All 5 entries tagged Design Thinking

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February 10, 2010

First thoughts on Bauer and Eagen – design thinking as epistemic plurality

I am reading and considering Bauer and Eagen's ambitious and wide ranging article on "Design Thinking - Epistemic Plurality in Management and Organization". Starting with the differentiation of analytical problem solving/optimizing design from paradigm-altering, market-shifting design thinking. This is familiar ground from my studies in artificial intelligence and cognitive science (at Sussex), as well as Deleuzian conceptions of society as inherently disequilibrious.


In the 1960s [Herbert] Simon made it clear [in The Sciences of the Artificial] that analytical thinking is best suited for evaluating given alternatives and choosing the best one. Hence, analytical thinking is the tool of choice for managers and organizations that face more opportunities than they can seize. (Bauer and Eagen 2008: 71)

This sounds like the kind of process/product/feature optimisation within scope for methodologies like Design for Six Sigma. That, in turn, derives its authority from a model of intelligence as an optimising search for a definitive solution to a well-defined problem (familiar from early work in artificial intelligence), dependent upon metrics and clear-cut classifications of phenomena.

It might be that such optimisation problems are in fact relatively rare outside of mass production engineering. In nature, society and human cognition, such conditions are the very rare end product of more complex, dynamic and evolutionary processes. In cognition, it may even be the case that the experience of continuity and uniformity is merely a simulacra unconsciously produced in memory after the actual genuine experience of the messy buzzing world.

In many cases, however, we are forced to operate explicitly within the complex:

By contrast businesses under pressure to innovate must adopt a creative approach that generates and seizes new possibilities. (Bauer and Eagen 2008: 72)

Why? In what ways might a business be under pressure to innovate? There are many reasons: obsolescence of products, commoditization of previously valuable services, scarcity of resources, disruption of the route to market - and perhaps most challenging: an un-anticipated and inexplicable change in consumer habits and interests (produced by complex and non-terminating dynamics). Often, many of these factors combine. Consumer attitudes amplify other movements, in a kind of positive-feedback-driven butterfly effect: rapidly experiencing, learning, adapting, modifying and tiring of new products. A market is, after all, the virtual construction of inter-subjective interactions: minds forming theories about matter and other minds (forming theories etc). In such conditions, the search is on to generate relatively stable new values, new products, new markets, and new concentrations of consumers that cannot be captured easily by a competitor. This is both a challenge and an opportunity. In other cases, the market remains locked into a stagnant and mutually unsatisfying equilibrium serving no party particularly well. A little disruption might act to shift habits and territories that are blocking progress.

Design thinking is the appropriate approach for such businesses engaging actively in the creation of new value propositions. (Bauer and Eagen 2008: 72)

So design thinking is a strategy (or a set of techniques) for engaging positively with the complex. This echoes the move made in artificial intelligence when attention shifted to creating systems that could operate effectively outside of the laboratory or the computer simulation, evolutionary and adaptive systems more like biological lifeforms. In their essay on design thinking, Bauer and Eagen approach the matter with just such an appreciation of complexity (mentioning Bergson amongst a rich mix of other references).


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Bauer R. M. and Eagen W. M "Design Thinking - Epistemic Plurality in Management and Organization" in Aesthesis: the International Journal of Art and Aesthetics in Management and Organizational Life, Volume 2, 3, 2008, p. 64-73


December 12, 2009

Design Thinking Learning in Higher Education essay

An essay written as part of my PhD research process. The aim is to sketch-out a philosophically and historically positioned "design thinking", as the basis for teaching experiments that instantiate "design thinking" approaches. The essay is in part inspired by the Design Thinking methodology of the IDEO design company, but only touches on it lightly. Rather than exploring the methodology in detail, it aims to get at some underlying aspects of design thinking as an ethos. I will soon be writing a second essay on "performance-thinking-learning", looking at the Open-space Learning approach as a distinct ethos. I will then use these two essays as the basis for a longer essay establishing a more extensive "ethos" and "tool-set" from which new teaching practice can be derived and evaluated.

