My Design Notes

Aarni's personal notes on design

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      14 May 2012

      10 design thinking tools for managers

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      A few years ago I had the pleasure of attending an innovation workshop arranged by Tim Ogilvie of Peer Insight. Last year Tim Ogilvie and Jeanne Liedtka co-authored Designing for Growth: A Design Thinking Toolkit for Managers (Columbia Business School Publishing). It was awarded Top Business Management Book of 2011 by leading business book reviewer 800-CEO-READ.

      Citing from Designing for Growth, "This book aims to demystify design thinking by translating 'design' from an abstract idea into a practical, everyday tool any manager can profit from. Using a business perspective and business language, we’ll translate the vocabulary of design, unpack the mysterious connection between design thinking and profitable growth, introduce a systematic process (complete with simple project management aids), and teach you the ten tools you’ll need to marry the design approach to traditional business thinking in ways that enhance your ability to profitably grow your business."

      Designprocess

      The design process presented in the book deals with four very basic questions: What is? What if? What wows? and What works? The process is visualized using two intertwining bands that represent "divergent" and "convergent" thinking. In the early part of each stage of the process we are progressively expanding our vision whereas later we reverse the process by converging, progressively narrowing down our options to the most promising.

      The ten tools associated with the design process are:

      1. Visualization
      2. Journey Mapping
      3. Value Chain Analysis
      4. Mind Mapping
      5. Brainstorming
      6. Concept Development
      7. Assumption Testing
      8. Rapid Prototyping
      9. Customer Co-Creation
      10. Learning Launch

      Tools

      The book contains explanations of the process and the tools, and several real-life examples. Visit the book's website at designingforgrowthbook.com.

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      26 Apr 2012

      Strategic Design Thinking for Innovations

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      Ppl

      Yesterday's seminar by the Finnish Association of Consulting Firms (SKOL) was entitled "Innovation and know-how as success factors of the future". One of the five presenters was Marco Steinberg, Director of Strategic Design of the Finnish innovation fund SITRA. He talked about the evolving role of innovation in design.

      Marco Steinberg started by giving three substantial changes in the requirements for innovation:
      1. Instead of optimizing one part or entity we need to look at the problem holistically
      2. We should have a suggestion-based instead of an analysis-driven innovation process
      3. We should not limit ourselves to efficiency improvements – we should create something new

      To illustrate his point of view he recited a true story of an Italian town with a problematic swimming pool. People had ceased to use it and the authorities hired an architect because they thought that the reason was the poor condition of the construction. After studying the problem the architect came up with a surprising solution. The construction was certainly in need of repair, but the reason people avoided it was the new bus schedules: they did not coincide well with the opening hours of the pool.

      Design is traditionally seen as form giving. Designers are expected to follow a specification and deliver a solution accordingly. In the world of large-scale, complex, and often conflicting systems and interests this is no longer enough.

      In an earlier presentation Mr. Steinberg characterized design as a problem-solving discipline for synthesizing disparate issues, integrating through deep understanding, and visualizing complex, multidimensional problems. He sees design as a process that includes iteration, prototyping, and the management of the whole sequence from inception to implementation. According to Steinberg the problem must be examined through multiple scales, perspectives, and contexts.

      Steinberg has extended the domain of design into strategic design, which gives form to decision making. In the SKOL presentation he visualized this idea with a funnel diagram. Traditionally designers are involved at the narrow end of the funnel, after the big decisions have already been made. The room for innovation is very narrow, and in the worst case you are answering the wrong question with a brilliant design.

      Curve

      Strategic design is about "unpacking" the problem, creating several alternative funnels. Strategic design takes place before we are locked into a solution to the defined problem. 

      Curve

      Steinberg's third diagram visualizes the three new stages of decision-making: 1) Strategic Design, 2) Stewardship, and 3) Implementation.

      Curve

      Innovation begins by asking the right questions. Strategic design thinking requires multidisciplinary dialog and integrated teams. This does not imply that innovation is a result of a consensus. Steinberg sees it as a major challenge, especially in Finland, that design is driven by a requirement to reach a consensus. This can kill killer innovations.

      Images by Aarni Heiskanen, based on original images by Marco Steinberg

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      9 Apr 2012

      Thinking with your hands

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      Lego-man

      Would you ask a management team, or a team of employees, to present the future of their company with LEGOs? Some companies and consultants have done that for years. The idea is to get people "think with their hands." 

      Quoting from the LEGO® SERIOUS PLAY® web site:

      "LEGO SERIOUS PLAY is a radical, innovative, experiential process designed to enhance business performance. It is based on the belief that everyone can contribute to the discussion, the decisions and the outcome.

      The use of LEGO bricks simply enables you to take a speedy shortcut to the core. The bricks work as a catalyst – and when used for building metaphors, they trigger processes that you were previously unaware of.

      Participants come away with skills to communicate more effectively, to engage their imaginations more readily, and to approach their work with increased confidence, commitment and insight."

      LEGO® SERIOUS PLAY® was originally a consulting methodology that could only be used by certified facilitators. In 2010 the method became open source. You can download the methodology description at www.seriousplay.com. LEGO sells special kits for Serious Play facilitation.

       

      In this short video Jody Lentz demonstrates how he uses LEGOs for facilitation:

      Photo: iStockphoto

       

       

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      25 Feb 2012

      Seven ways to start solving a design problem

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      You have a specification or a brief for a design problem. You have done research, interviewed people, watched how they behave, and so on. The next question is how to actually start solving the design problem based on what you've learned. I’ve devised a list of seven possible ways to do it. The list is far from complete; it reflects my own experiences in tackling design problems.

