Chapter Five

THE COLLISION

In the early days of the LEGO Group in the 1940s, founder Ole Kirk Kristiansen and his son Godtfred were presented with some plastic bricks invented by a British toy maker, Hilary Fisher Page. (See figure 5-1.)

Figure 5-1  Kiddicraft plastic bricks

Source: © 2020 The LEGO Group.

Kristiansen decided to make a similar brick, initially with a few modifications to the Kiddicraft brick, straightening rounded corners and adjusting the size.1 (See figure 5-2.)

Figure 5-2  The Automatic Binding Brick

Source: © 2020 The LEGO Group.

Chapter Overview

Why do we act?

How can action accelerate imagination?

REFOCUS

  • Be monomaniacal
  • Create a learning journey

MOVE

  • Visit a relevant environment

PROBE

  • Probe early
  • Probe selectively
  • Probe playfully
  • Probe iteratively

What blocks action?

IGNORING SURPRISE

NOT ITERATING

RELIANCE ON PERMISSION

OVEREMPHASIS ON ANALYSIS AND DEDUCTION

NOT LETTING GO

Games to play

THE NEWS HEADLINES GAME

THE $100 GAME

Good questions to ask

Organizational diagnostic

As the company’s history site records: “In the late 1950s, the LEGO Group contacts Kiddicraft to ask whether they object to the LEGO brick. They do not. On the contrary, they wish the company good luck with the bricks, as they have not enjoyed much success with their product.”2 From this point on, the two trajectories were remarkably different. The executive chairman of LEGO Brand Group told us the story:

It was 1958, and the new managing director, Godtfred Kirk Christiansen, was sitting in his office with the director of the German sales subsidiary, LEGO GmbH, who mentioned he was getting complaints from customers that the bricks fall apart too easily. This news started a long discussion and brainstorm. At some point, Godtfred found a piece of paper—with circles on it showing a LEGO brick viewed from above, used by the designers for product drawings—and he sketched an idea for a brick with inner clutch tubes.

That same day, he gave the sketch to the head of the molding shop, who made a sample. On his way home, he was still thinking about it, and decided that three inner tubes might be better than two. The next morning he got the molding shop to create another sample by cutting up and gluing together existing pieces. Then he sent the design via express post to the patent office. Within five days they had gone from a conversation to a patent application for the stud-and-tube brick, the toy that came to define the company.3 (See figure 5-3.)

Figure 5-3  Initial sketch for the LEGO® brick stud-and-tube principle

Source: © 2020 The LEGO Group.

The Kiddicraft and LEGO businesses were guided by two different philosophies of action. Kiddicraft sought to validate its idea in the marketplace. Being an inventive company with a wide range of toys, it decided that the brick was not particularly successful and so focused elsewhere. LEGO, on the other hand, sought to use the surprises that came back to it, in this case, the comment that the bricks fall apart too easily. LEGO persisted, iterated, and was continually open to surprise and how surprise might prompt rethinking. Its product became more grounded: more usable within the constraints of the world (in this case, gravity). Integrating thought and action, it set up a reimagination loop around its product which Kiddicraft lacked, driving its growth into a billion-dollar company.


A new mental model remains just an individual indulgence unless we act—to collide the idea with reality, spur our imagination again, and drive the evolution of the idea. Next, then, we will look at taking an idea from the mind to the world and back again, setting up a feedback loop between the world and the imagining brain.

This chapter will examine why we act, how action can accelerate imagination, blocks to action, games to play to enhance the capability to act, questions to ask, and an organizational diagnostic to assess your business along this dimension.

Why Do We Act?

It might seem odd to ask why we act, as business is focused on action. But there are different ways we can think about acting, or colliding ideas, with the world. As we saw with the LEGO Group, the right mentality can make the difference between an idea that never realizes its potential and an imaginative journey along a unique path to growth.

There are two different mindsets we can bring to action. The first is to seek validation of an idea by making it real or testing it out in some way. We usually do this as part of a portfolio of ideas, like Kiddicraft’s range of self-locking bricks, plastic eggs, mosaics, threading beads, and miniature groceries. This approach to action is like that of a tree that disperses many seeds to the wind. The hope is that some of the seeds find the right ground in which to germinate. We are looking for a basic response from the world: Did the idea work—did the seed grow—or not?

The other mindset is to look for surprise. This mindset utilizes our imaginative capacity not just in the conception of a product, but iteratively. We look for feedback from the world to spur our imagination again to rethink and evolve the idea. Christiansen got the feedback that the bricks didn’t stick together well and sat down to sketch out possibilities, trying them out that day. In this mindset, instead of looking for a binary response from the world—did the idea work or not?—we are looking for the world to disrupt the way we think. This mindset is valuable because of the complexity of the world; we often forget how little we know and how much the world has to teach us (see the sidebar “Philosophy of Action”).