Introduction

In a recent (undocumented) experiment, a group of successful historians were (to their horror) asked to perform a creative thinking task under uncertain and temporally pressurised conditions. Divided into small groups, they were given five A4 sheets of paper, each containing either an image or a text. The images included a 1950’s ticker-tape parade, a US newspaper from the day of the Wall Street Crash, a selection of quotes from The Crucible, a section from the Constitution defining the extents of Federal government financial powers, and the front cover of an edition of the Wall Street Journal from May 2008. Their task was simply stated as: create an interesting narrative from the resources, try to avoid the obvious – in ten minutes (reinforced by a count down to the deadline).

We might contend that people, even clever people, spend much of their time responding to events without thinking too deeply: reverting to ingrained habits, applying best-guess patterns that are sufficiently reliable. We can learn a lot about people and their favoured patterns by observing their behaviour under time-sensitive pressurised conditions. In this case, each of the groups (to varying degrees) responded by applying patterns of interpretive problem solving behaviour based upon a false assumption: that the task was a test, and that the correct answer could be ascertained by divining some hidden connection between the resources. This pattern (as it appeared from the perspective of the observer) was applied without question.

Design-thinkers are intrigued by patterns of behaviour, by the arrangements of connections, disjunctions, flows, attention and intensities that schematise our responses to situations dynamically over time (whether they pose well stated problems, or are more-open calls to discover new equilibria in mind and matter). Design-thinkers encounter such situations, and pause. The reflective intermission is the key (even when time is against them). Just enough time to avoid falling for the cliché. Ezio Manzini emphasises the pause:

“Because everything moves so fast, and we cannot stop it, we have to create some islands of slowness. Design, in all its history, but especially in more recent years, has been an agent of acceleration. Is it possible to conceive of solutions combining real-time interactions with the possibility of taking time for thinking and contemplation?” (Manzini, E, 2002)

They then design a solution, and more importantly they design a route to a solution. The route might include trial and error exploration. It will always involve managed risk. It may employ seemingly unorthodox techniques (for example, theatre). But experience tells them in which direction to travel and what to do when they come across a blockage. Design thinkers are masters of patterns and improvisation.

In his keynote address to the Re-inventing Design Education in the University conference in 2000, Clive Dilnot (School of the Art Institute, Chicago) made an audacious call:

“Design is, therefore, potentially the ‘unknown continent’ on which liberal education adequate to the demands and needs of the present can be built. That liberal education would have a unique form. Rather than occurring through the teaching of what is and what has been, this would be an education grounded in possibility.” (in Niederhelman, 2001: 84)

Looking back through two centuries of industrial growth, scientific innovation, and unanticipated ecological, social and psychological effects, the usefulness of an education capable of imagining, prototyping and implementing new worlds is obvious. The design-philosopher Bruce Mau makes it clear:

“Many of the challenges we face as a global society are problems of success not failure.” (Mau, 2009: 40)

We have perhaps been too good at certain types of solution, responding to certain types of problem, without the reflective intermission of design-thinking. Now we must learn to stop, observe, think and design, and (iteratively) to design to learn:

“This is about our collective ability to invent the future. To imagine solutions for a new world, to design our collective culture, to forge our new agenda, to address the challenges we share and shape the future we demand.” (Mau, 2009: 31-32)

Design-thinking is rapidly emerging as an attitude and a methodology that equips us (collectively) with the capability to imagine viable differences, to translate them into designs, evaluate options and move to implementation (but avoiding lock-in). It applies on varying scales. But perhaps is most significant when used by many individuals to make many small local changes. The international design company IDEO have been instrumental in developing this approach (see Kelley, 2004 for a detailed account), and applying it to all kinds of issues and locations – giving developments in rural India an equal footing to projects with major corporations. For GE Healthcare, working with IDEO, getting out of their US based R&D labs and into a different environment (India) proved to be just the trick. As CEO Jeffrey Immelt explained in a recent Harvard Business Review article (Immelt, Govindarajan and Trimble, 2009), their smoothly tuned processes were delivering high quality and sophistication, but crushing innovation and diversification – creating hi-tech products but missing out on where the greatest needs lay. Products designed in India are now being exported back to the USA. Such deliberate acts of disruption, forcing new thinking, are key components of design-thinking and the IDEO approach.

