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A Correlation between Design Thinking and our Changing World

To be effective in this new world, you will need to master the skills of empathy and teamwork, as well as leadership and driving change. You will need to know how to function in a world that is not a hierarchy but a kaleidoscopic global team of teams, with no boundaries between sectors and change that happens at an escalating pace.

About seven years ago I started having this sense that our world was starting to go through an unprecedented transformational change. There have only been a few periods like this in all of human history. I knew it had something to do with the internet and computers but I did not have a very clear understanding of what it is all about.

When I started in the HCI/d program at IU, some of the pieces of the puzzle started to fall in place. This semester I am taking a New Media course taught by Christian Briggs. I have been reading Marshall McLuhan's book, "Understanding Media" and Lev Manovich's "The Language of New Media". Suddenly, big pieces of the puzzle started coming together.

Along the way I developed this concept that design thinking principles could not only help me learn to be an interaction designer but they were also preparing me to be better equipped to function in this new world we are growing towards. When I read this article by Bill Drayton, the excerpt above seemed to jump off the screen.

Empathy. Teamwork. Leadership. Driving change. No hierarchy (aka - networks). No boundaries. Accelerating change.

All of these characteristics can be found in the design thinking principles we have been learning.

Empathy is at the center of everything user-centered. Knowing, understanding, and appreciating the needs, desires, and feelings of the target audience (users) is paramount to good design.

No designer can effectively work in a vacuum. Stakeholders, internal and external to an organization, need to be not only included but encouraged to be integral participants in the design process. Failure to do this almost always results in frustration and poor design.

Good designers must develop the fundamental leadership qualities found in decision making, choices, and generating enthusiastic participation of all who are involved in the process. Leadership is fundamentally about setting a course and moving in that direction. That is a good definition for "design" as well.

Design IS change. In "The Sciences of the Artificial" Herbert Simon calls it "changing existing situations into preferred ones." I would say that works for "driving and accelerating change". Oh yeah, add in a dose of Argyris and Schon's double-loop learning for organizational learning here to help out with the "accelerating" part of the change equation.

Hierarchies are top-down, directed from above, constrained, and controlling. Design does not prosper in hierarchical environments. Design thinking means that good ideas can come from anywhere inside or outside an organization. Designers consider many, many ideas and usually do not know where their design process will lead them. Horst Rittel calls these "wicked problems" - they are not clearly defined and thus, have no definite solution.

Not only does this involve non-hierarchical processes but it also addresses the need to remove boundaries between sectors. This is what Blevis refers to when he addresses the importance of transdisciplinarity in design - "transcending disciplinarity and using collections of methods and their associated domains of expertise on an as needed basis as required by the pursuit of this target broader goal."

Yes, I would say that design thinking has done a pretty good job of equipping me to be effective in this new world that Mr. Drayton is talking about.

Thank you, design thinking principles. I just want you to know how much I appreciate you.

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Capstone Project: Part 6 - Design Expertise

This is the fourth sub-section of the Literature Review section for my Capstone project.

Here is a listing of links to the previous capstone project posts:

Design Expertise

“One of the difficulties in understanding design, is its multifaceted nature. There is no one single way of looking at design that captures the ‘essence’ without missing some other salient aspects.” (Lawson and Dorst 2009)

Another book I started reading is "Design Expertise" by Kees Dorst and Bryan Lawson (Lawson and Dorst 2009). Dorst and Lawson note that they believe design is a complex collection of skills that anyone has the ability to learn. Further, talented designers rely on skills, knowledge and understanding.They point out that we are still in the preliminary stages of defining design expertise and this book could not even have been written a few years ago.

As is expected, it is necessary to define some of the fundamental terms so as to reduce confusion and find some common ground before going deeper. Interestingly, Dorst and Lawson choose to not define the term "design" outright due to its “multifaceted nature” and the wide variety of design disciplines. Rather, they attempt to develop an integrated understanding of what constitutes design by looking at the design process from several different perspectives. It is their intention to construct a composite that will be pieced together, resulting in an accurate definition. It is interesting that they note this is the same approach we (designers) typically use to understand our own design problems.

Dorst and Lawson state that design thinking is not one way of thinking. It has been called multidisciplinary by some and others have gone as far as calling the design discipline "transdisciplinary" (Blevis and Stolterman 2008). Designers employ analytical and creative thinking - not necessarily in sequence or in a linear fashion but rather in an integrated, almost simultaneous manner. We live between two worlds with one foot planted in the world of science and analysis while the other foot is firmly grounded in the creativity of the arts. We don't fit entirely within either one. We often find ourselves engaging in our own game of tug-of-war with our peers as some members of the design community try to become more like one discipline or the other. Yet, this balance serves us well in coming up with solutions to all types of "wicked" problems.

Designers focus their energies on the solution, not the problem. They approach problems as if there is no structure to the problem and do not attempt to analyze all the data. Rather, it is a fine balance between analysis and creativity. Experienced designers place constraints on themselves. Perhaps they will limit the amount of time to conduct analysis (research) before moving on to generating concepts and ideation.

