PITCHvr™ Hitter Measurements

PITCHvr™ Hitter Measurements

PITCHvr™ Hitter

Introducing PITCHvr™ Hitter, the revolutionary virtual reality baseball training tool developed by Dr. Mark Jupina and brought to you by Novation Tech LLC. Utilizing the PITCHvr™ instrumented Wildbat™ – a physical, wireless baseball bat equipped with advanced sensors – this innovative software provides real-time, high-sample rate analysis of a player’s swing in relation to a wide variety of virtual reality pitched balls from high school level to professional level.

With PITCHvr™ Hitter, coaches and players can access a range of metrics, including those related to timing, bat swing and pitch ball, bat swing kinematics, and hit ball flight. These metrics provide valuable insights and help players fine-tune their techniques for maximum performance on the field.

Check out the accompanying sample graphic and spray chart to see how PITCHvr™ Hitter can help you take your game to the next level. So why wait? Start using PITCHvr™ Hitter today, and start seeing real results.

TIMING METRICS

1. Launch Time After Pitch Release measures the amount of time in seconds between pitch release and the start of the swing. The event of swing launch is illustrated using a white sphere on the pitched ball path in the virtual realm so that the user can obtain a more physical understanding between the timing of the swing launch in relation to the speed of the pitch.

2. Launch Time Before Home Plate Crossing measures the amount of time in seconds between the start of the swing and when the pitch crosses the front of home plate.

3. Time to Contact measures the amount time in seconds between the start of the swing and when bat-barrel contact occurs or when the nearest distance between the ball and barrel occurs. The event of ball-barrel contact or minimum distance between the ball and barrel during the swing is illustrated using a black sphere on the pitched ball path and a black cylinder on the barrel swing path in the virtual realm so that the user can obtain a physical understanding of where contact or the nearest point to contact has occurred.

4. Bat vs. Ball Arrival Time measures the relative arrival time of the ball and bat across home plate in seconds. A positive time value means that the bat arrived at home plate first so if contact is made then contact occurs around the front of home plate and the pitch is pulled. Whereas a negative time value means that the ball arrived at home plate first so if contact occurs then contact occurs around the tip of home plate and the pitch is hit to the opposite field. If this time is zero and contact occurs, then contact occurs over the middle of the plate and the ball is hit up the middle

BAT SWING AND PITCHED BALL METRICS

1. Attack Angle in degrees measures the angle between swing plane of the bat relative to the ground as the bat crosses home plate from back to front. High average hitters have Attack Angles equal to and opposite (negative) of the pitch’s Descent Angle.

2. Vertical Angle in degrees measures the angle between the swing plane of the bat relative to a horizontal plane over home plate in a direction moving laterally from one side of home plate to the other. High average hitters also have Vertical Angles equal to the pitch’s Lateral Angle.

3. Connection Angle in degrees measures the angle between the bat and the player’s torso (tilt of player’s torso determined from HMD orientation) and is measured as the bat crosses over home plate. Hitters with Connection Angles of 90 degrees optimally utilize their body movement in powering the swing.

4. Descent Angle in degrees measures the angle between the trajectory plane of the pitched ball relative to a horizontal plane over home plate as the ball crosses home plate from front to back

5. Lateral Angle in degrees measures the angle between the trajectory plane of the pitched ball relative to a horizontal plane over home plate as the ball crosses home plate from one side to the other side.

BAT SWING KINEMATICS

Experts in the field of Kinesiology, the scientific study of human body movement, will not only find the maximum magnitudes of the velocities and accelerations useful in analyzing and optimizing the swing mechanics of a hitter, but also the relative timing of these maximum magnitude events will provide useful information in evaluating the sequence of movement within the hitter’s swing.

1.The Max Sweet-Spot Speed of the Bat Barrel is measured in MPH during the swing along with the timing of this event in seconds WRT swing launch. The position and orientation of the bat barrel for this event is shown in the swing path of the bat barrel as a white cylinder in the virtual realm.

2. Max Hand Speed is measured in MPH during the swing along with the timing of this event in seconds WRT swing launch. The “hand position” on the bat for this event is shown in the swing path of the bat as a white sphere in the virtual realm. The hand position is denoted as the point on the bat handle that is six inches above the bat knob. Consequently, this is essentially the pivot point on the bat handle between the hitter’s two hands.