This brief essay will examine some aspects of what it is to think design, to design the activity of thinking, to undertake design-thinking. It is a rapidly evolving field, accelerated by new developments in information technology, manufacturing, architecture and aesthetics, as well as remarkable discoveries in cognitive science. Sadly, thoughtless manufacturing-biased design techniques are becoming popular amongst education policy makers (simplify, quantify, measure, reduce variability). There is then also, in the background and not completely within scope, a deeper investigation into how learning can best benefit from design-thinking, which techniques are most suitable and when, and how we can teach design-thinking to non-designers.

Now, let us think design.

Design, aestheticising the everyday, un-locking potentials

A key realisation of design-thinking is that we experience the world aesthetically, and that aesthetic qualities are not a luxurious and superfluous addition. Rather, they express an intuitive grasp of how things function (or dysfunction). As such, the aesthetic is not opposed to the intellect, it is a vital faculty mediating between the intellect and the world.

The emergence of the term “design” early in the Seventeenth Century, along with “designer” (and “architect”), marked a differentiation between proto-industrial craft working and a schematising creative vision. An un-precedented degree of artifice, with its origins in the baroque, brought to the commonplace objects that were more than just adequate adaptions of naturally occurring materials. This was, of course, nothing new. But the phenomena achieved much greater degrees of intensity and a new ubiquity. Identifiable styles spanned across many varied types of objects, regardless of craft demarcations. Individual “designers” worked in several distinct media. For example, Alfonso Parigi the younger (1606-1656) designed buildings, stage sets for the opera, illustrations, weddings and funerals[i]. Objects, even those of the every-day, attained a new kind of function, a new elevation: to engage our sensibilities beyond the immediate task in hand and the matter of their execution, to surprise, to delight, to complicate, to open-out perspective, to uplift. The philosopher Gilles Deleuze traced these flowing, materially transversal design motifs in his book on the baroque:

“…the horizontal extension of the bottom sections, the lowering of the pediment, the forward movement of the low, curved steps; the treatment of matter by masses of aggregates…the elaboration of a whorl that feeds endlessly on new turbulences and ends only in the way a horse’s mane or wavefroth does; the tendency of matter to overflow space…” (Deleuze, 1991: 229)

For Deleuze, baroque design is all about matter overflowing the limitations of space – design adds ideas, ideals to matter; folding, connecting and animating matter into flows that are more than their constituent material parts, the organisation of which is richly loaded with potential. An ingenious kind of design (like modern wonders of miniaturisation conquering spatial limitations through clever mechanical and electronic devices).

This is perhaps the first systematic “design thinking”, and one whose method remains with us today. Mihaly Csikszentmihalyi, for example, has re-invigorated the design motif of flow with his work on the “psychology of optimal experience”. This is sometimes misinterpreted as a call for simplicity, a disengagement from complexity and granularity. It is in fact precisely the opposite. Csikszentmihalyi calls for us to design our concepts, our artefacts, our world, ourselves to cope robustly with difficulties and complexities, such that our state of flow is preserved across technical, social and cognitive discontinuities – without eliminating them (for the world is constituted by flows and breaks). In searching for design inspiration, he repeats the old baroque trick: observing how in nature, certain structures dissipate chaos, and seem to reach beyond densely packed immobile and entropic matter:

“The Nobel prize-winning chemist Ilya Prigogine calls physical systems that harness energy which otherwise would be dispersed and lost in random motion “dissipative structures”. (Csikszentmihalyi, 1990: 201)

This, it should be acknowledged, is not an easy idea. We are perhaps more comfortable with a conception of aesthetic experience founded upon a disjunction of order and chaos, simplicity and complexity, beauty and the sublime. Immanuel Kant, for example, in the Critique of Judgement (Kant, 1991) claims an a-priori opposition between beauty and the sublime: a free-beauty independent of human purpose, against an overwhelming chaos experienced as sublime and to which we can only respond by schematizing to our own ends.

Against Kant and conceptions of art founded in abstract beauty, design is both pragmatic and aesthetic. Furthermore, it is reflective and thoughtful – conceiving of its own intellectual and emotional flows and discontinuities: design thinking for an aestheticised and intelligent everyday.

