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BEST IDEAS

Discovering

needs and wants

- Active process of research

- Find out firsthand what people would use

- Observation and contact

- Testing the prototypes

(simple, good and fast)

PHASES

detect new consumer needs

Innovation PROCESS

3 premises

EXPERTS

DEADLINE

NO permanent

assignments

on the process

X

Meeting the client company

Promoting Creativity

Kick-off of the project

- information & research

- split into groups

FIELD WORK

- communicate and sharing

- They do NOT give a status

- Fun and relaxed atmosphere

- Workers build their own spaces

- They build on the ideas of others

" The Deep

Brainstorming

Dive"

- all the group participates

- ideas posted on the walls

- VOTING the best ideas

Refocusing

- dividing in TEAMS

- areas of concern

Prototyping

in TEAMS:

- trial and error

- mock - ups

- showing them to the rest

Working on the FINAL DESIGN

THE ROLE OF CHAOS

IDEO wants innovative and fresh IDEAS

Achieving a culture of confidence and acceptance

GOOD environment to promote creativity

FOCUSED

CHAOS

FUNNY place

Chaotic

WILD

IDEAS

- Innovative culture

- No hierarchy

- Common values

- The team judge the best ideas

- Ask forgiveness instead of asking permission

- Fail often in order to succeed sooner

- Teamwork

Way people come up

with new ideas

Management of

4th GIB

change & innovation

Paula de la Guardia

Clara López

Irene Pérez

Omar Salido

SECRETS OF IDEO SUCCESS

-The process of work.

good teamwork

No experts in any given area

Teamwork

  • Teamwork is the key of the success

Deeply research

open mind

hard work

  • IDEO employs interdisciplinary teams of experts in different knowledge (anthropology, ethnography, psychology, marketing, engineering...)

Hierarchical structure

  • There is a boss , but
  • Everyone participates

-Innovative and creative environment.

Horizontal Structure

  • Build on ideas of others

constructive chaos

Developing projects individually

ADVANTAGES

  • Stay focus on topic

DISADVANTAGES

  • Easier organization
  • Less ideas
  • Higher compromise
  • Less points of view
  • Less pressure

1991

Global design company

Creates new products

"We create positive impact through design"

Creative methodology

Thinks "out of the box"

(IDEO.com)

Apple, Samsung, P&G

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