As a result of this hybridization of disciplines found in design, designers are often misunderstood. Dorst and Lawson actually compare us to the platypus, an animal that many considered to be a hoax when it was first discovered. The platypus did not fit within the norms and standards that were then known to biologists. Fortunately, this didn't bother the platypus. They didn't know that they were an anomaly and a challenge to the scientific thinking of the day. They certainly didn't make any effort to change who they were in order to fit within the existing conventions. Perhaps we as designers can learn a few lessons from the platypus. If we do, we might find those in other fields less resistant to accepting our authenticity.

Dorst and Lawson identify five key skills of design: formulating, representing, moving, evaluating and managing. They clarify the meaning of each of these skills, relying heavily on work done by Nigel Cross. These skills are situated within four “levels” of design: project, process, practice, and profession. Finally, they identify three types of thinking employed in the design process: convention-based, situation-based, and strategy-based. These three models are used as the foundation for exploring the nature of design expertise, identifying a proposed path to follow towards the development of design expertise and exploration of possible effective methods for teaching the design student.

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Capstone Project: Part 5 - The Design of Business

This is the second sub-section of the Literature Review section for my Capstone project.

Here is a listing of links to the previous capstone project posts:

The Design of Business

“The velocity of movement through the knowledge funnel, powered by design thinking, is the most powerful formula for competitive advantage in the twenty-first century.” (Martin 2009)

Another primary influence upon the direction of this project has been Roger Martin’s “The design of business : why design thinking is the next competitive advantage” (Martin 2009). Martin is the Dean of the Rotman School of Management at the University of Toronto. He has been researching and introducing innovative new ways for business leaders and consultants to think and transform organizations. This new path is grounded and driven by design thinking.

Martin describes design thinking as the foundation for balancing analytical thinking and intuitive thinking. This balance allows organizations to maintain innovation which will increase efficiency and lead to perpetual competitiveness. In essence, design thinking allows organizations to move from the complex to the simple, from mystery to algorithm through what he refers to as the “knowledge funnel” [see Figure 6].
Martin indicates that design thinking is made possible by using abductive logic, a concept that was originally developed by James Peirce (Peirce, Houser et al. 1992). Abductive thinking equips design thinkers to explore possibilities by looking to the future while still exploiting opportunities by looking to the past.


Figure 6: The Knowledge Funnel
Source: (Martin 2009)

He elaborates by stating that the roadmap to success will lead to new kinds of organizations marked by changes in structure, culture, and processes. These new organizations will be run by a different kind of leader that is focused on maintaining this balance between analytical and intuitive thinking. These new organizations will be staffed with a new type of worker that will have a different view of the world and their role in it. They will use new sets of tools to understand the world and organize their thinking through a new type of experience to develop the skills to use these tools. Jon Kolko calls this “design synthesis” which he describes as “an abductive sensemaking process.” (Kolko 2010)

References
Kolko, J. (2010). "Abductive Thinking and Sensemaking: The Drivers of Design Synthesis." Design Issues 26(1): 15-28.

Martin, R. L. (2009). The design of business : why design thinking is the next competitive advantage. Boston, Mass., Harvard Business Press.

Peirce, C. S., N. Houser, et al. (1992). The essential Peirce : selected philosophical writings. Bloomington, Indiana University Press.

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Capstone Project: Part 4 - Disruptive Innovation

The next section of my capstone project focuses on my literature research. Since the section is so big, I decided to break it up into several sub-sections on the blog. One of the sub-sections is an overview of the talk that Kristian Andersen gave last month. Since I already posted about that talk in a previous blog post (Kristian Andersen - Brand Experience Design), I am not going to re-post it. Here is a listing of links to the previous capstone project posts:

Disruptive Innovation

“A lot of the problems of managing innovation arise because we as professors of business schools have taught false principles that actually make success very hard to sustain and cause innovation to be a lot riskier than it ought to be.” (Christensen 2009)

One of the early primary influences on this project was Clayton Christensen’s Keynote Address at the TechPoint Innovation Summit on September 29, 2009. He elaborates on the quote above by identifying a specific type of innovation that is “disruptive” (Bower and Christensen 1995). Disruptive technology and innovation is identified by three specific characteristics:

  1. they generally make possible the emergence of new markets,
  2. they appear to be financially unattractive to existing organizations, and
  3. they do not meet current customers needs.

Christensen gave examples of how disruptive innovation has dramatically transformed many different industries, including steel manufacturing, computer hardware, automobile manufacturing, and consumer electronics [Figure 5]. He explained how new markets emerged, new companies were formed, existing companies lost market share, and markets were broadened. These disruptive innovations have been the catalysts to transform organizations, business models, and even the requisite skill sets of the employees within those organizations.

In one of his articles, Christensen indicates that business leaders are missing “a habit of thinking about their organization's capabilities as carefully as they think about individual people's capabilities.” (Christensen and Overdorf 2000) I began to consider whether or not this missing habit of thinking had any correlation with design thinking. The disruptive innovations he referred to sounded like they were very similar to the “ill-defined” (Cross 2004), “indeterminate” (Buchanan 1992), and “wicked” (Rittel and Webber 1973) problems addressed in design.

