This year marks the 40th anniversary of the invention of
group brainstorming, but there won't be any celebrations.
Brainstorming is in a sorry state. Although nearly everyone
knows the name, few people can list the rules that
differentiate between a group of people generating ideas and
a disciplined brainstorming session as described by its
creator in 1957. And researchers have been no help. They
contrive silly experimental settings and measure trivial
outcomes so that their research findings make no sense for
supervisors in real organizations.
Robert Sutton and Andrew Hargadon, from Stanford University,
are new to brainstorming research. Indeed, Professor
Hargadon was surprised when a colleague told him in 1994 that
brainstorming was ineffective. Hargadon had spent 15 months
working at a product design consulting firm in Palo Alto
named IDEO, and this firm relies heavily on group
brainstorming to design new products for its clients. He
remembered it to be highly effective. Could he be wrong?
Sutton and Hargadon descended on IDEO with a research team
and spent 14 months learning everything they could. Of
special interest to us, they learned how IDEO carries out
brainstorming, and they learned how it helps them.
At IDEO, design teams organize brainstorming meetings 1) when
they begin a new project to get ideas to pursue, and 2) when
they get stuck and don't have time to delay. Team leaders
carefully assemble brainstorms by inviting 3-10 people who
are not on the design team. One leader chooses people by
sending out E-mail messages asking for help and using
responses to gauge interest. A good brainstorm includes
people with complimentary expertise.
Brainstorms meet in a conference room for a set period,
usually 45-120 minutes. The team leader provides good food
and drink, pens and butcher paper at each seat, and models of
the product or similar products. The first 5-30 minutes is
devoted to presenting the problem or need, "it's too
expensive, it doesn't work, it breaks too easily, it's too
noisy," and so on. Members wait to offer ideas until
everyone has a good grasp of the task facing them. If
necessary, technical information precedes the meeting.
When ideas begin to flow, the team leader writes them on
white boards, and enforces the interaction rules posted on
every wall: 1) defer judgment (don't criticize), 2) build on
ideas of others, 3) one conversation at a time, 4) stay
focused on the topic, and 5) encourage wild ideas. In the
last few minutes, the team leader asks people to select the
most promising ideas for further development. After everyone
leaves, he/she takes pictures of the white boards, collects
people's notes, lists, and drawings, and writes a report
describing the results of the session.
The most obvious outcome for IDEO is good products. They're
the top firm in their field, but Sutton and Hargadon knew
that before they began. More specifically, brainstorming
helps people at IDEO learn and remember solutions to
problems. They need not repeatedly search out solutions to
the same problems they encounter in new products.
Prototypes, for example, are collections of these solutions,
and they're often found on people's desks to remind them.
Brainstorming also supports an attitude of wisdom that helps
people work together. It discourages excessive caution which
dampens curiosity by causing people to fear failure and
criticism. It also discourages excessive confidence or
arrogance which dampens curiosity by convincing people that
they already know the right answers. Brainstorming
helps people learn to test their ideas and to ask for
advice; to learn from others, to admit they need help, to
listen carefully, and to learn from mistakes. People act
with knowledge while doubting what they know, they
experiment. This is wisdom.
At IDEO, brainstorming also creates a setting in which status
can be won by individuals through merit: by being smart
designers and helping others to be good designers, too. And
since this is IDEO's business, brainstorms focus pressure on
people to develop and display exactly the skills and traits
needed by the company.
Finally, brainstorms are fun. Nearly everyone at IDEO
likes them, and they feel their jobs are more interesting because
of them.
So, could brainstorming, as IDEO has developed it, help you
take fuller advantage of the brains in your business? Try it
and find out.
Reference: Sutton, Robert I., and Andrew Hargadon (1996).
Brainstorming Groups in Context: Effectiveness in a Product
Design Firm. Administrative Science Quarterly, 41 (l996),
685-718.
Supervision Findings, by James Larsen, Ph.D.
Leveraging Brains
Researchers discover a company that has perfected group brainstorming.