Showing posts with label innovation. Show all posts
Showing posts with label innovation. Show all posts

Monday, 2 January 2017

Design Thinking: is like Teenage Sex...

Escalator Acting As Stairs, (Devonian Gardens, Calgary AB) - Wayne Pau CC BY

Warning: I normally only write nice and polite blog posts. However this has been bugging me for quite sometime, therefore if I am offending anyone's sensibilities I apologize in advance. Hopefully I'm not starting the New Year on the wrong foot.

To bastardize a quote from one of my favourite authors Dan Ariely on Big Data:
"Design Thinking is like teenage sex: everyone talks about it, everyone thinks everyone else is doing it, so everyone claims they are doing it…” - Wayne Pau (2017)

The only big difference is that I think those who have been doing Design Thinking for a long time do know what it truly is (and what it is not). Unfortunately *not* being a typical formulaic step-by-step methodology and more a loosely knit tool-box and mantra, Design Thinking is vulnerable to many misconceptions and misunderstandings. Often small parts of a true process are used and labelled Design Thinking or people using similar methodologies and calling it Design Thinking.

Here are five reasons why I am sometimes forced into uncomfortable conversations which end with: "I'm really sorry Mr./Mrs./Miss/Ms. important person but you're not really doing Design Thinking..."

#1 - You didn't Interview any Real Users.

I've been at projects where they have advised that we skip the Empathy stage altogether since the senior people in the room know everything there is to know about the problem. A big reason to use something disruptive like Design Thinking is because you want to come up with something different and more than just additive innovation. 

You just don't know what you don't know.  You want to know why your team isn't getting any new and radical insights? Well quite simply start by going outside your organization and outside your team to the 'user'. If you haven't left the building yet, you aren't doing it right.

#2 - You started with with a Problem Statement.

Design Thinking has two whole stages before we even come up with the problem statement (aka the Point-of-View and How-Might-We Statements). By jumping into what you think the issue is, you skipped eliminated 2/5 or 40% of Design Thinking stages (Empathy, Define, Ideate, Prototype & Test). 

Many times by truly doing the Empathy and Define stages, you learned what the real underlying problem is and how you might go about rectifying the situation.

#3 - You didn't get a good Design Thinking Coach or Facilitator

It's easy right? Read a few blogs. Tried the Design Project Zero introduction. Baptism by fire right? (Ignore the fact that turn-key, all-inclusive, end-2-end project with IDEO or FROG could cost you $1M.) Running your first Design Thinking project isn't like taking the self-guided tour at the MoMA, where you can do a little research yourself and get by quite reasonably.

The real issue is that really no two Design Thinking projects are identical. The exact path or tools you used to attack on particular problem won't necessarily be the same way you tackle another problem. Good coaches and facilitators have been through a few projects and have a good idea of what to when things go south (because when things are going 'well', everything is 'easy'). Unless a group is well experienced with Design Thinking, you are going to need some level of guidance.

#4 - You didn't build and/or test anything.

"Build to Think. Test to Learn" - d.school Introduction to Design Thinking Process Guide

An idea is just an idea until you put it into life. While factories and roller-coasters today can be built virtually in 3D software, unfortunately the 'best' way we do this in Design Thinking is building some type of prototype and get people's feedback on it. 

Ideas are fuzzy and vulnerable to interpretation and misunderstanding. Prototypes are often tangible and interactive. In Design Thinking we actually go out of our way to make decision/stance on something and test it out in the prototype. This way we often a get clear positive feedback (in which case we can decide to amplify) or negative feedback (in which case we decide to remove or change it).

#5 - You didn't iterate on anything.

Basically you did the bare minimum and came up with a new wacky idea and put all your hopes on that one idea will change *EVERYTHING*. If you were honest, you probably just ran out of time, weren't that committed or didn't read that chapter on 'Failing-Faster to Succeed-Sooner."

How was your First Drawing you ever did? First Cake you baked? First Story your wrote? Design Thinking depends heavily on the power of iteration and that we might not get it right the first time, but we'll eventually get something amazing! One or two short brain-storming sessions does not make a Design Thinking project.

