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HOW DESIGN THINKING

TRANSFORMS ORGANIZATIONS
ANO INSPIRES INNOVATION

An lmpnnt ofHup<r<:o!liJUP.¡,b.skn
--.~lim.c9"'
CONTENTS
INTRODUCTION : THE POWER OF DESIGN THINKING 1.

~•uoTo WHAT 15 DESIGN THINKING?

1 Gettlng Under Your Skln, How 1.3


D In le. n l"toJ PTfl
Than Stylfl

2 Convertlng Need lnto Dem•nd, 39


l • 1 1 Firs

3 A Ment•l M•trlx, "Th••• 63


PeopleHav ucess! "

4 Building To Thlnk, c. Th• Powflr 87


r •plng

S Returnlng To The Surf•c•, 1.08

D~tsit.

6 Spre•dlng The Mess•ge, or Tht~ 1.28


lmportance Of' Storytelling
CONTINT.
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IN TRODUCTION

the power of design thinking


...-..Tu WHERE DO WE GO FROM HERE?

Deslgn Thlnklng Meets The ~55


7
Corporatlon, Ti achlng To F'lsh

The New Social Contract, r W•t're ~77


a
All
•n end to old Id•••

9 Design Activlsm, or lnsplrlng 203 Practically everyone who has visited England ha" cxpcrienced
S th Global Patentlal the Great \Vestcrn Railway, the crowning achievemcnt of the
great Victorian engmeer Isambard Kingdom Bruncl. 1grcw up
Deslgnlng Tomorrow-Today 227 within earshot of thc GWR, and as a ch1ld in rural Oxford-
~o
shirc I oftcn bicycled .1longside the linc and waited for the great
express trains to roar past at more than one hundrcd miles an
hour. The train ridc is more comfortablc today (thc carriagcs
ACKNOWLEDGMENTS 243
now sport springs and cushioncd scats) and thc sccnery has
IDEO PRO.IECT CASIE STUDIIES 247
certainly changcd, but a ccntury and a half aftcr it was built
INDIEX 253
the G\VR srill stands as an icon of the industrial rcvolution-
and as an cxamplc of the power of design to shape the world
around us.
Although he was thc cngineer's enginccr, Bruncl was not
solely intcrested in thc tcchnology behind his crcations. While
considcring the dcsign of thc system, he insisted upon the fiar-
test pos,ible gradient bccause he wantcd pa,scngers to have
the sen~e of Mfloating across the counrrysidc." He constructed
bridges, viaducts, cuttings, and tunnels a11 in thc cause of creat-
ing not jusr cfficient transportation but the be t possible ex pe-
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THE POWER OF DISIGN THINKINe 1
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rience. I le even imagined an integra red transport system that ncw ideas as never before. The sciences ofbiology, chemistry, and
would allow the traveler ro board a train at London's Padding- physics havc mergcd in the forms ofbiotechnology and nanotcch-
ton Station and disembark from a steamship in New York. In nology to creare the promise oflifesaving medicine... and wondrous
every one ofhis great projects Brunel displayed a remarkable- new matcrials. But these spectacular achievements are unlikely to
and remarkably prescient-talent for balancing technical, com- hclp us revcrsc our ominous course. Just the opposite.
mercial, and human considerations. He was not just a great en-
gineer ora gifted designer; Isambard Kingdom Brunel was one
of the earliest examples of a dtsign thinktr. we need new cholces
Since the completion of the Great VVestern Railway in 1841,
industrialization has wrought incredible change. Technology A purcly tcchnocentric view of innovation is less sustainable
has hclpcd lift millions out of poverty and has improved the now than ever, and a management philosophy bascd only on
standard of living of a considerable portion of humanity. A.,. sclccting from existing strategies is likely to be ovcrwhelmcd by
we enter thc twcnty-first century, howcver, we are increasingly new developments at home or abroad. What we need are new
awarc of the undcrsidc of thc revolution that has transformed choiccs-new products that balance the needs of individuals
thc way wc livc, work, and play. The sooty clouds of smoke that and of society as a whole; new ideas that tackle the global chal-
once darkened thc skics ovcr Manches ter and Birmingham have lenges of health, poverty, and education; new strategies that
changcd the di mate of the planet. The torrent of cheap goods result in differences that matter and a sense of purpose that
that began to fl.ow from their factorics and workshops has fcd engages everyone affected by them. It is hard to imagine a time
into a culture of cxcess consumption and prodigious waste. The when the challenges we faccd so vastly exceeded the creative
industrialization of agriculture has left us vulnerable to natural n:sources we have brought to bear on them. Aspiring innova-
and man-made catastrophes. The innovative breakthroughs of tors may have attcndcd a "brainstorming" session or learned a
the past have become the routine procedures of today as busi- few gimmicks and tricks, but rarely do these temporary placc-
nesses in Shenzhen and Bangalore tap into the same manage- holders make it to the outside world in the form of new prod-
ment theones as those in Silícon Valley and Detroit and face ucts, sen•iccs, or strategies.
the ::.ame down\\o'ard sp1ral of commoditization. What wc nccd is an approach to inno\.'3tion that is powerful,
effective, and broadly accessible, that can be integrated into all
aspects ofbusincss and society, and that individual> and teams
Technology still has not run its course. The communications revo- can use to generare breakthrough ideas that are implcmcnted
lution sparkcd by the Internet has brought people closer together and that thercfore havc an impact. Design thinking, the subjcct
and given thcm the opporrunity ro share perspectives and crcate of thi:. book, offers ju~t such an approach.
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CHANOE 8Y DESIGN THII: POWER 01' DII:SION THINKINO
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Design thinking begins with skills de~igners have learned sirnply a link in a chain that connecred a client's engineering
ovcr many decades in their quest to match human needs with departmenr ro thc fi>lks upsrairs in marketing.
available technical resources within the practica! constraint~ of The very first producrs 1 designed as a design professional
business. By integrating what is desirable from a human point were for a venerable English machinery manufacturer called
of view with what is technologically fe asible and economically Wadkin Bursgreen. The people there ínvited a young and
viable, designers have been able to creare the products wc enjoy unresred industrial designer into theír midst to help improve
roday. Design thinking takes the next stcp, which is to pur thcsc their professional woodworking machines. l spenr a summer
rcx>ls in ro rhe hands of people who may have never thoughr of crearing drawings and models of circular saws thar were ber-
thcmselves as designers and apply them toa vastly grearer range rer looking and spindle molders thar were casier to use. 1 rhink
of problems. 1 did a prerry good job, and ít's srill possible ro find my work
Dcsign thinking raps into capaciries we all have but rhat are in facrorics rhirry years later. Bur you will no longer find the
overlooked by more conventional problem-solving practices. 1t \Vadkin Bursgreen company, which has long since gone out of
is nor only human-centered; iris deeply human in and ofitself. business. As a designer 1 didn't see thar ir was the future of the
Dcs1gn thinking relies on our ability to be intuirive, to rcc- woodworking indusrry rhar was in question, nor the design of
ognizc patrerns, to construct ideas thar have emotional mean- irs machines.
ing as wcll as functionality, to cxprcss ourselves in media other Only gradually did I come ro see the powcr of dcsign nor as
rhan words or symbols. Nobody wants to run a business based a link in a chaín but as the hub ofa wheel. When 1 lefr the pro-
on fecling, intuition, and inspiration, bur an overreliance on tected world of art school-where C\"Cryone looked the same,
thc rational and the analytical can be just as dangerous. The acted the same, and spoke the same languagc-and entered the
integratcd approach at the corc of thc design process suggests world ofbusiness, I had ro spend far more time trying to explain
a krhird way." ro my clienrs what dc~ign was than actually doing ir. I realized
thar I was approaching rhc world from a set of operating prin-
cipies rhar was different from theirs. The resulting confusion
swlmmlng upstream was getting in thc way of my crcativity and productivity.
1 also noticed that rhc pcople who inspíred me were not
1was trained asan industrial dcsigner, but ir took me a long time neccssarily members of the dcsígn profession: engineers such
to realize the difference between heing a designer and thinking as Isambard Kingdom Brunel, Thomas Edison, and Ferdinand
/ilr.e a designer Seven years of undergraduate and graduare edu- Porschc, all of whom seemed to have a human-centerc::d rnther
carion and fifteen years of pmfessional practice went by before than rechnology-cenren.-d world\·iew; behavioral scientists such
1 had any real inkling thar what I was doing was more than as Don ~orman, who asked why producb are so needle~sly
CHANGIE .y DISIGN THI!: POWER OF DESIGN THINKING 1
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confusing; artists such as Andy Goldsworthy and Antony it as a way of describing a set of principies that can be applied
Gormley, who seemed to engage their viewers in an experience by diverse people to a wide range of problems. I have become a
that made thcm part of the artwork; business leaders such as convert and an evangelist of design thinking.
Steve Jobs and Akio Morita, who were creating unique and And l am not alone. Today, rather than enlist designers to
meaningful products. I realized that behind the soaring rheto- make an already developed idea more attractive, the most pro-
ric of "genius" and "visionary" was a basic commitment to the gressive companies are challenging them to creatc ideas at the
principies of design thinking. outset of the development process. The former role is tactical;
A few years ago, duríng one of the períodic booms and it builds on what exists and usually moves it one step further.
busts that are part of business as usual in Silicon Valley, my The latter is strategic; it pulls "design" out of the studio and
colleagues and I were struggling to figure how to keep my com- unleashes its disruptive, game-changing potential. It's no ac-
pany, IDEO, meaningful and useful in the world. There was cident that designers can now be found in the boardrooms of
plenty of interest in our design services, but we also noticed sorne of the world's most progressive companies. As a thought
that we werc increasingly being asked to tackle problems that process, design has begun to move upstream.
seemed very far away from the commonly held view of design. Moreover, the principies of design thinking turn out to be
A health care foundation was asking us to help restructure its applicable to a wide range of organizations, not just to compa-
organizatíon; a century-old manufacturing company was ask- nies in search of new product offerings. A competent designer
ing us to help it bettcr understand its clients; an elite university can always improve upon last year's new widget, but an inter-
was asking us to think about alternative learning environments. disciplinary team of skilled design thinkers is in a position to
We were being pulled out of our comfort zone, but this was tackle more complex problems. From pediatric obesity to crime
exciting because it opened up new possibilíties for us to have prevention to di mate change, design thinking is now being ap-
more impact in the world. plied to a range of challenges that bear little resemblance to
We started to talk about this expanded field as "design with the covetable objects that fill the pages of today's coffee-table
a small d" in an attempt to move beyond the sculptural objet publications.
displayed in lifestyle magazines or on pedestals in museums The causes underlying the growing interest in design are
of modero art. But this phrase never seemed fully satisfactory. clear. As the center ofeconomic activity in the developing world
One day I was chatting with my friend David Kelley, a Stan- shifts inexorably from industrial manufacturing to knowledge
ford professor and the founder ofiDEO, and he remarked that creation and service delivery, innovation has become nothing
every time someone carne to ask him about design, he found less than a surviva] strategy. It is, moreover, no longer limited
himself inserting the word "thinking" to explain what it was to the introduction of new physical produces but includes new
that designers do. The term "design thinking" stuck. I now use sorts of processes, serviccs, interactions, entertainment forms,
CHANGE 8Y DESION THE POWER 01' DESIGN THINKINO 1
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and ways of communicating and collaborating. T hese are ex- l f you are working with a philanthropic agency, design think-
actly the kinds of human-centered tasks that designers work ing can help you grasp the needs of the pcople you are trying to
on every day. The natural evolution from design doing to design serve. If you are a venture capitalist, design thinking can help
thinking reftects the growing recognition on the part of today's you peer into the future.
business Jeaders that design has become too important to be left
to designers.
another way to look at it

