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Design Thinking

Published on Nov 19, 2015

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PRESENTATION OUTLINE

DESIGN THINKING

SHIFTING FROM PROBLEM TO PROJECT

PROJECT

  • Feasibility
  • Viability
  • Desirability

BRIEF

  • Constraints

DISRUPTION

GETTING AWAY FROM INCREMENTAL IMPROVEMENT

P&G

  • 300 sketches
  • 60 prototypes

SMART TEAMS

  • MFAs
  • MBAs
  • PhDs

SNL

  • Harvard grads
  • Street smart comics

T SHAPED PEOPLE

PEOPLE WHO CAN CROSS DISCIPLINES

INSPIRTION

  • Small team first (t-shaped people)
  • Then bring on the army
  • Involve specialists

INSPIRE IDEAS

  • Motivate creative teams
  • Share ideas
  • Build consensus

CREATIVE ENVIRONMENTS

  • Physical/psychological
  • Serendipity
  • Interdisciplinary exposure

MATTEL

PLATYPUS (MADEOF MANY TYPES OF ANIMALS)

EMBODIED THINKING

  • Facilities need to facilitate
  • Ideas need to be out and available
  • Photos, white boards, physical objects

STANFORD CENTER FOR INNOVATION AND LEARNING

  • Flexibility
  • Adaptability
  • Regulation spaces lead to regulation thinking

DESIGN TOOLKIT

  • Inspiration
  • Ideation
  • Implementation

MASSIVE CHANGE

  • Transform design practice
  • Collaborative that enhances the creative power of individuals
  • As comfortable in the boardroom as in the workshop
  • Bring balance to social, technical and business aspects of a product
  • Focused and flexible

PUTTING PEOPLE FIRST

CONVERTING NEED INTO DEMAND

HUMAN CENTERED DESIGN

  • Adapting to inconvenience
  • Articulate latent needs

INSIGHT TOOLS

  • Insight
  • Observation
  • Empathy

INSIGHT

LEARNING FROM THE LIVES OF OTHERS

GOOB

GET OUT OF THE BUILDING

OBSERVATION

  • What people do
  • What people say
  • What people don't do
  • What people don't say

OBSERVE EXTREMES

  • Experts
  • Novices
  • Obsessives
  • Analogous situations

EMPATHY

TRANSLATE OBSERVATIONS INTO INSIGHTS AND INTO PRODUCTS

EMPATHY

BUILD BRIDGES INTO INSIGHT

EMPATHY

  • See the world through another's eye
  • Feel the world through another's emotions.
  • Understand the world though their experiences

CO-DESIGN

  • First person account of the experience

LATENT NEEEDS

  • How do people make sense of the situation
  • How do the navigate the social space
  • How do the navigate the physical environment
  • What do they find confusing
  • Acute but difficult to articulate needs

COGNITIVE UNDERSTANDING

  • Emphasis the new
  • Reference the ordinary and familiar

EMOTIONAL NEEDS

  • What touches people
  • What motivates them
  • Turn users into advocates

START SIMPLE

  • Do less than what's possible
  • Do a few things well
  • Make sure they are the right things

SOCIAL INTERACTIONS

  • Dynamic interactions between/within groups
  • Group effects/network analysis

US WITH THEM

US WITH THEM

  • Collaboration with team and audience
  • Distributed design & development

TRADITIONAL MODEL

  • Companies create
  • Customers consume

BEYOND ETHNOGRAPHY

  • Open source innovation
  • User generated content
  • User will design everything the need

PARTICIPATORY DESIGN

  • Proprietary and public
  • Deep collaboration
  • Customers as co-creators

UNFOCUSED GROUPS

  • Identifying unique individuals
  • What do people really desire

SYNTHESIS

Ordering of data and the search for patterns

Chance only favors the prepared mind

DIVERGENT THINKING

  • Multiply options to create choices
  • Increased bolder, more disruptive, compelling

GEOGRAPHY OF IDEAS

  • Divergent
  • Convergent
  • Analysis
  • Synthesis

To have a good idea you must first have lots of ideas

CONSTRAIN AND RESTRICT

  • More efficient
  • Conservative and inflexible
  • Obvious and incremental
  • Vulnerable to game changing ideas from outside