3. Max Bat Knob Speed is measured in MPH during the swing along with the timing of this event in seconds WRT swing launch. The position of the bat knob for this event is shown in the swing path of the bat knob as a white cube in the virtual realm.

4. Max Bat Rotational Speed is measured in RPS (revolutions per second) during the swing along with the timing of this event in seconds WRT swing launch. A long white rod in the virtual realm is used to illustrate in the bat swing path where this event occurs.

5. Max Bat Knob Acceleration is measured in g’s (1 g = 9.81 m/s2) during the swing along with the timing of this event in seconds WRT swing launch. The position of the bat knob for this event is shown in the swing path of the bat knob as a black cube in the virtual realm.

6. Max Bat Rotational Acceleration is measured in RPS2 (revolutions per second squared) during the swing along with the timing of this event in seconds WRT swing launch. A long black rod in the virtual realm is used to illustrate in the bat swing path where this event occurs.

HIT BALL FLIGHT METRICS (if ball-barrel contact occurs)

1. The Exit Velocity of the hit ball at contact is measured in MPH. Exit Velocities greater that 95 MPH with Launch Angles between 25 and 30 degrees tend to enhance the likelihood that a home run will occur.

2. The Launch Angle is measured in degrees and is the angle between the direction of the hit ball’s trajectory off the bat and the ground. Launch Angles between 25 and 30 degrees with Exit Velocities greater than 95 degrees tend to enhance the likelihood that a home run will occur.

3. The Direction Angle is measured in degrees and is the angle that provides the direction of the hit ball relative to “up the middle” or the center of the baseball diamond. For example, the Direction Angle is 0 degrees for a ball hit directly toward second base, the Direction Angle is 45 degrees for a ball hit down the first base line, the Direction Angle is -45 degrees for a ball hit down the third base line, and the Direction Angle is -180 or 180 degrees for a foul ball hit straight back. Direction Angles with magnitudes between 45 and 180 degrees denote foul balls.

4. Flight Distance is measured in feet and denotes the total distanced that the hit baseball has traveled before hitting the ground.

5. Hang Time is measured in seconds and denotes the total time that the hit baseball has traveled in the air before hitting the ground.

6. Hit Probability is measured as a percentage (%) and provides the degree of likelihood that the outcome of the hit ball is a hit. Players who hit for high average would want to achieve percent values as large as possible (max is 100%).

7. Home Run Probability is measured as a percentage (%) and provides the degree of likelihood that the outcome of the hit ball is a home run. Players who are power hitters would want to achieve percent values as large as possible (max is 100%).

10 Reasons Why Baseball Training in VR is Better than Real Life

10 Reasons Why Baseball Training in VR is Better than Real Life

When I brag and tell people that we’ve developed a virtual reality training system for baseball players (PITCHvr™) , some angrily say “That’s ridiculous! Just get out in the fresh air and sunshine and hit the old ball around.”

I have to agree with the common sense that a good way to learn baseball is to play baseball. But, yo, it is no longer the best way.

Hold on, don’t yell at me. I’ve got nothing against fresh air and sunshine, but honestly it has a lot of limitations that do not exist in PITCHvr’s virtual world.

To defend myself, here are 10 reasons virtual reality (VR) will make you into a better ball player.