Figure 5-4  Reimagination loop: acting on a mental model creates triggers for further rethinking

The two mindsets are not mutually exclusive. We should look to validate and evolve at the same time. The danger comes when we forget to be open to surprise as we act in the world and fall into the habit of only seeking validation. When we are open to surprise, we set up a reimagination loop, where action triggers surprise, rethinking, and further action: a continuous interplay between mind and world, which accelerates imagination. (See figure 5-4.)

How Can Action Accelerate Imagination?

If you have a developing mental model in mind, what kinds of action can you take to collide it with the world, to generate further surprise, and further stimulate your imagination? In chapter 2 we explored rethinking after encountering a surprise. The other actions involve engaging with the world: refocusing (adjusting your attention), moving to a new environment (adjusting your position), or probing the environment (adjusting the world). (See figure 5-5.) The other action—communicating—takes imagination to a social level, which we will explore in the next chapter and beyond.

Refocus

One subtle but powerful way of bringing your developing mental model into contact with the world is to shift your attention—to deliberately change the focus of your perception and your mental filters.

Figure 5-5  What to do with an early stage idea: ways of taking our idea to the world

BE MONOMANIACAL

One key technique for refocusing is to use your mental model as a lens through which to view everything you encounter. We can call this “monomania”: a usefully obsessive focus on seeing the world through your new mental model. As mentioned in chapter 3, the inspiration for car-sharing company Turo came about because the founder Shelby Clark drew an analogy with peer-to-peer lending service Kiva.org. This happened because Clark was obsessed with the peer-to-peer model: “Kiva was one of the first places where I got to see the move [in online services] into the offline world. It was the concept of connecting people online and offline that was really powerful to me. So, I was actively considering, ‘In what other ways can this interesting behavior be applied?’ Like housing. That was one area I was thinking a lot about.”4

Philosophy of Action

As neuroscientist Walter Freeman described, our theories of how the brain relates to the world have largely derived from one of two models, both of which began in ancient Greece.a On the one hand, there is the tradition of Plato. Here there is no great role for action; Plato focused on using reason to find unchangeable truths about the world. At the beginning of each of Plato’s books, the protagonist Socrates is usually just walking around finding a nice place to sit and think. This is the most action that occurs. When Plato thought about the mind perceiving the sensory world, it was in passive terms. Forms from the world (information) enter our senses and are compared by the mind with ideal forms (pattern recognition). This model broadly informed most of cognitive science up until the last couple of decades.b

On the other hand, there is a tradition derived from Plato’s student Aristotle, which sees action as central to perception and how we relate to the world. As Freeman described, in the Aristotelian view, understanding “requires movement into the world by probing, cutting, and burning in order to learn by manipulation the forms, textures, weights, and appearances of objects.”c This followed from Aristotle’s personal style of engaging with the world. To write his book The History of Animals, Aristotle cut open many animals, like chameleons and bees, to see what was going on. By fiddling around with the world, he was able to encounter surprises—things that, perhaps, no one had ever noticed before: “If a hair is cut, it does not grow at the point of section, but gets longer by growing upwards from below.”d

Aristotle emphasizes that action is intertwined with everything the mind does: the intention of every effort is fundamental because it shapes all that follows.e This model informs more recent cognitive science, particularly “embodied cognition,” which looks at how thinking and perceiving are shaped by how we act in our environment. We know now that when our brain conceives an action, it sends out copies of anticipated motor commands to the sensory cortices—meaning that how we intend to act primes the way we see the world.f

Neither of these two perspectives, however, provide much of a role for imagination. A third view, developed by Thomas Aquinas based on Aristotle’s philosophy, shows the interplay between imagination and action. In Aquinas’s view, we interact with the world, generating sense impressions that he calls “phantasms.” Unlike Plato’s view, and much of cognitive science, Aquinas doesn’t see the senses as simply carrying the forms of things into our mind. Rather, he emphasizes the uniqueness and fleetingness of sense impressions, like light sparkling on water. Each phantasm or moment of experience selects certain models above others that our brain, our imaginatio, generates. As we act in the world, our imagination generates and regenerates the models we use, until they become subtler and richer, closer to the infinite richness and depth of reality, Aquinas argued.g This view is supported by research that shows our brain creates clouds of neuronal activity, or “wave packets,” which are selected by sense data, rather than being built out of sense data.h We might even translate wave packet as an imaginative mental model, being collided with reality, the incoming sense data.

