Ideation International Inc.

Center For Advantage

 

Home Overview Problem Solving Product Evolution

 

 
 

Innovation Planner Cards are available for $70.00 US from Center For Advantage.

US and Canada

International

--------------

A $95.00 US option includes a CD with the Innovation Planner Cards User's Guide, Using the Innovation Planner for Product Development, Using the Innovation Planner for Problem Solving, and the Evolve Ittm Game.

 

US and Canada

 

International

____________________

For Amex or volume orders, contact: (703) 642-2027 or

info@centerforadvantage.com

 

User Organizations

Press Release

 

Innovation Planner™ Unlocks the Power of I-TRIZ

 

Southfield, MI – May 26, 2005 – Ideation International Inc. has introduced a new product called Innovation Planner™. The 170-card set of innovation strategies and solutions gives customers easy access to I-TRIZ, Ideation’s unique knowledge-based inventive problem-solving methodology. With Innovation Planner, customers don’t need a background in I-TRIZ to begin creating new ideas and inventions. Yet the card set is comprehensive for the I-TRIZ specialist.

 

Innovation Planner provides customers with rapid, effective, and efficient problem solving and idea generation in countless combinations. Its user friendly approach is especially suited for both technical innovation and business planning. Innovation Planner allows customers to conduct systematic innovation planning, brainstorming, or to play one of several innovation games.

 

"The card system is excellent," said Kent Barley, president of TTW Incorporated. "I feel like I own each thought as I hold the card which is unlike looking at a remotely projected image appearing on a wall. The cards communicate clear and organized information in an easy to use manner. The instructional PowerPoint is well laid out."

 

Developed by the Center for Advantage, Innovation Planner is produced by Ideation and sells for $70. Individuals interested in purchasing the Innovation Planner can call 888-399-0007 or 248-353-1313.

 

Media Contact: Ms. Lynn Stanley

(972) 409-9044 FAX (972) 409-9403

stanleymedia@comcast.net

 

 

 

Innovation Planner Card Deck

User's Guide

 

 

"Absolutely brilliant."-- LeighAnn Weiland, Corporate Counsel for Intellectual Property at Hewlett-Packard Corporation

"The card system is excellent. I feel like I own each thought as I hold the card, which is unlike looking at a remotely projected image appearing on a wall. The cards communicate clear and organized information in an easy to use manner."-- Kent Barley, President, TTW Incorporated

 

Description

Innovation Planner™ is a card set of innovation strategies and solutions used for rapid, effective, and efficient problem solving and idea generation. It is based on the Ideation TRIZ innovation methodology that was derived from the analysis of over 3 million patents and 500 standard patterns of technical evolution.  Just as you can combine the 26 letters in the alphabet to produce all ranges of literature, these cards describe the universal principles of invention that innovators combine to create the millions of inventions known to mankind. 

You can use Innovation Planner™ for systematic innovation planning, brainstorming, or to play one of several innovation games.  Use of this product as directed leads to the creation of new and patentable inventions.  Inventors from using organizations have filed for dozens of patents inspired by the ideas on these cards, making these cards worth exponentially more than their weight in gold for the owning organizations.

Click here for the User's Guide

Click here for a slide overview of the Innovation Planner™ and additional information on how to use it.    

Click here for instruction on how to use the Innovation Planner™ for problem solving.

Representative Content


 

Purpose

The Innovation Planner™ is designed to help people solve problems and create new ideas. The cards succeed in their purpose by presenting I-TRIZ and related innovation concepts in a highly useable and dynamic form that can be matched to the problems and opportunities at hand. The following are definitions for commonly used terms:

• System – A total operational unit
• Element – Any part of a total system
• Field – An energy source
• Resource – An element or field that can be used by or provided by a system
• I-TRIZ – The Ideation/TRIZ methodology, a systematic method for finding solutions to problems based on proven solutions revealed by extensive patent analysis.

Card Type Definitions

Operators – Solutions for systems that provide the ways to solve problems – 85 cards

Resources – Properties and attributes of systems that provide the means to solve problems – 37 cards

Center of Gravity – Location within the system where a solution is or could be applied – 16 cards

Concept – Idea behind how the problem will be solved – 7 cards

Decision Cycle – Strategic parameters of how the problem will be solved – 7 cards

Organizational Resources – The capacity of the supporting organization to provide the ways and means to solve problems. (These are solution constraints.) – 9 cards

Resolve Contradictions – Methods for which a system can exhibit two or more conflicting properties or attributes – 5 cards

Games

 

Solve It™

Methodology and Game for Solving Challenging Problems



1. Place the Operator and Resource cards into two separate stacks.
2. Place the Resolve Contradictions cards face up. These serve as a guide for players.
3. Select a problem to solve. Describe what the problem is and what the problem means.
4. Build a cause and effects chain forward and backward from the problem. For example, if the problem is “The boat is too small, meaning I cannot carry cargo across the sea,” you might go forward with “I cannot carry cargo across the sea, meaning I have too much supply to sell at home.” You might go backward with “The water in my port is shallow, meaning I need a small boat to use the docks.” Go forward and backward at least two steps from the central problem.*                                                                                                                             5. Deal at least five Operator cards and three Resource cards to each player.
6. Allow each player, on successive turns, to apply an Operator or Resource card anywhere along the cause and effects chain, to include previously played cards, in a way that supports the resolution of the original problem. Draw cards to replace those used.
7. Use the other cards in the deck to set limitations and guidelines for the intended solution as per their Card Type Definitions, or use them to change the parameters of the game entirely. These cards may be played deliberately or randomly.
8. Play until the problem is solved or until cards run out.

