Posts Tagged ‘Predictive Innovation’

23. Glossary

23. Glossary

  • Action: One of the 7 Elements of an Outcome or Function. Action is performed to cause the End State.
  • Actor: A person who has desires needing innovation or who makes innovations. Actors are divided into two types Customer and Innovator, which are subdivided into User, Buyer, Payer, Communicator, Designer, Maker, and Seller.
  • Alternative: There are 15 Alternative approaches to achieve any Outcome or Function. The 15 Alternatives are organized into a 3x5 Grid with rows: Single, Multiple, and Continuous; and columns: Direct, Indirect, Keep Stable, Make Stable, and Return to Stable.
  • Assumption of Approach: Is assuming there are no other ways of achieving the result. Using the 15 Alternatives will help you avoid making Assumptions of Approach.
  • Assumption of Result: When the purpose is not accurately defined the undesired results are assumed to be the goal.
  • Begin State: One of the 7 Elements of an Outcome or Function. The State of the Object before the action occurs.
  • Buyer: The Actor who makes the decision to buy the product or service. A buyer can be one or more different people.
  • Communicator: The Actor who gathers and transmits the information of the desires of the customer and the benefits of the product or service. The communicator is the link between the innovator and customer.
  • Component: The physical parts or computer code used to make a product. Components are the real world items that perform the Functions of a product or service.
  • Condition: One of the 7 Elements of an Outcome or Function. Condition is a State that affects the results of the action trying to achieve the End State.
  • Continuous: One of the 3 scales of the Alternatives Grid. Continuous
  • Customer: The person who uses, buys, and pays for a product or service. A customer may be a single person or different people who perform the roles of Users, Buyer, and Payer.
  • Designer: The Actor who forms the information needed to build a product or perform a service.
  • Desire: Desires are what an Actor wants in a particular Scenario. Desires are subjective and usually emotionally based.
  • Dilemma: When there are two desired results and it seems that the only way to improve one is to make the other worse.
  • Dimension: A range of properties or categories for describing an object.
  • Direct: One of the 5 directions of the Alternatives Grid. Direct actions are performed on the Object and stop having effect when the action is stopped.
  • Direction: The 5 columns of the Alternatives Grid: Direct, Indirect, Keep Stable, Make Stable, and Return to Stable.
  • Element: The 7 fundamental parts of an Outcome or Function: Objects, Begin States, End States, Actions, Tools, Conditions, and Resources.
  • Emotional Assumption: Beliefs formed to confirm the emotional state.
  • End State: The State of the Object after the action has occurred.
  • Fractal: Infinite complexity resulting from repeated simple rules. Benoît Mandelbrot is the mathematician credited with describing the concept of a fractal. Fractal mathematics describe many natural structures and occurrences.
  • Function: Function is the change needed to achieve a desire. Innovations perform Functions to satisfy desires. A Function is similar to an Outcome but is focused on the action rather than the States.
  • Function Diagram: Graphical representation of the process of achieving a goal, also known as a flow chart.
  • Functional Distinction: A difference that affects the results generated or meaningfully alters the way something is done so as to make something possible that previously was not possible.
  • Generalization: Assuming something is the same or applies in different situations. Accurate generalizations are useful for finding similarities but inaccurate or excess generalizations can lead to incorrect conclusions.
  • Hyper Cube: An asymmetric multidimensional data set. Unlike a symmetric multidimensional data set where there is a value for each combination of dimensions, a hypercube might have combinations without data. An example is a hypercube of states, cities, and streets. Not all cities will have all the same street names.
  • Indirect: One of the directions of the Alternatives Grid. Indirect is the opposite or different approach. If the direct approach is adding more, indirect is removing to have less. If the direct is the material then the indirect is Tool or environment or something else that is not the direct approach.
  • Keep Stable: The direction of the Alternatives Grid that starts with the desired States and maintain that State.
  • Make Stable: The directions of the Alternatives Grid where the State starts in an undesired State then changed to become a stable desired State.
  • Maker: The Actor who makes the product or performs the service to achieve the innovation.
  • Morphological Analysis: A thinking system created by Fritz Zwicky, noted physicist, based on breaking a problem down into parts to allow you do find all the combinations.
  • Multidimensional: Having many dimensions. Physical objects have 3 spatial dimensions. Many other physical and non-physical dimensions can be used to describe an object such as color, weight, price, or age.
  • Multiple: One of the scales of the Alternatives Grid. Multiple is more than one and less than continuous or infinite. Multiple scale can be applied to anything.
  • NLP: Neuro-Linguistic Programming, a method for understanding and altering mental states and reactions.
  • Object: The focus of innovation or problem solving. The thing that needs to change to achieve the desired State.
  • Outcome: Objective State that results from a cause. Used to define the criteria for satisfying desires. Consists of Object, Begin States, End States, Actions, Tools, Conditions, and Resources. The fundamental building block of innovation.
  • Outcome Driven: Activities guided by achieving result. Focusing on the States needed to achieve the desired goal.
  • Outcome Diagram: Graphical representation of the criteria required to satisfy a desire.
  • Paradigm: A set of assumptions and beliefs that guide behavior.
  • Payer: The Actor who pays for or provides the materials and labor needed to make the innovation.
  • Purpose: The goal of using a product or service. What the user wants to achieve. Often expressed in subjective terms.
  • Resource: Anything in the environment that can be used to achieve the desired State.
  • Return to Stable: One of the five directions of the Alternatives Grid. Return to Stable allows the desired State to change but returns to the desired State.
  • Scale: The three rows of the 3x5 Alternatives Grid consisting of Single, Multiple, and Continuous. Each of the three scales is functionally distinct from the others.
  • Scenario: All the information relating to an Actor's particular set of desires. Described by an IF...THEN statement.
  • Single: One of the three scales of the Alternatives Grid. Single is described by words such as: one, first, only, and unique.
  • State: State is the value of an Object such as color, size, weight, or the occurrence of an event.
  • Tool: Tool is directly used to perform an Action.
  • User: User is the person who uses the product. User is one of the Actors that make up the three roles of a customer. Also see: Actor, payer, & buyer.
Chapter 22