It turns out that Christensen’s resolution to the problem of disruptive innovations is to create a new spin-off organization that is separate from the parent organization and keep it separate in order to “isolate them from the stifling demands of mainstream organizations” (Bower and Christensen 1995). This solution may provide a direct answer for business organizations competing for profits in the marketplace. However, it is extremely simplistic.

Christensen fails to address the underlying rationale that would lead to an overall thought process change. He has done a wonderful job of helping business leaders identify disruptive innovation and he told them what to do when they come upon it. It falls short of identifying the fundamental principles to help us understand how and why organizations need to adopt, manage, and adapt to disruptive innovations.
disruptiveInnovation01.jpg
Figure 5: Clayton Christensen’s Diagram of Disruptive Innovations

Source: www.claytonchristensen.com/images/keyconcepts/disruptiveInnovation01.jpg

References
Bower, J. L. and C. M. Christensen (1995). "Disruptive Technologies: Catching the Wave." Harvard Business Review 73(1): 43-53.

Buchanan, R. (1992). "Wicked Problems in Design Thinking." Design Issues 8(2): 5-21.

Christensen, C. (2009). How to Create New Growth Businesses in a Risk Minimizing Environment. Innovation Summit 2009, Indianapolis, IN, TechPoint.

Christensen, C. M. and M. Overdorf (2000). "Meeting the Challenge of Disruptive Change. (cover story)." Harvard Business Review 78(2): 66-76.

Cross, N. (2004). "Expertise in design: an overview." Design Studies 25(5): 427-441.

Rittel, H. W. J. and M. M. Webber (1973). "Dilemmas in a general theory of planning." Policy Sciences 4(2): 155-169.

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Capstone Project: Part 3 - Approach and methodology

This is the third installment from my capstone paper. The prior two entries were the Abstract and the Introduction. You are encouraged to read those first but feel free just to start right here. As always, your comments and feedback are greatly appreciated. This is a work in progress. I will be devoting most of the Spring semester on this project.

Approach and methodology
As innovation and technology have become pervasive, not only in our professional but also our personal lives, the role of design has become increasingly more important. As a newly enrolled student in the HCI/d Masterʼs program, I began to discover that design is much broader in scope than I realized. I usually thought of design as a smaller part of a larger whole such as interaction design, website design, graphic design, software design, interior design, fashion design, or art design.

HCI/d is one of many disciplines situated within the domain of a much larger discipline classified as “design”. This had a profound impact on me. I started to see that there was a language that could be appropriated to generate a deeper understanding of past experiences and for use in future endeavors.

The Big Picture
While discussing the HCI/d program with an associate several weeks into my first semester, I commented that I thought HCI/d would be the MBA of the twenty-first century. Most graduates of this program go on to find careers as interaction design practitioners. However, the design concepts, theories, and principles we learn equip us to perform many different jobs that require solving ill-defined problems, problems that have good and bad solutions and are consequential. These problems have an infinite number of solutions, each one is unique, they are symptoms of other problems, require the designer to make rational choices that they are liable for, and do not have singular solutions (Rittel and Webber 1973).

This predisposition has motivated me to explore the rationale behind it. I am hoping that my research will allow me to develop a more structured understanding of the practical applications for design thinking and the use of design principles and concepts in fields that are not traditionally considered to be design-centered.

In a sense this project is an auto-ethnographic study of my two years as a Masterʼs candidate in the HCI/d program at the Indiana University School of Informatics and Computing. As such, this study is largely derived from substantial secondary research of articles, papers, blog posts and books that appear to have some correlation to design. This research has started to identify how design principles are appropriated across various disciplines. It has also revealed what characteristics design shares with other disciplines and what characteristics are unique to design.

Reflection-in-action and double-loop learning have been integral design principles that have been applied to this process. There has been an almost endless questioning of the norms, rules and objectives of this project. New information continues to shape and mold the problem, turning it into a new problem.

Focus on Social Media
Initially, I thought that the primary focus of this project would be directed towards social media and how it could be used to promote design thinking within organizations, specifically business organizations. This predisposition was rooted in the notion that the emergence of social media and Web 2.0 technology made it easier for people to express their ideas, generate critiques, reflect-in-action and clarify or re-define problems.

Social media has been adopted within business organizations for marketing and customer service purposes. It seemed that this might introduce an opportunity to integrate it into the corporate culture and organizational structure in order to facilitate design thinking. New areas of study such as Enterprise 2.0 and Social Business Design are rapidly emerging (Hinchcliffe 2006; Dachis, Kim et al. 2009).

However, upon reflection, it became clear that all organizations are always mediated. Social media is just one more method by which this mediation can be appropriated. While the tools of social media may reduce barriers and help to overcome obstacles that organizations face, they are still just tools. The effective appropriation of those tools is determined by broader theories and principles, many of which are grounded in design.


Figure 3: Early sketchbook diagram of capstone idea drawn 9/11/09

Design Research
Design as a discipline has been formally studied for a little over forty years. Most design researchers consider that it began with the inception of the Design Research Society and the Conference on Design Methods (Jones and Thornley 1963). The escalating advancements of technology and innovation along with the disruptions noted above have provided a tremendous incentive as well as opportunity for the expansion and growth in design research. Over the past four to five years, design research has matured substantially. It is no coincidence that this has occurred simultaneously with the emergence of Web 2.0 technology and social media.