In painting, Paul Cézanne experimented with these ideas. He strove to give us an enhanced, intensified encounter with the ordinary: the “appleyness of the apple” (Lawrence, 1990, 70) – to force us to experience afresh, to abandon preconceptions, to discover new sensations and thoughts in a commonplace object. An encounter that “unlocks areas of sensation” as Francis Bacon would later say (in Deleuze, 2004: 102). In an essay on painting, D.H. Lawrence accurately pin-pointed Cézanne’s problem:

“Cézanne was a realist, and he wanted to be true to life. But he would not be content with the optical cliché.” (Lawrence, 1990: 70)

However:

“…once you have got photography, it is a very, very difficult thing to get representation more true-to-life: which it has to be.” (Lawrence, 1990: 70)

It is as if our experience of the apple is too full of images, too locked-in by our closeness to the apple. As Walter Benjamin argued “mechanical reproduction emancipates the work of art from its parasitical dependence on ritual” (Benjamin, 2006 :118) - bringing the work closer to the masses, but this also means that “the work of art reproduced becomes the work of art designed for reproducibility.” (ibid: 118) – resulting in a blockage between ourselves and the flow of aesthetic encounters and discoveries.

Design thinking will save us! To unblock the potential in our engagement with the world, we must get hold of it directly, start experimenting, build prototypes, take risks, learn from failures, get our hands dirty. Tom Kelley has described how IDEO use “unfocus groups” (Kelley, 2008: 120), “lo-fidelity prototyping” (ibid: 46) and child-like play to open up this discovery and experimentation process - often getting children to join in (ibid: 62). Cézanne was a one-man lo-fi prototyping unfocus group:

“Cézanne spoke of the need to no longer see the wheat field, to be too close to it, to lose oneself without landmarks in smooth space. Afterward, striation can emerge: drawing, strata, the earth, “stubborn geometry,” the “measure of the world,” “geological foundations,” …The striated itself may in turn disappear in a “catastrophe,” opening the way for a new smooth space, and another striated space..” (Deleuze and Guattari, 1987: 493)

In “smooth space” we tend towards the intensive and immersive flow of runaway improvisation, temporarily forgetting the indexes and measures that might hold back our audacity in exploring possibilities. This might seem more akin to play than work. In “striated space” we stand back from the various flows and discover indexes and values, divining measures and discriminating choices. Cézanne was a master of these methods. But there are many others, working in all media and disciplines. In creative writing, for example, David Morley has explored and documented similar methods to be used to make the writing of a text flow:

“If you find that some of the writing seems flat, shift sentences and paragraphs around to see what sounds more true to character, what order of words makes characters more emotionally honest, and what intensifies description…Ensure that the narrative moves forwards, and that you excise cliché words and clichés of feeling.” (Morley, 2008)

But surely, we may object: Cézanne was an artist not a designer. What does that opposition mean? Walter Benjamin claimed that art (as opposed to design) could only make sense when art is rarefied and access to art remains ritualised (Benjamin, 2006 :118). However, his claim that “the work of art reproduced becomes the work of art designed for reproducibility” is contested by design-thinking. Design-thinking dissolves the opposition so as to mobilize the aesthetic in the everyday, helping us to unlock new potentials. We must all be, to some degree, like Cézanne: using creative practices to engage, dissolve, side-step, dissipate problems, but with the wisdom that is added through the reflective pause, the informed selection of methods and the design of the solution and the process of reaching the solution. In his essay on Design Thinking, Tim Brown of IDEO describes how:

“The design process is best described metaphorically as a system of spaces rather than a pre-defined process of orderly steps. The spaces demarcate different sorts of related activities that together form the continuum of innovation.” (Brown, 2008: 88)

The spaces (which turn out in fact to be real spaces), he goes on to say, are “inspiration spaces” (for disruptive encounters with complexity), “ideation spaces” (for organising, indexing, prototyping, testing) and “implementation spaces” – the first two act as a kind of creative stirring and sieving, the later is where the cake finally gets baked: smooth spaces, striated spaces, mixed together iteratively to head in the right direction, as with Cézanne.

