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The Curse of Knowledge
You can never know too much about something, right? Wrong, at least according to a December 30th article in the New York Times. As we become experts in a particular domain, our ability to innovate diminishes.
"Andrew S. Grove, the co-founder of Intel, put it well in 2005 when he told an interviewer from Fortune, “When everybody knows that something is so, it means that nobody knows nothin’.” In other words, it becomes nearly impossible to look beyond what you know and think outside the box you’ve built around yourself."
Reading the article, I couldn't help but think back to my own experiences with this same sort of issue. I blogged recently about two related ideas: how interface designers are sometimes guilty of thinking as designers--when they should be thinking as users, and about the mixed bag that is competitive research, which can limit the designers creative thinking by boxing them into predefined solutions.
Now I see that it's part of a larger problem of expertise and creativity. The more expertise one exhibits in a particular field, the harder it is to think creatively--to so called think 'outside the box', and the harder it is to imagine not knowing what you do. The problem affects whole companies, as a certain way of thinking becomes entrenched, and it gets harder for it to adapt to a changing landscape. The article cites the example of Eveready, the flashlight maker, who's powers-that-be couldn't imagine that their product could be effectively marketed to anyone other than men shopping at hardware stores.
According to Cynthia Barton Rabe, author of “Innovation Killer: How What We Know Limits What We Can Imagine — and What Smart Companies Are Doing About It,” the solution for Eveready, as for any organization bogged down in its own expertise, is an infusion of outside thinking. Bringing the so called novices--the non expert users--into the discussion at the early stages of design, weather it be product or strategy design, opens the door for new ways of thinking that experts have long been insulated from.
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Topics: Best Practices, Design, Design Patterns, Domain Knowledge, Ideation, Story Telling
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