The most important forces that kill off new ideas are our own limitations to succeed, no one realizes that the time is very limited, and with the demands of friends, family, sleep and work most ideas lose the track very quickly.
Impact of Starting Small
A protege of Mihaly Csikszentmihalyi, psychologist Keith Sawyer, Author of Flow: The Psychology of Optimal Experience (the renowned creativity book) writes in his book Group Genius(2007), “All great ideas and inventions arrive from a long sequence of small works or sparks, the first idea isn’t all that good often, but all thanks to the alliance it later sparks another idea which reinterprets in an unpredicted way. The alliance brings little sparks together to generate breakthrough innovation.
Structure your idea
A leading supply chain research (AMR Research since 2004) that serves a number of Fortune 500 companies, Published an annual list of the 25 companies with the best supply chain management. Surprisingly Apple debuted on the list at No. 2 in 2007 and overtook companies such as Procter & Gamble, Wal-Mart, Anheuser-Busch, and Toyota took the No. 1 slot in 2008.
One would wonder that, Why would Apple, a company which is known for thinking different and new ideas also be one of the most organized companies on the planet? like it or not, the answer is the organization is a major force for making ideas happen. The organization is just as important as ideas when it comes to making an impact.
Disney’s Idea Generation Room
While directing feature-length films, Disney introduced a process using 3 different rooms to promote ideas and then assess them effectively.
Room One – In this room, the widespread idea creation was allowed without any control over. The true essence of brainstorming unrestrained throwing and thinking around ideas without limits was supported without any doubts expressed.
Room Two – The crazy ideas which were generated from room one were organized and aggregated in room two, ultimately resulting in a storyboard recording events and general sketching of characters.
Room Three – Also known as the sweatbox, room three was where the entire creative team would critically review the project without any control. The ideas from each person or individuals had already been combined in room two, the criticism in room three was never directed at individuals it is just at elements of the project.