The philosophy of Aquinas can teach us a key lesson. Because the world is complex beyond what any brain can encompass, we create the inner world that works for us, and this inner world develops, and becomes useful, because we act. This point is captured in the medieval Latin word intendere, the root of “intention,” which means both “to push the self into the world,” and “to grow in understanding.” Whether we are making a model more grounded, to navigate how things are, or more ideal, to capture greater possibilities, it is through action—pushing ourselves into the world, stirring up surprises from its many layers—that our models become more subtle, powerful, and useful.

NOTES

a. Walter Freeman, “Nonlinear Brain Dynamics and Intention According to Aquinas,” Mind and Matter 6 (2008): 207–234.

b. Walter J. Freeman, “Neurodynamic Models of Brain in Psychiatry,” Neuropsychopharmacology 28 (2003): S54–S63.

c. Ibid.

d. Aristotle, “The History of Animals,” Classics Archive, http://classics.mit.edu/Aristotle/history_anim.mb.txt.

e. Roger Crisp, Aristotle: Nicomachean Ethics (New York: Cambridge University Press, 2000).

f. Freeman, “Neurodynamic Models of Brain in Psychiatry.”

g. Freeman, “Nonlinear Brain Dynamics and Intention According to Aquinas.”

h. Freeman, “Neurodynamic Models of Brain in Psychiatry.”

Clark was monomaniacal about this: “I was thinking peer-to-peer everything.” Refocusing his attention in this way eventually led him to a surprise that prompted a new counterfactual mental model: a peer-to-peer business for sharing private cars.

Let’s say you were rethinking what a hospital could be. To practice some useful monomania, you might read a news story about an airline attempting to build trust with customers. This could prompt you to think about building trust with customers around a new kind of gym-hospital business. Or, you might chat with a colleague about going on vacation. This could prompt you to think how your new kind of health company could work with people on vacations. Or, you might be reading a book about the Byzantine Empire. This could prompt you to think about what goes wrong in hospital bureaucracies, and so on. Using your new model as a lens for everything will generate new surprises that will further drive the model’s evolution in your imagination.

CREATE A LEARNING JOURNEY

Another way to collide an emerging idea with the world is to engineer the supply of information that comes into focus. We tend to do this naturally. If we are excited by an idea, we might order a few books or discuss it with colleagues. But you can do this more systematically, creating a “learning journey” for yourself, based on your developing mental model.

Build a curriculum for yourself to learn more deeply about the core areas of your mental model and to encounter more imagination-prompting surprises. First, identify a few core themes of your developing mental model. Then think about the key areas of knowledge that touch on these themes.

For example, imagine you were the leader of the LEGO Group in the days after the invention of the stud-and-tube brick. You might have the following themes in your emerging mental model of the future company: play, plastic, recombination, and continuity (all LEGO products compatible across time). (See figure 5-6.) Based on this, you might pick a few areas of knowledge to dive into, for example, the psychology of play, plastic chemistry, or companies that have built long-lasting, intercompatible systems of products.

Figure 5-6  Emerging mental model of the future LEGO®

You also might push yourself to think more broadly. You could identify a historical precedent that connects in some way with your idea, for example, “toys in ancient China.” You could find a few imaginative creations (art, movies, poems, novels) that touch on your developing idea, for example, children’s stories or a novel about an inventor. You could look to areas of knowledge even further out from your model, where you might find fruitful analogies: bridge engineering, the science of color, or recombination in evolution.

As you refocus on such areas, the goal is not to find immediately applicable knowledge. It is to set up streams of information to collide with your model, in order to spark new rounds of surprise and rethinking.

Move

In addition to shifting attention, another way of colliding our idea with the world is to move to a different part of it, immersing ourselves in a different geographical or social (customer) environment.

VISIT A RELEVANT ENVIRONMENT

Often, the people doing the imagining and strategic thinking in a project will not be the ones immersed in the environments where the ideas will play out. Yet it is important to ensure that the people who are doing the imagining do participate directly, rather than having the raw experience filtered through someone else. Such filtering, or summarizing, by other people reduces the possibility of surprise.

In 1963, when BCG was a staff of two inside an office twelve feet by twelve feet, the founder, Bruce Henderson, learned this lesson. One of BCG’s first projects was on “the buying influences and the pattern of use for paper in the office” of a client (as Henderson put it, “we were really hungry”). They conducted some research interviews as part of this, which they delegated. “We subcontracted some of the interviews to freelance professionals. To validate the information we received, we reinterviewed a sample. The requested data had been faithfully provided, but the important insights had been omitted. The client had not asked us for the really important things we learned.”5 They had taken the client’s brief and shared that with freelancers, who conducted interviews. The freelancers gave them back information relevant to the brief. But what Henderson’s team missed were moments in interviews that would have led them to rethink the brief—the mental model guiding the whole project. Only when they conducted some interviews themselves did they run into these surprising insights.