  1. Only one person is needed for VR training – you. You don’t need a pitcher, a catcher or someone to shag baseballs. You just need a headset and good concentration.
  2. You do not need a baseball field to practice in VR. I grew up in the city and didn’t have access to large areas suitable for baseball. Many emerging players do not have the luxury of a convenient and available baseball field. With VR you can train in a very small indoor space.
  3. VR is ready when you are. Time is important in our busy world, and players don’t all have the advantage of being able to schedule specific times to practice. With VR you don’t have to travel to a field, and you don’t have to waste your time waiting for your turn at bat. Just grab the headset whenever you have a few minutes and get to practicing.
  4. The weather is always perfect on the VR playing field. It doesn’t matter what the real weather is outside; put on your headset and you can play baseball in perfect conditions. Plus, you can play 12 months a year. Sure, if you really want it, we can add simulations for rain, snow, wind, shadows, sun glare and fog. If you think that will help you train, we’ll add it, but for now we’ll stick to perfect weather in our VR simulation.
  5. VR lets you face repeatable quality pitches. The best pitcher, the best, most expensive pitching machine is not able to accurately and repeatably throw quality pitches the same way in the same strike zone location over and over. VR can do it endlessly. 
  6. Real life pitchers get tired. Your PITCHvr™ hurler can throw for hours. The first pitch is as high quality as the hundredth. OK, a pitching machine can throw for hours too, but do you have exclusive access to it for hours? Does a pitching machine really seem like a real pitcher? Nope.
  7. Most real-life pitchers can’t throw more than a couple different types of pitches. PITCHvr™ can throw three types of curveballs, two types of sliders, four types of fastballs, as well as change ups. The “quality” of the pitches can be set from high school through pro all-star levels.
  8. Most real-life pitchers can’t throw using different arm slots. The VR pitcher can throw overhand, ¾ arm, side arm, and submarine.
  9. PITCHvr™ provides training tools difficult to replicate in real life. PITCHvr™ lets you use colored balls for different types of pitches (e.g., RED = fastball, BLUE = curveball). PITCHvr™ can paint arrows on the baseball to allow you to better track spin and understand different types of pitches. If you like you can ask the pitcher to throw you golf balls … they keep you on your toes.
  10. PITCHvr™ provides training tools impossible to replicate in real life. PITCHvr’s Eye Sync™ lets you view the exact same pitch over and over (and yeah, over). Soundscapes™ uses your hearing to scientifically train your eyes to better recognize and track pitches. A pitch release point graphic hangs in mid-air just behind the pitcher to help you better focus on the pitch release point. A similar graphic hangs in mid-air between the pitcher and home plate to help you focus on the pitch path tunnel zone.
Can your pitcher do this?

I’ll stop at 10 reasons VR helps in baseball training, but I could go on and on about safety, the importance of seeing as many thrown pitches as possible, and automatic customized performance analysis.

Certainly, traditional baseball training is great, but VR can supplement it and, more importantly, VR can make baseball training accessible to many more players around the world.

For the Love of the Game, Become an Umpire

For the Love of the Game, Become an Umpire

I watch every inning of every Philadelphia Phillies baseball game. This is finally our year.

OK, maybe not, but it’s somebody’s year; as long as I’m enjoying baseball, I’m good with it.

I’ve aged out of actually playing the game myself, but as a college engineering professor with access to great technical talent and super-fast computers, I‘ve become more and more interested in the physics behind the flight of the pitched ball. I carefully observe every throw; I study every slider, 12-6, slurve, flame thrower, Uncle Charlie, and even the occasional Nuke. I gasp at every brush back and laugh at the batter’s reaction when the pitcher pulls the string on a changeup.

Obviously, I’ve become good at baseball slang, but through observation, modeling, and thousands of calculations, I’ve learned a ton about recognizing the various pitches and quickly predicting balls and strikes. Over the past five years I’ve been working with another professor at Villanova University to create a highly accurate, physics-based virtual reality software training system called PITCHvr™ Vision to teach those skills – and more – to players at all levels of baseball.

But it kind of makes me sad.

I’ve gotten so good at pitch and strike zone recognition, but I just can’t play anymore. Yeah, yeah, I know you saw some 90-year-old guy on TV running to first base in a league for geezers. Nope – not going to happen.

Here’s what I am thinking: I can’t play anymore, but maybe I can use my acquired skills to become an umpire (a good one).

With PITCHvr™ you can walk out of the virtual reality batter’s box and stand behind the plate. It’s the perfect umpire view. The same training techniques PITCHvr™ provides for batters can also be used to train umpires. You can so clearly see the pitcher’s release, the spin, the ball motion, and the location of the strike zone. The software will even grade you. 

Hmmm. I’ll bet you could make a business out of using PITCHvr™ to train umpires.  Maybe.

What’s that? Do we really need more umpires?  Yes – especially good ones.

Major League Baseball is looking at “robots” calling balls and strikes in the near future, but that’s not going to happen at your local ball field. At least not for a couple of decades, I’d bet.