 

Evolve It™

Methodology and Game for Inventing New or Better Products


1. Place the Operator and Resource cards into two separate stacks.
2. Place the Resolve Contradictions cards face up. These serve as a guide for players.
3. Select an object to evolve into a new or better form.
4. Deal at least five Operator cards and three Resource cards to each player.
5. Allow each player, on successive turns, to apply an Operator or Resource card that presents a possible evolution of the object. (Evolutions should generally follow the trend established by previously played cards.) Draw cards to replace those used.                           6. Use the other cards in the deck to set limitations and guidelines for the evolution as per their Card Type Definitions, or use them to change the parameters of the game entirely. These cards may be played deliberately or randomly.
7. Play until you have completed a successful evolution or until cards run out.

 

Sample Card Use

The following are ideas drawn from actual card brainstorming sessions that serve to illustrate how to use the cards.   

"Amber Alert" Cell Phone

Exercise one, the cell phone.  How might I improve the cell phone?  Operator and Resource cards were shuffled and drawn.  Five cards proved useful to create the idea of the Amber Alert Cell Phone to combat child abductions.

Operators

USE THE REVERSE ACTION – Cell phone calls legal guardian if child is in distress.  (Call initiates a different ring so the legal guardian does not fear regular calls.)  Legal guardian’s and child’s cell phones are connected for talking and listening when the legal guardian picks up.

ALLOW PARTIAL MOBILITY – Cell phone has GPS link so that if a child moves from an accepted area at the wrong time – for example the school grounds, bus route, or home – the phone will contact the legal guardian. 

ALLOW BOTH FLEXIBILITY AND RIGIDITY – Use fuzzy logic within the phone so that it can recognize unusual patterns.  If GPS detects a car ride when the child should be in school it calls the guardian.  If an attempt is made to turn the phone off, it calls the guardian.  If smashed or disassembled, a structurally sound mini air horn blasts warning.

MOVE THE OTHER OBJECT - If the phone stays completely still or detects another unusual movement pattern, it calls the guardian.  (This might happen if an abductor forced the child to leave the phone behind.) 

Resources

USE PROPERTIES TO CONVEY INFORMATION – Cell phone holder can detect child’s heartbeat and the presence of the cell phone.  Fuzzy logic could be used to detect heartbeat irregularity such as might occur during the stress of an abduction or molestation incident.  If it loses contact with either signal, the holder is capable of sending a warning page and GPS signal on its own.

 

User friendly DVD remote control that is partly in the television screen

Exercise two, the DVD remote control.  How might I improve the DVD remote control?  Two players participated, each drawing five operator and three resource cards.  The following proved useful to create a simplified remote with the buttons used most of the time on the remote and with the special features being callable on screen when needed.

Operator

INCREASE USER FRIENDLINESS – Buttons such as play, reverse, forward, pause, and volume controls, stay on the remote.  Buttons such as those to find specific scenes are called by a toggle button and appear on screen. 

Resource

PUT ONE THING INTO ANOTHER – The on screen movie continues to play at a reduced size so the on screen remote and the movie appear simultaneously.

Operator

CREATE A WELL DEFINED STRUCTURE – Because the special features appear on screen, they are not limited to the size of the remote.  Therefore the structure can include directional text to make it easy to use.  To find scenes, the television screen can display a gallery of scene images that make it easy to determine which scene you seek.

Resource

EXPAND RANGE OF OPTIONS – Off screen remote has limitless size and leaves open the possibility of yet untapped options.

Operators

ASSEMBLE SOMETHING ORIGINAL – Movie shots are often conducted from more than one angle, and the user could have the option of viewing a given scene from different angles – or perhaps explore a scene otherwise edited out when the scene would have been included in the director’s cut.

REMOVE UNNECESSARY ACTIONS – Might be further possible to simplify the remote by allowing voice commands such as “play” to substitute for pressing buttons.

 

Improvement for the common pen

Exercise three, a revival of the pen as a tool to communicate.  How might I improve the pen?  This exercise did not generate new ideas at first, but did when Center of Gravity and Decision Cycle cards came into play.  During the exercise with two people, a total of ten Operator, six Resource, one Decision Cycle, and two Center of Gravity cards were drawn.  Goal, how to make the pen more appealing to writers that correspond through computers?

Decision Cycle

CONSIDER THE PSYCHOLOGICAL – This spurs a focus on marketing aspects of the pen that may or may not involve technical changes.

Center of Gravity

TARGET HOW CAUSE BECOMES EFFECT – This causes a focus on the point of actual writing, meaning how the use of the pen leads to a written correspondence. 

Operators

COMPENSATE FOR UNRELIABILITY – The erasable pen has already been tried, but could be improved.  Another issue when writing letters on unlined paper is control of line angles.  Without the guides, writing tends to slope up or down. 

INSERT AN ASSISTING ELEMENT – Putting the letter against a straight edge that has a perpendicular and sliding straight edge to serve as a guide could solve the problem of line control.

Center of Gravity

CHANGE THE PAST – Pen use and penmanship diminished with the advent of the computer.  Computers are here to stay, but the message of the elegance, refinement, and personal touch produced by a pen written correspondence has not gone away.  This provides a marketing solution to how a pen might be improved.

Operator

DRAW THE PROBLEM AWAY – Stake a marketing claim on the thought and time that goes into a hand written correspondence to make it seem lower class to conduct certain correspondence through e-mail or computer generated letters.  Focus on the endearing quality of a hand written letter that will last forever like a photograph.  

DO THE OPPOSITE OF THE EXPECTED – Make the finest pens more difficult to use but capable of producing more refined results characteristic of the older feathered pens.  Revive the wax seal for such letters as a touch of class. 

---

Ideation International Inc.         Center For Advantage

 

© 2005