Innovation Jam Roundup

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By Dave Nobles

Wednesday’s Innovation Jam onboard USS ESSEX (LHD 2) was an important and monumental moment for Naval Innovation.

The event was sponsored by a number of organizations, including Commander Pacific Fleet, SPAWAR Systems Center Pacific (SSC Pacific), the Office of Naval Research (ONR), and the Office of the Chief of Naval Operations. The support of such senior leadership for Deckplate Innovation made the event a resounding success, demonstrated in spades through awarding not one but two Sailors $100,000 to fund their concepts through prototyping and transition.

That’s the important part. Ideas born out of frustration, perseverance, and a quest to make the Navy better have been funded. However, the significance of the Innovation Jam is beyond the funding.

During the Innovation Jam, the assembled crowd of Sailors and government civilians listened to senior uniformed leadership within the Navy, like the Commander of the Pacific Fleet, Admiral Scott Swift; The Deputy Chief of Naval Operations for Readiness and Logistics, Vice Admiral Phil Cullom and the Master Chief Petty Officer of the Navy Mike Stevens. The three military speakers kicked off the event with a volley of support for The Athena Project, Tactical Advancements for the Next Generation (TANG), The Hatch, The Bridge, and other efforts to bring about positive change.  Each message resonated with the entrepreneurial and intraprenurial philosophies.

The voices of those senior leaders, combined with civilian thought leaders such as Dr. Nathan Myhrvold, the first Chief Technology Officer (CTO) of Microsoft and founder of Intellectual Ventures and Dr. Maura Sullivan, the Department of the Navy’s Chief of Strategy and Innovation, all echoed the a consistent theme:

Innovation is about taking risks.

The sponsorship, collaborative support and allocation of resources serves as a beacon of thoughtful risk taking by senior leadership in the Navy. And, funding two Sailor concepts serves as inspiration to empower all Sailors at all levels to share their own ideas and as a clear signal from the Navy’s top brass that they’re not only listening but that they’re also ready to act.

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Sailors and engineers work together to reframe their concepts during athenaTHINK at SSC Pacific

Over two days in San Diego, six Sailors who presented ideas through innovation initiatives such as The Athena Project, TANG, and The Hatch, were given the opportunity to interface with scientists and engineers at SSC Pacific and ONR to reframe and refine their concepts at an athenaTHINK event before presenting their ideas at the Innovation Jam to a panel of experts, who would decide a winner.

On the panel Dr. Myhrvold and Dr. Sullivan were joined by Dr. Stephen Russell of SSC Pacific, Mr. Scott DiLisio of OPNAV N4, Dr. Robert Smith of ONR, Mr. Arman Hovakemian of Naval Surface Warfare Center (NSWC) Corona Division, ETCM Gary Burghart of SSC Pacific and the Commanding Officer of the host ship, USS ESSEX, CAPT Brian Quin.

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The panelists evaluating the pitches onboard USS ESSEX (LHD 2)

The panel heard the six pitches and, after deliberation, Dr. Russell announced the results:

First Place: LTJG Rob McClenning, USS GRIDLEY (DDG 101)

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LTJG McClenning and Dr. Russell

LTJG McClenning presented his concept which he originally pitched at Athena West 3.0 called the Unified Gunnery System (UGS). The system would provide ballistic helmets equipped with augmented reality visors to the Sailors manning machine guns topside on a warship, and command and control via tablet in the pilot house. Commands given on the touch screen would provide indications to the gunners displaying orders, bearing lines and more. The system would be wired to prevent cyber attacks. The augmented reality capability of the system would mitigate potential catastrophic results of misheard orders due to the loud fire of the guns, and improve accuracy and situational awareness. LTJG McClenning received $500 for his concept, and $100K to develop the idea in collaboration with SSC Pacific.