So, if you enjoy the game, still want to participate, but don’t feel up to playing, learn to be an ump.  You can do it ‘til you’re ninety.

…hey, I just noticed something, if I crouch down using PITCHvr™, I’ve got the perfect catcher’s view.

How’d you like to be a high school catcher and safely train with the 105 MPH fastballs that PITCHvr™ can fire at you? Or some ridiculously nasty 100 MPH sliders? My knees won’t take it, but if you are an aspiring catcher, it’s worth a look.

How Wiffle Ball Kept Me Out of the Baseball Hall of Fame

How Wiffle Ball Kept Me Out of the Baseball Hall of Fame

Baseball has been in my family since the game was invented. My grandfather played and then managed. My dad was the neighborhood star pitcher. Me? I played in high school a long time ago. I once led my Summer league in triples. Never hit a home run though.

I blame the Devil’s invention – The Wiffle ball.Wiffle ball

I grew up in the city. I loved urban life a lot, but we lived miles from the nearest ball field. We’d put in the effort to get to the park for a game or two a week, but it was almost impossible to make the trip more often than that.

Outside of a formal game, we kids rarely saw live pitching. We loved the game so much and wanted to excel, but how could we practice and get better if we could not experience pitches?

Then it happened — someone went out and bought a Wiffle ball set.

Hmmm. It was baseball-like. There was a ball and a bat. The ball was city safe – wouldn’t break a window or even scratch a car. The plastic bat would hurt if you walked into it while someone was swinging, but it was otherwise pretty safe; so we spent hours every day pitching and swinging. bugs bunny pitching

The pitches were amazingly cartoony, whizzing in like a rocket and yet moving as unpredictably as a butterfly. I can still imagine Bugs Bunny winding up and hurling an impossible physics defying pitch.

We had fun though.

We saw hundreds of those Looney Tunes pitches every day. The bat was so light we could start our swing when the pitch was just inches in front of the plate and still make contact.

We thought we were training ourselves to be great baseball players…we were so wrong.

With every Wiffle ball pitch we devolved as ballplayers. The Wiffle pitch trajectories were absurd, with nowiffle trajectory connection to real life. Maybe we were improving ourselves for games like badminton or ping pong, but certainly not for baseball.

To become a good baseball player you need to train as a baseball player.

It is widely known that hitter development in baseball requires that the player see pitch-after-pitch-after-pitch thrown by a good hurler. It is how you learn to recognize the type and location of the pitch being thrown.

Whether you are a high school student or a seasoned pro you need to practice repeatedly against realistic pitching. You can’t just practice against a robotic pitching machine. You can’t learn to recognize pitch type or location hitting with a tee, or with soft toss batting practice. And you can’t expect a live pitcher to throw to you for very long periods of time per session.

So what should you do?

Well, if you are a serious ball player, don’t run out and buy a Wiffle ball. Honestly, it ruined me. If it weren’t for Wiffle ball hurting my timing, recognition, and swing, I’d be getting ready for Hall of Fame induction by this point in my life – if not MLB, at least for my neighborhood. 

Check out PITCHvr™ Vision, where you can enter a virtual reality ballpark and face all types of pitchers throwing all types of pitches – for as long as you like. It is an affordable, one-time cost with no subscription involved. Do your future fans a favor, and make it to the Hall!

Coming Soon: Virtual Reality

Coming Soon: Virtual Reality

Will Virtual Reality ever become something real?

The cats at Novation have been involved with virtual reality and related technologies for years but have never seen it take off as a mass marketed product – will it ever happen? Supplementing virtual reality are technologies with terms like augmented reality and mixed reality. Investors have reportedly poured in about a billion dollars to the selective Magic Leap in Florida. So even though ESPN and HBO have backed off from 3D broadcasts, many people see such technologies as the future.

We’ve tried them all. We’ve used Google Glass, HoloLens, Oculus Rift and our own prototypes. We’ve worked on systems for NASA, Mercedes Benz, and the US Navy. We’ve even worked on technology on the edges of virtual reality from stereo vision telepresence and CAVEs to amusement park rides and the yellow first and ten yard line.