Change by Design is divided into two parts. The first is a journey Ben Lochnen, my excellent editor at H arper Business, advised
through sorne of the important stages of design thinking. It is me that a proper book needs a proper table of contents. I have
not intended as a "how-to" guide, for ultimately these are skills done my best to oblige. The truth is, however, that I see things
best acquired through doing. What I hope to do is to provide a a bit differently. Design thinking is all about exploring dif-
framework that will help the reader identify the principies and ferent possibilities, so I thought I would start by introducing
practices that make for great design thinking. As I suggest in the reader to another way of visualizing the contents of the
chapter 6, design thinking ftourishes in a rich culture of story- book. There are times when linear thinking is called for, but at
tclling, and in that spirit I will explore many of these ideas IDEO we often find it more helpful to visualize an idea using a
by tclling stories drawn from IDEO and other companies and technique with a long, rich history, thc mind map.
organizations. Linear thinking is about sequences; mind maps are about
The first part of thc book focuses on design thinking as ap- connections. This visual representation helps me see the rela-
plied to business. Along thc way we will see how it has been tionships bctween the different topics I want to talk about, it
practiced by sorne of the most innovative companies in the gives me a more intuitive sense of the whole, and it helps me to
world, how it has inspired breakthrough solutions, and where, think about how best to illustrate an idea. Linear thinkers like
on occasion, it has overreached (any business book that claims Ben are welcome to use the table of contents; more venture-
an unbroken record of success belongs on the "fiction" shelf). some readers may wish to consult the inside cover and view the
Part two is intended as a challenge for all of us to Thínk Big. By whole of Change by Design in one place. lt may prompt you to
looking at three broad domains of human activity-business, jump to a particular section of interest. It may help you retrace
markets, and society-I hope to show how design thinking your steps. It may remind you of the relationships among dif-
can be extended in new ways to create ideas that are equal to ferent topics ofdesign thinking and may even help you to think
the challenges we all face. If you are managing a hotel, design of topics that are not covered here but should be.
thinking can help you to rethink the very nature of hospitality. Experienced design thinkers may find that the mind map is
CHANGE BY DESIGN
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all you need to capture my point of vicw. 1 hope that for every-
one else the ten chaptcrs that follow will provide a worthwhile
insight into the world of design thinking and the potcntial it
has for us to create mcaningful changc. lf that proves to be the
case, I hope you willlet me know.