Curious Chameleon, Toronto Zoo - Wayne Pau CC BY


Design Thinking seems like all the rage today. That's great. The d.school, IDEO and others have really helped share this with the world. Yet like every other wave of innovation, those whose are actually implementing the methodology properly and not just sapping on the label of Design Thinking will be the ones reaping the rewards.


Hope that helps...
w.


-----------------------------------

Wayne Pau is Development Architect at SAP working on creating a new breed of enterprise Internet of Things products. A graduate of University of Waterloo Systems Design Engineering, Wayne has taken pretty much every job there is in Software/Product Development. Feel free to connect/follow on LinkedIn, Twitter (@Wayne_Pau) or Blogger (http://waynepau.blogspot.ca/).

Note: All views are my own.




Sunday, 10 August 2014

Design Thinking: The greatest Danger to Brainstorming! (In defense of Brainstorming - Part 2)

(A little while ago Fast Company's Rebecca Greenfield wrote a piece entitled "Brainstorming Doesn't Work; Try this technique instead". I wrote a response: "In Defense of Brainstorming (aka you may not need Brainwriting)", but I realized *now* that I had forgot to add what I think is instead the biggest obstacle to Brainstorming, so this Part 2 attempts to address that.)

There are *many* obstacles to a good Brainstorming session, but the actual biggest *danger* I believe is not having enough 'quality' ideas and especially getting those amazing, once-in-a-lifetime radical ideas. It's the same principles regarding Quantity and Quality of ideas.

(For more info on why I believe quantity begets quality, see a previous post on 50 lbs of clay and how Quantity also intrinsically begets Quality.)

User Interview/Insight expert Steve Portigal has a great graph I like to use to illustrate the divide between the 'first wave' of pedestrian ideas and the 'second wave' of magical of "Wacky, transgressive, innovative, breakthrough, weird" ideas. Steve goes so far as to say we need to slough through the 'bad ideas' to get to this 'second wave'.


(Steve Portigal - Power of Bad Ideas)
As good Design Thinking coaches and Brainstorming facilitators we need consciously to *PUSH* to get people into the 2nd hump or 'second wave'.

This is why as part of Part 1 of this post, we have rules #1, #2, #6 & #8

  1. Defer Judgment - to prevent smoothing radical ideas
  2. Go for volume - to push envelope to get to great ideas
  3. One conversation at a time - to ensure everyone gets a voice
  4. Be visual - to stimulate right-side of the brain and communicate efficiently
  5. Headline - to communicate efficiently, allowing iterate through ideas quickly
  6. Build on the Ideas of others - to help iterate and evolve ideas
  7. Stay on topic - keep sessions moving and prevent time wasting
  8. Encourage wild ideas - getting past the easy, obvious ideas
(8x Rules for Brainstorming)

Over the years I've personally become more keenly aware of passing through the barrage of easy ideas ('first wave'), into the more difficult silence or lull of little/no ideas and then finally into the flood of 'second wave' ideas.


(1st Wave vs. 1st & 2nd Wave Brainstorming)
The above graphics attempts to show the difference between simply settling with only 'first wave' Brainstorming vs. 'first wave' and 'second wave' Brainstorming. In this example, it's 7+ more Ideas Total and 3+ more Great Ideas.

Funders and Founders Anna Vital has a great post called How Many Times You Should Try with an info graphic that shows James Dyson tried 5126 prototypes before his initial success. How close are you to Brainstorming out that truly great idea? Are you giving up before the second 'hump'?

If you want to keep doing additive or derivative innovation, don't worry about what Steve Portigal is talking about. You can Brainstorm out the next iPad-mini from the normal sized iPad, basically a slight/marginal improvement over the original. (BTW Apple/Tim Cook, if you reading this, maybe you should 'invent' the *new* iPad-Biggie while you're at it...)

OR *IF* you want to do something disruptive and truly innovative, to build that first iPad, iPod, or iPhone, then I encourage to have a look both the Quantity and Quality of ideas your next Brainstorm.


Hope that helps...

Wayne Pau


p.s. There is no magic number of post-it-notes where the you know you are getting the 'second wave' of ideas. However it's not uncommon when I get a group as small as 5 people to aim for 150 post-it-notes within a 30 minute session.