Our favorite so far is the Hololens…it is heavy and clunky, but works very nicely. A bit of a narrow field of view, but it is acceptable once you get used to it. We think if they move the heavy batteries and electronics to your shoulders, and focus on a light glasses, they might have something really good.

But the big news re: Novation…James Cameron wants to make Avatar sequels that provide 3D without glasses. We hope he hasn’t been spying on us. The system we are working on is exactly that….We’re developing a walk-around, high resolution display system. It is not very expensive but is a bit awkward for now – we’ll keep working on it, don’t worry. One day you might have an amazing full 3D experience right in the middle of your living room.

After that we might concentrate on Smell-O-Vision.

Why Failure Fails Us: It’s Not OK To Accept It

Why Failure Fails Us: It’s Not OK To Accept It

At Novation, we’re entrepreneurs – every one of us stray cats. And as entrepreneurs, so often we’ve heard people tefailurell us: don’t be afraid to fail; fail
early and fail often. We smile and nod, but in reality – fail? No way! We’re not going to plan to fail. OK, OK, we know you have to plan in the event of a failure – if we should fail, now what? We know a plan is needed. But we’ll fight failure tooth and claw. We know you need to keep an eye on your plan and take corrective action so as not to fail. And we’ll do anything we can to make the corrections. But uh uh, nope – we’re not planning to fail early and often.

You know what they mean by fail early right? Well, it means it is better to fail near the beginning of the process – the design or prototype stage. Typically you will not have put in too much of an investment in time and money, so you can either drop it or go back to the proverbial drawing board without much penalty. If you fail after you’ve put in tons time and money it is a disaster. You don’t what to have to recall your products, make corrections, change tooling. It’s costly. It’s also costly to get to market and find out no one wants to pay the price of your products. That’s why you need to talk to customers, create a market, before you get too far along. Best thing to do is work hard at your design, talk to potential customers, and make sure the product will be a success…don’t fail at all. Do your design work. Do your market research. Don’t fail even at the beginning. But we admit, while we hate the term “fail early”, if you’re going to find flaws in your product or market, best to find them early on ‘cause it is so much less costly to fix it all. But don’t plan to fail. Plan on doing a great job early on so you have no failures.

So as long as you don’t plan to “fail early” it makes some sense as long if it means to look for issues ASAP and take care of them. But “fail often”? Are you kidding me? This has no redeeming value at all…well, unless it really means in the design process try out several different approaches, and examine multiple market concepts. That’s OK. That’s a legit part of the product development process. Just make sure you know it doesn’t mean it is fine to start companies, take investors’ money, and keep doing it as long as you can. You might be gaining interesting experience, but you’re losing someone’s money and time. It’s not right. Don’t fail often! It is plain wrong.

OK, so maybe we misunderstood those failure phrases a little, but hopefully you understand our issues. We’re never going into any venture where failure of the product/enterprise is considered acceptable. Never.

Inevitably Human Internet of Things

Inevitably Human Internet of Things

iotThe Internet of Things (IoT) is predicted by some to be the next technical revolution — a potential trillion dollar market. It may seem silly to expect your cell phone to be working with your refrigerator to  automatically call in a  grocery store order, but it’s gonna happen. They might use bar code readers, NFC tags, Bluetooth, micro-location and/or RF Id tags, but before you know it, you’ll get just in time deliveries of cat food.

And our cars…already manufacturers are offering models with collision avoidance, blind spot detection, self-parking and autodrive. And oh, kitty kat, that’s just the beginning. Soon our cars will talk to one another to coordinate movements better than a George Lucas robot army. The entire traffic system might be one big network to make traffic flow so smoothly that we’ll never be aggravated again by bumper to bumper traffic jams.

At Novation we believe the IoT revolution is for real and will make our lives easier and our world happier. It will also make a lot of people very rich, and hopefully create a lot of good jobs.

But I have a question…all these “things” we are connecting and coordinating through the internet…should humans be a part of the “things”? At Novation we are developing monitors for athletes and those monitors are connected wirelessly to the internet. So the athletes are already part of the internet. The data is encrypted and quite private, so it is safe, but these athletes are connected to the grid. And really so are you. Every one of you with a smart phone is  part of the internet. And through your phone, texts for example, you are connected to others.