TIM BROWN
Palo Alto, California, May 2009
PARTI

1 '
-
CHA PTI':A O N it

getting under your skin,


or how d••lgn thinking is about more than •tyl•

1 n 2004 Shimano, a leading Japanese manufacturer of bi-


cycle components, was experiencing flattcning growth in
it~ traditional high-end road racing and mountain bike seg-
mcnts in the United Statcs. The company had always relied on
ncw technology to drive its growth. lt had invested heavily in
an cffort to anticípate t he next innovation. I n thc face of the
changing markct it scemed prudent to try something new, so
Shimano invitcd IDEO to collaborate.
W hat followed was an exercisc in designer-clicnt relations
l, that lookcd vcry differcnt from what such an engagemcnt
l. might havc lookcd like a few decades or even a few ycars ear-
1:
licr. Shimano did not hand us a list of technical specifications
and a b1nder full of market research and send us off to dcsign a
bunch of parts. Rather, we joined forces and set out togcthcr to
explore the changing terrain of the cycling market.
During the inicial phase, we fielded an intcrdisciplinary tcam
ofdcsigners, bchavioral scientists, marketers, and engineers whose
task was to idenrify appropriate constraints for the projcct. The
tcam began with a hunch that it should not focus on the high-
end market. l nstead, they fanned out to leam why 90 p<:rccnt of
American adulrs don't ride bikes-despite the fact that 90 perccnt
of them did as lcids! Loolcing for new ways to think about the
problem, they spent time with consumers from acros~ the spcl'-
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trum. They discovered that nearly everyone they met had happy Three major manufacturers-Trek, Ralcigh, and Giant-
memories of being a kid on a bike but many are deterred by cy- bcgan to develop ncw bikcs incorporating innovative compo-
cling today-by the retail experience (including the intimidating, nents from Shimano, but the team didn't stop there. Designers
Lycra-clad athletes who serve as sales staff in most independent might have ended the project with the bike itself, but as holistic
bike stores); by the bewildering complexity and excessive cost design thinkers they pressed ahead. They created in-store retail-
of the bikes, accessories, and specialized clothing; by the danger ing strategies for indcpendent bike dealers, in part to mitigare
of cycling on roads not designed for bicycles; and by the demands the discornfort that novices felt in retail settings built ro serve
of maintaining a sophisticated machine that might be ridden only enthusiasts. The team developed a brand that identified coast-
on weekends. They noted that everyonc they talked to sccmcd to ing as a way to enjoy li fe ("Chill. Explore. Dawdle. Lollygag.
have a bike in the garage with a flat tite ora broken cable. First one there's a rotten egg."). In collaboration with local gov-
This human-centered cxploration-which looked for in- ernments and cycling organizations, it designed a public rela-
sights from bicycle aficionados but also, more important, from tions campaign including a Web site that identified safe placcs
people outside Shimano's corc customcr base-led to thc rcal- ro ride.
ization that a whole new category ofbicycling might reconnect Many other pcoplc and organizations became involved in
American consumers to their experienccs as children. A huge, the project as it passed from inspiration through ideation and
untapped market began to take shape before their eyes. on into the implcmcntation phase. Remarkably, the first prob-
The design team, inspired by the old Schwinn coaster bikes lcm the designers would have been expected to address-the
that everyone seemcd to remember, carne up with the concept look of the bikes-was deferred to a late stage in the develop-
of "coasting." Coasting would enrice lapsed bikers back into mcnt process, when the team created a "reference design" to
an activity that was simple, straightforward, healthy, and fun. show what was possible and to inspire the bicycle manufactur-
Coasting bikes, built more for pleasure than for sport, would ers' own design teams. Within a year of the bike's successful
have no controls on the handlebars, no cables snaking along launch, seven more manufacturers had signed up to produce
the frame, no nest of precision gears to be cleaned, adjusted, re- coasting bikes. An excrcise in design had become an exercise in
paired, and replaccd. As we remember from our earliest bikes, design thinking.
the brakes would be applied by backpedaling. Coasting bikes
would feature comfortable padded seats, upright handlebars,
and puncture-rcsistant tires and require almost no mainte- three spaces of lnnov•tion
nance. But this is not simply a retrobike: it incorporares sophis-
tJcated engineering with an automatic transmission that shifts Although I would lovc to provide a simple, easy-to-follow rec-
the gears as the bicyclc gains speed or slows. ipe that would ensure that every projecr ends as successfully as
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CHANGit BY DESIGN OETTING UNDER YOUR SKI N 1
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this one, the nature of design thinking makes that impossible. extend the time ir takes to get an idea to market, but this is
In contrasr to rhe champions of scicnrific management at thc often a shortsightcd pcrception. To thc contrary, a tcam that
beginning of the last century, design thinkers know that there understands what is happening will not feel bound to take the
is no "one best way" ro move through the process. There are next logical step along an ultimately unproducuve path. We
uscful starring points and helpfullandmarks along the way, but have seen many projccts killed by managemenr bccausc it became
thc continuum of innovation is bcst rhought of as a sysrem of clear that the ideas werc not good enough. Whcn a projecr is
ovcrlapping spaces rather than a sequcnce of orderly steps. We terminated after months or even years, it can be dcvastating
can think of rhem as inspiration, rhe problem or opportunity in terms of both moncy and morale. A nimblc tea m of design
that motivares the search for solurions; ideation, rhe process of thinkers will havc been prorotyping from day onc and self-
gencraring, developing, and restíng ideas; and implementation, correcting along the way. As we say at IDEO, wFail early to
rhe path rhat leads from thc project room ro the market. Proj succeed sooner."
ect:. may loop back through these spaces more than once as the lnsofar as it is open-ended, open-minded, and iterati,·e, a
team refines its ideas and explores new directions. process fed by design thinking will feel chaotic to those ex-
The reason for the iterative, non linear nature of the journey periencing it for thc first time. But over the life of a project, it
is nor that design thinkers are disorganized or undisciplined invariably comes to make sense and achieves rcsults that differ
but that design thinking is fundamentally an exploratory pro markedly from the linear, milestone-based processes that define
cess; done right, it will invariably make unexpected discoveries traditional business practices. In any case, predictability leads
along the way, and it would be foolish not to find out where ro boredom and boredom leads ro the loss of talented people. It
they lead. Often these discoveries can be imegrated into the also leads ro results that rivals find easy to copy. Ir is better to
ongoing process withour disruption. At other times the discov- take an experimental approach: share processes, encourage the
ery will motivare the tea m ro revisir sorne of its most basic as- collective ownership of ideas, and enable teams to learn from
sumptions. While testing a prototype, for instance, consumers one another.
may provide us wirh insighrs thar point to a more interesting, A second way to think about the overlapping spaccs of in-
more promising, and potentially more profitable market open- novation is in terms of boundaries. To an artist in pursuit of
ing up in front of us. Insighrs of this sort should inspire us ro beauty or a scienrist in search of truth, the bounds of a project
refine or rethink our assumprions rather than press onward in may appear as unwelcome constraints. But the mark of a de-
adherence ro an original plan. To borrow rhe language of rhe signcr, as the legendary Charles Eames said often, is a willing
computcr industry, this approach should be seen notas a sysrem embrace of constraints.
reset but as a meaningful upgrade. \Vithout constraints design cannot happen, and the best
The risk of such an iterativc approach is that it appears to design-a pn:cision medica! device or emergcncy ~helter for
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disastcr victims-is oftcn carricd out within quite severe con-