5 people x 30 mins ==> 150 Ideas

It sounds radical, but it is really is a reasonable target. The first 50-100 will probably be 'first wave' ideas. If you push really hard, often you can get an extra 50-100 ideas if you are consciously about it. (As your diverse, T-shaped, multidisciplinary teams evolves, you'll easily surpass this target! Honest.)

Tuesday, 5 August 2014

Design Thinking: In defense of Brainstorming! (aka. You might not need Brainwriting...) Part 1

A  week ago Fast Company's Rebecca Greenfield wrote a piece entitled "Brainstorming Doesn't Work; Try this technique instead". While Fast Company has many great articles and I did agree with some of pitfalls listed in the article, (with apologies to Leigh Thompson of Kellogg School), but I think Brainstorming works just fine if you're doing it 'right'. We don't need Brainwriting, but rather just stick to Design Thinking's Brainstorming 8x rules and you should be in great shape!




We love Design Thinking at SAP and we especially love the Brainstorming part. Along with SAP I suggest that Stanford d.school, IDEO and many other companies also aren't giving up Brainstorming anytime soon. When done correctly, I believe those companies are still reaping many rewards from those sessions.

We have 8x basic rules that govern Brainstorming sessions (link to d.school Bootleg PDF on Brainstorming):

  1. Defer Judgment - to prevent smothering radical ideas
  2. Go for volume - to push envelope to get to great ideas
  3. One conversation at a time - to ensure everyone gets a voice
  4. Be visual - to stimulate right-side of the brain and communicate efficiently
  5. Headline - to help communicate efficiently and filter through ideas quickly
  6. Build on the Ideas of others - to help iterate and evolve ideas
  7. Stay on topic - keep sessions moving and prevent time wasting
  8. Encourage wild ideas - getting past the easy, obvious ideas
You can see a great blog post describing the rules above by Caroline O'Connor of Stanford d.School at Rules for Brainstorming.

Below are 3x concerns I have regarding why Brainstorming wasn't being applied optimally in Leigh Thompson's research. I've love to see if the statistics and outcomes would have differed if the groups had a proper Design Thinking coach and were adhering to the d.school process.

#1 - In Design Thinking Brainstorming sessions, we have idea/post-it-note rounds where team members write down their ideas on post-it-notes by themselves individually before verbally sharing with the group.There are definitely oral parts of it, but I disagree with Leigh Thompson's premise that (2:01 of How to Stop People from Dominating Meetings video):

Brainstorming: Simultaneous Oral Generation of Ideas
Brainwriting: Simultaneous Written Generation of Ideas
If Brainstorming was just Oral Generation of ideas, why do I keep buying so many darn Post-it-Notes and Sharpies! One of the d.school Design Thinking rules is being visual (#4), which *only* can happen on written down ideas. We do in fact write ideas, atomically one per Post-it-Note all.the.time.

(Using Voting Dots with Design Thinking)

#2 - In Design Thinking we also use voting dots to help semi-democratically decide on which ideas to execute on first. The dots are equal in size (and therefore also equal in 'voice') and can't lobby other dots, so aren't vulnerable to 'Doom Loops'. The process is usually done with little talking, so once again minimizing any dominating participate effect. (There is obviously still some small possibility of peer pressure but it's largely minimized for the reasons stated above.)

#3 - The Stanford d.school's Design Thinking Brainstorming has more rules and structure in place over and above the 2x rules that Leigh Thompson from Kellogg School has. Rules that encourage full group participation and embrace not just balance but also diversity. So if you're looking to change things up, why not move to a more encompassing methodology?

While it's often hard to argue with Fast Company or Kellogg School, but I believe I'm going to keep to Stanford d.school's Design Thinking Brainstorming sessions. At least for me, it's been working great and we don't often suffer from Doom Loops and Uneven Communication Effect. 

We've never really had a problem with that using d.school's Design Thinking methodology. These days I feel that a "Brainstorming Session" without these rules is just a discussion. ;) It's not really what we'd call "Brainstorming."

Hope that helps...

Wayne Pau

p.s. I realized that I did not outline what I thought was biggest obstacle for Brainstorming. Therefore I'll be posted a follow-up Part 2 on this posting.



Original Links for Fortune & Fast Company articles on Brainwriting:



Friday, 18 April 2014

Design Thinking: LEGO & DT (Not just for Kids!)



