GLOSSARY OF TERMS
Ah-Ha Moment: An unexpected failure during an innovation activity that presents significant opportunities for learning
Adjacent Innovation: An innovative solution that represents the reconfiguration of an existing solution, or the application of an existing solution in a new way; these solutions tend to represent a moderate level of risk
Agile: A solution development methodology that emphasizes iteration, constant monitoring, and adaptation as a project progresses
Barriers to Success: Challenges that must be overcome to achieve an innovation goal
Baseline: A starting point against which future progress is measured
Bold Failure: A failure that results from a high-risk innovation activity
Business Unit: Refers to the office or division in which your immediate team resides
Calculated Risk: An experiment that fails due to an unlikely, but known, risk
Challenge Statement: A question designed to prompt – and provide constraints for – ideation around a specific topic
Cognitive Psychology: A field in the social sciences that studies the mental processes relating external, sensory stimulation and the processing of information including perception, learning, and thinking
Challenge Statement: A question designed to prompt – and provide constraints for – ideation around a specific topic
Crowdsourcing Campaign:Process for putting tasks, questions, or funding requests out to a large group, usually online, to collect their input or contributions
Data Collection Techniques: Approaches for gathering, storing, and making sense of qualitative and quantitative information; common methods include observation, one-one-one interviews, and focus groups
Design Statement: A concise description of your intended ideation activity
Digital Divide: The gap between individuals with and without access to the internet
Disruptive Innovation: A new solution applied to a challenge never-before addressed, with the potential to completely transform conventional ways of thinking or doing; these solutions tend to be high-risk
Enabling Environment: Refers to underlying organizational elements that make innovation more or less likely to be successful; specifically the organization’s innovation architecture, partnerships, and culture
End-User: The stakeholder that will ultimately be using an innovative solution
Ethnography: A qualitative research product that involves observing and interacting with individuals in their own environment. It is a key step in “human-centered design.”
Executive Champions: Organizational leaders who support your innovation goals and have a similar or higher tolerance for innovative risk
FailFaires: A technique for normalizing conversations around failure, where groups – including internal and external partners – come together to discuss something they succeeded at, something they failed at, and something that confused them
Failure Friday: A technique for normalizing conversations around failure, where teams come together on Fridays to discuss something they succeeded at, something they failed at, and something that confused them
Failure Report: Formal reports that detail failure experiences and lessons learned from them
Focus Group: A data collection technique during which a small group of individuals are guided through a facilitated discussion to learn more about the needs, preferences, and pain points of potential end-users of an innovation
Go and No-Go Decision: Decision points across the innovation life cycle during which you decide whether an innovative solution should be advanced with additional resources, refined through further iteration, paused in its current stage of development, or sunsetted with no additional resources provided
Human-Centered Design: A methodology for creating innovative solutions that focuses on understanding and addressing the needs and desires of stakeholders impacted by the solution
Ideation: The first stage of the innovation life cycle, in which new ideas for innovative solutions are generated
Incremental Innovation: A solution that addresses existing challenges through minor enhancements to existing solutions or products; these solutions represent a low level of risk
Incubation: The second stage of the innovation life cycle, during which ideas are turned into testable solutions through ethnographic research, prototyping, and other methods
In-Depth Interviews: A data collection technique in which one-on-one interviews are used to collect feedback on isolated user experiences during the User-Centered Design process
Innovation Goal: The end-state an organization or team is attempting to achieve through innovation
Initiative: An activity or effort focused on executing a phase of the innovation lifecycle
Innovation: The creation of “new” value for stakeholders and end-users; it can be considered both doing things differently and/or doing different things
Innovation Focus Areas: Identified opportunities for innovation (often via trends analysis, scenario planning, or user-feedback) that have not yet been converted into specific innovation goals
Innovation Life Cycle: The process through which innovative ideas are generated, developed, piloted, and scaled
Innovation Metric: A measurement used to describe some characteristic of an innovation initiative or project (quantity, impact, etc.)
Journey Maps: A tool that visually displays the high points, low points, and opportunities for innovation across an individual’s experience to inform solution development
Last-Mile Delivery: The final steps in a process needed to reach the end goal
Mad-Lib: A framework through which blanks (omitted words) in a statement are used to create structurally similar sentences
Minimum Viable Product: A version of a solution that has only the most basic features necessary for functionality and can be used to test features and identify what does and does not work
Observation Techniques: Data gathering techniques used to understand a subject’s behavior in the environment in which they work or live
Pilot: The third phase of the innovation life cycle, during which a working prototype of an innovative solution is tested with a subset of end-users
Pipeline: The set of projects currently under some stage of development across the innovation lifecycle
Pre-Mortem Analysis: A risk-mitigation method through which you identify what might go wrong before starting a new partnership instead of at the end of a partnership
Prize Challenge: An innovation initiative in which participants submit their ideas in response to a challenge statement, the best of which wins a prize
Project: An innovative idea in one of the four phases of the innovation lifecycle (ideation, incubation, pilot, scale)
Reputational Risk: A threat to a group’s status or perceived status as a result of a specific activity
Risk Tolerance: The amount of risk a team, unit, or organization is open to taking in its innovation activities
Scaling: The fourth phase of the innovation life cycle, during which an innovative solution is introduced to new end-users beyond the initial pilot population
Scenario: A data-driven depiction of a plausible way that the future could evolve
Simple Error: An expected and unavoidable mistake caused by an unintended oversight or natural human error
Social Innovation: Innovation with the goal of developing effective solutions for pressing social and environmental issues
Stage-Gate: The decision point at a go/no-go decision is made across the phases of the innovation lifecycle
STEEP Framework: A methodology for analyzing the social, technological, economic, environmental, and political factors shaping the future
Strategic Risk: A risk taken in accordance with the risk tolerance of a team, unit, or organization and its stakeholders
Synthesis: The process through which raw data about a stakeholder group is converted into insights
Theory of Change: A sequence of steps that outlines necessary activities to achieve a stated end goal
User Advisory Groups: Technical working groups, functioning like a standing focus group, that give the end-users of an innovation a voice throughout the development process
User-Centered Design: A collaborative design process that focuses on creating an innovation solution with the desired end-users as opposed to delivering one for them
User-Persona: A depiction of a cluster or segment of stakeholders impacted by an innovation who exhibit similar behavioral patterns or preferences
Workshop: A gathering of individuals for a discrete period to engage in an innovation activity