straints. For lcss extreme cases we need only look at Target's
succcss in bringing design within thc reach of a broader popu-
lation for significantly less cost than had previously been
achieved. It is actually much more difficult for an accomplished
designer such as Michael Graves to create a collection of low-
cost kitchen implements or Isaac Mizrahi a line of ready-to-
wear clothing than it is to design a teakettle that will sell in a
museum store for hundreds of dollars ora dress that vrul sell in
a boutique for thousands.
The willing and even enthusiastic acceptance of compet-
ing constraints is thc foundation of design thinking. The first
stage of thc dcsign proccss is often about discovering which
constraints are important and cstablishing a framework for
evaluating thcm. Constraints can best be visualized in terms of
thrcc overlapping critcria for successful ideas: feasibility (what
is functionally possible within the foresceable future); viability
(what is likely to becomc part of a sustainablc business model); strikes a pcrfect balance of desirability, feasibility, and viability.
and desirability (what makes scnse to peoplc and for pcople). 1t has created a more engaging user experience and gencrated
A competent designer will resolve each of these three con- huge profits for Nintendo.
straints, but a design thinker will bring them into a harmonious This pursuit of peaceful coexistence does not imply that all
balance. The popular Nintendo Wii is a good cxample of what constraints are created equal; a given project may be driven dis-
happens when someone gets it right. For many years a veri- proportionately by technology, budget, or a volatile mix of hu-
table arms race of more sophisticated graphics and more expen- man factors. Different types of organizations may push one or
sive consoles has been driving the gaming industry. Nintendo another of them to the fore. Nor is it a simple linear process.
realized that it would be possible to break out of this vicious Design teams will cycle back through aU three considerations
circle-and create a more immersive experience-by using the throughout the life of a project, but the emphasis on funda-
new technology of gesrural control. This meant less focus on mental human needs- as distinct from fleeting or artificially
the resolution of the scrccn graphics, which in tum led to a less manipulated desires-is what drives design thinking to depart
expcnsive console and better margins on rhe product. The Wii from thc status quo.
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Though this may sound self-evident, the reality is that most tined for the local landfill-persuading people, in the blunt
companies tend to approach new ideas quite differently. Q!ite words of the design gadfly Víctor Papanek, "to buy things they
reasonably, they are likely to start with the constraint of what don't need with money they don't have to impress neighbors
will fit within the framework of the existing business model. who don't care." Even when the goals are laudable, however-
Because business systcms are dcsigned for efficiency, ncw ideas moving travelers safely through a sccurity checkpoint or
will tend ro be incremental, predictablc, and all too easy for the delivering clean water to rural communíties in impoverished
competition ro emulate. This explains the oppressivc unifor- countries- the prímary focus on one clcment of the triad of
mity of so many products on the markct today; have you walkcd constraints, rathcr than the appropriate balance among all three,
through the housewares section of any department storc larcly, may undermine the sustainability of the overall program.
shopped for a printcr, or almost gotten into the wrong car in a
parking lot?
A second approach is the one commonly taken by engineer- the project
ing-driven companies looking for a technological breakthrough.
In this scenario tcams of researchers will discover a new way of Dcsigners, then, have learned to excel at resolving one or an-
doing something and only afterward wíll they think about how other or even all threc of these constraints. Design thinkers, by
the technology might fit into an existing business system and contrast, are learning to navigate betwcen and among thcm
create value. As Peter Drucker showed in his classic study In- in crcative ways. They do so because they havc shifted their
nO'IJation and Entr~prm~urship, reliancc on technology is hugely thinking from probl~m to project.
risky. Relatively few technical innovarions bring an immediatc The projcct is the vehicle that carries an idea from concept
cconomic benefit that will justify thc invcstmcnts of rime and re- to rcality. Unlike many other processes we are used to-from
sources they require. This may cxplain the steady decline of the playing the piano to paying our bilis-a design project is not
large corporate R&D labs such as Xcrox PARC and Bell Lahs opcn-ended and ongoing. It has a beginning, a middle, and an
thatwere such powerful incubators in the 1960s and '70s. Today, end, and it is precisely these restricrions that anchor it to rhe
corporations instead attempt to narrow thcir innovarion cfforts real world. That design thinking is expre~sed within the con-
to ideas that have more near-term business potential. They may tc.xt of a project forces us to articula te a clear goal at the outsct.
be making a big mistake. By focusing their attention on ncar- It creares natural deadlincs that impose discipline and give us
term viability, they may be trading innovation for increment. an opportunity to review progress, make midcourse correc-
Finally, an organization may be drivcn by its estimation of tions, and rcdirect future activity. The clarity, direction, and
basic human needs and desires. At its worst this may mean limits of a wclJ-defincd project are vital to sustaining a high
drearning up alluring but essentially meaningless producb des- IC\ el of crea ti ve energy.
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The "Innovare or Die Pedai-Powcrcd Machine Contest" Justas a hypothesís is not the same as an algorithm, the project
competition is a good example. Googlc teamed up with the briefis nota set ofinstructions oran attempt ro answer a ques-
bike company Specialized to create a design competition whose tion before it has been posed. Rather, a well constructed brief
modest challenge was to use bicycle technology to change the will allow for serendipity, unpredictability, and the capricious
world. The winning team- five committed designers and an whims of fate, for that is the creative realm from which break-
extended family of enthusiastic supporters-was a late starter. through ideas emerge. If you already know what you are after,
In a few frenzied weeks ofbrainstorming and prototyping, the there is usually not much point in looking.
team was able ro identify a pressing issue (1.1 billion people When I first started practicing as an industrial designer,
in developing countries do not have access ro clean drinking the brief was handed to us in an envelope. lt usually took the
water), explore a variety of alternative solutions (mobíle or sta- form of a highly constrained set of parametcrs that left us
tionary? trailer or luggage rack?) and huild a working proto- with little more to do than wrap a more or less attractive shell
type: The Aquaduct, a human-powcred trícycle desígned to around a product whose basic concepr had already been decided
filter drinking water while transporting it, is now rraveling the elsewhere. One of my first assignmcnts was ro design a new
world to help promote clean water innovation. It succeeded be- personal fax machine for a Danish electronics manufacturer.
cause of the inflexible constraints of tcchnology (pedal power), The technical aspects of the product took the form of a ser
budget (SO.OO), and inflexible deadline. The experience of the of components that were being supplíed by another company.
Aquaduct team is the reverse of that found in most academíc Its commercial víabilíty had been establíshed by "managemcnr"
or corporate labs, whcrc the objective may be to extend the life and was geared to an existing market. Even its dcsirability had
of a research project indefinitely and whcre the end of a project largely been prederermined by precedenr, as everybody suppos-
may mean nothing more than the funding has dried up. edly knew whar a fax m achine was supposed to look like. There
was nota lot of room for maneuver, and I was left to try to make
the machine stand out against those of other designers who
the brief wcre trying to do rhe same thing. lt is no wonder that as more
companies ma~tered the game, the competition among them
The classic srarting point of any projecr is the brief. Almost like beca me ever more intcn,e. "\or have things changed much over
a scientific hypothesis, rhe brief is a set of mental constraints the ycars. As one frustrared client recently lamented, "\Ve are
that gives the project team a framework from which ro begin, busting our ass for a few renrhs of a percent of market share."
benchmarks by which they can measure progress, and a ~ct The erosion of margin and value is the inevitable result.
of objective~ to be realízed: price poínt, available technology, The proof of this can be found ar any consumer electronícs
market segment, and so on. The analogy goes even further. store, where, under the buzz of the fluorescenr lights, thousands
CHANOE BY DUION
- Ot:TTINO UNDIR YOUR SKI N 1
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of products are arrayed on thc shclves, clamoring for our atten- Without making the brief too concrete, he hclped the team
tíon and differentiatcd only by unncccssary if not unfathom- establish a realistic set of goals. Without making it too broad,
able features. Gratuitous efforts at sryling and assertive graph- he left us space to interpret the concept for ourselves, to explore
ics and packaging may catch our eye but do litde to enhance and ro discover.
the experience of ownership and use. A design brief that is too As the project progressed and new insights accumulated, it
abstraer risks leaving the project team wandering about in a fog. seemed advisable to adjust the initial plan by íntroducing ad-
One that starts from too narrow a set of constraints, however, ditional constraints: a revised price poiot; a restriction rhat
almost guarantees that the outcome will be incremental and, rhere be "no electric motors." Such midcourse adjustments are
most likely, mediocre. lt transfers to the design realm what common and are a natural feature of a process that is healrhy,
economists like to call "the racc to the bottom." Not for noth- flexible, and dynamic. The modifications to the original brief
ing did its foundcrs cal! cconomics "thc dismal science." helped Ronn to specify the leve! of cost and complexity rhat
The art of thc bricf can raise thc bar and set great organiza- was appropriate for his business.
tions apart from modcratcly successful oncs. Procter & Gam- Simultaneously, these continua! refinements of the initial
ble is a good example. In 2002 the company embarked on an plan hclped guide rhe project team toward the right balance of
inítiative to use design as a source of innovation and growth. feasibility, viability, and desirability. Over the coursc of about
Driven by Chíef Innovation Officer Claudia Kotchka, each twclvc weeks, this well-crafted bríef led to a staggcring 350
of P&G's divisions bcgan to add design-led innovation to the product concepts, more than 60 prototypes, and 3 ideas that
strong technical R&D efforts forwhich the companywas justly advanccd to development. One of them-Mr. Clean Magic
famous. Rcach, a multifunctional tool that met every one of the stated
Karl Ronn, the head ofR&D for P&G's Home Care Dívi- critcria-wcnt into production eighteen months latcr.
sion, was one of the first senior executives to see the potential of The message here is that design thinking nceds to be prac-
this approach. Jlis stated goal was not to produce incremental ticcd on both sides of the table: by the design team, obviously,
additions to existing products and brands but to inspire inno- but by the clicnt as well. I cannot count the number of clients
vatíon thar would generare significant growth. This led him to who have marched in and said, "Give me the ocxt iPod," but
IDEO with a brief that was the ideal mix of freedom and con- it's probably pretry close to the number of designers I've heard
srrainr: reinvent bathroom cleaning with an emphasis on what respond (under their breath), "Give me the oext Steve Jobs."
was enigmatically called "the everyday clean." Ronn didn't Thc difference between a design brief with just the right levcl
show up with the latest technology from the lab and instruct of consrrainr and one that is overly vague or overly restrictive
the team to package it in streamlines and tail fins. He didn't ask can be the differcnce between a team on fire with breakthrough
us to grow an existing market by a couple of pcrcentage points. ideas and one that delivers a tired reworking of existing ones.
-
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enTINe UNDEa YDUa SKJN

ro offcr expert advice on materials, behaviors, or software but


1
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ro be active in each of the spaces ofinnovation: inspiration, ide-


The next ingredient is clearly the projtet /(am. Though it is ation, and implementation. Staffing a project with peoplc from
possible to operate as an individual (the garages of Silicon diverse backgrounds anda multiplicity of disciplines takes sorne
Valley are still full of lone inventors aspiring to become the patience, however. It requires us to identify individuals who are
next Bill Hewlett or Dave Packard), the complexity of mo~t confident enough of their expertise that ther are willing to go
of today's projects is fast relegating this type of practice to the beyond it.
margins. Even in the more traditional design fields of indus- To operate within an interdisciplinary environment, an in-
trial and graphic design, not to say arch1tecture, teams have dividual needs to have strengths in two dimensions-thc "T-
bccn the norm for ycars. An automobilc company has dozcns shaped" person made famous by McKinsey & Company. On
of designers working on cach new model. A new building may the vertical axis, every member of the team needs to possess a
involve hundreds of architects. As design begins to tacklc a dcpth of skill that allows him or her ro make tangible contribu-
wider range of problems-and to move upstream in the inno- tions to the outcome. This competence-whether in the com-
vation process-the lone designer, sitting alone in a studio and puter lab, in the machine shop, or out in the field-is difficult
meditating upon the relation between form and function, has to acquire but easy to spot. It may be necessary to sift through
yielded to the intcrdisciplinary team. litcrally thousands of résumés to find those unique individuals,
Although we will never, 1 hope, lose respect for the designer but it is worth the cffort.
a~ inspired form giver, it is common now to see designers work- But that is not enough. Manr designers who are skilled tech-
ing with psychologists and ethnographen;, engineers and scien- nicians, craftsmen, or researchers have struggled to survive in
tists, marketing and business experts, writers and filmmakers. the messy environment required to solve today's complex prob-
All of these disciplines, and many more, have long contributcd lcms. They may play a valuable role, but thcy are destined to live
to the developmcnt of new products and services, but today we in the downstream world of design execution. Design thinkers,
are bringing them together within thc same team, in the same by contrast, cross thc "T." They may be architects who have
space, and using the same processes. As MBAs leam to talk to studied psychology, artbts with MBAs, or engineers with mar-
1\lFAs and PhDs acro!\s their disciplin:try divides (not to men- keting experience. A creative organization is constantly on the
tion to the oc<."asional CEO, CFO, and CTO), there will be lookout for people with the capacity and-just as important-
increasing overlap in activities and responsibilities. the disposition for collaboration across disciplines. In the end,
There is a popular saying around IDEO that "all of us are this ability is what distinguishes the mercly multidisciplinary
smarter than any of us," and this is the key to unlocking the team from a truly intmiisciplinary one. In a multidisciplinary
creative power uf any organization. \Ve ask people not simply team each individual becomes an adVO\.<!te for his or her own
-
...
CHANelE SY DI:SieH

tcchnical specialry and the project becomcs a protractcd ncgo-


er:TTING UNDII:R Y O U R SKI H

team consisting of director, writer, producer, and production


1
:!:

