CR4-DL

Where Good Ideas Come From

By Steven Johnson

Introduction: REEF, CITY, WEB

  • The reef is a story of how Charles Darwin observed a coral reef.
  • The number of heartbeats per lifetime tends to be stable from species to species. Bigger animals just take longer to use their quota so they live longer.
  • Kleiber’s law: as life gets bigger, it also gets slower.
  • This isn’t true for cities as they get bigger, they get more innovative.
  • 10/10 Rule: ten years to develop an idea, ten years to find mass market.
  • To understand where good ideas come from, we first have to understand the context that gives rise to them.
  • There are shared patterns that recur again and again to create these innovative ideas.
  • Each pattern is its own chapter.
  • We lack a unified theory that describes innovation systems.
  • We are often better served by connecting ideas rather than protecting them.
  • Good ideas want to complete each other as much as they want to compete.

Chapter 1: THE ADJACENT POSSIBLE

  • Good ideas are constrained by the parts and skills that surround them.
  • Good ideas don’t come cleanly from a factory, they’re cobbled together from spare parts in a garage.
  • Evolution does the same thing when innovating.
  • E.g. The kludge of the brain.
  • Adjacent possible: the area of possible innovations given the current area. The realm of available possibilities.
  • E.g. Going from electricity to the telegram, not the Internet.
  • You can’t explore outside of that area and if you do, you’re called ahead of your time.
  • The adjacent possible boundaries grow as we explore those boundaries.
  • New innovations open up more new innovations.
  • Think of it like a circle that keeps expanding.
  • Good ideas aren’t conjured out of thin air, they’re built out of what we already know.
  • E.g. The paper “Are Inventions Inevitable?“.
  • The story of innovation is linear, with one door opening another.
  • Ideas that jump pass the closed doors are often short-term failures. Right idea, wrong environment.
  • E.g. Babbage’s Analytical Engine.
  • What kind of environment creates good ideas?
    • Ones that help people explore their adjacent possible.
    • Encouraging novel ways of using what we have.
    • To push the adjacent possible. To advance. To explore.
  • The dominance of multiples in innovation highlights how the adjacent possible is constrained by existing parts and knowledge.
  • Multiples: when several people independently make the same discovery almost simultaneously.
  • What tactics can we use to better explore the adjacent possible?
  • One tactic, the next pattern, is to have the adjacent possible expand itself.
  • E.g. Recursive self-improvement.
  • We must improve our ability to improve.

Chapter 2: LIQUID NETWORKS

  • There’s a misconception that an idea is a single thing. It isn’t, its a network.
  • Its a literal network in your brain, a new connection that’s never been formed before.
  • The network has two preconditions
    • The sheer size of the network
    • The network must be plastic and changeable
  • To push the brain towards more creative networks, you have to place it into an environment that shares the same network signature.
  • Networks of ideas or people that mimic the neural networks of the mind exploring the boundaries of the adjacent possible.
  • The network in the brain is similar to a liquid: flexible enough to adapt but rigid enough to preserve.
  • One of the benefits of the agriculture revolution was that it brought people together to share ideas.
  • High-density liquid networks make it easier for innovation to happen, but they also store those innovations.
  • A network let’s good ideas thrive while killing off bad ideas. The natural selection of ideas.
  • However, these networks aren’t the same as a hive mind or global brain.
  • Large collectives aren’t capable of true innovation due to herd mentality.
  • Networks simply widen the pool of minds that could come up with and share good ideas.
  • It isn’t the wisdom of the crowd, it’s the wisdom of someone in the crowd.
  • People tend to condense the origin stories of their ideas into tidy narratives but that isn’t the case.
  • Innovation is often messy, convoluted, and full of failures.
  • The most productive tool for generating good ideas is discussion with others.
  • There needs to be a balance between order and chaos, between solid and gas.
  • The mental state of flow is a good analogy for fluid ideas. It’s being carried in a clear direction but still being tossed in surprising ways from eddies and whirls.