Design Thinking built using LEGO


I *always* had an obsession with LEGO so please excuse me if this posting is a little bias. For years my relatives and family friends knew every X-mas and Birthday a fail-safe gift was LEGO.

For me LEGO is a great fit for Design Thinking approach and development overall because:
  1. LEGO supports Rapid Prototyping
  2. LEGO is Abstract
  3. LEGO is Creative
  4. LEGO is a Right Brain activity
  5. LEGO is Constrained.
  6. LEGO supports CI (Continuous Integration)
  7. LEGO is Fun
  8. LEGO supports A11y (Accessible)
  9. LEGO is Reproducible.
  10. LEGO supports i18n (Internationalization)
Don't take my word about it. Tim Brown has a whole chapter (Chapter 4 - Building to Think, or the power of prototyping) in Change by Design. To be honest, if you aren't building or prototyping something, you may not be doing Design Thinking effectively. 

1. LEGO supports Rapid Prototyping

LEGO builds are generally fast. There is no waiting for things to dry, no ordering parts, no welding, etc. It's so fast that often it's better to start building than it is to design something on paper (or in a some CAD program) beforehand. Changes can be done on the fly without having to re-architect the whole build.

Lastly LEGO builds are generally transient and don't last forever. It's understood that they get taken apart and put back in the drawer for reuse later. Therefore builders are less attached to a specific prototype, a key component to good rapid prototyping. 


2. LEGO is Abstract

One the best things about how abstract LEGO creations can be. People know it won't look exactly miniature real-life replica, like how LEGO mini figures all have the same head-shape and no knees! (Actually the Yoda LEGO mini figure doesn't bend at the waist and is quite a bit shorter than other mini figures, but you get the picture...)

Prototypes often have a low-fi feel and therefore invite user feedback which is core component of Design Thinking.


3. LEGO is Creative

When MOC'ing (My Own Creation) LEGO you are really building something from your own imagination. Kids never just sort or sit and admire LEGO bricks. Everyone around a random pile of LEGO seems to consciously or subconsciously starts to build things. It's like doodling.

This what I call the 'Reverse Entropy of LEGO' effect. Few LEGO fans can stand still and watch LEGO just sit there.

4. LEGO is a Right Brain activity

Without getting too technical, LEGO building is more a Right Brain process, like drawing vs. say writing. For those that traditionally favour Left Brain activities, LEGO building helps encourages Right Brain usage for a more Full Brain approach that can foster new ideas and ways of thinking .

5. LEGO is Constrained

Somewhat counter-intuitive, but for Design Thinking one great feature is that LEGO is constrained. While Desirability is the first pillar tackle, good Design Thinking designs optimize Desirability, Viability and Feasibility.

LEGO only has 6,800 unique pieces (down from 12 ,000 a few years back) and for projects we are usually constrained even further to the pieces we have at hand. Working within these constraints helps us get familiar with this pillar of DT (Feasibility) and often fosters even more creativity!


6. LEGO supports for CI (Continuous Integration)

Just like some software tools, LEGO supports backing-out recent changes and trying new things. You often don't have to destroy a whole build just to try out a small change. So unlike a painting or drawing this fosters continually updating, refining and trying new wacky ideas!

Parts can even be built separately and added together easily at the end. Integration with LEGO is always fairly easy, as generally all LEGO blocks fit with other LEGO blocks, it's a fully compatible system.

(Also, as an Agile/SCRUM Master coach, you generally *always* have something to show. =) Even if it's a few block at the end of a sprint or iteration!)

FYI - This happens to me *all-the-time* at home. I'm constantly tweaking and trying new ideas out even on old builds I have displayed. A great idea comes to mind and I'm never afraid to try it out because it often only takes seconds to reverse it!

7. LEGO is Fun

The most common verb action for LEGO is 'play', even more than 'build', 'designing' or 'creating'. Maybe it's great childhood memories, but it's rare that you have to convince someone to 'play' with LEGO. When we use LEGO in Design Thinking workshops, I don't think I've ever heard anyone call it 'work'.