We could even go as far as to claim that thinking like Cézanne is essential to all thinking: how do we approach difficult new ideas? Ideas that seem counter-intuitive from our current perspective? The so called “threshold concepts”? Be like Cézanne, play with the space, find flows, follow them, then step back and evaluate:

“A threshold concept can be considered akin to a portal, opening up a new and previously inaccessible way of thinking about something” (Meyer and Land, 2003: 1)

In architecture, a design discipline, Daniel Libeskind has explored the smooth space of theatrical performance, in which audience, actors, words and the outside are interconnected in a journey (as described in Artaud,1993) as a counterpoint to the sometimes massively discontinuous and striated space of architecture:

“Acting is the breakdown of space. So to act is the break of space, the dissolution of space. Acting is continual breakdown of distance, which brings spacing or acting back into architecture, since architects are increasingly realizing that their interventions are really of a negative sort. The utopias, ironically, turned out to be nightmares.” (Libeskind, 2001: 68).

As with Cézanne, Libeskind’s method of design is founded upon a highly differentiated and precise mastery of spaces, their design, capabilities, intellectual and aesthetic effects. To what end? His design-thinking flows across engineering and culture, history and invention, to the most tangible and extraordinarily audacious of constructions.

Emotional durability, sustaining design, sustaining thought

A second key realisation of design-thinking is that successful, durable design-thinking involves an incremental co-evolution and inter-adaption of objects, people and ideas towards states of near-equilibrium, always open to change.

Recent years have seen a shift away from programmatic, statistics-driven industrial design approaches. There has been an acceptance that quality assurance and impact metrics cannot ever guarantee that we are inventing the right future. For example, consider Design for Six Sigma (DFSS), popular with large scale manufacturing industries. The Six Sigma management methodology aims to reduce errors to the absolute minimum. DFSS goes further, designing products to eliminate the possibility of error:

“Six sigma is considered reactive because it involves finding and fixing problems in existing processes. DFSS involves designing processes capable of reaching six-sigma levels, thus it is considered a more aggressive quality approach.” (Antony and Banuelas, 2003: 335)

Methodologies like DFSS may have given us lean error-free manufacturing processes, having privileged simplicity and eliminated variability, but they have made little progress in addressing the basic failure: building the wrong product, or creating a product that locks consumers into inefficient, unhealthy and damaging behaviours. Users and designers (or users who are designers) need to be given time-out to discover, imagine and experiment.

In his book Emotionally Durable Design, Jonathan Chapman diagnoses the problem accurately:

“Aesthetic fallout from technocentric design includes the stagnation of product typologies. Although an object’s functional array may be incrementally tweaked with finite technological developments, the nature and complexity of the relationships most products hold with users remain unchanged.” (Chapman, 2002: 12)

The result is familiar: we churn through new products, un-loved possessions without ever achieving an equilibrium with our world, our designs. As a recent investigation into “feature fatigue” demonstrated:

“Do you have any phones that make phone calls?” Too often, in their eagerness to layer on additional functionality, developers lose sight of the product’s basic function—the one thing it must do extremely well.” (Rust, Viana Thompson, Hamilton, 2006)

Chapman argues that the aim of design should be to create emotionally durable products, designs that fit and for which we feel a sense of belonging. As has been argued, design-thinking aims to open up new possibilities through rapid experimentation and creativity. Superficially this might seem to contradict the need for “emotional durability”. However, consider how in the activities described above we iterate rapidly and repeatedly through “inspiration” and “ideation” to create and sieve out possibilities, arriving at an “implementation” that fits more accurately, with which we can live. The IDEO approach emphasises the collective aspect of this journey, bringing together diverse but connected people on an equal footing - for example doctors, nurses and patients (Kelley, 2008: 217).

This second key aspect of design-thinking opposes Six Sigma’s aversion to variability. It treats design as a kind of co-evolution of a narrative: the design, the user and the designer:

“Users must be designed into object narratives as co-producers and not simply as inert, passive witnesses. A process that enables the nature of user interaction to shape the emergent narrative.” (Chapman, 2002: 135)

…and the emergent narrative to shape the user. And again we can ask whether in fact this describes the nature of thinking and learning. The cognitive scientist Andy Clark has described human intelligence in just such terms, a co-evolution in which we produce our environment, the framework of our thinking and being, and in turn that framework produces us (Clark, 1997). Canny design-thinkers, as with canny learners, are able to steer this co-evolution, to design thinking, to sustain thought.