Second Place: LT Bill Hughes, OPNAV N96

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LT Hughes and Dr. Russell

LT Hughes flew in from Washington, DC to pitch his concept, also from Athena West 3.0. The idea, CosmoGator, aims to automate celestial navigation through installed, gyro-stabilized camera mounts and small-scale atomic clocks to provide redundant Position, Navigation and Timing data to shipboard navigation and weapons systems. LT Hughes’ concept would continually update inertial navigation systems to enable continued operations in the event of GPS denial. Previously, this concept had been explored by the CNO’s Rapid Innovation Cell. LT Hughes received $300 and in a surprise move, OPNAV N4 funded his idea with $100K as well.

Third Place: GMC Kyle Zimmerman, Afloat Training Group Middle Pacific

GMC Zimmerman’s concept, originally presented at Athena West 4.0, intends to bring virtual reality to the Combat Information Center. Through the use of commercially available headsets, GMC Zimmerman proposed streaming a live optical feed of a ship’s operating environment to watchstanders to increase situational awareness and provide increased capability in responding to casualties such as Search and Rescue. GMZ Zimmerman received $200 for his idea.

Honorable Mention: LCDR Bobby Hsu, Commander, Task Force 34

LCDR Hsu pitched an idea from Theater Anti-Submarine Warfare (TASW) TANG for a consolidated information database for the litany of data required to effectively manage the TASW mission. The concept, Automated Response for Theater Information or ARTI, would leverage voice recognition software like the kind found in the Amazon Echo or Apple’s Siri, to enable watchstanders and commanders alike rapid access to critical information.

Honorable Mention: LT Clay Greunke, SSC Pacific

LT Greunke presented a concept that he began developing during his time at the Naval Postgraduate School (NPS) and pitched at Athena West 9.0. His concept leverages virtual reality to more effectively train Landing Signals Officers (LSO) by recreating the simulator experience of an entire building in a laptop and Oculus headset. LT Greunke demonstrated his prototype for the panelists and described a vision for the LSO VR Trainer, called ‘SEA FOG,’ as the first piece of an architecture of virtual reality tools to improve training in a number of communities and services.

Honorable Mention: OSC Erik Rick, Naval Beach Group ONE

OSC Rick first presented his idea for a combined site to host all required computer based training on The Hatch, though he acknowledged that the concept had been a highly visible entry on The Hatch, as well as in previous crowd-sourcing initiatives such as Reducing Administrative Distractions (RAD), BrightWork and MilSuite. His concept is to make universal access tags for civilians, reserve and active duty personnel to enable easy tracking of completed training as well as required training. In his proposal, the host site would combine the requirements of the numerous sites currently hosting training requirements and deliver an App Store-like interface to simplify the experience for users.

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All of our presenters and panelists. America.

Not enough can be said for the courage that all of the presenters demonstrated to take the stage in an nerve-wracking setting and present their ideas. In another good news story, the panelists and the assembled crowd provided feedback to all the presenters, which will assist in the further development of all six concepts.

With the success of the Innovation Jam in the rear view mirror, the process now begins to build on the ideas that received funding. We’ll continue to provide updates of the future successes of the two funded concepts right here on the blog.

This milestone for Naval Innovation is nothing short of monumental. Many can relate to a near exhaustion with the rhetoric surrounding innovation: Agility, fast failure, big ideas, consolidating disparate efforts, getting technology to the warfighters, and certainly partnering partnerships with non-traditional players.  When actions are weighed against rhetoric, it is action that wins, taking the initiative, assuming the initiative to act and moving the needle.  And Wednesday, we saw that happen.

This inaugural Innovation Jam will not be a one-time thing. As stated by VADM Cullom in his Keynote Address the event will be coming to every fleet concentration area in the future. Here at The Athena Project, we’ll continue to push initiatives like the Innovation Jam to inspire the creative confidence to present ideas and aid in any way possible to turn concepts into reality.