8. LEGO supports A11y (Accessibility)

LEGO is Accessible. Anyone can play with LEGO. Most people are usually attracted to LEGO. I have a few sets on my desk at work and they are *always* a conversation starter. LEGO with it's Duplo lines is a toy that a person at any age can enjoy. While not everyone is a master-builder, almost anyone intuitively can start to put LEGO bricks together. You don't need years or weeks of intensive training and like drawing it seems every child is drawn to it.


9. LEGO is Reproducible

While MOC'ing (My Own Creation) is often tough, rebuilding an existing model is much more accessible. Unlike painting or drawing, it's quite easy to reproduce a LEGO creation, given the finished product.

Like an '3D Printing' process, it's possible to have an exact replica in your hands anywhere in the world almost immediately. Every replica is also exactly the same.

10. LEGO supports i18n (Internationalization)

LEGO is international. It sells pretty much everywhere in the world and seems to be quite universal in it's appeal. Started in Denmark, it's still family owned and as of 2013 was the 2nd largest toy manufacturer (behind Mattel). Like IKEA, LEGO instructions have no words and meant to be understood in any market.

Germany is the #1 LEGO consumer, followed by the US. On average everybody on the earth owns about 86 pieces bricks  LEGO. *Yikes*. I own a lot more than 86! ;)


So go, get your boss to order you some more LEGO for the office! Go ahead and dig out that LEGO bin and tell your spouse you're putting in some overtime!


Hope that helps,
Wayne Pau 

p.s. I've tried my best to use "LEGO" as the plural. For those *particular* enough to notice, the plural for LEGO is not legos. I believe it's supposed to be 'LEGO bricks'. This is called out in the 'Fair Play' guide on the LEGO site in the section "Proper Use of the LEGO Trademark on a Web Site".

Another site, Brick Brothers in their glossary has gone and said it's like 'sheep', which is both the singular and plural form as opposed to 'sheeps'. 

:) More than you wanted to know right?

Monday, 2 December 2013

Design Thinking: User Needs vs. User Wants (What I love about my Aeron Chair...)


If you haven't sat on one of these chairs, I'd highly recommend it (you can always just go to your Local Herman Miller Show-case if your work or friends don't already own one). As a user it's pretty much the perfect chair. I don't think I've sat in a more comfortable chair (when fully configured properly), especially with the optional lumbar support at the back. 

(Not all companies are willing to invest in their employees, but it's definitely a luxury I've totally enjoy at my office.)

(My actual chair - a 10+ year old model)


Herman Miller has always been knowing for their high-end furniture, but when they invented the Aeron, it was a game-changer. I remember being in a fancy dot.com start-up and getting these chairs! It was all the rage, but it was a chair that cost many times more than it's traditional alternatives. (Today's Black-Friday sale @ HM had it at $577.15 from $679.00, but I distinctly remember it being closer to $1000 earlier on.)

This is what the HM sites says in it's description:

The Work Chair Redefined
Aeron changed the way everyone thought about office chairs—from its revolutionary look to its advanced ergonomics to the fact that it's 94 percent recyclable.
Instantly adaptable to all the motions you go through every day while seated, Aeron provides healthy comfort and balanced body support. Its innovative suspension and easy-to-use adjustment controls let the chair move effortlessly as your body moves.
(http://store.hermanmiller.com/Products/Aeron-Chair)

If you haven't already, I encourage you to look at the Design Story feature @ the HM site. 


(Prototype - http://store.hermanmiller.com/Products/Aeron-Chair#story)

(Above is a great example of a low-fi model. In the video, Stumpf talks about another prototype as "just ugly". A topic for another day, but prototypes are great! Sketches are great! Look at how many were created during the Aeron design! Think about the 50lbs of clay from the last blog.)

From the web site there are many quotes, but these are a brief splattering of the most "telling" ones:


"They threw out all preconceived notions of what a work chair should look like."
"Function Is Form"
"We wanted a totally new kind of chair.
"I want to sit on this really bad."

The chair we are looking at today, the first Aeron, over 20 years old (designed in 1992) was a disruptive innovative change. The chair won so many awards and it's crowning achievement is that it's part of the MoMA permanent collection. Yet how could a chair so beloved today actually almost not make it to market?