Immersion in a new social or geographical environment accelerates the development of mental models. For example, when researchers studied the origins of new products at the Norwegian telecom operator Telenor, they found that many of Telenor’s product concepts came from people immersed in environments outside of the R&D department. One of its most successful services, a mobile payment system in Pakistan called “Easypaisa,” originated from someone who was visiting the field. As the researchers noted, “We saw this in many of Telenor’s ideas—they originate with people who work closely with the market.”6

When choosing an environment to spend time in, we should think about colliding our idea with extreme environments: going to where the need for the new thing is the highest, or where the constraints are strongest. For example:

  • The CEO of a confectionary company could spend time in environments around the world (cities, suburbs, villages) where chocolate sales have collapsed. He could mull over his ideas about the future direction of the company while observing the environments and kinds of people the company will have to win back to its business.
  • An education company with a mission to reform schooling could send its head of product development to sit in on classes in a range of thriving and struggling schools around the country.
  • The CEO of an industrial tools manufacturer could visit construction sites, having conversations with people on the ground about the pros and cons of her evolving mental model for 3D-printed, distributed manufacturing of tools.
  • The chief technology officer of an airline might have an idea for improving the way its airport lounges operate. They could be sent to spend three days working in a variety of airport lounges, alternately doing normal work and stepping back to reflect on anything that arises relevant to their idea.

Probe

Another kind of action to collide mental models with reality is to shape or prod the world—creating something or trying it out—to provoke feedback and surprise.

PROBE EARLY

The concept of testing a product is familiar. But we should be probing the world long before we get to the point of having a minimally viable product, even before our idea is clear in our own mind. For the goal is not to test a developed idea yet, but to further prompt your own imagination. To return to the example of the car-sharing company Turo, founder Clark initially set out to do a pilot project before he realized there was something he could do right away:

I was going out fundraising to try to do a pilot. And the feedback that I kept getting from investors was, “Cute idea, but nobody’s going to drive my Range Rover.” And so, what I did was I spent $1,000 to launch a really crappy website. At the time, there was no Squarespace or whatever. You actually had to pay an engineer to get a website up. And then, I printed out 10,000 postcards. And I went out onto street corner and handed them out On this crappy website, there was a little form to sign up your car. It was completely unactionable. There were no next steps. But I got 40 people to sign up their cars. And so, this took us from a random, intangible idea to something very tangible.7

The value of doing this was to spur Clark’s imagination, as well as that of investors. By getting out there early and probing the world (in this case, random passers-by), Clark kicked off a cycle of action and rethinking that drove the evolution of his counterfactual mental model.

The lesson from Clark is that we should act early. Rather than being held up by official processes and the expectations of others, figure out what you could do right now, or this week, to collide your emerging idea with the world.

PROBE SELECTIVELY

Another way to probe the world is to bring elements of your mental model to life selectively, either enacting it on a small scale or enacting one part of the model.

For instance, imagine you are the CEO of a real estate company and you want to reimagine your business. You have a tentative idea that real estate agents could become more like event planners for the entire experience of moving house: décor, logistics, and financial planning, in addition to the task of finding the right place. How can you collide this idea with the world? Organizing a large retraining and pilot program would take a long time and would not give you a chance to quickly create a mind-world reimagination loop. Instead, think smaller: contact one imaginative real estate agent in your company you know personally and get them to try out the idea for their next client, while you perhaps accompany them in the background.

While observing, you might think of new services to integrate, consider large-scale customer research you want to commission, or realize that acquiring a furniture moving company might be a way forward. The situation you are looking at is not statistically significant (one customer), but by acting out the imaginative idea in a microcosm, you bring to life some of its multiple interacting dimensions to feed your imagination.

Figure 5-7  Nonfunctional Apple laptop shell from the 1980s

Source: Courtesy of frog design inc.

Another example of selective probing comes from the early days of Apple when the company contracted Hartmut Esslinger of frog design to create product prototypes. (See figure 5-7.)

