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What an Innovation Lab is, in the language of innovation research

The final theory page does two things: it names the kind of environment you may join next, using concepts from the literature, and it sets out what the research says about keeping creative capability alive over time.

Boundary objects, boundary agents, boundary spaces

Goller and Bessant close their book with a framework that describes the SINFT model almost exactly.

A boundary object is something concrete enough that people from different worlds can gather around it and have a conversation they could not otherwise have. Prototypes are the classic case — but so is a finished collection with a story attached.

Boundary agents are people who can operate in more than one network, see relevance across them, and make connections. The sociologist Ronald Burt built a theory around brokers who bridge otherwise separate networks; Goller and Bessant note that successful entrepreneurs work this way, infecting others with a vision and drawing them into shared exploration. Their observation about eighteenth-century salons is the useful one: the secret was never inviting guests and setting out refreshments. It was acting as a marriage broker for creative minds, catalysing conversations that would not otherwise happen.

Boundary spaces are the settings arranged so that these encounters occur. They stress that a space is much more than a physical location — like a theatre, you can provide the stage, but it is the arrangement of scenery, lighting, actors and direction that brings it to life. They describe innovation labs that succeed not because of their equipment but because of the networking and mentoring inside what becomes a community of practice, and note the growing role of virtual boundary spaces, whose advantage is reach: they open co-creation to a geographically far-flung and genuinely diverse community.

That last sentence describes a Europe-wide platform of Innovation Labs. It is worth knowing that the kind of environment you may join next has a name in the research and a track record.

Four approaches a creative team can build on

Goller and Bessant's fifth section surveys approaches a creative team can adopt, and each suggests a different route forward.

User innovation. The people who use something are frequently the ones who improve it. This means the community a project serves is a source of innovation, not only a beneficiary of it — which turns "consulting them" into "building with them".

High-involvement innovation. Innovation capability distributed across everyone rather than concentrated in a designated creative function. This is the organisational version of what a team does when every member holds a role.

Design thinking, and agile innovation and lean start-up. Structured approaches to learning by building under uncertainty — the tradition your prototyping week belongs to.

Creativity under extreme constraints. Perhaps the most directly encouraging for youth organisations: severe limits on money, materials and time are a recognised condition for creativity rather than an excuse for its absence.

Open innovation and relational networks

Dawson and colleagues distinguish closed from open innovation — the shift from doing everything inside your own boundaries to drawing on ideas, partners and capabilities outside them. They pair this with what they call the human side of innovation: building and sustaining relational networks, and a process model of continuous innovation rather than one-off projects.

This is the theoretical case for treating partnerships and relationships as worth as much as the output. Someone who finishes a project with three working relationships in other countries has acquired something more durable than the project itself.

They also treat disruptive innovation — the pattern by which established players are displaced by approaches that initially look inferior — which is a useful corrective for a small team measuring itself against large, well-resourced projects.

Ambidexterity as an ongoing requirement

The exploration/exploitation tension from the previous lesson returns here as a permanent condition rather than a phase. Dawson and colleagues argue that organisations must excel at both to prosper or even survive: serving current demands while creating the future. Two forms are needed — ambidexterity at the level of the organisation, and leaders capable of switching between fostering explorative and exploitative behaviours as circumstances demand.

For anyone deciding what to do next, this is the shape of the choice. Repeating what you already know how to do is exploitation; attempting something adjacent is exploration. Only doing the first means getting better and then stalling. Only doing the second means never accumulating capability. A good plan contains some of each.

Pattern recognition, data and what does not change

Goller and Bessant's final chapter notes that developments in large-scale data analysis provide new tools for the pattern recognition that sits at the heart of creative problem-solving — uncovering hidden patterns and directing the search for solutions more effectively. Their treatment is neither breathless nor dismissive, which is the right register for any technology you will meet in the next five years.

Against that, the durable elements. Nijstad and colleagues' call to bridge creativity and innovation research is a reminder that the fundamental problem — generating good ideas and getting them realised and adopted — has not changed and is not close to solved. Adair's judgement holds too: for ninety-nine hours out of a hundred, creative thinking is not very creative, but is endlessly varied combinations of analysing, synthesizing, imagining and valuing. No tool has replaced those four operations, and none currently on the horizon does.

Thinking creatively about your own life

Adair ends his book by extending the entire method from work to the person, and it is the right place to end a course for young people. His claim is that your life is not being dictated to you from a pre-recorded script; the same cycle of conscious analysis, imagination, intuition and trial-and-error that produces good work also produces a life. He describes life as a series of beginnings.

Two of his closing lines belong in a final session. It is not what happens to you in life that matters but how you respond — the creative response is to transform bad things into good, problems into opportunities. And: the freedom you give yourself to make mistakes is the best environment for creativity.

For a young person whose first project got no response, those two sentences are more useful than any market analysis.

Carried into practice

The nine doors are routes that keep a boundary space alive after its first object is finished. "Keep the roles, rotate the people" is high-involvement innovation. "Own your primitives" and the partnership emphasis follow from open innovation and relational networks. And choosing two or three doors rather than one repeats the ambidexterity requirement: some exploitation of what you now know how to do, some exploration of what you do not.
 

Credits …
NFT ❯
ⓘ Lab Description