The next step seems to be connecting the people to IoT. You’ll not just be able to know how much milk you have left in the fridge and the expiration date, but you’ll probably also be able to know who drank the milk, where that person is this very second, and what they are doing at the moment. Doctors, or more likely their robotic assistants, will keep track of your health day-to-day, minute by minute. The data will not only help you live longer and healthier, but when accumulated, such data may help prevent the spread of disease, or track down causes and eliminate societal health issues. On the other hand, IoT connected machines will tell factory supervisors how fast workers are moving, what their error rate is, how much effort they are putting into the job. It will help make companies more efficient, but may make workers very uncomfortable.   

In other words, an IoT that includes people has good and bad aspects. What do we do as a society to maximize the good and eliminate any bad? What do we do as product designers? Frankly, we at Novation don’t think technology can be stifled. It is going to happen no matter what. While the world will change due to this technology, with more and more automation entering our lives, the responsibility to ensure these changes are positive for humanity and nature is very human and in fact ageless. We need to depend on one another to make good and decent decisions. It may be a future filled with things, but it will be designed by humans. We need to make sure they are kind, thoughtful and caring.

Ideas: Sorting Through the Haystack to Find the Gems

Ideas: Sorting Through the Haystack to Find the Gems

needle in a haystackWhen we finish a product development brainstorming session, the cats at Novation usually have hundreds of ideas in the form of a haystack of sticky notes. Each note has a single idea on it. It feels like we went from no ideas, to too many ideas. How do we dig only the best ideas out of the stack?

  1. Get rid of the clearly silly ideas. In brainstorming, one of the rules is to put down absolutely any thought, even if it is totally unrelated and ludicrous. Such ideas are helpful during the brainstorming process because they might trigger legitimately good ones. But once the brainstorming is finished, the silly ideas can be pulled out of the haystack and abandoned.

With the brainstorming group going through the stick notes and just asking “keep or toss”, they will easily and quickly be able to pull out the silly ideas; don’t be shocked if up to half of the ideas are tossed. It’s not that unusual. Don’t worry–you’ll still have lots of ideas to evaluate.

  1. Make sure you read the notes. This very basic step is needed. In a fast brainstorming session the ideas get written down quickly and often are difficult to read, so go over each remaining note with the group and make sure it’s legible.
  2. Obtain more detail. While going through the notes ask for more detail or the reasoning behind the idea where appropriate. You don’t need a lot of detail, just enough make the idea on the sticky note more clear. Generally, you should be able to add the extra detail to the same sticky note.
  3. Put the notes in logical groups. As you are going through the notes, quite often you will see ideas that are related. Put all of those sticky notes together in groups. For example, if you are talking about transportation you may have several notes about cars, several about trains, bikes, airplanes, etc. Often the same idea will come up multiple times; this especially happens if you had several groups do the brainstorming. You can eliminate notes with the same idea, but it is a good idea to keep track of how many of the ideas were identical, because the more frequently the ideas comes up, the more likely it is to be a viable solution. Think about it.
  4. Have the experts review what’s left. If you followed the steps above, you probably have eliminated a lot of the lesser ideas and are down to a manageable number. You now should have fewer than 50% of the original haystack of notes left, and this could still total a hundred or so. But now only the serious ideas remain and they are grouped in a logical manner. It is suggested that the groups of sticky notes be recorded in a document for later reference. You may also want to make sure you know who came up with each of the ideas. There could be a true invention on those sticky notes, and you may want to file for a patent; to do so you need to know who had the original inventive idea.

At this point, you can hand the ideas to the experts for their use in the design. They’ll know what to do with the ideas, and they will thank you.

Brainstorming Your Way to Developing Your Product

Brainstorming Your Way to Developing Your Product


In our recent blogs we’ve been discussing how the clever cats at Novation go through the product development process. So far we’ve covered OPPORTUNITY IDENTIFICATION (today’s world), VISION (the world we plan to create) and introduced SOLUTIONS – how we get from the old world to the new one. The SOLUTIONS phase consists of two key parts: BRAINSTORMING and what we call REFINING THE HAYSTACK.