For Apple, the core of its mental model around computers was how the object would look and feel—different from the industry’s dominant mental model oriented around functionality. It wanted a computer to be valuable by being simple. And it wanted to differentiate from the competition not by foregrounding the technology, but presenting relatable objects. Later, Steve Jobs would articulate this mental model as the idea of a “friendly” computer.8

The Mathematics of Serendipity

The process of imagining, creating, and reimagining is somewhere between being completely random and completely controllable. It involves a lot of serendipity—a word coined in 1754 by British writer Horace Walpole, who wrote a story, “The Three Princes of Serendip” (a former name for Sri Lanka), the heroes of which “were always making discoveries, by accidents and sagacity, of things they were not in quest of.”a

We know serendipity from experience. However, it also has an underlying mathematical structure. In research published in the journal Nature, the BCG Henderson Institute collaborated with the London Institute for Mathematical Sciences to model the search for valuable combinations of components at differing levels of complexity. For example, we modeled food recipes (varying in complexity, meaning the number of unique components) and ingredients (looking at the average complexity of the dishes they occur in).b

The gastronomy graph shows a range of ingredients ranked vertically by how often they occur in valid recipes. As you move from left to right, the size and complexity of the recipe set increases; oregano, for example, at the bottom, only occurs in more complex recipes. Bell peppers and vinegar are increasingly useful as the set of recipes becomes more complex, whereas cocoa and corn become less useful.

We did the same for software products and the tools used to make them. Google Analytics is near the top of the technology graph: it is part of most products. JavaScript is used with increasing frequency in more complex products.

When you are trying to bump into something new, it turns out that different ingredients will be more or less useful depending on the distribution of complexity of products in the space you are exploring. That is, if you are searching an area where not much has been invented, it pays to focus on simple ingredients to make simple new recipes. If you are searching a high-complexity space, where lots has been discovered already, it pays to try out complex recipes and to collect components that might be useful later. Hopefully, you stumble on the equivalent of vinegar, or JavaScript, which get more and more useful as you explore more complicated, nonobvious dishes or products.

When we are talking about mental models, ideas are components. For example, Shelby Clark of Turo had the idea of peer-to-peer marketplaces stuck in his head. This turned out to be a component like JavaScript: useful in many unpredictable—serendipitous—ways.

Gastronomy: the frequency of ingredients in increasingly complex food recipes. The dataset for this graph was 56,498 recipes from allrecipes.com, epicurious.com, and menupan.com and 381 possible ingredients. Source: Thomas Fink, Martin Reeves, Ramiro Palma, and Robert Farr, “Serendipity and Strategy in Rapid Innovation,” Nature Communications 8, no. 2002 (December 2017). Courtesy of the London Institute for Mathematical Sciences and the BCG Henderson Institute.

Technology: the frequency of development tools in increasingly complex software products. The dataset for this graph was 1,158 software products cataloged by stackshare.io and 993 possible development tools. Source: Thomas Fink, Martin Reeves, Ramiro Palma, and Robert Farr, “Serendipity and Strategy in Rapid Innovation,” Nature Communications 8, no. 2002 (December 2017). Courtesy of the London Institute for Mathematical Sciences and the BCG Henderson Institute.

We can draw some key lessons from this for imagination. First, as we act in the world, we should expect and look out for serendipity—running into something valuable and novel—because it is a mathematical inevitability. Second, when there are a lot of easy wins in an unexplored area, we should focus on speed: building simple things and rapidly colliding them with the world. Third, most counterintuitively, when the wins are hard to find, it makes sense to collect and hold on to things that have rising utility with complexity, like the idea of peer-to-peer marketplaces, bell peppers, scallions, or JavaScript. In mature innovation spaces in big companies, when the dominant tone is serious, settled, and practical, we should actually seek more things that don’t have an immediate use. We should be more like magpies, collecting shiny, interesting ideas, increasing the likelihood of unusual serendipitous combinations.

NOTES

a. Oxford English Dictionary, online edition, 2020.

b. T. M. A. Fink et al., “Serendipity and Strategy in Rapid Innovation,” Nature Communications 8 (2017).

Producing a small, viable prototype laptop in the 1980s would have raised many engineering and manufacturing challenges. It would have been normal to try and solve these first. Instead, Apple began with the one thing it wanted to get right: whether it could make a laptop-like object that looked friendly. It could explore this early and comparatively cheaply by designing, creating, reimagining, and redesigning product shells.

In relation to your own idea, you can ask:

  • Is there a way I can try this idea out in microcosm?
  • Is there one critical feature, or even a side feature, of this mental model that I can try out now?

We should produce a representative sample, or a minimum viable product, when we want to persuade others, especially others who may be skeptical of our idea. The point of this exercise is not to persuade anyone, but to support our own rethinking loop.

PROBE PLAYFULLY

Another way of probing the world is to act playfully. In play, we are not aiming for a goal or testing a hypothesis. Rather, we have a starting point and improvise based on our imagination from there, driven by a sense of “why not?” (See the sidebar “The Function of Play.”)