Many recent articles state that “design” and “design thinking” are hot topics in the business world. Stanford Universityʼs new Institute of Design, the Rotman School of Management at the University of Toronto, as well as popular success stories at Proctor & Gamble and GE may lead one to agree with this. However, a trend report of Google searches for “design” in the Business category show that Facebook and YouTube are trending stronger than design. In addition, “marketing” is still almost three times as popular as “design” [Figure 4]. Design in the business community may be getting more attention in some arenas but there is clearly much more opportunity for an increased presence overall.


Figure 4: Business Category Google Search Keyword Interest Graph

In Search of Clarity
Most of the research that I have conducted so far has been comprised of scanning over a dozen books, reading blog posts on almost one hundred different blogs, and reading countless papers and journal articles. In addition, I have conducted numerous personal interviews with design students, design practitioners, and people whose professions are not considered to be traditional design jobs. I also had the opportunity to attend two conferences and numerous talks sponsored by the School of Informatics and other programs on campus.

The overall objective of this research has been to gain deeper insights into how and when people appropriate design based principles and thinking in the tasks that they perform. In addition, I have tried to determine the degree to which they identified these actions as being “designerly” as they were doing them. I am hoping that by continuing this research, I will be able to help increase the efficiency by which people utilize design principles as well as facilitate the effectiveness of extending design thinking into areas that are not usually thought of as being design jobs or functions.

References
Dachis, J., P. Kim, et al. (2009). Social Business Design, Dachis Group.

Hinchcliffe, D. (2006). "Web 2.0 definition updated and Enterprise 2.0 emerges." Enterprise Web 2.0, from http://blogs.zdnet.com/Hinchcliffe/?p=71.

Jones, J. C. and D. G. Thornley (1963). Conference on Design Methods. Conference on Design Methods. J. C. Jones and D. G. Thornley. London, Pergamon Press.

Rittel, H. W. J. and M. M. Webber (1973). "Dilemmas in a general theory of planning." Policy Sciences 4(2): 155-169.

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Capstone Project: Part 2 - Introduction

Here is the introduction from my capstone paper. I need to come up with a good title for the project. I am open to suggestions. As always, your feedback, criticism and critique are welcomed. You can read the Abstract, which is the first entry in this series, here.

Introduction
What is design?
Who are designers?
Can non-designers design?
What is the language of design?
How do designers and non-designers interact?
Can non-designers speak the language of design?

It would be absurd to expect this capstone project to be an expansive study and explanation of these questions. Others have allocated many years of research and study trying to bring clarity to these questions. Design researchers and practitioners are still not even in agreement about the methods and approaches for addressing these questions, much less in identifying answers (Rogers 2004; Zimmerman, Forlizzi et al. 2007; Stolterman 2008).

What is the importance of asking these questions?
The global use of information and communication technology is growing at an unprecedented rate. Technological advancements are yielding exponential improvements in processing speed, storage capacity and the transfer of information. We are now able to share and consume text-based, audio and video data easier than ever before in the history of mankind. The transformation from the analog age to the digital age is well under way.

When compared to the iMac from 1999 [Figure 1], the current standard iMac is equipped with a processor that is ten times faster, has forty times as much memory and video memory, can store at least 100 times as much data, and is equipped for wireless networking. The current iMac has a 21.5-inch LCD display versus a 15-inch CRT, twice as many USB ports, built-in Bluetooth, stereo speakers, microphone, video camera, DVD/CD read/write optical drive, and is more environmentally friendly (Apple.com).


Figure 1: 1999 Apple iMac G3
Source: http://upload.wikimedia.org/wikipedia/commons/c/c0/IMac_Bondi_Blue.jpg

Smartphones, the iPod Touch and other popular mobile devices are as powerful as desktop computers from a decade ago. Broadband, wireless and 3G phone networks are making internet access available in restaurants, on busses, in airplanes, in classrooms, and in the car. At the same time, the price of technology is becoming more affordable.

“In the developing world, mobile phones have revolutionized telecommunication and have reached an estimated average 49.5 per cent penetration rate at the end of 2008 – from close to zero only ten years ago. This is not only faster than any other technology in the past, but the mobile phone is also the single most widespread ICT today.” (International Telecommunication Union 2009)

The impact of this massive global expansion of technology is still not clear. Organizations of all sizes and types are struggling with gaining an understanding of the transformational effect this technology is having. During its lifetime, fixed telephone lines (land lines) were barely able to reach 20% of the worldʼs population. In less than ten years, mobile phone subscriptions not only surpassed fixed phone lines but are now in use by over 60% of global inhabitants [Figure 2]. In addition, the number of internet users is doubling approximately every five years with an increasingly larger percentage of them having access to both fixed and mobile broadband. (International Telecommunication Union 2009)


Figure 2: Global ICT Developments, 1998 - 2008
Source : ITU World Telecommunication/ICT Indicators Database

What will the next ten years bring? Can we continue to grow at such a steep curve? How will our methods of communication be different? How will it affect our personal and professional lives? What roles will designers play? How will it change?

