Google's 20% Innovation Time
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The 20% Time Principle is a management philosophy that acknowledges the need for creative freedom and experimentation in business. Here's how it works and why it matters.
Core Concept
- Allocate 20% of work time for personal projects and creative exploration
- Acknowledge that talented people need freedom to innovate
- Prevent employees from seeking creativity outlets elsewhere (side hustles, new companies)
- Focus on charging "batteries" that can be used for productive work later
Implementation Examples
Google's Approach
- Employees use 20% of work time on side projects
- No strict oversight on how time is used
- Led to creation of major products like the Like button
- Resulted in innovations through hackathons and experimental projects
Facebook's Version
- Implemented through "hackathons"
- Less structured than Google's approach
- Focus on building quickly without process constraints
- Beer, pizza, and creative freedom
- Notable creation: The Like button came from a hackathon
Business Application
Budget Allocation
- 10% of marketing budget for "no ROI plays"
- Must be unmeasurable and unproven
- Allows for big swings and creative risks
- Creates space for potential breakthrough ideas
Benefits
- Prevents talent from leaving to pursue side projects
- Generates unexpected innovations
- Keeps creative energy within the company
- Maintains employee engagement and satisfaction
Key Principles
- Creative freedom is essential for talented employees
- Innovation requires space for experimentation
- Not all productive activities need immediate ROI
- Balance between structure and freedom is crucial
- Energy from creative pursuits can fuel regular work
Implementation Tips
- Make it explicit and encouraged
- Don't require immediate results
- Allow for failure and experimentation
- Focus on learning and innovation
- Create clear boundaries while maintaining flexibility
37:26 - 39:02
Full video: 01:03:55SP
Shaan Puri
Host of MFM
Shaan Puri is the Chairman and Co-Founder of The Milk Road. He previously worked at Twitch as a Senior Director of Product, Mobile Gaming, and Emerging Markets. He also attended Duke University.