Play can help evolve mental models or reveal new models and paths to growth. For example, Play-Doh, originally called Kutol Cleaner, began as a product to clean wallpaper, until business owner Joe McVicker overheard a teacher saying that kids in art class found modeling clay too tough to manipulate. On a whim, McVicker shipped a box of wallpaper cleaner to the school, and the class loved it.9 We can suppose McVicker thought something like, “Why not? Might as well try it.” He was acting playfully, improvising. He was then savvy enough to use the surprise result to fully reimagine his business. (See figure 5-8.)

We might feel that play doesn’t, or shouldn’t, happen much in business, except in companies probably much more fun than our own, like Play-Doh. However, the underlying mindset is valuable across all kinds of businesses and organizations.

Figure 5-8  Kutol Wall Cleaner was reimagined as Play-Doh

Source: Courtesy of Hasbro.

The story of Google Maps also began with play. In 2004, then CEO of Google Eric Schmidt was in a meeting with his team. Cofounder Sergey Brin was also there but was not paying attention. Instead he was playing around on his laptop with a tool he had discovered, Keyhole, a browsable satellite map of the world. Brin searched for his own house and then looked up the houses of the people next to him in the meeting. As Vox reported:

He’d shown his laptop to a couple people, and people said, “Oh shit, do me, do me.” And this guy doing the presentation was really starting to sweat, and Sergey eventually gets up and unplugs the projector, says “This thing’s cool and we should buy it,” and he plugs his laptop into the projector and shows us Keyhole. And, literally, these executives are shouting out their addresses because they want to zoom in on their houses from space.10

Google eventually acquired Keyhole, which grew into Google Maps. The journey started, however, with putting the official goal of a meeting on hold to explore something in a playful way. They accelerated their imagination by messing around with something in the world.

PROBE ITERATIVELY

Another key to action that can accelerate imagination is to probe the world iteratively. Colliding a mental model with the world once is rarely enough; rather, you have to set up a dialogue between mind and reality. (See figure 5-9.)

Figure 5-9  Ideas need to travel from mind to world and back repeatedly to develop

Sometimes, probing iteratively can lead to a transformational surprise, as in Charles Goodyear’s accidental invention of rubber for car tires:

After learning about rubber, he convinced himself he could make his fortune by turning it into useful objects like waterproof shoes. All attempts ended in disaster and his life became a catalog of misery and misfortune. His shoes melted in the summer heat, six of his twelve children died in infancy, and his family had to live in grinding poverty But Goodyear was determined. When debts landed him in jail, he simply asked his wife to bring him a rolling pin and some rubber and he carried on inventing in his cell. He finally made his big breakthrough when he accidentally dropped a piece of rubber on a hot stove. It cooked and shriveled into a hard black mass that Goodyear immediately spotted as the thing he’d wanted all along. This is how he developed the tough black rubber we use in tires today by a cooking process now known as vulcanization.11

Over multiple iterations, we give ourselves a chance to create as many interesting accidents and anomalies as possible. And in iterating, we don’t just evolve the specific idea; we evolve the mind that is evolving the idea. If the iteration continues over time, we can change many minds and eventually the whole company.

The Function of Play

We don’t usually think of play as being an essential part of business. Play, in a business context, looks like an optional extra: something you do after you’ve finished work, rather than an integral part of work itself. There are gestures toward playfulness in some modern offices: beanbags, LEGO corners, foosball tables, and so on. But these often just suggest that there are fun things you can theoretically do if you finish all your work and still want to stay in the office. They aren’t often designed to make the work itself more imaginative and valuable.

What is play and why is it useful in business? Play is imagination-driven improvisation: it is a way of acting on imagination, which creates surprises that further inspire imagination.

The key to play is improvisation. As described by psychologist Mihály Csíkszentmihályi, play happens when we do things without much premeditation that are within our ability. For example, a pianist might play (in the playing around sense) by trying new chords and melodies as they come to her mind. She imagines something and then acts it out, without analysis or planning. The resulting unpredictable musical context she creates may inspire her to come up with further improvisational moves. We interviewed jazz musician Philip Clouts, who described this in his own work: “An idea for a piece will often come when I’m at the piano. When I’m playing around, something might come up and then I will pursue it because it seems interesting. You play around and you stumble across something. It’s about being in the process of doing something musical, which leads to a musical idea, which might be strong enough to warrant working on.”a

A basic condition for play is that the situation is derisked: there are no repercussions for doing something unexpected. This enables us to act unhindered by fear of consequences, simply driven by the imagination of the moment.