BRAINSTORMING is a well known process that has been around for years. It is not universally accepted, but Novation finds it very effective, and we have refined our take on it which we will discuss below.

At the end of BRAINSTORMING, we end up with scores, maybe hundreds of ideas. The challenge is to go through the haystack of ideas and find the best ones… so that’s what we mean by REFINING THE HAYSTACK. We’ll discuss the refinement in the next blog entry, but for now, let us give you our small set of rules for effective brainstorming.

The project lead is typically the designated facilitator of the brainstorming session. To start, the facilitator provides background, facts, and a definition of the problem that needs to be solved. If the session goal is to come up with initial ideas for a product, the information provided in this background briefing is kept fairly broad and open-ended to allow as wide a creative field as possible. If the brainstorming session is about a specific area, such as near the end of the product development cycle, the background information is much more specific and often includes detail on form, fit and functions, which generally include specifications on functionality, performance, interfaces, size, weight, cost, regulations, and physical environment. Usually this background session takes about 10 minutes, and reference materials are often provided for use during the brainstorming.

The participants are then given the rules.

  • A specific time is set (usually 15 minutes)
  • The goal is quantity over quality
  • Say your idea out loud, write it down on the sticky note, but do not discuss or explain it
  • No criticism permitted
  • No idea is too silly or outlandish
  • All ideas must be recorded, one idea per sticky note
  • All must contribute
  • Um…that’s about it.

Sticky NotesThe facilitator can and ideally will participate too. The facilitator should encourage everyone present to participate and produce lots of ideas. Now and then the facilitator should toss in a stimulus word for people to think about like “football”, or “insects”, or “bread pudding”; such odd words often trigger new thoughts.

By the end of a 15 minute session, we’ve found that each person will usually have contributed 15 to 20 ideas. If you have ten people on the team, that could result in about 200 ideas. Granted, since we were after quantity, many of the ideas may not be useful to solve the problem at hand, but usually you only need one good idea and in a haystack of 200 or so sticky notes, you’re bound to find it.

How we sort through that haystack of ideas is the topic of the next blog.

Solutions: Getting From Opportunity to Vision

Solutions: Getting From Opportunity to Vision

In this entry we’ll discuss SOLUTIONS. We recently talked about OPPORTUNITY IDENTIFICATION and then VISION as important steps in the
product development journey. Journey? Hmmm. It’s actually a pretty good analogy, so let’s ride it. In terms of a journey, OPPORTUNITY IDENTIFICATION is the beginning and VISION is the end.  

Normally you’ll start a journey at point A, and hope to arrive safely at point B. In developing a product, you start by identifying the opportunity, that’s point A. Point A is a dark, flawed place where pain and problems exist. Point B is our vision: a better world, the problem is fixed, the sun is shining, the pain is relieved and life is made better by your idea in some way.rubik-cube

But how do we get from point A to point B? That’s where the SOLUTIONS come in. Solutions provide us a path to move from A to B. Here’s a simple example. Suppose we have strong evidence that basketball players have trouble keeping track of the time left on the shot clock. Not the most important problem in the world admittedly, but a problem/opportunity nonetheless. High level basketball moves so fast the players don’t have the ability to keep track of time, even with digital shot clocks displayed all over the stadium. So this is our world at point A – players are not well aware of the shot clock. The vision for point B then should be pretty obvious…imagine a world where players know how much time is left. All we need is a solution, our road from point A to point B.

In a journey, there are many ways to get from point A to point B, and a good traveler will get out the maps (Google or otherwise), train and plane timetables, in order to consider many paths and options. Designers should do the same when considering solutions to achieve their vision. The cats at Novation believe the best way to develop solutions is to start with a brainstorming session. A simple 15 minute session can generate hundreds of ideas – some of them good.  

Some of them!” you exclaim?

Yes, that’s right….not all of the ideas are good ones. A lot of the ideas generated in brainstorming are pretty useless, but all you need is a single good solution. If you have scores of ideas to sort through it is very likely you’ll come up with the one that works to get you to your vision quickly.

In the next few blog entries, we will explain how we brainstorm so you can develop multiple solutions, and more importantly, we will discuss how to evaluate those solutions so you can find the right one for you.
Is there more than one solution to most problems?