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Today's organizations operate in what the U.S. Army War College defines as a VUCA environment. Volatility, uncertainty, complexity, and ambiguity are constant realities in the 21st century. The military seeks to prepare for the challenges it will inevitably face by crafting realistic training scenarios and routinely integrating such activities into its ongoing operations. The goal is not to teach them what to think, but to enhance their ability to think critically and creatively about the myriad of contingencies posed by a fluid environment — in essence to teach them how to think.
In industry, 90% of time is typically devoted to executing business actions, and less than 10% is allocated for increasing organizational and individual capabilities through training. The military, on the other hand, spends as much time training as it does executing — even in the midst of high stress/high risk operations. A unit in Afghanistan or Iraq will not suspend its experiential training program while involved in combat operations, because its ability to cogently and creatively address future challenges is enhanced by an enduring commitment to improving people's competence and adaptability through experiential exercises, as well as actual experiences. But the real lesson for industry leaders is not simply that training is important. What's really valuable is how the military crafts its training opportunities.
The Army defines leadership as both accomplishing the mission and improving the organization. Permanently improving the organization requires the development of its human capital. The military believes you substantively improve people by improving their ability to adroitly address challenges in their environment. Therefore, we do not seek to confine people's thinking by restricting the solutions available to them, unless the proposed action violates any of these criteria: is it immoral, unsafe, unethical, or illegal?
And now for something completely different - fascinating article on the serious decline of American creativity/innovation. Extending from childhood through to adults.
Absolutely agree with this article - see the same problems and opportunities every time we run an Innovation Workshop. Most adults have been taught specifically to give up on innovation - unless they are "designers" of some sort. That cedes far too much innovation energy to an incredibly small area of any given organization.
"Overwhelmed by curriculum standards, American teachers warn there’s no room in the day for a creativity class. Kids are fortunate if they get an art class once or twice a week. But to scientists, this is a non sequitur, borne out of what University of Georgia’s Mark Runco calls “art bias.” The age-old belief that the arts have a special claim to creativity is unfounded. When scholars gave creativity tasks to both engineering majors and music majors, their scores laid down on an identical spectrum, with the same high averages and standard deviations. Inside their brains, the same thing was happening—ideas were being generated and evaluated on the fly.
Researchers say creativity should be taken out of the art room and put into homeroom. The argument that we can’t teach creativity because kids already have too much to learn is a false trade-off. Creativity isn’t about freedom from concrete facts. Rather, fact-finding and deep research are vital stages in the creative process. Scholars argue that current curriculum standards can still be met, if taught in a different way."
Another TRIZ-based card deck, mentioned by Howard Smith of CSC in his P-TRIZ keynote. Based on "modern TRIZ" rather than "classic TRIZ"
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