Editor’s note: This article is published in partnership between the NC Center for Innovation Network (COIN) and WRAL TechWire.

RESEARCH TRIANGLE PARK, N.C. – With the holidays upon us as you ponder which video games you’ll be placing under the tree or whether to buy that cool drone that will provide some outdoor fun, you might also want to think about the importance of toys in spurring innovation and shaping today’s high tech world. A few of you might remember hoping that under the tree on Christmas morning you’d find an Atari and with it some cool game cartridges like Pong or Tetris. Some might even remember hoping that through some Christmas Miracle you’d find the nicely wrapped Edmond’s Microscope or Telescope you’ve been wishing for along with those sweaters and socks that provide little real fun.

It’s a good bet that a few of you reading this are today developing video games or cool applications that you might have dreamt of during your hours with your Atari console or Game Boy. Perhaps some of you are using high powered scanning electron microscopes for discovery or diagnostics or teaching your students about the wonders of the universe.

The point of this trip down memory lane is to point out that some of the greatest innovations in history have been the result of what some call the “Toys to Tools” theory of innovation that posits that play facilitates creativity and innovation and that toys can evolve into tools.

William J. Altier in his book, “The Thinking Manager’s Toolbox” mentions six barriers to our creativity that stifle the process of innovation and help to illustrate the relevance of the toys to tools theory of innovation. We can all agree that children usually are free of these barriers.  From time to time we adults may see this as frustrating.

Altier’s barriers are:

  • Experience
  • Assumptions
  • Judgments
  • Thinking patterns
  • Right Answer Syndrome
  • Fear of Failure

These barriers tend to get higher and higher as we grow older and can impact our ability to dream, innovate, and invent.

The overall point of this is that we all need to play more and when your children’s wish lists are being presented, please consider the importance of play and maybe even consider going for the Cosmo Robot, ImagiPen, or Spinmaster Drone. Your kids will love you for it!

About the author

Joe Magno is currently serving as the Executive Director of the North Carolina Center of Innovation Network and also as a NC Works Commission Board member. His insights and thoughts on economic development are the result of his varied experiences and successes an entrepreneur, executive and economic developer. He has advised both corporate and government leadership in structuring large and successful economic development programs.