tiation among them, likely rcsulting in a gray compromise. In designer who havc dcvelopcd the basic concept. Only later do
an interdisciplinary team there is collective ownership of ideas the "armies" arrive.
and everybody takes responsibility for them. As long as thc objective is simple and limited, this approach
works. Faccd with more complex problems, we m ay be tempted
to increase thc size of the core team early on, but more often
teamsofteams than not this leads to a dramatic reduction in spccd and ef-
ficiency as communications within the team begin to take up
Design thinking is the opposite of group thinking, but paradoxi- more time than the creative process itself. Are thcre alterna-
cally, it takes place in groups. The usual effect of"groupthink," as tives? Is it po sible to preserve the effectiveness of small teams
William H. Whyte explained to the readers of Fortun~ back in while tackling more complex, system-level problems? It is in-
1952, is to suppress people's creativity. Design thinking, by con- creasingly clear that nt:w technology-properly designed and
trast, ~ceks to liberare it. When a tcam of talcnted, optimistic, and wisely deploycd-can help leverage the power of small teams.
collaborative design thinkers comes together, a chemical change The promise of elcctronic collaboration should not be to
occurs that can lead to unpredictablc actions and reactions. To creare dispersed but cver-bigger teams; this tcndcncy mcrely
reach this point, however, we have learned that we must chan- compounds the política] and bureaucratic problems we are try-
nel this energy productively, and one way to achieve this is to do ing to solve. Rather, our goal should be to create interdepen-
away with one large tearn in favor of many small ones. dent networks of small teams as has been done by the online
Though it is not uncommon to see large creative teams at innovation exchangc Innocentive. Any company that has an
work, it is nearly always in the implementation phase of the R&D problem can post a challenge on lnnocentive and it will
project; the inspiration phase, by contrast, requires a small, fo- be expo,ed ro tcns of thousands of scientists, engineers, and
cused group whose job is to establish the overall framework. designcrs who can choosc ro submit solutions. The Internet, in
When Chief Designer Tom Mata no presenred the Miata con- other words, charactcrized by dispersed, decentralized, mutu-
cept to Mazda's leadership in August 1984, he was accompa- ally reinforcing nctworks, is not so much the mtam as thc model
nied by two other designen;, a product planner, anda couple of of the new fi>rms of organization taking shape. Because it is
cngineers. By the time the projcct neared completion, his team open-sourccd and open-ended, it allow~> the energy of many
had grown to thirty or forty. The same can be said of any major small teams to be brought to bear on the same pmblem.
archítcctural project, software project, or entertainment proj- Progrcssive companies are now grappling wíth a second,
ect. Look at the credits on your ne.xt movie rental, and check related problcrn. As the i~:>ues confronting us becomc more
out the preproduction pha,e. There will invariably be a small complex-intricate, multinationalsupply chains; rapid changes
..
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.ETTIN. UNDIIR YDUR SKIN 1
;:;
in technology platforms; the sudden appearance and disap- are driven to connect, share, and "publish," even if there is no im-
pearance of discrete consumer groups-the need to involve a mediate reward ro be gained. No economic model could have
number of specialists grows. This challenge is difficult enough predicted the success of MySpace and Facebook. Technological
when a group is physically in the same place, but it becomes far initiarives such as the new "telepresence" S)'Stems being developed
more challenging when critica! input is required from partners by Hewlett-Packard and Cisco S)'Sterns, will representa quantum
dispersed around the globe. !cap ovcr the videoconferencing S)'Stems currently in use.
~1uch effort has gone into the problem of remote collabo- Numerous smaller-scale tools are already available. "Aiways
ration. Videoconferencing, although invented in the 1960s, on" video links (also called "wormholes") encourage sponta-
became widespread once digital relephony networks became neous interactions among team members at different sites and
technically feasible in rhe 1980s. Only recently has it begun increase a group's access to people with expertise located in an-
to show signs of taking hold as an effective medium of re- other city, state, or contincnt. This capability is important be-
mote collaboration. E-mail has done little to support collective cause good ideas rarely come on schedule and may wither and
teamwork. The Internet helps move information around but die in the interludes between weekly meetings. Instant mes-
has done litde to bring people together. Creative teams need saging, blogs, and wikis all allow teams to publish and sharc
to be able to share their thoughts not only verbally but visu- insights and ideas in new ways-with the advantagc that an
ally and physically as well. 1 a m not at my best writing memos. expensive IT support team is not necessary as long as someone
Instead, put me in a room wherc somebody is sketching on a on the tea m has a family member in junior high school. After
whiteboard, a couplc of others are writing notes on Post-its or all, nonc of these tools existed a decade ago (the Internet itsclf,
sticking Polaroid photos on the wall, and somebody is sitting as thc technovisionary Kevin Kelly has remarkcd, is fewer than
on the floor putting together a quick prototype. I haven't yet five thou~and days old!). All are leading to new experirnents in
heard of a remote collaboration too! rhat can substítute for the collaborarion and hencc to new insights into the interactions of
give-and-take of :;haring ideas in real time. teams. An}'onc who is serious about design thinking across an
So far, effort' to innovare around the topic of remote groups organization will encourage them.
have suffered from a lack of understanding about what motivares
creative tearn:. and supports group collaboration. Too much has
been focused on mechanietl ta~ks such as storing and sharing data cultures of lnnovatlon
or running a structured meeting and not enough on the far messier
tasks of generating ideas and building a consensus around them. Google ha~ slides, pink flamingos, and full-size inflatable di-
Recently, however, there have been promising signs of change. nosaurs. Pixar has beach huts. IDEO will erupt into a pitchcd
The emer¡.;ence of social networking sites has shown that people FingerBlaster war on the slightest provocation.
.. CHAHeK 8V OKSieN eCTTING UNOKII VOUII SKI N 1
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lt's hard not to trip over thc cvidence of the creative cultures off from othcr sources of knowledge and cxpertise, whilc ev-
for which each of these compOLnics is famous, but these em- cryonc clse is given the demoralizing message that theirs is the
blcms of innovation are just that-emblems. To be creative, a ninc-ro-five world ofbusiness attire and a sober business ethic.
place does not have ro be crazy, kooky, and Jocatcd in northern Would thc U.S. auto industry have reacted faster ro changes in
California. What is a prerequisite is an environment-social thc market if designers, markcters, and engineers had been sit-
but .1lso spatial-in which people know thcy c-an experiment, ting around the same table? Perhaps.
takc risks, and explore the full range of their faculties. It does The concept of"serious play" has a long, rich history within
little good to idcntify the brightcst T-shaped people around, American social science, but nobody understands it in more
assemble them in intcrdisciplinary teams, and network them to practica! terms than Ivy Ross. As senior VP of design for girls'
other tcams if thcy are forced to work in an em·ironrnent that products at ~1attel, Ross realized that i\1attel had madc it dif-
dooms rheir efforts from the start. The physical and psycho- ficult for the vanous disciplines across the company to com-
logical spaces of an organization work in tandcm to define the municate and collaboratc. To address this she created Platypus,
effcctivcness of thc pcople within it. the code name tor a twelve-week expcrimcnt in which par-
A culture that believes that it is better to ask forgivcness ticipants from across the organization wcrc invited to relocatc
afterward rathcr than permission bifore, that rewards people to an altcrnative space with the objective of creating new and
for success but gives them pcrmission to fail, has removed one out-nf-the-box product ideas. "Other companies have sk.-unk
of thc main obstacles to the formation of new ideas. If Gary works," Ross told Fas/ Compmy. "\Ve have a platypus. I lookcd
Hamel is correct in arguing that the twenty-first cenrury will up the definition, and it said, 'an uncommon mix of different
favor adaptability and continuous innovation, it just makcs sen se spcrics.'"
that organizations whose "product" is crearivity should fo~ter lndeed, the species at Marte! could hardly have bccn more
environments that reflect and rcinforce it. Relaxing thc rules different: pcople carne from finance, marketing, engineering,
is not about letting people be silly so much as lctting thcm be and dcsign. Thc only requuement was that they commit them-
whole people-a step many companies secm reluctant to take. selves full-timc to Platypus for three months. Since many of
lndeed, the fragmentation of individual cmployees is oftcn just thcm had never been involvcd in new produtt development be-
a reflcction of the fragmentation of the organizarion itsclf. I fore and few had any kind of creative training, the first nvo
havc observed many situations in which the supposedly "crc- weeks of the scssion were spent in a "creativity boot camp."
ative" designers are sequestered from the rest of the company. There they heard from a specrrum of experts about evcrything
Although they may have a merry time off in their studios, this from child development to group psychology and were e.xposed
isolation quarantinc~ them and undermines the creative etTorts to a range of new skills including improvised acting, brain-
of thc organization from oppositc angles: thc dcsigners are cut storming, and protoryping. During the rcmaining ten wceks
CIIETTINCI UNDEII YOUII CIKIN 1
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they explored new directions for girls' play and carne up with how uslng re•l sp•ce helps the procesa
a series of innovative product concepts. By the end they were
rcady to pitch their ideas to rnanagernent. Although it can at times seem forbiddingly abstraer, design
Although it was located literally in the shadow of the corn- thinking is embodid thinking-embodied in teams and proj-
pany's hcadquartcrs in El Segundo, California, Platypus crc- ects, ro be su re, but embodied in the physical spaces of inno-
ated a space that challenged all of the corporate rules. Ross \"lltion as well. In a culture of meetings and rnilestones, it can
regularly brought new tcarns togerher and put them into an cn- be difficult to support the exploratory and itcrative processeli
vironrncnt designed ro Jet people experirnent in ways they had that are at the heart of the creative process. Happily, there are
never been able ro in their normal jobs. As she predicted, rnany tangible things we can do to ensure that facilities do what they
Platypus graduares went back ro their respective departrnents are supposed to do: focilitate.1 IDEO allocates special "project
deterrnined to use the practices and ideas they had learned. rooms" that are rcserved to a team for the duration of its work.
They found, however, that the culture of efficiency to which In one room a group will be thinking about the future of rhe
they returned invariably rnade that difficult. More than a few credit card; next to ita team is working on a devicc to prevcnt
becarne frustrated. Sorne ultirnately left the cornpany. deep-vein thrombosis among hospital patients, and another
Clearly, it is not cnough to inject selected peoplc into a special- planning a clean water distribution system for rural lnd1a for
izcd environmcnt designcd for skunks, platypi, or other risk-taking the Bill and Melinda Gates Foundation. Thc projcct spaccs are
creatures. They rnay indeed unleash their creative irnaginations, but large enough that the accumulated research materials, photos,
there rnust alw be a plan for reentry into the organization. Claudia storyboards, conccpts, and prototypes can be out and availablc
Kotchka understood this need when she created the Clay Street all of the time. The simultaneous visibility of thesc projcct ma-
Project for Procter & Garnble-named for a Ioft in downtown terials helps us identify patterns and encourages creative syn-
Cincinnati wherc project tearns can get away frorn the day-to-day thesis to occur much more readily than when these resources
distractions and think like designers. The theory of Clay Street is are hidden away in file folders, notebooks, or PowerPoint decks.
that a division-Hair Care or Pct Care, for example-funds and A wdl-curatcd project space, augmentcd by a project Web site
staffl> each project, and rearns that creare particularly strong ideas or wiki to help keep team members in touch when they are out
are encouraged to shepherd thern rhrough execution and launch. in the field, can significantly improve the productivity ofa team
This ·was the hothousc environrnent in which the dated Herbal by supporring better collaboration among its members and bet-
Essence~ brand~ transformed inro a fresh, successful new range ter communication with outside partners and clients.
of products. The pcople who have experienced Clay Street retum So integral are the'e project spaces to our creative process
to their departments wirh ncw skills and new ideas that they can that wc have exported them, whenever possible, to our clients.
apply wirh the full pcrmission of the company. Procter & Gamble has built the Gym in Cincinnati, an in no-
CHANGE BY DES IGN GETTING UNDER YO UR SKI N 1
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vation lab that R&D teams use to turbocharge their projects move through what 1 have callcd the "three spaces of inno-
and move more quickly to tangible prototypes. Steelcase has vation": inspiration, ideation, and implementation. My argu-
built its Learning Center in Grand Rapids, a corporate educa- mcnt is that these skills now need to be dispersed throughout
tion facility that doubles as a design thinking space. On any organizations. In particular, design thinking needs to move
given day the center's team rooms and project spaces might "upstream," closer to the executive suites where strategic de-
be claimed by employees taking classes on management tech- cisions are made. Design is now too important to be left to
niques, customers learning about how the company's products designers.
can enhance collaboration, or senior leaders huddled together It may be perplexing for those with hard-won design de-
to discuss future strategy. These ideas have even made their grees to imagine a role for themselves beyond the studio,
¡. way into the precincts of higher education. For the Stanford just as managers may find it strange to be asked to think like
Center for Innovations in Learning, an IDEO team, working designers. But this should be seen as the inevitable result of
with the SCIL's educational research experts, developed severa! a field that has come of age. The problems that challenged
floors of adaptable, reconfigurable spaces. Because of the in- designers in the twentieth century-crafting a new object,
herently tentative and experimental naturc of design thinking, crcating a new logo, putting a scary bit of technology into a
flexibility is a key element ofits success. As Dilbert has shown, pleasing or at least innocuous box-are simply not the prob-
regulation-size spaces tend to produce regulation-size ideas. lems that will define the twenty-first. If we are to deal with
There is an important lesson here about the challenges of what Bruce Mau has callcd the "massive change" that scems
shifting from a culture of hierarchy and efficiency to one of to be characteristic of our time, we all need to think like
risk taking and exploration. Those who navigate this transi- designers.
tion successfully are likely to become more deeply engagcd, Just as 1 am challenging companies to incorporare design
more highly motivated, and more wildly productive than they into their organizational DNA, however, 1 want to challenge
have ever been before. They will show up early and stay late designers to continue the transformation of design practice it-
because of the enormous satisfaction they get from giving self. There will always be a place in our dizzying world for
form to new ideas and putting them out into the world. Once the artist, the craftsman, and the lone inventor, but the seis-
they have experienced this feeling, few people will be willing míe shifts taking place in every industry demand a new design
to give it up. practice: collaborative but in a way that amplifies, rather than
subdues, the creative powers of individuals; focused but at the
same time flexible and responsive to unexpected opportunities;
Over the course of their century-long history of creative prob- focused not just on optimizing the social, the technical, and
lem solving, designcrs have acquired a set of tools to help them the business componcnts of a product but on bringing them
.-. CHAI"TII:It TWO
into a harmonious balance. The ncxt generation of designers
will need to be as comfortable in the boardroom as they are in
the studio or the shop, and they will need to begin looking at conv•rting ne•d into demand,
every problem-from adult illiteracy to global warming-as a or putting p•opl• first
duign problem.

