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1. FORGING: The principle of constructive conflict.
2. TACKLING THE TYRANT: The principle of worst things first. (David/Goliath).
3. FIDDLING: The principle of inveterate tinkering.
4. MIND-WARPING: The principle of rigid flexibility.
5. RELENTLESS PREPARATION: The principle of forever learning.
6. MEASURING TWICE: The principle of methodical meticulousness.
7. FORCE MULTIPLICATION: The principle of equitable teamwork.
7 PRINCIPLES:
HOW DO YOU SEE A PROBLEM?• Common Logic: A problem is something to be dealt with so we can go on to more productive things.
• It’s a mind-set that robs us of enjoyment and obscures the one thing essential to the success of any organization: Opportunities.
Charles Kettering, another Daytonian, told his staff: “Don’t bring me anything but trouble…good news weakens me.”
PROBLEMS = OPPORTUNITITES
THE KEY ELEMENT IN DETERMINING WHO REALLY SOLVED THE PROBLEM LIES IN HOW YOU DEFINE THE CONCEPT OF FLYING.
SOLVING PROBLEMS IS WHAT WE DO DAILY
“It’s quite a three-pipe problem, and I beg that you won’t speak to me for fifty minutes!” (-Sherlock Holmes)
•TOUGH MENTAL HONESTY
•HIGH-SPIRITED ENTHUSIASM
•FOCUSED LISTENING
•OPEN (FLEXIBLE) THINKING
•CONFIDENT SELF-IMAGE
Principle 1: FORGING
MAKING CONSTRUCTIVE CONFLICT EFFECTIVE • ASSESS FIRST
• ESTABLISH THE OBJECTIVE
• KEEP IT LIVELY BUT CIVIL
• PERIODICALLY TAKE THE TEMPERATURE
• PROTECT SELF-IMAGES
• DON’T FORCE IT
• PERIODICALLY SWITCH POSITIONS
• AVOID COMPROMISE
• INCLUDE THE “UNINFORMED”
BY DISTILLING THE PROBLEM DOWN TO A SERIES OF SMALL DOORS TO BE OPENED, THE WRIGHT BROTHERS IDENTIFIED 6 CATEGORIES OR SUBSETS
WITHIN THE OVERALL PROBLEM.
• WING DESIGN (generating sufficient lift)
• PROPULSION (propellers to provide thrust)
• POWER (a lightweight, gas-powered engine)
• CONTROL (a means to manage instability in flight)
• BALANCE (the ability to keep the craft level in flight)
• FLYING SKILL (the ability to actually fly the machine)
THE WORST FIRST: BALANCE & CONTROL
Principle 2: TACKLE THE “TYRANT”: THAT PORTION OF A PROBLEM (Challenge, Opportunity, Difficulty) THAT RULES, OFTEN CRUELLY, OVER ALL OTHER COMPONENTS.
WRIGHT BROTHERS’ PROBLEM-SOLVING PROCESS:
•DETERMINE THE RESOURCES NEEDED TO SOLVE
• RANK SUBSETS IN TERMS OF DEGREE OF DIFFICULTY
• PICK THE TYRANT
• TACKLE THE WORST (more difficult) FIRST
•BREAK PROBLEM DOWN INTO SMALL COMPONENTS/SUBSETS
• IDENTIFY THE OBSTACLES/BARRIERS
THE COST OF IGNORING THE TYRANT:
• IT CREATES A FALSE SENSE OF SECURITY
• IT HAS MANY COSTS (time/money): “Lost Opportunity”
• IT LEADS TO TUNNEL VISION
• TIME LOSS IS DOUBLED
• IT CREATES A HIDING PLACE FOR CLUELESS EMPLOYEES
3. FIDDLING: The Principle of Inveterate Tinkering
TINKERING: The art of looking for connections and contrasts, either Conceptual (Mental) or Tactile (Physical).
Brainstorming is a form of Conceptual Tinkering.
“HAWTHORN HILL”
Orville Wright, 1947
The rubber band operated Penaud Helicopter Toy - 1870
Sketch by Orville Wright (drawn 1929) of the rubber band operated Penaud
Helicopter Toy of 1878 Alphonse Penaud
1850 - 1880
•BY AGE 5: Orville is tinkering with clocks
•BY AGE 10: Orville takes up the sport of kite flying
•WHEN WILBUR IS 14/ORVILLE IS 10: decide to build a wooden lathe
•Orville experiments with tar sweetener
•AT AGE 12: Orville fashions an engraving tool and starts woodcutting
•AT AGE 16: Orville creates a printing press
•Orville takes a new adding machine that uses 81 keys and creates a 10-key model
•Orville reworks a noisy typewriter