Concluding speculations

Design-thinking is taking shape as an attitude, as a methodology, as a philosophy. And perhaps also as an approach to learning and designing learning. Certainly if it’s methods are able to deliver on the promises, unlocking potentials, setting creativity free, but in a collective and collaborative context, aiming for durable and sustainable ends, then it more than envisages an exciting and viable future.

How can this be tested? Imagine, discover, think, prototype, test, iterate, implement.

Is this viable within current constraints? It’s not easy. For example, the iterative process of inspiration-ideation-implementation may sometimes benefit from long pauses. For example, David Morley (Director of the Warwick Writing Programme) suggests that a text is left for six weeks before exposing it to critical stress: “it’s easier to murder someone else’s darlings than your own.” (Morley, 2008) How can this fit with our speed obsessed (educational) culture? How can that be compatible with our modes of assessment and student expectations of rapid feedback? The IDEO team recommend using a dedicated project room for each project. It should be possible to leave the room as is at any stage, returning later when further inspiration has been gathered from forays into the field. That might be necessary for quality creative work, but where do we have the required infrastructure?

These are significant design challenges to be addressed.


Bibliography


Antony, F and Banuelas, R, “Going from Six Sigma to Design for Six Sigma: An Exploratory Study Using Analytic Hierarchy Process” in The TQM Magazine, Volume 15, Number 5, 2003.

Artaud, A. The Theatre and it’s Double, Calder, 1993.

Becks-Malorny, Ulrike, Cezanne, Taschen, 2001.

Benjamin, W. “The Work of Art in the Age of Mechanical Reproduction” in Visual Culture: Critical Concepts in Media and Cultural Studies, Morra, J and Smith M (eds.), Routledge, 2006.

Brown, T. “Design Thinking” in Harvard Business Review, June 2008.

Chapman, J. Emotionally Durable Design: Objects, Experiences & Empathy, Earthscan, 2005.

Csikszentmihalyi, M. Flow: the Psychology of Optimal Experience, Harper, 1990.

Clark, A. Being There: Putting Brain, Body, and World Together Again, MIT, 1997.

Deleuze, G, Guattari, F and Massumi, B (trans.), A Thousand Plateaus: Capitalism and Schizophrenia Volume 2, Athlone, 1987.

Deleuze, G and Strauss, J (trans.), “The Fold: Leibniz and the Baroque” in Yale French Studies, No. 80, 1991.

Deleuze, G and Smith, D (trans.), Francis Bacon: The Logic of Sensation, Continuum, 2004.

Deleuze, G and Tomlinson, H (trans.), Nietzsche and Philosophy, Continuum, 2006.

Immelt, J. Govindarajan, V. and Trimble, C. “How GE is Disrupting Itself” in Harvard Business Review, September 2009.

Kant, I. and Meredith, J. (trans.) The Critique of Judgement, OUP, 1991.

Kelley, T. and Littman, J. The Art of Innovation, Profile Books, 2004.

Kelley, T. and Littman, J. The Ten Faces of Innovation, Profile Books, 2008.

Kendall, R (ed.), Cézanne by Himself, Time Warner Books, 2004.

Lawrence, D.H. “Introduction to These Paintings”, in Poets on Painters: Essays on the Art of Paining By Twentieth-Century Poets, McClatchy, J.D. (ed.), University of California, 1990.

Libeskind, D. The Space of Encounter, Thames and Hudson, 2001.

Manzini, E “Ideas of Wellbeing: Beyond the Rebound Effect” in Sustainable Services and Systems: Transitions Towards Sustainability, Amsterdam, 2002.

Mau, B. “The Denver Biennial of the Americas” in Aesthesis, Volume 2//Three:2008.

Morley, D. “Murdering Your Darlings” in Writing Challenges (podcast), University of Warwick iTunesU, 2008.

Niederhelman, M. “Education Through Design” in Design Issues, Volume 17, Number 3, Summer 2001.

Roland T. Rust, Viana Thompson, D and Rebecca W. Hamilton, “Defeating Feature Fatigue”, in Harvard Business Review, February 2006.