Chapter 3: THE SLOW HUNCH

  • A pattern that recurs throughout the history of world changing ideas: a hunch that collides with another hunch.
  • Most great ideas first take shape in partial, incomplete form.
  • E.g. The theory of evolution was nearly complete in Darwin’s notebooks.
  • Liquid networks help those ideas become complete by merging it with other hunches.
  • Sustaining the slow hunch is less a matter of perspiration than of cultivation.
  • Slow hunches mature slowly, in stealth and then fading into view.
  • Secrets of hunch cultivation
    • Write it down because it won’t last in memory.
    • A system to capture the hunches, not categorize them.
    • A space for slow hunches to grow.

Chapter 4: SERENDIPITY

  • Dreams seem to explore new truths by trying new neuron firing combinations.
  • Sexual reproduction is slow and complicated, but is repaid in its rate of innovation and creativity.
  • When nature finds itself in need of new ideas, it strives to connect, not protect.
  • Serendipity needs unlikely collisions and discoveries, but it also needs something to anchor those discoveries.
  • Potential combinations of ideas are limited by what you remember.
  • If the commonplace book tells us that the best way to nurture hunches is to write everything done, then the web tells us to look everything up.
  • Protecting ideas from copycats and competitors also protects them from improvements and innovations.
  • The secret to organizational inspiration is to build information networks that allow hunches to persist, disperse, and recombine.

Chapter 5: ERROR

  • A lot of spectacularly right ideas have a shadow history of spectacular failures.
  • The same lesson about quantity over quality.
  • The errors of the great mind exceed in number those of the less vigorous one.
  • Being right keeps you in place, being wrong forces you to explore.
  • Error is needed to set off the truth, much as a dark background is required for exhibiting the brightness of a picture.
  • Being wrong doesn’t unlock new doors in the adjacent possible, but it does force us to look for them.
  • They assumed the results of the experiment was noise, not signal.
  • A paradoxical truth about innovative ideas: good ideas are more likely to emerge in environments that contain a certain amount of noise and error.
  • Interesting, evolution has struck a balance between too much mutation and too much stability.
  • The explore-and-exploit tradeoff. The risk and reward tradeoff.
  • When the going gets tough, life tends to gravitate towards more innovative reproductive strategies.
  • Sex keeps the door to the adjacent possible open by just a crack, so that we can adapt to the changing pressures or opportunities of our environment.
  • The complicated relationship between accuracy and error, between signal and noise.
  • Perhaps the history of the errors of mankind, all things considered, is more valuable and interesting than that of their discoveries. Truth is uniform and narrow; it constantly exists, and does not require so much an active energy, as a passive aptitude of soul to encounter it. But error is endlessly diversified.

Chapter 6: EXAPTATION

  • Exaptation: an organism develops a trait optimized for a single use but then the trait gets hijacked for a completely different function.
  • E.g. A feature adapted for warmth, such as feathers, is now exapted for flight.
  • It’s using what you have in a new environment or way.
  • Collisions of different fields of expertise leads to creativity.
  • The value of “weak tie” networks isn’t just that information is communicated across distant fields, it’s that it allows for exaptation to occur.
  • Chance favors the connected mind.

Chapter 7: PLATFORMS

  • The platform builders and ecosystem engineers don’t just open a door in the adjacent possible. They build an entire new floor.
  • Playing inside the rules versus playing with the rules.
  • The real benefit of stacked platforms is that they abstract away the details.

Conclusion: THE FOURTH QUADRANT

  • When you view things at a distance, what you lose in detail you gain in perspective.
  • We can organize innovations into four quadrants: individual vs network and market vs non-market.
  • Because innovations are cumulative, the quadrants display distinct shapes at different historical periods.
  • The pattern of growth seems to be network non-market as profit creates barriers.
  • The pattern we see again and again in the modern era: network non-market innovations create a new platform for businesses to profit by refining the original idea or by building upon it.
  • The reef has unlocked so many doors of the adjacent possible because of the way it shares.