about what it would take to make each idea actually work.
No brainstorming without solo prep work: Brainstorming in a group from an empty slate can be counterproductive, and cause people to fixate on the earliest ideas. Before every brainstorming session send out a memo explain the agenda or purpose of the session and tell al participant to come up with 12 distinct ideas to begin the session. This gives everyone a chance to work alone in their own heads before coming to the group environment and will increase dramatically the number of ideas being discussed.
[Bonus thought] Evaluating best efforts: an easy way to determine the value of an idea (that isn’t yours) is to look at it and see if you can honestly say, “I wish I’d thought of that.”
And finally remember that these practices won’t be deeply effective if they are applied piecemeal to a poor overall work environment (new patches on an old garment and all…). Be sure to evaluate your entire environment with ruthless honesty. See this article on simple ways to assess your organization.