CONVERGENT THINKING

DRIVING TO AN OUTCOME

DIVERGENT THINKING

THE PATH TO INNOVATION

ART AND ENGINEERING

  • Diverge - create options
  • Convergent - eliminate options and make choices

KILL YOUR DARLINGS

ANALYSIS AND SYNTHESIS

ANALYSIS

BREAK APART COMPLEX PROBLEMS

SYNTHESIS

PUTTING THE PIECES TOGETHER TO IDENTIFY MEANINGFUL PATTERNS

ANALYSIS

  • Interviews
  • Field data
  • Patents
  • Processes
  • Vendors

ANALYSIS

  • Subcontractors
  • Notes
  • Pictures
  • Videos
  • Conversations

ANALYSIS

  • Competition
  • Analogs
  • Markets
  • Experiences
  • Artifacts

SYNTHESIS

  • Organize
  • Interpret
  • Weave
  • Storytelling

DATA

  • Technical
  • Behavioral

STORY TELLING

  • Compelling
  • Consistent
  • Believable

ORGANIZATIONAL SYNTHESIS

  • Attitude for experimentation
  • Open to new possibilities
  • Alert to new direction
  • Willing to propose new solutions
  • Make mistakes

STATUS QUO ORGANIZATIONS

  • Efficient over innovation
  • Downward spiral of incrementalism

SUSTAINED EXPERIMENTATION

  • Try something new and see what sticks
  • Systemic experimentation
  • Judicious blend of bottom up experimentation and guidance from above
  • Be tolerant of failure

SYSTEMIC EXPERIMENTAION

  • Room/budget to experiment
  • Those most exposed to externalities are the best candidates
  • Ideas shouldn't be favored based upon job title
  • Ideas that generate buzz should be favored
  • Ideas should have some following before the get organizational support
Not just designers, but engineers, and management. The whole organization.

Externalities like new technologies, shifting consumer base, changes in the market, strategic threats/opportunities

TOP DOWN GUIDANCE

  • Tend, prune, and harvest ideas
  • Risk tolerance
  • Articulate overarching purpose

TO ERR IS HUMAN, TO FORGIVE DEVINE

Serious commitments need to happen from the top and it will be repaid be better ideas for the base.

And promising experiment should have a chance at organizational support providing that they have pass clear performance goals

Energy will be lost, some projects will go wrong, and money will be lost


CULTURE OF OPTIMISM

CURIOSITY THRIVES, CYNICISM SMOTHERS

LEARNED CYNISISM

  • Experimentation doesn't thrive in cynical organizations
  • Ideas are smothered before the come to life
  • People willing to take risks are driven out
  • Up and coming leaders steer clear of projects with uncertain outcomes
Participation may ruin their chances for advancement

Project teams are nervous, suspicious, and prone to second guessing what management really wants

No one is willing to step forward without permission

Defeat before the start

LEARNED OPTIMISM

  • Things could be better than they are
  • Leadership needs to inspire confidence
  • Optimism comes from confidence
  • Confidence comes from trust
  • Trust flows in both directions
This does not mean that all ideas are created equal

Leadership needs to make discerning judgements

Inspire confidence if they feel their ideas were given a fair hearing

Individuals, teams and whole organizations need to cultivate optimism

People have to believe it is within their power or their teams to create new ideas that will serve unmet needs and will have a positive impact

BRAINSTORMING

  • Defer judgement
  • Encourage wild ideas
  • Stay focused on the topic
  • Build on the ideas of other
Assembling a group of individual who don't know each other, are cynical or lack confidence will be less productive then having those individual work independently.

A structured way of breaking out of structure

VISUAL THINKING

  • Sketching
  • Post-it's
  • Butterfly test
  • Integrative thinking
Integrative thinking
Hold opposing ideas in suspension to gain new solutions

PROTOTYPING

BUILDING TO THINK

ABSTRACT TO PHYSICAL

  • Explore and refine ideas
  • Willingness to try something
  • Thinking with you hands
  • Quick and dirty (at first)
  • Faster to final solution

PROTOTYPE TOOLS

  • Storyboard
  • Scenarios
  • Customer Journey
Storyboards allow you to make sure the story hangs together

Scenarios - believable story of how the product fits in the life of the user (plausible fiction) transaction between

Customer journey - What the customer and service interact