[i] Documented online at http://www2.warwick.ac.uk/fac/arts/theatre_s/research/festivals/personnel/?tag=set%20designer [accessed 30/11/09].


October 16, 2009

Innovation Through Design Thinking, Tim Brown of IDEO (iTunesU podcast)

Here are some notes on a talk by Tim Brown (CEO of design company IDEO), given to the MIT Sloan Business School. You can watch a video of the talk on iTunes. It's an excellent and well presented talk, packed with useful ideas relevant to all kinds of work (explicitly or implicitly creative and innovative). I have selected points that are particularly relevant to my development projects, teaching and research on creativity, space and teaching and design.

05:20 – The lecture starts, after 5 minutes of introductions.

07:15 – We believe that companies which view design as just making things cool or pretty are missing the point. [Design is an essential element in innovation, process design and service design]

08:16 - Six Sigma and Design Thinking – Recommends a Business Week interview with Jeff Immelt, CEO of GE: Bringing Innovation to the Home of Six Sigma - but implies that the two approaches sit uncomfortably together.

08:32 - For many companies design thinking is the way that they create their future.

12:05 – It is an approach to innovation.

14:16 – [Involves] People (desirability); Business (viability); Technology (feasibility).

14:59 - Three important phases (inspiration, ideation, implementation).

16:48 - Insights are the fuel for innovation

17:12 - Design thinkers use the world as a source of inspiration not just validation

18:27 - It starts with empathy

21:28 - Analogous situations

22:50 - Insights come from extreme users

23:56 – We’re not trying to get statistical data about what the world thinks, we’re simply trying to get new ideas, we’ll evaluate those ideas later, we just want a source of inspiration.

24:40 – Building to think (prototyping)
The real kind of notion here is that we’re kind of used to building things to show people what we have done, so we’re used to the notion that we might build a model a prototype, whether it’s a physical thing or not, to show people that we’ve achieved something, and to get their permission their authorisation to move forwards, the idea that you’ll build a prototype to take to a milestone meeting to show the boss so that he will give you more money to keep going. But that’s not what we are talking about here. We’re talking about building things to learn about your ideas.

25:39 Learn by prototyping, and that means prototyping quickly and inexpensively. You want to do a lot of prototyping.

27:34 – Prototypes don’t have to be physical but they must be tangible. … They must allow you to build a picture and come to a sense of what you have learned.

27:52 – There are all kinds of prototyping techniques that are very useful, based around film making, based around improv, we act our ideas out.

33:00 - There are different kinds of prototypes and different kinds of prototypes exist at different parts of the design process (inspire, ideate, implement).

35:15 – In our experience, many good ideas fail to make it out to market, not because they aren’t good ideas, but because they couldn’t make it through the corporation, they couldn’t navigate through the system … one mechanism for beginning to deal with that … is storytelling, and the more powerfully you can construct a story around the ideas you have, the better you can communicate those ideas to your colleagues, to partners, to stakeholders, the more likely that idea is to survive through the process, and so the use of storytelling, the use of movie making, the use of building experiences that are about those ideas themselves, the more you can do that the more you will succeed in getting your ideas out there. [Nike] The design team started making ads of their ideas before they showed them to anybody.
Stories help provide the framework for creating ideas.

38:05 – The story can be tangible and experiential.

39:38 – Design cultures, innovation cultures, if there’s one thing that they do, if they do nothing else, they are really good at being inspired and being inspiring, they get people to think about things in different kinds of ways.

39:52 – One of the things to look out for is how inspired are people by what’s going on out in the world? How connected are you to the outside world to the big ideas that are emerging?

43:40 – Being inspired about where you get your ideas. Space has a huge impact on one’s ability to innovate, not just how cool is it, how fun is it, but how is it laid out? What are you actually using space for? We have relatively small amounts of space at IDEO dedicated to individuals, but we have lots and lots of space dedicated to project rooms, and the reason we have lots of space dedicated to projects rooms is that when you are trying to synthesise large amounts of information in projects you need to do that visually, you need to have it up around you, you need to be able to plaster the walls with things.

52:14 – We have a team on our campus whose only job is to create project rooms for people, take them away again, and make new ones [they also record what has happened in them]. Typically a project room might be in existence for a couple of months.