If you've read Malcolm Gladwell's Blink, it tells of the chair didn't do well.
  • 4.5/10 for Comfort Scale
  • 2-3/10 for  Aesthetics Scale

It actually didn't even meet min. score (7.5) that Herman Miller internally puts on Test Group ratings before product release. It was actually called "The Chair of Death" by in the 1st group. Yet luckily Max Depree the Chairman and CEO of Herman Miller at the time had the foresight to ship it regardless. This is his explanation:

“We are a research-driven product company. We are not a market-driven company. It means that we intend, through the honest examination of our environment and our work and our problems, to meet the unmet needs of our users with problem-solving design and development”
- Max Depree (Chairman and CEO of Herman Miller, Inc)
Notice that Depree clearly understood the role and limitation of Market Driven data. He had the courage to forge forward and now the chair he oversaw is now in the MoMA. Yet that wasn't blind-faith, it was because he knew his guys *knew* users. The product was too disruptive to get an accurate Market Target Group rating.

*****

So why did I write this post? Was it simply just because I wanted to talk about the amazing chair that I've sat on for far, far too long? No. I believe that today far too many people looking at Design Thinking confuse interviewing Users for their Insights with asking consumers their Opinions. In Design Thinking, especially at the Empathy stage, I would never give a survey on a final product and ask them to rate from 1 to 10 what they thought of Comfort, Aesthetics, Usability and then using some fancy math to determine how to optimize those parameters.

It sounds cliche but simply Users don't know what they want. As Design Thinkers if we get "Lazy" and try to get end-users to design products, we will never get Disruptive Innovation. At best all we can is slightly better, incremental development (ie a prettier iPhone, etc). At worse we get something totally unusable, like the Car built for Homer.

(http://onscreencars.com/tv/the-homer-the-car-built-for-homer/)
"A camel looks like a horse that was planned by a committee"
- Sir Alec Issigonis
Users are great at being Users, but usually are very poor Designers. That's why even in Usability Testing we *never* ask questions which lead a user to offer an alternative design. Questions like: "Oh, so you don't like that button? How would you like to see the button?", rather we're about the why: "Oh, so what makes that button difficult to use/hard-to-find/etc?".

So what are Users good for? Why are they SO vital to Design Thinking? They are vital because:

"It's the user's most primal needs that drive our insights which are the basis for our designs."

         User Need ==> Insights ==> Design Ideas

Users don't mean to, but often they aren't trained to separate 'actions' from 'intents', 'opinions and prejudices' from 'feelings and raw emotion'. When we do Design Thinking practically in our teams, we often are asking each other what is the "raw" feeling there, what is the underlying motivation. (Think: Toyota/Kaizen's 5 Why type of approach).

As Malcolm Gladwell put it in Blink:


“The participants in the early experiments weren't telling the testers how they really felt; they were telling them how they were prejudiced against something so different from their experience.”

- Malcom Gladwell (Blink - 2005) 

If you haven't done so already, I suggest looking at my previous blog on Levels of Insight. As we move up the hierarchy we need to become more and more empathetic, it's not up to the user, but the Design Thinker to be properly trained and educated in how to extract those insights. We need to asking the right questions and tune-out the noise.


To become a great Designer I believe you need to ensure that you are not falling in the trap of being caught up with lower insights, fraught with prejudice and fear, but are mining the more deep-seated core "needs" which will drive those monumental "insights". To be honest it's hard work...

    User Interviews != Market Research Panels

If you want to "do" Design Thinking correctly, spend the time upfront with doing single User Interviews that will drive your Empathy stage. Use those interviews to drive your ultimate single Character Composite and then create your Point-of-View and How-Might-We statements in your Define stage.


To end off off, if you also haven't seen the video from the late Bill Stumpf from the Herman Miller sit, it's just great. His best quote is:
"I enjoy myself.. and I do it through Design" -  Bill Stumpf (1936-2006)
(Not surprisingly the video doesn't mention any of the difficulties that Malcolm Gladwell outlined in Blink. It almost makes you think that users loved it on the 1st try! However we know that wasn't really the case. However history and the 'real' market have definitely vindicated Bill Stumpf,  Donald Chadwick and Max Depree.)


Let's get to "WOW". Hope that helps...

Wayne Pau

p.s. Besides reading, Blink and looking at the HM site, another great article on Aeron is on Barkham Office Furniture website here: