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• PEOPLE PRACTICE THE CREATIVE SEARCH FOR BACKGROUND KNOWLEDGE IN SEVERAL WAYS :
(1)READ IN A VARIETY OF FIELDS
(2)JOIN PROFESSIONAL GROUPS AND ASSOCIATIONS
(3)ATTEND PROFESSIONAL MEETINGS AND SEMINARS
(4)TRAVEL TO NEW PLACES
(5)TALK TO ANYONE AND EVERYONE ABOUT YOUR SUBJECT
(6)SCAN MAGAZINES, NEWSPAPERS AND JOURNALS FOR ARTICLES RELATED TO THE SUBJECT
(7)DEVELOP A SUBJECT LIBRARY FOR FUTURE REFERENCE
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(8)RECORD USEFUL INFORMATION AND DEVOTE TIME TO PURSUE NATURAL CURIOSITIES
• THIS PHASE CONTINUES AFTER INCUBATION PROCESS, IT IS OFTEN DIFFICULT TO DETERMINE WHEN THE
INCUBATION PROCESS ENDS AND THE IDEA EXPERIENCE PHASE BEGINS, MANY PEOPLE ARE UNAWARE OF
MOVING FROM PHASE 2 TO PHASE 3.
• HERE ARE SOME WAYS TO SPEED UP THE IDEA EXPERIENCE:
(1)DAYDREAM AND FANTASIZE ABOUT YOUR PROJECT
(2)PRACTICE YOUR HOBBIES
(3)WORK IN A COMFORTABLE ENVIRONMENT (FOR EXAMPLE, AT HOME INSTEAD OF THE OFFICE)
(4)PUT THE PROBLEM ON THE BACK BURNER (REDUCED PRIORITY)
(5)KEEP A NOTEBOOK AT YOUR BEDSIDE TO RECORD LATE-NIGHT OR EARLY-MORNING IDEAS
(6)TAKE BREAKS WHILE WORKING 10
THIS IS THE MOST DIFFICULT STEP OF A CREATIVE (1)INCREASE YOUR ENERGY LEVEL WITH PROPER EXERCISE, DIET
ENDEAVOR AND REQUIRES A GREAT DEAL OF AND REST
COURAGE, SELF-DISCIPLINE AND DETERMINATION. (2)EDUCATE YOURSELF IN THE BUSINESS PLANNING PROCESS
SUCCESSFUL ENTREPRENEURS CAN IDENTIFY IDEAS AND ALL FACETS OF BUSINESS
THAT ARE WORKABLE AND THAT THEY HAVE THE
(3)TEST YOUR IDEAS WITH KNOWLEDGEABLE PEOPLE
SKILLS TO IMPLEMENT. MORE IMPORTANT, THEY DO
NOT GIVE UP WHEN THEY RUN INTO TEMPORARY (4)TAKE NOTICE OF YOUR INTUITIVE HUNCHES AND FEELINGS
OBSTACLES. OFTEN THEY WILL FAIL SEVERAL TIMES (5)EDUCATE YOURSELF IN THE SELLING PROCESS
BEFORE THEY SUCCESSFULLY DEVELOP THEIR BEST
IDEAS. IN SOME CASES ENTREPRENEURS WILL TAKE (6)LEARN ABOUT ORGANIZATIONAL POLICIES AND PRACTICES
THE IDEA IN AN ENTIRELY DIFFERENT DIRECTION OR (7)SEEK ADVICE FROM OTHERS (FOR EXAMPLE, FRIENDS, EXPERTS)
WILL DISCOVER A NEW AND MORE WORKABLE
(8)VIEW THE PROBLEMS YOU ENCOUNTER WHILE IMPLEMENTING
IDEA WHILE STRUGGLING TO IMPLEMENT THE
YOUR IDEAS AS CHALLENGES TO BE OVERCOME
ORIGINAL IDEA. 11
GOVERNMENT.