I have a very strong and heartfelt desire to explore and examine each of the questions posed above. That desire is born from my own personal experiences. We process all new information through the phenomenological experience filter of our lifeworlds. We use these prior experiences as contextual tools and resources to create meaning and understanding of new information. We relate new information to our own previous experiences. We try to make relative sense of this information so as to make it useful and usable (Gadamer 1975; Smith 2001).

I worked in the business world for almost thirty years. I witnessed the advent of the personal computer, the fax machine, the internet, and cell phones. I experienced the changes they made on how every manner of business was conducted. I remember the struggles people had in adapting to these innovations. I saw people lose their jobs as new technology increased our capacity to be productive, simplify processes and allow for decentralization in the form of outsourcing and cheaper labor. I know people who were able able to improve their lifestyles as a result of gaining access to previously unattainable resources. This is the lifeworld I brought with me when I enrolled in this program.

When I started studying Human-Computer Interaction Design (HCI/d) my understanding of the subject was profoundly influenced by my work experience in the world of financial services and business over the past thirty years. I realized almost immediately that many of the fundamental principles of design were being appropriated every day in the workplace, usually without any attribution towards design. While I was working I never understood that these methods and techniques were grounded in the discipline of design.

Another observation I made during the past eighteen months was that there is quite a large disagreement about what design is and how it is practiced (Garrett 2009). Further, there is a substantial communication gap between design and non-design professions. This is especially true when it comes to determining where design is situated in the overall scheme of change, progress, innovation and adaptation. This dissonance hinders progress, interaction, and collaboration on all fronts.

The overall purpose of this project is to develop a deeper understanding of design, especially interaction design, by exploring the questions stated above. It is my intention that this research will allow me to help others appropriate design principles and thinking more fully, whether or not they consider themselves to be in the design profession. Further, I would hope that the findings from this research will facilitate more effective communication and interaction regarding the role of design within the overall goals and objectives of organizations of all types and sizes. This project will be successful if it enables others to move in this direction.

References
Apple.com. "iMac (21.5 and 27-inch, Late 2009) - Technical Specifications."   Retrieved 12/28/09, from http://support.apple.com/kb/SP576.

Apple.com. "iMac (333 MHz) - Technical Specifications."   Retrieved 12/28/09, from http://support.apple.com/kb/SP131.

Gadamer, H. G. (1975). Truth and method. London, Sheed & Ward.

Garrett, J. J. (2009). "The Memphis Plenary." ASIS&T IA Summit 2009, from http://www.jjg.net/ia/memphis/.

International Telecommunication Union (2009). Measuring the information society : the ICT Development Index. Geneva, International Telecommunication Union.

Rogers, Y. (2004). "New Theoretical Approaches for Human-Computer Interaction." Annual Review of Information Science and Technology (ARIST) 38: 87-143.

Smith, P. (2001). Cultural theory : an introduction. Malden, Mass., Blackwell.

Stolterman, E. (2008). "The Nature of Design Practice and Implications for Interaction Design Research." International Journal of Design 2(1): 55-65.

Zimmerman, J., J. Forlizzi, et al. (2007). Research through design as a method for interaction design research in HCI, San Jose, California, USA, ACM.

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Capstone Project: Part 1 - Abstract

Even though the Fall semester is over, I continue to work on my Capstone project. I have learned that when I am writing stuff that is really "important" it takes me about five times longer to write. I have also started to appreciate the value of balancing reading with writing. I find that I cannot just read, read, read and then write, write, write. It seems to work better for me if I read, write, read, write, read, write. Another thing that I have noticed is a part of my reading is going back and reading what I wrote, which in turn usually prompts me to go read something else new in order to clarify what I have already written. I guess you could call it "reflection-in-action" in action. ;-)

I am finding this to be very productive but also very time consuming. How do people write entire books? I go a whole day and am lucky if I have generated 1,000 words. So this is what is leading me to start posting some stuff to my blog. I have a bunch of content but know that I still have a ton of stuff to do. Sometimes, I am wondering if it is too much to tackle.

I am going to post excerpts from my project when I am ready for other eyes to see them. My primary motivation for this is that I will get your critique, feedback, insights, suggestions, ideas, and links to other good resources. I know that the more input I get from others in this field, the more clear my thoughts and insights will be. So, here you go. Have at it. Any and all (constructive) criticism is welcome and solicited. I am starting with the Abstract from the paper.

Abstract
The global use of information and communication technology (ICT) is growing at an unprecedented rate. We are now able to share and consume text-based, audio and video data with more people and in more ways than ever before in the history of mankind.

The overall long-term impact of this massive global expansion of technology is still not clear. The technological innovations that we are witnessing are described by some as being “disruptive”. They result in the generation of brand new organizations that were not possible before. They can also lead to an organization’s failure. We are seeing radical transformation taking place in all types of organizations including government entities, Fortune 500 companies, universities, hospitals, and small businesses. Organizations of all sizes and types are struggling with gaining an understanding of the transformational effect this technology is having. No one is exempt.

This massive transformation has also generated new industries, careers and work environments. The role of “traditional” designers has changed as well. In the midst of this phenomenal expansion of innovation and technology, it appears that a substantial communication gap has developed between the design and non-design professions. This dissonance hinders progress, interaction, and collaboration on all fronts.