6. Dimensions of Predictive Innovation

6. Dimensions of Predictive Innovation

There are 6 dimensions used in Predictive Innovation. Finding What, How, When, and Where primarily deal with 3 of these dimensions. Why and Who requires more depth of all 6 dimensions. The 6 dimensions are:
Dimensions of Predictive Innovation

  1. Actors – are people involved in making and using innovations
  2. Desires – are the focus of innovation
  3. Scenarios – are the boundaries of a set of desires
  4. Alternatives – the ways of satisfying desires
  5. Outcomes – are the objective criteria that defines satisfaction
  6. Elements – are the detailed parts of an Outcome



There are 8 types of Actors. Each Actor can be a single person or multiple people. There is always at least one person who is the User. Users are the central focus of innovation. If the users' desires are not satisfied innovation fails. The 8 types of Actors are:





Customers are divided into four distinct roles: Beneficiary, User, Buyer, and Payer. Roles can be performed by one or more people but someone performs each of the roles. The desires of the person acting in that role are different from the desires related to the other roles.

Users are people who use the product or service. There must be at least one User. Satisfying the desires of the User is essential to innovation. Examples of Users' desires are:

  • How well the product performs the task
  • Feelings related to using the product.

Beneficiaries experience the benefits of the product or service. In most cases the User and the Beneficiary are the same person but not always. Products used in performing a service have a different User than the Beneficiary.

Deciders make the decision to purchase the product or service. Examples of Deciders' desires are:

  • price
  • warranty
  • where to purchase the product

Payers supply the money or materials for the innovation. For consumer products the User, Buyer and Payer are often the same person. In business these are usually three different people. Examples of Payers' desires are:

  • Return on Investment
  • Total cost
  • Achieving a larger strategy

Provider is divided into four roles:

  • designer
  • builder
  • seller
  • communicator

Provider can be divided differently but these four provide a sufficiently accurate description to understand the process. Just like customers these could be a single person or multiple people. The provider could also be the same person as the customer and each of the roles could be shared by people acting in other roles. So the User could be Builder and the other 6 roles be someone else.

