297 lines
7.5 KiB
Markdown
297 lines
7.5 KiB
Markdown
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# Checklist: Innovation & Originality
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The 5 levels of the originality spectrum and when to use each.
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---
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## The Originality Spectrum
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Not all design work requires innovation. Choose your level intentionally.
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```
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Lower Risk Higher Risk
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Faster Slower
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├─────────┼─────────┼─────────┼─────────┼─────────┤
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Direct Remixes Indirect Metaphors True
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Copies Parallels & Analogies Innovation
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```
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---
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## Level 1: Direct Copies
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**What:** Replicate existing design patterns exactly.
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### When to Use
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- Velocity is critical, differentiation isn't
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- Users expect familiar patterns
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- Internal tools, admin interfaces
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- Proven patterns for common problems
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- Low-stakes decisions
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### How to Execute
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☐ Identify the pattern you're copying
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☐ Understand *why* it works (not just *what*)
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☐ Copy the principles, adapt the details
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☐ Ensure it fits your context
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☐ Give credit where appropriate
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### Examples
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- Using a competitor's checkout flow structure
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- Implementing Material Design's data table exactly
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- Copying iOS settings page patterns
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### Risks
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- Legal issues (if copying proprietary designs too closely)
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- Doesn't differentiate your product
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- May not fit your specific context
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---
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## Level 2: Remixes
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**What:** Combine elements from multiple sources into a new composition.
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### When to Use
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- Want some differentiation with low risk
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- Multiple good patterns exist, none perfect
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- Combining best practices from different products
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- Adapting patterns to new contexts
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### How to Execute
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☐ Identify 2-3 source patterns
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☐ Extract the best elements from each
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☐ Combine intentionally (not randomly)
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☐ Test the combination works cohesively
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☐ Document the sources and your reasoning
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### Examples
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- Slack's message composer (combines messaging patterns from multiple products)
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- Notion's database views (combines spreadsheet + database + card patterns)
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- A mobile nav that combines iOS and Android conventions
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### Risks
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- Frankensteining (incoherent combinations)
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- Losing what made original patterns work
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- Overcomplicating by adding too many elements
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---
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## Level 3: Indirect Parallels
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**What:** Draw inspiration from designs in different domains that solve similar problems.
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### When to Use
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- Direct competitors have similar solutions
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- Looking for fresh perspectives
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- The core problem is domain-agnostic
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- Want to surprise users (positively)
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### How to Execute
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☐ Define the core problem (abstractly)
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☐ Identify other domains with the same problem
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☐ Research how those domains solve it
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☐ Translate the solution to your context
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☐ Validate it works for your users
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### Examples
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- Netflix content discovery → B2B product recommendations
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- Video game skill trees → Learning platform progression
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- Restaurant reservation flow → Meeting scheduling
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- Music playlist curation → Content organization
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### Good Cross-Domain Sources
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- Gaming (engagement, progression, feedback)
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- E-commerce (conversion, product display)
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- Social media (engagement, sharing, discovery)
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- Maps/navigation (wayfinding, spatial organization)
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- Publishing (content hierarchy, reading experience)
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### Risks
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- Translation may not work across domains
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- Users may not understand the metaphor
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- Over-reaching can feel forced
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---
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## Level 4: Metaphors & Analogies
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**What:** Use concepts from the real world to inform your design.
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### When to Use
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- Introducing new/unfamiliar concepts
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- Making abstract concepts concrete
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- Creating memorable mental models
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- Building on existing user knowledge
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### How to Execute
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☐ Identify the concept users need to understand
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☐ Find a familiar real-world analog
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☐ Map the relationships (what matches, what doesn't)
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☐ Use language and visuals from the metaphor
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☐ Don't over-extend the metaphor
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### Classic Metaphors in Software
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| Metaphor | Software Concept |
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|----------|-----------------|
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| Desktop | OS file management |
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| Folder | Directory |
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| Trash can | Deleted files |
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| Shopping cart | Checkout |
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| Inbox | Messages |
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| Library | Content collection |
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| Dashboard | Metrics overview |
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| Workspace | Project environment |
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### Creating New Metaphors
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☐ The metaphor should simplify, not complicate
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☐ The mapping should be intuitive
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☐ Don't force all aspects to match
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☐ Test if users understand the metaphor
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☐ Be consistent once you commit
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### Risks
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- Metaphor breaks down at edge cases
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- Users don't share the cultural reference
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- Constrains design to fit the metaphor
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- Can feel gimmicky if overdone
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---
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## Level 5: True Innovation
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**What:** Create entirely new design patterns from first principles.
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### When to Use
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- Existing patterns don't solve the problem
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- Creating a new product category
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- Technical breakthrough enables new interactions
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- Differentiation is critical competitive advantage
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- You have time and resources to iterate
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### How to Execute
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☐ Define the problem from first principles
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☐ Question all assumptions about current solutions
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☐ Explore multiple radical approaches
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☐ Prototype and test extensively
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☐ Be prepared to fail and iterate
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☐ Document your learnings
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### First Principles Questions
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- What is the user actually trying to accomplish?
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- Why do we do it this way? What if we didn't?
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- What constraints are real vs. assumed?
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- What would this look like with no constraints?
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- What new technology/capability enables a different approach?
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### Examples of True Innovation
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- iPhone's multitouch interface (2007)
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- Notion's blocks-based content model
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- Figma's multiplayer design editing
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- Linear's keyboard-first interface
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- Superhuman's command-k pattern
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### Risks
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- High failure rate
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- Significant time and resource investment
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- Users may not adopt unfamiliar patterns
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- May solve a problem users don't have
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- Competitors can copy if successful
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---
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## Choosing Your Level
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### Decision Framework
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| Factor | Lower Originality | Higher Originality |
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|--------|------------------|-------------------|
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| Time available | Limited | Ample |
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| Risk tolerance | Low | High |
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| User sophistication | General | Early adopters |
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| Market maturity | Established | Emerging |
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| Differentiation need | Low | Critical |
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| Pattern clarity | Clear best practice | No clear winner |
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### By Context
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| Context | Recommended Level |
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| Internal tools | 1 (Direct copies) |
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| Commodity features | 1-2 (Copies, Remixes) |
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| Core product features | 2-3 (Remixes, Parallels) |
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| Key differentiators | 3-4 (Parallels, Metaphors) |
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| New categories | 4-5 (Metaphors, Innovation) |
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---
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## Innovation Process
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When pursuing higher originality levels:
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### 1. Diverge Widely
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- Generate many options (10+)
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- Include "bad" ideas
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- Cross-pollinate from unexpected sources
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- Don't evaluate while generating
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### 2. Prototype Rapidly
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- Build to learn, not to ship
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- Test core assumptions early
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- Fail fast, learn faster
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- Increase fidelity incrementally
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### 3. Validate Thoroughly
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- Test with real users
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- Measure against JTBD
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- Compare to existing solutions
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- Be willing to abandon
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### 4. Document Learnings
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- What worked and didn't
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- Unexpected discoveries
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- Principles that emerged
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- Recommendations for future
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---
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## Innovation Audit
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Before pursuing originality:
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| Question | Answer |
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| Why is innovation needed here? | |
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| What's the risk if we fail? | |
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| Do we have time to iterate? | |
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| What's our differentiation goal? | |
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| What's the simplest option that might work? | |
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| Have we validated user need? | |
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