As Csíkszentmihályi writes, “Play is action generating action: a unified experience flowing from one moment to the next.”b When things work well, play creates a mental state called “flow,” “in which people are so involved in an activity that nothing else seems to matter,” which is highly conductive to learning.c

We can describe the function of play, therefore, as derisked, accelerated learning. It is useful in business because it creates a fast feedback loop between mind and world. It is action that accelerates imagination. When we play, we let a half-formed, imaginative idea—which we might describe as a hunch—dictate our action. Free of potential judgment and the requirements of planning, we can quickly set up a back-and-forth with the world. Whether we are messing around with an interesting online tool we discovered, doing a minute-scale test of a product on a nonrepresentative sample, or printing postcards to hand out on the street, we are acting quickly to create a context in which we might be inspired to rethink further.

One example of useful play in business is the LEGO Serious Play Method, which is a facilitated meeting and problem-solving process in which participants construct models from building blocks and are prompted by a series of questions, probing deeper and deeper into the subject. Indeed, the name “LEGO” is an abbreviation of Danish words “LEg GOdt,” meaning “play well.” And the imagination games throughout this book are also designed to facilitate derisked, accelerated learning with colleagues around key capabilities of imagination.

NOTES

a. BCG Henderson Institute, interview with Philip Clouts, Axminster, England, June 17, 2019.

b. Mihály Csíkszentmihályi and Stith Bennett, “An Exploratory Model of Play,” American Anthropologist 73, no. 1 (1971): 45–58.

c. Mihály Csíkszentmihályi, Flow: The Psychology of Optimal Experience (New York: Harper Perennial, 2008).

We can see this in the history of the LEGO Group, which began doing carpentry for local houses and churches, but has evolved over time in ways that could not have been predicted. (See figure 5-10.)

Figure 5-10  The LEGO® Group timeline

Source: © 2020 The LEGO Group, except wooden blocks, © Niels Aage Skovbo/Fokus Foto; Monypoli board game, LEGO AS, Denmark, 1947 via Creative Commons; The LEGO Movie poster, courtesy of AA Film Archive/Alamy Stock Photo; and The LEGO Movie 2: The Second Part poster, courtesy of BFA/Alamy Stock Photo.

It can be surprisingly hard, on an emotional level, to let evolution beat design. It is difficult to let your favorite ideas change. Yet imagination when combined with iterated action can start us on a journey that leads to valuable things that we never expected.

Artist Jane South of the Pratt Institute shares her experience guiding people through the process of imagining, creating, and reimagining:

A sculpture student shows me a drawing and says, “This is what I am going to make.” I say, “All right, go ahead.” Next week I come back and what they’ve made looks nothing like their original drawing. Disappointed, the student says, “Oh my God, I’ve failed! I did not mean to make this ” Yet this is the point at which they are actually creating something. If an artist is determined to stick to their first idea, they miss all the opportunities for the imagination to allow other things they have encountered (all of those experiences recorded somewhere in your being) into play with whatever their initial impetus was. If the process of making is not surprising, it is not creative! It’s not until you actually start making, that you open the door to this, and things manifest in a way you can’t predict.12

What Blocks Action?

Some key pathologies stop ideas moving from mind to world and back again.

Ignoring Surprise

This block is the tendency in business to focus only on whether some initiative was successful according to predefined metrics such as customer satisfaction or revenue potential. We take an idea from the mind into the world, but not back into the mind for further evolution. The solution is for every formal and informal report on action to include what we learned in addition to any conclusions about success or failure.

Not Iterating

This is the block of giving an idea only one chance to evolve, which comes from thinking that the first iteration of the idea basically captures the value there is to be captured, rather than seeing the first iteration as a starting point for many cycles of reimagination.

The name of the rust-prevention spray WD-40 stands for “Water Displacement perfected on the 40th try” because it took the company forty attempts to get the formula right.13 Yet the iteration was worth it because what started as a niche product in the aerospace industry in 1953 became hugely popular with home consumers. The solution, then, is to remember WD-40 as a symbolic product around imagination: a reminder that a starting idea will go through the reimagination loop perhaps forty times.

Reliance on Permission

This pathology is the often-pervasive sense, particularly in large businesses, that nothing can be done without permission from someone else. Similar to the mindset dominant during feudal times, this block derives from a fear of judgment by superiors. The mindset can persist even as one rises up the ranks, however, and even someone running a company can be held back by an ingrained feeling that they need some kind of permission—from the board, peers, or a comprehensive, unquestionable feasibility study—before acting on an idea. The solution is to remember that permission makes less and less sense the closer you come to the position of leader.