everal years ago, during the research pha~e for a proj-


S ect on office telephone systems, we interviewed a travel
agent who had developed a startlingly effective "workaround"
for making conference calls. Rather than contend with hcr
company's impossibly complicated phone system, she simply
dialed each party on a separate telephone and arrayed the re-
ceivers around her desk-"Judy" in Minneapolis was on hcr left;
"Marvin" in Tampa was on her right; and togcthcr the thrce of
thcm figured out a complicated travel itinerary. The software
engineers who labored over thc interface would have probably
resortcd to the standard lament: "RTFM"-"Read the (ahem)
Manual." For design thinkers, however, behaviors are never
right or wrong, but they are always meaningful.
The job of thc dcsigner, to borrow a marvelous phrase from
Petcr Drucker, is Mconverting need into demand." On the face
of it, this sounds simple: just figure out what people want and
thcn give it to them. But if it's so easy, why don't we see more
success storics like the iPod? The Prius? :\1TV and eBay? The
answer, I'd suggest, is that we need to retum human beings to
the ccnter of the story. Wc need to leam to put people first.
l\luch has been written dbout ~hurnan-centered design" and
its importance to innovation. Since there are so tcw truly compel-
ling stories, however, it's time to dSk why it is so difficult to spot
CHANOl aY DESION CONVERTINO NUO INTO OEMAND 1
;
a need and desígn a response. Thc basic problem is that people cxactly what wc al ready have and tell us what wc aiready know.
are so íngenious at adapting to inconvcnicnt situations that they A bettcr starting point is to go out into thc world and observe
are often not even aware that they are doíng so: they sit on their thc actual cxperiences of commuters, skateboarders, and reg-
seat belts, write their PINs on their hands, hang their jackets on istered nurses as they improvise their way through their daily
doorknobs, and chain their bicycles to park benches. H enry Ford lives. The psychologist Jane Fulton Suri, one of the píoneers of
understood this when he remarked, "'fl'd asked my customers human factors rcsearch, refers to the myriad "thoughtless acts"
what they wanted, they'd have saíd 'a faster horse."' This ís ·why people perform rhroughout the day: the shopkeeper who uses
tradicional tcchniqucs such as focus groups and surveys, which a hammer as a doorstop; the office worker ·who sticks idcntify-
in most cases simply ask people what they want, rarely yield ing labcls onto the jungle of computer cables under his desk.
important insights. The tools of conventional market research Rarcly will the C\·eryday people who are the consumers of our
can be useful in poínting toward incremental improvements, products, the customers for our services, the occupants of our
but they will never lcad to those rule-breaking, game-changing, buildings, or the users of our digital interfaces be able to tcll
paradigm-shifting breakthroughs that leave us scratching our us what to do. Their actual behaviors, howcver, can provide us
heads and wondering why nobody ever thought of them before. with invaluablc clues about their range of unmet necds.
Our real goal, then, is not so much fulfilling manifest needs Design is a fundamentally creative endeavor, but 1 do not
by creating a speedicr printer or a more ergonomíc keyboard; mean this in an arcane or romantic sense. In an analytical para-
that's thc job of designers. lt is helping people to articulate the digm, wc simply solve for the missing number (though anyone
latent needs they may not even know they have, and this is who struggled, as I did, through high school algebra knows
the challenge of design thinkers. H ow should we approach it? how daunting this can be!). In a design paradigm, howcver,
What tools do we have that can lead us from modest incremen- thc solution is not locked away somcwhere waiting to be dis-
tal changes to the leaps ofinsight that will redraw the map? In covercd but líes in rhe creative work of the team. The creative
this chapter I'd like to focus upon three mutually reinforcíng process generares ideas and concepts that have not e.xisted be-
elements of any successful design program. I'U call them in- fore. Thesc are more likely to be triggered by observing rhe odd
sight, obS(rvatioTI, and empathy. practices of an amateur carpenter or the íncongruous detail in
a mcchanic's shop than by hiring expert consultants or asking
"statistically average" people to respond to a survey or fill out a
inslght: le•mlng from the llves of others qucstionnaire. The insight phase that helps to launch a project
is thercfore evcry bit as critica! as the engineering that comes
lnsight is one of the key sources of design thinking, and it does la ter, and we must take it from wherever we can find it.
not usually come from reams of quantitative data that measure Thc cvolution from design to design thinlúng is the story of
.... CHANGI: •v DI:SIGN CONVIEitTI NG NI:ID INTO DIIMAND 1
~

the evolution from the creation of products to the analysis of the The single example of Jennifer Portnick gave the proj-
relationship bctwccn people and products, and from there to ect tea m more insight into the problem of youth obesity than
the relationship bctwccn people and people. lndeed, a striking rcams of statistics. And the easiest thing about the search for
development of recent year~ has been the migration of design- insight-in contrast to the search for hard data-is that it's ev-
ers toward social and behavioral problems, such as adhering to erywhere and it's free.
a drug regimen or shifting from junk food to healthy snack-
ing. \Vhen the Centers for Disease Control and Prevention ap-
proached IDEO w1th the challenge of addressing the epidemic ob•ervatlon: watching what people don't do,
of obesity among children and teens, we seized the opportunity ll•tenlng to what they don't ••Y
to apply these qualitative research practices to a problem where
we rnight have real social impact. In search ofinsight, a team of Walk into the offices of any of the world's lcading design
human factors experts called Jennifer Portnick at Feelíng Good consultancies, and the first question is Jikcly to be "Where
Fitncss in San Francisco. is evcrybody?" Of course, many hours are spent in the modcl
Jennifer had nurtured the dream of becoming a Jazzer- shop, in projcct rooms, and peering into computcr monitors,
cise dance instructor but at a full-figured size 18 she ran up but many more hours are spent out in the field with the people
against the company's requírement that franchísees project who will ultimately benefit from our work. Although grocery
"a fit appearance." She countered that "fit" and "large" are store shoppers, office workers, and schoolchildrcn are not the
not incompatible and persisted through a legal challenge ones who will write us a check at the end of a project, they are
that won international attention and led Jazzercíse to drop our ultimare clients. The only way we can get to know them
its weight-discriminatory policy. Portnick's story has been is to seek them out where they live, work, and play. Accord-
ínspiring to countless people-of all sizes and both sexes- ingly, almost every project we undertake involves an intensive
who havc faced discrimination on account of acquired or period of observation. We watch what people do (and do not
inherited characteristics. It was inspiring to design thínkers, do) and listen ro what rhey say (and do not say). Thi~ takes
however, on different grounds. Because she Bourished on sorne practice.
the margins of the bell curve, she was in a position to help Thcre is nothing simple about determining whom to ob-
the design team frame the problem in a new and insightful serve, what research techniques to employ, how to draw useful
way. To begin with the assumption that all fat people want infercnces from the information gathered, or when to begin the
to be thin, that weight is inversely proportional to happi- process of synthesis that begins ro point us toward a solution.
ness, or that large size implies lack of discipline is to pre- As any anthropologist will attest, ob~ervation rclies on quality,
judge the problem. not quantity. The dccisions one makes can dramatically affect
CHANGC aY DCeiGN CONVCRTING NCCD INTO DCMAND 1
~