And, for those wondering how they might get involved in an events like this, support your local Athena chapter, submit your ideas to The Hatch and participate in workshops like TANG! Participation in these, and any innovation initiative will make you eligible for your regional Innovation Jam!

The future looks bright indeed not only for innovation but for action.

And we’re damn proud to be a part of that.

 

Dave Nobles is a member of the Design Thinking Corps at Johns Hopkins University Applied Physics Laboratory and the founder of The Athena Project. He is also a Navy Reservist with the Office of Naval Research.

 

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If You Give an Engineer a Toy: Building a Better Command Center

Here’s an article about design thinking and prototyping leading to real innovation in the fleet. Cross-posted in partnership with our friends at CIMSEC.org

At Naval Undersea Warfare Center (NUWC) Newport we recently began an internal investment project—the Seamless and Intuitive Warfare Workforce Development Project—to develop the next generation of “system of systems” engineers. These engineers will ideally be trained to view problems and develop solutions in a holistic manner, breaking from the stove-piped designs of legacy systems.  As an underlying theme for the effort, NUWC Newport focused on the “One System” vision for submarine tactical systems.  This idea was originally conceptualized at the Tactical Advancements for Next Generation (TANG) forum and further advocated by the submarine fleet.  In pursuit of this vision, the team explored potential improvements for submarine combat system interfaces and for the control room as a way to improve the information flow and the effectiveness of the control room’s contact management team.

Our approach:

1. Team Formation: We recruited and selected a cross-departmental team of 10 young engineers, typically with 3-7 years experience, from the Sensors and Sonar Systems, Combat Systems and Electromagnetic Systems Departments at NUWC Division Newport.

2. Baselining on Current Combat Systems: We cross-trained the team using military personnel  in the Combat Systems Collaboration And Fleet Experimentation (CAFÉ) laboratory on an end-to-end layout of a Virginia-class ballistic missile submarine (SSBN) control room, driven by a Submarine Multi Mission Team Trainer (SMMTT) system with sonar and combat control watch teams.  An imaging simulator was even used to populate the periscope view with surface contacts when operating at periscope depth.

Virginia Class layout

Virginia Class layout

3. Innovation Process: The team brainstormed initial concepts for next-gen integrated tactical systems, generating around 40-50 ideas, from which about 8 concepts were selected by the team for early prototyping with mock-ups (see Figure 2 below for evolution of original ideas to early prototypes).  These mock-ups were cut-out model representations using basic materials such as foam-core, cardboard and coloring sheets; and served to focus the team’s attention on details of scale and placement that would not have otherwise occurred.

Evolution of initial ideas into quick prototypes

Evolution of initial ideas into quick prototypes

Matt Puterio of the Sensors and Sonar Department, described his participation in the process of innovation and prototyping:

“Today’s Sailors are accustomed to immersive video games, advanced smart phones and tablets, intuitive multi-touch applications and can easily navigate the highly networked and always-connected world in which we now live in (so-called ‘digital natives’).  Our project aims to leverage this natural affinity coupled with advanced technologies such as high resolution multi-touch displays, and mobile computing devices, and new software concepts such as cloud computing and virtualization and apply them to the demanding needs of the tactical warfighter.  Sailors should be able to seamlessly adapt their high-tech civilian skills to the world of Undersea Warfare with minimal re-training and Seamless and Intuitive USW is focused on making this goal a reality.”

The innovation process we followed was modeled after one developed by design and innovation consulting firm IDEO; the same process used by the TANG workshop. Generating a series of “How might we…” questions (called HMWs), the group brainstormed ideas for what improvements could be created.  The  members of the brainstorming group then  came up with ideas to answer the questions (e.g. “redesign the layout of the control center!”) and wrote their ideas along with descriptive pictures to better explain the idea on sticky notes; one idea per sticky.  Emphasis was on rapid and not necessarily well thought-out ideation along with quick sketches for each idea.  The fast-paced nature of this exercise kept team members excited and stimulated creativity.