Overemphasis on Analysis and Deduction

This pathology is the expectation that early-stage ideas should be backed by as much analysis as further developed ideas. In reality this expectation means that everyone must hide how they actually explore ideas in the early stages (when detailed analysis is impossible because they are still exploring what the idea is) or more often than not, avoid altogether the messy, unpredictable, and iterative process of developing new ideas. People still get inspiration from accidents, anomalies, and analogies and think of new mental models, but never act on them because the hurdles of required proof are too high and come too soon. In the next chapter, we look in more detail at less-specific metrics to apply the early stages of an idea. Detailed metrics should apply eventually, but the antidote to the overemphasis on analysis is to accept the messy, nonmeasurable early period of imagination.

Not Letting Go

This is the pathology of holding on to treasured ideas and mental models, rather than letting them evolve. The opposite of this is an important virtue: the mental habit of holding lightly onto one’s own ideas. We can take inspiration here from science, which cultivates a willingness to move on from an initial idea when it is falsified or when a more comprehensive or insightful mental model is presented. Biologist Richard Dawkins explains:

I have previously told the story of a respected elder statesman of the Zoology Department at Oxford when I was an undergraduate. For years he had passionately believed, and taught, that the Golgi Apparatus (a microscopic feature of the interior of cells) was not real Every Monday afternoon it was the custom for the whole department to listen to a research talk by a visiting lecturer. One Monday, the visitor was an American cell biologist who presented completely convincing evidence that the Golgi Apparatus was real. At the end of the lecture, the old man strode to the front of the hall, shook the American by the hand and said—with passion—“My dear fellow, I wish to thank you. I have been wrong these fifteen years.”14

Games to Play

To practice some of the techniques in this chapter, you can play some imagination-provoking games with colleagues.

The News Headlines Game

This game centers around the idea of being monomaniacal about a new, imaginative mental model. Choose an idea you have been thinking about recently. Go to your favorite news site, and for every news story on the home page, try to see your idea in it. Ask yourself:

  • What is one way I can connect this story to my idea? Feel free to be playful.
  • What do I notice about this story when I read it with my idea in mind?

Next, reflect and consider if any of these encounters of your idea with the world raised any interesting or surprising thoughts about your idea. See if this suggests any ways to build on, deepen, or refine your counterfactual mental model. Do this for a week to explore the full potential of your idea across a range of contexts.

The $100 Game

Pick one idea you want to collide with the world. Then think of:

  • One way you could act on it, given $100,000 and three months
  • How you could act on it with $10,000 and one month
  • How you could act on it with $100 and one week
  • One cheap, easy, perhaps playful way you could probe the world around this idea today, using the resources you have right now

Then swap ideas with a colleague: listen to their idea and explain yours to them. Answer the same set of questions for their idea, then discuss the suggestions you came up with for each other’s ideas. If you feel moved, do the action you came up with before the end of the day.

Good Questions to Ask

Some good questions to ask to learn and enrich your idea through colliding it with reality are:

  • Where do I want to focus my attention to move the idea forward?
  • What is one area of knowledge I could dive into to feed my imagination around the idea?
  • What would be the ideal environment to observe the need for this idea?
  • What is one dimension of the idea that I could explore immediately and at minimal cost?
  • How could I play with the idea?

Organizational Diagnostic

We can assess how good our organization is at supporting the task explored in this chapter: colliding ideas with the world to accelerate imagination. Each question is linked to a related action in the chapter, which could be a useful starting point if your organization scores poorly on that question.

Never

Rarely or less than once a year

Sometimes or once a month to once a year

Usually or once a week to once a month

Always or more often than weekly

(1)

(2)

(3)

(4)

(5)

Related action

Employees talk to each other often about speculative and early-stage ideas.

Be monomaniacal

Employees visit new geographical or social environments to develop new ideas.

Visit a relevant environment

Our firm encourages and invests resources in developing an employee’s own early-stage ideas.

Create a learning journey

Our firm tries early-stage ideas without expecting them (at first) to be justified by financial analysis.

Probe early

People in our firm can generally ask forgiveness rather than permission when trying new things.

Probe playfully

Employees have playful conversations at work.

Probe playfully

People with ideas in our company are willing to try them out in a rough form and get real-world feedback.

Probe iteratively

Our company reports on lessons learned from initiatives as well as direct financial outcomes.

Probe iteratively

TOTAL

After you have added up your total, score your current situation: 31–35, excellent; 21–30, good; 11–20, moderate; 0–10, poor. To benchmark your score against other organizations, please visit www.theimaginationmachine.org.

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