The overall purpose of this project is to develop a deeper understanding of design as it fits into this new world that we are creating with today’s information and communication technology. It is my intention that this research will allow me to help others appropriate design principles and thinking more fully, whether or not they consider themselves to be in the design profession. Further, I hope that the findings from this research will facilitate more effective communication and interaction regarding the role of design within the overall goals and objectives of organizations of all types and sizes.

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Brand Messaging : When everything is special, nothing is [via kaplusa.com]

The quote above is from a blog post on the Kristian Andersen + Associates website. I started to post a reply and it got rather long to be just a "comment". Before you read the rest of my post, you might want to go read what Janneane has to say.

I really liked her band analogy. Loudness is clearly not the only solution. As I was reading her blog post, I had to smile because it brought back many memories from work I have done as an audio engineer - a.k.a., the sound guy. The reason I bring this up is because I think there is another element of the analogy that relates directly to the role of the designer.

In my experience, most bands and music groups don't place much value on the role of the person sitting at the sound board. Most of the time, they are just the dude back there who moves buttons and knobs so the band members don't have to keep walking back and forth. Unfortunately, that perception is often completely justified.

This tends to lead to the "more me" syndrome. You know, the lead vocalist saying they can't hear themselves so they want "more me" in the monitor. This usually sets off a vicious cycle as each band member is trying to hear themselves in the monitor mix, resulting in an even louder mix. Of course, a louder monitor mix messes up the house mix so then you have to turn up the house. And if the house levels are getting louder that even compounds the problem. And so it goes.

My guess is that if you talked to those really "great" bands Janneane was referring to you would find a really great sound person as well. Further, the band's perception of them would probably be different thatn the stereotype. Great musicians know that the audio engineer can make or break them. They appreciate real talent and the respect is mutual. Great audio engineers (can we call them "designers" ;-) take an active role in the delivery of the product. They interact with the band members. They go up on stage and listen to the monitor mix so they know what it sound like up there rather than relying in some headphones that are conveniently located back at the sound board. They watch the musicians for tell-tale signs like a head tilt or cupping their hand over their ear and respond appropriately. They take an active role in creating the monitor mix rather than just sit in the back taking instructions.

Whenever I run the audio mix, I always start with the monitor mix. I know that if the musicians are not getting what they need to do their jobs, I am not going to get what I need. Once I achieve that, it makes my job much easier for the rest of the night. And by the way, a "live" mix is not one of those set it and forget Ronco products. Janneane pointed that out in her post. The objectives of the audio engineer and the musicians may be distinct but they are also mutually compatible.

I tell this story to emphasis the importance of understanding what makes a great designer. If a designer is just perceived as the person who is hired to "make it loud" then that is a relationship destined to be empty, hollow, disappointing and probably short-lived. If they are willing to speak out and use their talents and abilities, trusting on their instinct and gut feelings, and really focusing on helping their clients accomplish their objectives then they will earn the respect of their clients, peers and, perhaps most importantly, they will respect themselves.

In her blog post, Janneane said "Designers know that you can’t make EVERYTHING bold or PoP! because you lose all sense of hierarchy and emphasis." Unfortunately, not ALL designers know this and that is what leads to many of the problems. This is what creates the stereotypes that we have to work so hard to overcome, not unlike the same issues I faced when mixing sound.

I am grateful for Janneane's blog post, Kristian Andersen + Associates and many other firms like theirs that are getting this message out. I am excited for what I see going on in the design industry these days. It is due in large part to the work that these great folks are doing. Design is not just about making everything loud. It is a craft that has great value when applied properly. I always felt that if I was doing a good job mixing sound, the audience would never even think about me. Conversely, if the audience IS thinking about me, it is probably because I just did something stupid or am doing a very poor job. I think that design is a lot like that.

I hope that this blog post is worthy of receiving your attention. Take care.

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Design: It’s Not Just for Design-ers

Abstract

Many design-based disciplines have turned their focus towards declarative absolutes, algorithms, and quantification to the point where the fundamental principles of design have been marginalized. Today, these disciplines are looking for fresh approaches to overcome what appear to be new obstacles. Health care, education, business, government, law, journalism, engineering and other professions are all struggling for answers and resolutions to the disruptions they are experiencing as a result of innovation, instability and change.

The purpose of this paper is to establish, express and explicate my own understanding of the role of design. Further, I want to develop an understanding of the current overall position of design thinking and design theory within disciplines focused upon “changing existing situations into preferred ones”. This will help to examine ways in which design principles can and will be integrated into these disciplines in order to provide them with the tools and resources necessary to address the problems and issues they face now and in the future.

Introduction

“Everyone designs who devises courses of action aimed at changing existing situations into preferred ones.” (Simon 1996)

Simon elaborates by stating that the thought processes used for generating artifacts, diagnosing illnesses, putting together a sales strategy, or drafting a social welfare plan are all derived from one common denominator - design (Simon 1996). Design is about artificial things. Traditionally, science has been about natural things. Natural science is about the way things are. Natural science is declarative. Design is about the way things could or ought to be. Design is more relative and conditional than the absolutes found in nature.

