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| '''12% Time''' is an innovation program wherein employees dedicate approximately 12% of their work week (typically four hours out of a 32-hour workweek) to pursue projects of personal interest that could potentially benefit the company. This concept is adapted from [[Google]]'s well-known "[[20% Time]]" initiative but scaled to fit organizations with different resource constraints and work structures. | | '''12% Time''' is an innovation program wherein employees dedicate approximately 12% of their work week (typically four hours out of a 32-hour workweek) to pursue projects of personal interest that could potentially benefit the company. This concept is adapted from [https://en.wikipedia.org/wiki/Side_project_time Google's 20% time concept]. |
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| == Overview == | | = Goals = |
| | 12% Time creates structured slack in employees' schedules. This has two primary goals: |
| | 1. force us to create slack in project schedules, that can be consumed when time runs over. |
| | 2. allow for more experimentation and creativity that might not naturally come up in projects. |
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| 12% Time creates structured slack in employees' schedules, allowing time for:
| | , allowing time for: |
| * Exploration of new ideas | | * Exploration of new ideas |
| * Innovation outside of daily responsibilities | | * Innovation outside of daily responsibilities |
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| * Potential development of new products or features | | * Potential development of new products or features |
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| The program operates on the principle that providing employees with autonomous time for exploration can lead to unexpected innovations, increased job satisfaction, and improved problem-solving capabilities.
| | = Doing 12% time at Delft Solutions = |
| | | choose your own topic |
| == Origin and Inspiration ==
| | do this at the end of the week, once work is done |
| | | preferably not in the weekend |
| This concept is derived from Google's "20% Time" policy, which famously led to the development of products such as Gmail, Google News, and AdSense. Other companies including 3M (with their "15% program" that resulted in Post-it Notes) have implemented similar initiatives.
| | demo your work or share learnings Friday |
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| 12% Time represents a more modest commitment that may be more feasible for companies that cannot dedicate a full day per week to innovation projects. | |
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| == Implementation ==
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| Organizations typically implement 12% Time in one of several ways:
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| * '''Designated half-day''': A specific half-day each week (e.g., Friday afternoons) is allocated for 12% projects
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| * '''Flexible hours''': Employees schedule their own 12% Time throughout the week
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| * '''Grouped sessions''': Some organizations prefer to group the time into full days occurring less frequently (e.g., one full day every two weeks)
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| == Benefits ==
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| Studies and organizational experiences have shown several benefits from structured innovation time:
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| * '''Increased innovation''': Enables development of ideas that might not emerge during regular work
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| * '''Enhanced employee satisfaction''': Provides autonomy and opportunities for creativity
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| * '''Knowledge sharing''': Facilitates cross-functional learning and collaboration
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| * '''Talent retention''': Serves as a unique benefit that can help retain skilled employees
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| * '''Risk management''': Creates a low-stakes environment for testing new approaches
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| == Successful Examples ==
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| === Company Innovations ===
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| Several notable products and features have emerged from similar innovation time programs:
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| * '''Gmail''' - Created during Google's 20% Time
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| * '''Slack''' - Originally a side project at Tiny Speck during game development
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| * '''Post-it Notes''' - Developed during 3M's 15% program
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| * '''Tetris''' - Created by Alexey Pajitnov during discretionary time at the Soviet Academy of Sciences
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| === Internal Improvements ===
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| Beyond product development, 12% Time often yields important internal improvements:
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| * Development of internal tools and automation
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| * Documentation enhancements
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| * Process refinements
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| * Technical debt reduction
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| * Cross-training initiatives
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| == Best Practices ==
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| === For Organizations ===
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| * '''Clear boundaries''': Establish guidelines about what constitutes an appropriate 12% project
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| * '''Minimal bureaucracy''': Keep approval processes light to encourage participation
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| * '''Visibility''': Create channels for sharing progress and results
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| * '''Recognition''': Acknowledge and celebrate innovations that emerge
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| * '''Patience''': Understand that immediate ROI may not be apparent
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| === For Employees ===
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| * '''Project selection''': Choose projects with reasonable scope for the time available
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| * '''Documentation''': Keep records of progress and insights
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| * '''Collaboration''': Consider partnering with colleagues on complementary skills
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| * '''Sharing''': Regularly present findings, even from "failed" experiments
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| == Challenges ==
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| Common challenges in implementing 12% Time include:
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| * '''Time protection''': Ensuring the allocated time doesn't get consumed by regular work demands
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| * '''Outcome expectations''': Balancing the freedom to explore with the need for results
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| * '''Resource allocation''': Determining what additional resources beyond time can be used
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| * '''Measurement''': Assessing the program's impact and value
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| == See Also ==
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| * [[20% Time]]
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| * [[Innovation management]]
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| * [[Corporate creativity]]
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| * [[Organizational slack]]
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| == External Links ==
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| * [https://www.fastcompany.com/3000852/how-20-time-rule-led-googles-success How 20% Time Led to Google's Success]
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| * [https://www.forbes.com/sites/kevinkruse/2015/09/16/the-20-by-20-rule/#742e7cc86cc5 Innovation Time: Making Room for Big Ideas]
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| * [https://www.atlassian.com/company/shipit ShipIt Days at Atlassian]
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| == References ==
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| {{reflist}}
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| [[Category:Business concepts]]
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| [[Category:Innovation]]
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| [[Category:Organizational culture]]
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| [[Category:Human resource management]]
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