      Numbers

      1. Use past experience

      The difference between a pro and an amateur is that a pro has done something over and over again. If you have already solved a similar problem dozens or hundreds of times previously you can quickly come up with a solution. Even if the problem is customary I think that a good designer is willing to learn and improve his/her performance every time.

      2. Start from the top

      Identify one to three of the most important, defining choices that you'll have to make at first, before moving on. If you are designing a house, for example, the orientation, site layout and overall form of the building could be your first choices. After you've decided on those you can move to a more detailed level. In practice you'll always have to come back to the first choices since problem solving is an iterative process.

      3. Break things down into a hierarchy of requirements

      I've read some studies from the 1960s that outlined a rational principle of design. The idea was that every requirement in the design specification has a high-level solution. Each solution has certain requirements that act as a specification for next level solution. Going down this requirement-solution path as far as necessary finally defines the solution. This method is especially suitable for software or process design, but attempts to use it in building design have not been promising.

      4. Use a system or framework

      Having too many choices can be inefficient. Many architects, engineers, artists and musicians have been able to rationalize their work by creating a system or framework that helps in devising solutions. A clever system allows enough variation while securing compatibility of its elements. 

      In the late 1980s I was involved in designing villages that were to be erected quickly for a large number of immigrants. We came up with a housing system that consisted of pre-designed apartments. The computerized system allowed us to design a small city in a matter of days. I think we ended up making 17 of them in a few months.

      5. Use an analog

      Sometimes looking outside your own industry helps. One of my consulting clients wanted to improve the customer experience and efficiency of their engineering services. In a workshop I gave them a task: "What would your business look like if you were like a fast food company or a car dealership?" Moving away from the traditional way of thinking about their business they actually generated some interesting and realizable ideas.

      6. Come up with a big idea

      Many great design solutions have one overarching idea. An awesome idea can rightfully challenge traditional expectations and requirement definitions. In a design process a masterly idea can render exceptional value.

      The challenge with starting with one prevailing idea is that you tend to fall in love with it and struggle to see beyond it. Furthermore, if it is not realized properly it can lead to poor results. The city of Helsinki planned a new office district in the 1970s. The idea was to create a pedestrian friendly city where cars would drive under elevated pedestrian platforms. However, when the area was built all builders did not follow suit. It led to an environment where pedestrians have to descend to the street level, among car traffic, to get from one point to another.

      7. Use serendipity

      Finally, there is always the way to just start doing something until it clicks. Try unexpected approaches, test quirky solutions quickly, start from the "wrong" end of the solution, and so on. This can sometimes work, but it can also lead to a deadlock; not getting anything done.

      These are methods that I've used or encountered. I'd very much like to hear your experiences. 

      Photo source: iStockphoto

       

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      8 Feb 2011

      Design thinking bootcamp bootleg

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      The Stanford d.school has released an updated version of the Bootcamp Bootleg, a working document that captures methods taught at the "Design Thinking Bootcamp,” course. The guide outlines a human-centered design process, and describes a number of methods that support design thinking throughout the process.

      You can download the 2010 version at d.school.

      Bootleg
      Image © d.school

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      5 Feb 2011

      Why brainstorming doesn't work

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      Simon Middleton, a brand strategist, shows in this live presentation why Morpohological Analysis can be much more effective than traditional brainstorming. He uses as an example a company that makes bicycles. They're in trouble because customers don't buy their bikes as much as they used to.

      Simon says, "I specifically do not want you to answer the question how do we build a better bicycle. In a brainstorm I'd be saying come on, give me an idea!" People would be divided into those who have ideas and those who haven't. Morphological Analysis is much more disciplined and structured than brainstorming and it keeps the emotional tension down.

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      24 Jan 2011

      Gamestorming

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      I'm just reading Gamestorming: A Playbook for Innovators, Rulebreakers, and Changemakers (affiliate link). The book contains practicable workshop methods for problem solving, innovation, and strategy work. The methods are simple games, and they make use of sticky notes, flip charts, and whiteboards.

      According to the authors -Gray, Brown, and Macanufo- "serious games help organizations solve complex problems through collaborative play".

      On this video is Dave Grey's 5-minute presentation at Foo Camp 2010. The other clip is a promotional video for Gamestorming

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      6 Nov 2010

      Profiling design

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      I just heard two Californians mention Finland during their chat. “Cold and dark, depressing in a way, but also kind of relaxing,” was their verdict (they both have been to Finland). We all have preconceptions about countries and nations. How about design?

      If you think of Finnish or Nordic design certainly some attributes come to mind. I made this not too serious profiling tool that you can use to compare design styles and qualities. Here is how i evaluated Finnish design in general.

      Profile
      Image: Aarni Heiskanen

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      11 Aug 2010

      Design modes and methods from d.school

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      Hasso Plattner Institute of Design at Stanford has published Bootcamp Bootleg - a "loose collection of methods, modes and mindsets". It is freely available as a pdf download.

      There are five modes:

      • Empathize
      • Define
      • Ideate
      • Prototype
      • Test

      Some of the methods:

      • Assume a Beginner's Mindset
      • Team Share-and-Capture
      • Empathy Map
      • Bodystorming
      • Feedback Capture Grid

      Dschool

      Image: d.school

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      Aarni Heiskanen
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  • My Design Notes

    I'm the founder and CEO of AE Partners. Here are my personal notes on issues related to design.

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