Over the years, many of the disciplines based on the artificial have adopted the rigor and formality of the natural sciences at the expense of design processes. This was predominantly motivated by a desire to gain respectability in academic circles when measured alongside these other disciplines. Design must always appreciate the influence of the natural on the artificial in the design process. After all, an airplane is essentially designed to counter the effect of gravity. However, we cannot abandon the fundamental principles of design which allow us to continue coming up with new ways for how things could be.

During the past six decades, design research has matured and evolved substantially. Design theory is now clarified to the point where these design-based disciplines can once again embrace design and restore it to a place of prominence without compromising rigor or credibility. We are now seeing business (Martin 2009), education (Christensen, Horn, and Johnson 2008), health care (Christensen, Grossman, and Hwang 2009) and many other disciplines use design-based methods to approach the problems they are facing.

Defining Design Problems

Design as a discipline has been formally studied for a little over forty years. Most design researchers consider that it began with the inception of the Design Research Society and the Conference on Design Methods (Jones and Thornley 1963). The technological advances of the past five decades such as solid-state circuitry, personal computing, mobile computing, and the advent of the Internet have provided substantial incentive for design researchers to develop a workable understanding of the characteristics of design.

Innovation and technology have also generated many new sub-disciplines, or specialization, in design related professions. These abstractions have often had the detrimental effect of emphasizing the distinctions between these areas of specialization rather than the similarities. This has escalated to the point where a number of people are allocating quite a bit of energy in an effort to determine which adjectives should precede “designer” on their business cards (Garrett 2009). Fortunately, there have been others who have focused their research on recognizing the “characteristic commonalities which demarcate design from other forms of coping with difficulties.“ (Rittel 1988)

What are design problems? How do we distinguish design problems from non-design problems?

Design problems:

  • are under determined (Stolterman 2008),
  • wicked (Rittel 1988),
  • ill-defined (Cross 2004),
  • need to be framed (Schön 1983),
  • indeterminate (Buchanan 1992), and
  • transdisciplinary (Blevis and Stolterman 2008).

In essence, “Learning what the problem is IS the problem.” (Rittel 1988)

These terms and definitions provide clarification to how design of the artificial is distinguished from the study of the natural. They also supply us with a framework around which we can aggregate the various design-related disciplines. Perhaps most importantly, it provides us with a more common language which we can share and understand, even if we do not have the word “designer” in our title.

Design is the key to adapting

There are many leaders and managers in business, education, health care, government, and other related fields who do not know, understand, or appreciate the fundamental principles of design. As such, they are unaware that most of the problems they are facing are design problems. Today, more than ever, technology and innovation are affecting organizations in all of these fields. Many leaders have not been able to adapt to disruptive innovations that “create an entirely new market through the introduction of a new kind of product or service” (Christensen and Overdorf 2000).These types of innovations usually make products and services simpler, more affordable and available to new, untapped markets.

While many want to blame this shortcoming on leaders that are inept or incompetent, the reality is that most of them have simply abandoned fundamental principles grounded in design thinking. In his keynote address at the Innovation Summit ʼ09, Clayton Christensen stated, “A lot of the problems of managing innovation arise because we as professors of business schools have taught false principles that actually make success very hard to sustain and cause innovation to be a lot riskier than it ought to be.” (Christensen 2009) What these leaders are missing is “a habit of thinking about their organization's capabilities as carefully as they think about individual people's capabilities.” (Christensen and Overdorf 2000) This “habit of thinking” is design thinking.

Design thinking and the design process are about:

  • sketching - not only to externalize ideas but also to generate new ideas (Fallman2003) (Buxton 2007);
  • exploration of multiple perspectives, producing multiple solutions, iteration, and reflection (Zimmerman, Forlizzi, and Evenson 2007);
  • focusing on the particular rather than the general (Buchanan 1992);
  • consider the ideal, the true and the real (Nelson and Stolterman 2003);
  • are goal-oriented and directed at making things better (Friedman 2003);
  • learning through the questioning of norms, policies, objectives and rules using “double-loop learning” (Argyris and Schön 1978);
  • utilizing reflection-in-action which allows new information to be used to re-imagine the problem as it manifests itself as a new and unique problem (Schön 1983);
  • not having a definitive ending, are considered as being good or bad rather than right or wrong, and have an infinite array of possible solutions (Rittel and Webber 1973);
  • are grounded in artistry, craft and connoisseurship (Eisner 1991); and
  • are about ensoulment as measured by the dimensions of aesthetics and experience which is manifested through time and place (Nelson and Stolterman 2003).

Conclusion

Design thinking is what allows us to move problems in the world we create from the complex to the simple, along a continuum from mystery to understanding to commoditization and structure. This is the science of design. It should not be confused with the natural sciences.

Design science is still focused upon the way things ought to be or should be rather than the way they are currently. It is not always a linear approach. Innovations, especially those of a disruptive nature, will usually result in gravitation back towards mystery and complexity. Yet one who is equipped with the knowledge, understanding and appreciation of design will be prepared to adapt to the changes that are yet to come.