ALLIANCE Entrepreneurship Management – Module 3
SOURCES OF INNOVATIVE IDEAS
• UNEXPECTED OCCURRENCES:
• THESE ARE SUCCESSES OR FAILURES, BECAUSE THEY WERE UNANTICIPATED OR UNPLANNED, OFTEN END UP
PROVING TO BE A MAJOR INNOVATIVE SURPRISE TO THE BUSINESS.
• FOR EXAMPLE, ALEXANDER FLEMING WAS SURPRISED TO NOTE THAT A CONTAMINATION OF A BACTERIAL PLATE CULTURE
SUPPRESSED THE GROWTH OF HIS BACTERIA. HE IDENTIFIED THE CONTAMINATION AS PENICILLIN MOULD. LATER,
AUSTRALIAN SCIENTIST HOWARD FLOREY DREW ON FLEMING’S OBSERVATION TO CREATE THE INDUSTRIAL-SCALE
MANUFACTURE OF PENICILLIN.
• INCONGRUITIES:
• THESE OCCUR WHENEVER A DIFFERENCE EXISTS BETWEEN EXPECTATIONS AND REALITY. INNOVATION IS
THE CREATION OF SOLUTIONS TO INCONGRUITIES.
• FOR EXAMPLE (NINTENDO AND SONY’S PLAYSTATION) : IN THE 1980S KEN KUTARAGI WAS WATCHING HIS DAUGHTER
PLAYING WITH A NINTENDO ENTERTAINMENT SYSTEM WHICH PRODUCED POOR QUALITY SOUND AND RELIED ON A
MAGNETIC TAPE DRIVE AND WONDERED WHY SUCH A GOOD GAME HAD SUCH TERRIBLE SOUND. KEN KNEW FROM HIS
RESEARCH WITH SONY THAT HE COULD DEVELOP A BETTER PRODUCT FOR NINTENDO. ATTENTIVENESS TO THIS
INCONGRUITY LED NINTENDO TO CONTRACT SONY FOR ITS NEXT GENERATION MACHINE THAT INCORPORATED BETTER
SOUND AND FLOPPY DISK TECHNOLOGY. EVENTUALLY THIS LED TO THE DEVELOPMENT OF SONY’S PLAYSTATION
PRODUCT RANGE WHICH WAS A KEY PILLAR IN SONY’S PROFITABILITY FOR MANY YEARS.
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• DEMOGRAPHICS:
• THESE ARISE FROM TREND CHANGES IN POPULATION, EDUCATION, INCOME CHANGES, AGE, OCCUPATIONS, GEOGRAPHIC
LOCATIONS AND SIMILAR FACTORS. DEMOGRAPHIC SHIFTS ARE IMPORTANT AND OFTEN PROVIDE NEW ENTREPRENEURIAL
OPPORTUNITIES.
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• KNOWLEDGE-BASED CONCEPTS:
• THESE ARE THE BASIS FOR THE CREATION OR DEVELOPMENT OF SOMETHING BRAND NEW. INVENTIONS
ARE KNOWLEDGE-BASED; THEY ARE THE PRODUCT OF NEW THINKING, NEW METHODS AND NEW
KNOWLEDGE. SUCH INNOVATIONS OFTEN REQUIRE THE LONGEST TIME PERIOD BETWEEN INITIATION AND
MARKET IMPLEMENTATION BECAUSE OF THE NEED FOR TESTING AND MODIFICATION.
• FOR EXAMPLE: TODAY’S SMART PHONE TECHNOLOGY HAS ADVANCED TO TRANSFORM THE MOBILE PHONE INTO A CAMERA,
INTERNET ACCESS RESOURCE AND MUSIC PROVIDER. THIS HAS REVOLUTIONIZED THE WAY WE USE DIFFERENT TECHNOLOGIES
TODAY. THESE CONCEPTS WERE NOT THOUGHT POSSIBLE TEN OR SO YEARS AGO.
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