Designers convert desires into actionable designs. This frequently is more than one person. Examples of Designers' desires are:

  • Know criteria to satisfy desires of Actors
  • Access to technology
  • Interesting challenge

Builders convert design into real products. For services the builder does the work. Builders are often many different people. Examples of Builders' desires are:

  • Ease of production
  • Tools needed
  • Start up costs

Sellers deliver the product or service to the User. The Seller is involved in the purchase transaction. Examples of Sellers' desires are:

  • Size of market
  • Quantity discounts
  • Turn over
  • Profit margins
  • Hassles of delivering products or services

Communicator gathers information and translates between Actors. Examples of Communicators' desires are:

  • Know the desires of Actors
  • Able to reach other Actors
  • Accuracy of communication

Customers act as more than just Users. There are markets and innovations for each Actor in a Scenario. Innovation starts by satisfying Users.

Chapter 5 Chapter 7

Predictive Innovation: Core Skills

Predictive Innovation: Core Skill Front Cover

Predictive Innovation: Core Skills

Predictive Innovation: Core Skill Front CoverTable of Contents

Suggestion: Read Problem Solving first, then continue from the beginning of the book.

  1. Acknowledgments
  2. Why you need Predictive Innovation®
    • Old Way
    • New Approach: Predictive Innovation®
    • Benefits
    • Ways to use Predictive Innovation
    • Core Skills
    • What
    • How
    • When
    • Where
    • Who
    • Why
    • Get Started
  3. Overview
    • What, How, and Doing it
  4. What is Innovation
    • Ideal Product
  5. Prerequisites
    • Functional Distinctions
    • Multidimensional Thinking
    • Complexity and Fractals
    • Time
    • Logic
    • Standard Units of Measure
    • Exercise
  6. Dimensions of Predictive Innovation
    • Actors
    • Desires
    • Scenarios
    • Outcomes
    • Elements
    • Alternatives
    • Innovation Process
    • Exercise
  7. Basics of Predictive Innovation
    • Outcomes
    • 7-Elements
    • 15-Alternatives
  8. Alternatives
    • Ways to Use the Alternatives Grid
    • Scales
    • Directions
    • Direct
    • Indirect
    • Stable
    • Make Stable
    • Return to Stable
    • Time and Alternatives
    • Combining Scales and Directions
    • Example: Paint Sticks to Surface
  9. Outcomes
    • Categories of States
    • Outcome Diagram
    • Exercise
  10. Converting Desires into Outcomes
    • Emerging Expectations
    • More on Outcomes
  11. Components, Functions, and Outcomes
    • Product and Process Improvement
    • Complimentary Products
    • Exercise
  12. Primary Elements
    • Bicycle Examples
    • Chunking
  13. Elements
    • Object
    • Begin State
    • End State
    • Action
    • Tools
    • Conditions
    • Resources
    • Element Expansion
    • Summary of Element Expansion
    • Element Example: Cookies
    • Choose Object
    • Define Desired End States
    • Next Step
    • Exercise
  14. Multiplying Alternatives
    • Exercise
  15. Universal User Process
    • Decide to Begin
    • Gather Materials
    • Prepare Materials
    • Confirm It's Ready
    • Do It
    • Monitor Progress
    • Make Adjustments
    • Conclude
  16. Problem Solving
    • Solving the Unsolvable
    • Dilemma
    • Assumptions
    • Generalizations
    • Inversion
    • Exercise
  17. Example: Learning a Skill
    • Elements
    • Alternatives
  18. Example: Bicycle
    • Functions
    • Elements
    • Components
  19. Combinations
  20. Innovation Quotient
  21. Predicting
    • Predicting Process
    • 1. Diagram Outcomes
    • 2. Ideal States
    • 3. Functionally Distinct Steps
    • 4. Map Steps Covering the Idea Space
    • Under-served Outcomes
    • Breakthrough vs. Incremental Innovation
  22. Summary
    • Next Step
  23. Glossary


Predicting Innovations

Predicting future innovations requires a combination of the Core Skills of Predictive Innovation covering what customers want and how to build it.

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Alternatives Example: Paint

Alternatives Example: Paint

Alternatives Example: Paint

Video tutorial covering examples for all 15 Alternatives of Paint.

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