As long as we find ourselves in a world where we are facing problems directed towards changing existing situations and contemplating what could be or ought to be, we will be working on design problems.

Bibliography

Argyris, Chris, and Donald A. Schön. 1978. Organizational learning: a theory of action perspective. Reading, Mass.: Addison-Wesley Co.

Blevis, E, and E Stolterman. 2008. The Confluence of Interaction Design & Design: from Disciplinary to Transdisciplinary Perspective. Proceedings of DRS2008, Design Research Society Biennial Conference:12.

Buchanan, Richard. 1992. Wicked Problems in Design Thinking. Design Issues 8 (2):5-21.

Buxton, William. 2007. Sketching user experience : getting the design right and the right design. San Francisco, CA: Morgan Kaufmann.

Christensen, Clayton. 2009. How to Create New Growth Businesses in a Risk Minimizing Environment. Indianapolis, IN: Techpoint.

Christensen, Clayton M., Jerome H. Grossman, and Jason Hwang. 2009. The innovator's prescription : a disruptive solution for health care. New York: McGraw-Hill.

Christensen, Clayton M., Michael B. Horn, and Curtis W. Johnson. 2008. Disrupting class : how disruptive innovation will change the way the world learns. New York: McGraw-Hill.

Christensen, Clayton M., and Michael Overdorf. 2000. Meeting the Challenge of Disruptive Change. (cover story). Harvard Business Review 78 (2):66-76.

Cross, Nigel. 2004. Expertise in design: an overview. Design Studies 25 (5):427-441.

Eisner, Elliot W. 1991. The enlightened eye : qualitative inquiry and the enhancement of educational practice. New York, N.Y.: Toronto : Macmillan Pub. Co.

Fallman, Daniel. 2003. Design-oriented human-computer interaction, at Ft. Lauderdale,Florida, USA.

Friedman, K. 2003. Theory construction in design research: criteria: approaches, and methods. Design studies. 24 (6):507-522.

Garrett, Jesse James. 2009. The Memphis Plenary. Paper read at ASIS&T IA Summit 2009, at Memphis, TN.

Jones, J. Christopher, and D. G. Thornley. 1963. Conference on Design Methods. In Conference on Design Methods, edited by J. C. Jones and D. G. Thornley. London: Pergamon Press.

Martin, Roger L. 2009. The design of business : why design thinking is the next competitive advantage. Boston, Mass.: Harvard Business Press.

Nelson, Harold G., and Erik Stolterman. 2003. The design way: intentional change in an unpredictable world : foundations and fundamentals of design competence. Englewood Cliffs, N.J.: Educational Technology Publications.

Rittel, Horst W. J. 1988. The Reasoning of Designers. In Arbeitspapier zum International Congress on Planning and Design Theory. Boston: Schriftenreihe des Instituts fuer Grundlagen der Planung.

Rittel, Horst W. J., and Melvin M. Webber. 1973. Dilemmas in a general theory of planning. Policy Sciences 4 (2):155-169.

Schön, Donald A. 1983. The reflective practitioner : how professionals think in action. New York: Basic Books.

Simon, Herbert A. 1996. The sciences of the artificial. 3rd ed. Cambridge, Mass.: MIT Press.

Stolterman, Erik. 2008. The Nature of Design Practice and Implications for Interaction Design Research. International Journal of Design 2 (1):55-65.

Zimmerman, John, Jodi Forlizzi, and Shelley Evenson. 2007. Research through design as a method for interaction design research in HCI, at San Jose, California, USA.

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Comments [3]

The Bloomington Herald-Times doesn't get this 'social networking' thing.

3 comments:

Melissa said...

This makes me think of this:

December 1, 2009 12:34 PM

Anonymous said...

Trust me. The HT is not worth the $.75 they want for the print edition or whatever they charge for the on-line edition. I read it with breakfast at McDonalds ever now and then. My nephew is a reporter with the on-line edition of the Chicago Tribune, and it's a struggle all over, but ANY media outlet MUST deliver value or face extinction.

December 1, 2009 7:33 PM

Jay Steele said...

Jenna:

Well put and so dead on accurate.

I wanted to throw another factor into the formula - the existence of paid ads on the HT website.

There are basically only two business models for online content.

Free content - the visitors see content for free and the site owner is compensated from sales of either products or advertising on the site.

Paid content - the content on the site is the product for which visitors are willing to pay the site owner to access. Paid subscribers are not interested in seeing a bunch of advertising on such a site unless it would be of direct benefit to them as it relates to what they are reading.

For example, could you imagine if Amazon.com tried to implement a business model where customers had to pay Amazon in order to see the products listed?

Unfortunately, for some reason, the leadership at the HT (and many other dying publications) fail to appreciate the degree to which their misunderstanding is cutting off their potential for revenue. As long as they continue to maintain this position it is only a matter of time before they meet their demise.

December 5, 2009 4:29 PM

via jennamcwilliams.blogspot.com

Social media is changing what we "know" to be true. Question - what is changing - the world or our perception of the world? Is social media making things different or is it just shedding light on what has always been there? Or maybe a little of both. Either way, it is imperative to know and understand the difference between what is valid (proven true by future events) and reasonable (considered to be true based on past events).

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