Brainstorming in action!

Brainstorming in action!

After investigating each idea, the group voted on the ideas they found most interesting, most powerful, or most disruptive.  Sub-groups of 2-5 team members were formed, and each sub-group picked a high scoring response to a HMW question that they would like to prototype.  This stage of prototyping was very basic; 4-K displays, iPads, iPhones, Android tablets, cloud computing, and multi-touch monitors took a back seat to foamcore, construction paper, hot glue, whiteboards, Sharpies, and dry erase markers.  The immediate goal wasn’t to get an actual product out to the fleet—rather to build a better mental model of the top ideas before laying the groundwork for an actual system.  Some of our prototypes at this stage included an operator workstation stack built out of foamcore, models of how we envisioned the layout of futuristic control rooms built from construction paper and foamcore (complete with popsicle stick sailors), and a 3D-display made from transparency sheets and foamcore.

Building rough prototypes literally turns words on paper into tangible objects.  Tangible objects are easier to work with since they do not require the imagination of onlookers and fellow team members.  A 3D-display may seem unnecessary until a fellow team member shows a physical model with a clay “ownship” submarine at the center and contacts of interest at various ranges and bearings on the display, directly modeling the actual tactical picture in the current environment.

Ideation straight to prototyping.

Ideation straight to prototyping.

From here our Seamless & Intuitive USW group branched out in two directions; software application development and virtual worlds (VW) modeling.  The “App Team” focused on taking the most promising and realistic rough prototypes (in terms of team skills and project timeframe) and prototyped them in an actual software environment.  This year we had access to a Perceptive Pixel multi-touch workstation with the Qt development environment that enabled us to quickly put together a few simple applications to interactively demonstrate the same concepts we prototyped using the arts & crafts materials.  One example was a “Multi-touch App Manager” which allowed a user to pull open a menu of “available apps” similar to the app icons on Android or iOS, and resize and drag individual “apps”—simply static tactical screenshots in our prototype—around the workspace. Other examples included a demo of three different ways to select a trace on a display and a “Five Finger” multi-touch menu that enables users to pull open an intuitive menu simply by placing their right or left hand on the display surface.

Some of the ideas we brainstormed couldn’t adequately be represented in software.  Rather than build a full-sized model submarine control room, the other branch of our group, the “Tiger Team,” employed their modeling skills with Second Life, a virtual world simulator.  The Tiger Team worked with the “Virtual Worlds” group at NUWC, a team with expertise in creating realistic virtual models of Navy ships, submarines, and facilities in Second Life.  The Virtual Worlds group assisted the Tiger Team in building realistic models of concepts such as new control room layouts, next-generation displays (such as the previously mentioned 3D-display), and even interactive displays by utilizing Second Life’s VNC capability.

Futuristic Command Center conceptual layout in Virtual Worlds.

Futuristic Command Center conceptual layout in Virtual Worlds.

The next step from here is implementing these prototypes on live data-streams, and integrating them as advanced engineering modules into a tactical system.  So far we have given various demonstrations of our concepts, and have received overwhelmingly positive feedback from our colleagues, internal NUWC management, and fleet representatives from Submarine Development Squadron TWELVE at the annual DEVRON12-NUWC Tech Exchange.  The simplicity of the design-thinking process allowed our small team of engineers to go from ideas on sticky notes to working software prototypes and virtual models in several weeks.

We are eager to continue our work on Seamless and Intuitive USW. In addition to being an excellent platform for idea formation, this project was fun, exciting, and served as a vehicle to achieve our objective of developing the next generation of “system of systems” engineers. Working with next-generation technology is always a pleasure, and the expectation that our ideas will make it onto a shipboard system and help sailors perform their functions better makes our work even more worthwhile.

Contact Information:

Project Lead: chidambar.ganesh@navy.mil 401-832-3887

Co-Lead:  raymond.j.rowland@navy.mil 401-832-8207