the results one gets. lt make~ sense for a company to familiarize the behavioral turn
itself with the buying habits of people who inhabit the center
ofits current market, for they are the oncs who will verify that Although mo~t pcople can train themselves to bccomc ~ensitive,
an idea is valid on a large scale-a fall outfit for Barbie, for skillcd obscrvers, sorne firms have come to rcly upon seasoned
instance, or next year's feature on last year's car. By conccntrat- professionals who guidc cvery stage of this proccss; indeed, a
ing solely on the bulge at the center of the bell curve, how- striking feature of dcsign practice today is thc number ofhighly
ever, we are more likely to confirm what we already know than trained social scicntists who have optcd for carecrs outsidc aca-
learn something new and surprising. For insights at that levcl demia. A few economists cntered the government aftcr World
we need to head for the edges, the places where we expect to \Var I and a tricklc of sociologists venturcd into the privare
find "extreme" users who live diffcrently, think differently, and sector in thc wake of\Vorld \Var II, but they wcrc always rc-
consume differently-a collector who owns 1,400 Barbies, for garded by thcir former academic collcagueo; with mi givings.
instance, ora professional car thief. Today, howevcr, sorne of the most imaginative rcsearch in the
Hanging out with obsessives, compulsives, and other devi- behavioral sciences is being sponsored by companies that takc
ants can be unnerving, though it certainly makes life interest- design thinking seriously.
ing. Fortunatcly, it's not always necessary to go quite to these At Intcl's campus in Beaverton, Oregon, a high powered
extremes. A few years ago, when the Swiss company Zyliss en- team of researchcrs led by Maria Bezaitis uses observational
gaged IDEO to design a ncw line of kitchcn tools, the team tools refined in academic social science to study a range of
startcd out by studying children and profcssional chefs-neither issues that will affcct the company's busmcss not at the end
of whom were the intcnded markct for these mainstrcam of the current quarter but in ten years: the futurc of digi-
products. For that vcry reason, howevcr, both groups yieldcd tal moncy; how teenage girls use technology to protcct their
w.luable insights. A seven·ycar-old girl struggling with a can privac)-; pattern~ of strect Ji fe in the cmerging multinational
opener highlighted issues of physical control that adults have metropolis; the burgeoning community of peoplc who live
lcarned to disguise. The shortcut~ used by a restaurant chef in "extreme homcs" such as RVs. Thc psychologists, anthro-
yielded unexpected insights into cleaning bccause of the exccp- pologists, and sociologists in Bezaitis's Pcople and Practices
tional demands he placed on his kitchcn tools. The exaggeratcd Research Group havc fanncd out around the globc m search
concerns of people at the margins led the tcam to abandon the ofinsights into cultural transformations that mayor may not
orthodoxy of the "matched setft and to ereate a line of products remain local phcnomcna. \Vhy is a Silicon Valley chip maker
united by a common design language but with the right handle interested in c;ponsoring a bunch of renegade social ~cienti~ts
for each too!. As a result, Zvliss whisk~. sparulas, and pizza cut- to study peoplc and practices in eastern Europe or western
ters continue to fly off the c;helves. Africa? Bccause today only about 10 perccnt of the world's
CONV I.nN• NilO IHTO OIMANO 1
~
population has access to networked communications technol- or ~okia, these people work best when they are integrated into
ogy. Intel knows that it will have to be rcady when "the ncxt cross-disciplinary projcct teams that may include designers, en-
10 percent" comes onhne. gineers, and marketers. Their shared experiences will become
Other industry leaders are no less committed to the princi- essential sources of idea generation throughout the life of the
pie of extracting insighb from observations and using thcm to prOJeCt.
inspire future product offcrings. Nokia's worldwide rescarch is I have had many opportunities to observe this model of
supported by the innovative ethnographic tcchniques dcvcloped ethnographic practice among my colleagues at IDEO. In a
by Jan Chipchase, an anthropologistwho conducts "exploratory project for an NGO called The Community Builders, the
human behavioral field research" from his home base in To- largest nonprofit developer of low- and mixed-income public
kyo. Chipchase and his group believe that they have glimpsed housing in the United States, we assembled a team consist-
the futurc in phenomena ranging from the morning bicycle ing of an anthropologist, an architect, and a human factors
commutc across Ho Chi Minh City to the itcms people carry specialist. Together thcy interviewed builders, planners, and
in Helsink1, Seoul, and R1o de Janeiro to the sharing of cell municipal authorities, and local entreprcneurs and service
phones in Kampala, Uganda. The vast rangc of observations providers, but did not stop there. The real insights happened
Chipchase and his collcagues have collcctcd, together with the when the tea m arranged to stay overnight with three families
insights culled from them, will inform Nokia's future product at different income levcls and with different life trajectories
offerings over the next three to fifteen years. Such work is fun- who livcd m Park Duvalle, a mixed-income community in
damentally different from trendspotting, coolhunting, and sea- Kentucky.
sonal market rcsearch. This approach became even more salient on a subsequent
There are professional affinities betwecn academic social project in which thc tcam was trying to develop a too) kit to
scientist:. and those who work in industry-they hold the same help ~GOs implement human-centered design to meet the
degrees, read the samc journals, and attend the same confer- needs of subsistence farmers in Africa and Asia. This time,
ences-but there are also differences. Academics are typically together wíth their partners from International Development
motivated by a scientific objective, whereas researchers such ~nterprises, they arranged overnight stayl; in farming villages
as Bezaitis and Chipchase are more attuned to the long·term m Ethiopia and Vietnam. Over time they were able to build
practica) implications of their findings. The next sragc along a levd of trust among people who might have been justifiably
this continuum is repre!>cnted by a new breed of ethnographer wary ofvisiting anthropologists or aíd officials arriving in ~hiny
who work:. within the compressed time frame of a project. In suvti, and this led in rurn to a climate of honesty, empathy,
contrast to the isolated theorizing of individual acadcmics or and mutual respect.
the clustcring of c;ocial scientists in the rcscarch units of I ntel Although the behavioral science rcsearchers at place:. such
CHANGE BY DESIGN CONVERTINO NUD INTO DEMAND 1
:
as lntel, Nokia, and IDEO are trained professionals, there are empathy: standing in the shoea (or lying on the
times when it makes sense to wdeputize" our clients and cnlist gurneya) of others
them in the hard work of conducting observations themselvcs.
\Ve thought nothing of putting a pocket-size notebook into the lt's possiblc to spcnd days, weeks, or months conducting re-
hands of Alan G. Lafley, the CEO of Procter & Gamble, and search of this sort, but at the end of it all wc ~ill have little
sending him out shopping for records on Berkeley's colorful more than stacks of ficld notes, videotapes, and photographs
Tclegraph Avenue. Lafley is famous for his impatience with unless wc can conncct with the people wc are observing at a
CEOs who are content to pccr clown upon the world from the fundamentallcvcl. \Ve call this "empathy," and it is perhaps the
cxecutive suite or from the smokcd-glass windows of a corpo- most important distinction between acadcmic thinking and
ratc limousine and for his willingncss to venrure out into the design thioking. \Ve are not trying to generare ncw knowledgc,
places where his customers livc, work, and shop. This perspec- test a theory, or validare a scientific hypothcsis-that's the work
tive is surely the basis of his widcly reponed pronouncement of our university colleagues and an indispensable part of our
that "mass marketing is dead." shared intellectual landscape. The mission of dcsign thinking
On other occasions, it is our clicnts themselves who take is to translate obscrvations into insights and insights into prod-
the lcad and provide cues as to whcre we might look for in- ucts and scrviccs that will improvc lives.
sight. In the course of a project on cmergency room ca re, un · Empathy is thc mental habit that moves us bcyond thinking
dertaken with the Institute for 1 lealthcare Improvemcnt and of people as laboratory rats or standard dcviations. If we are
the Robert Wood Johnson Foundation, a member of the IHl to "borrow" che livcs of other people to inspire ncw ideas, we
group reported on his experience at the Indianapolis 500. A need to begin by rccognizing that their seemingly inexplicable
smoking racecar pulled into a pit stop where a precision tcam behaviors rcprcscnt different strategies for coping with the con-
of trained professionals, with state-of-the-art tools at the ready, fusing, complcx, and contradictory world in which thcy live.
assessed the situation and performed all the necessary repairs The computcr mousc dcvcloped at Xerox PARC in rhe 1970s
within seconds. Change a few words around, and you have an was an intricatc tcchnical apparatus invented by engineers and
accurate description of a hospital trauma center. Of course, we intendcd for cngincers. To them it made pcrfcct sense that it
also looked at real emergency room environments and observed should be takcn apart and cleancd at the end of the day. But
physicians and nurses at work, but observing "analogous" situ when the flcdgling Apple Computer asked us to help it create
ations-a pít stop at the Indy 500, a neighborhood fire station, a computer "for the rest of us," we gained our first lesson in the
an elementary school playground during recess-will often jolt value of cmpathy.
us out of the frame of reference that makes it so difficult to see A designcr, no lc~s than an enginecr or marketing execu-
the larger picture. tivc, who simply gcneralizes from his own standards and ex-
o
CONVIItTlNe NilO INTO DIMANO 1
"' ::
pectations willlimit the field of opportunity. A thirty-year-old tient. He saw firsthand how disorienting thc check-in process
man does not havc the samc life expericnces as a sixty-year-old could be. He experienced the frustration ofbcing asked to wait,
woman. An affluent Californian has little in common with a without ever being told what he was waiting for or why. He
tenant farmer living on the outskirts of Nairobi. A talented, cndured the anxiety ofbeing wheeled by an unidentified staffer
conscientious industrial designer, scttling down at her desk af- down an anonymous corridor through a pair of intimidating
ter an invigorating ride on her mountain bike, may be ill pre- double doors and into the glare and the din of the emergency
pared to design a simple kitchen gadgct for her grandmothcr room.
who is suffering from rheumatoid arthritis. We have all had thosc kinds of first·person, first-time ex-
We build these bridges of insight through empathy, the cf- periences- buying our first car, stepping out of the airport in
fort to see thc world through the eyes of others, understand the a city we have never visitcd, evaluating assisted living facilities
world through thcir experiences, and feel the world through for an aging parent. In these situations we look at everything
their emotions. In 2000, Robert Porter, the president and CEO with a much higher lcvel of acuity because nothing is familiar
of the SSM DcPaul Health Center in Samt Louis, approached and we have not fallen into the routine) that make daily lifc
IDEO with a vision. Porter had scen the episode of ABC's manageablc. With a video camera tucked discreetly beneath
Nightline in which Ted Koppel had challcnged us to rcdesign his hospital gown, Kristian captured a patient's experience in a
the American shopping cart in om week and wanted to discuss way that no surgeon, nurse, or ambulance driver could possibly
the implications of our process for a ncw wing of the hospital. havc done.
But we had a vision too, and we saw an opportunity for a new \Vhen Kristian returned from his undercover mission, the
and radical "codesign" process that would join designers and tcam reviewed the unedited video and spotted numerous op-
health care professionals in a common cffort. \Ve challenged portunities for improving the parient expericnce. But there
ourselves by starting with what is pcrhaps thc most demanding was a larger discovery. As they sat through minute after te-
of all hospital environments: the cmergcncy room. dious minute of acoustic ceiling ti les, look-alikc hallways, and
Drawing upon his highly specialized expertise in the eth- fcatureless waiting arcas, it becamc increasingly cvident that
nographic srudy of technology and complex systems, Kristian these details, not the efficicncy of the staff or the quality of
Simsarian, one of the core team member5, set out to capture the the facilities, were key to the new story rhey wanted to tell.
patient experience. What better way to do so than to check into The crushing tedium of thc -.;deo thrust thc design team into
the hospital and go through the emcrgcncy room expericnce, Kristian's-and, by extension, the patient's-cxpcrience of the
from adrnission to examination, as ifhc were a patient? Feign- opacity of the hospital process. It triggcred in cach of them the
ing a foot injury, Kristian placcd himsclf into the shoes-and rnix ofboredom and anxiety that comes wirh being in a situa-
in fact, onto the gumey-of the average emergency room pa- tion in which one feels lost, uninformed, and not in control.
.y DESIGN 1
...... CHANOI: CONV ERTING NEitD INTO DEMAND
:::
The team realized that two competing narratives were in that may be acure but that people may not be able to aniculate.
play: The hospital saw the "patient journey" in terms of in- By achieving a stare of cmpathy with anxious paticnrs check-
surance verification, medica! prioritization, and bed allocation. ing into an emergency room (or weary travelers chccking into
The patient experienced it as a stressful situation made worse. a Marriott hotel or frustrated passengers checking in at an
From this set of observations the team concluded that the hos- Amtrak ticket counter), we can better imagine how the experi-
pital needed to balance its legitimare concerns with medica! ence might be improved. Sometimes we use thcsc insights to
and administrative tasks with an cmpathic concern for the hu- emphasize rhc ncw. At other times it makes sen se to do just thc
man side of the equation. This insight became the basis of a opposite, to rcfcrcnce the ordinary and thc familiar.
far-reaching program of"codesign" in which IDEO's designers Cognitivc undcrstanding of the ordinary and thc familiar
worked with DePaul's hospital staff ro explore hundreds of op- was at work when Ti m Mott and Larry Teslcr, working on the
portunities to improve the patient expcrience. original graphical user interface at Xcrox PARC in the 1970s,
Kristian's visit to the emergency room exposed a layered proposed the metaphor of the desktop. This concepr helped
picture of a patient's expericnce. At thc most obvious level, we move the computer from a forbidding new technology of value
learned about his physical environmcnt: we can see what he sees only to scientists to a too) that could be applied to office and
and touch what he touches; we observe the emergency room as even household tasks. It was still in evidcnce tluce decades
an intcnse, crowded place that provides patients with few cucs later, when the start-up Juniper Financia! asked IDEO to help
as to what is going on; we feel the cramped spaces and the it think about whether banks still needed buildings, vaults, and
narrow hallways and note both the structured and improvised tellers.
intcractions that take place within them. We may infer that In approaching thc uncharted territory of onlinc banking,
the cmcrgency room facilities-not unreasonably, perhaps- we began by trying to get a better understanding of how people
are dcsigned around the requirements of the professional staff thought about thcir moncy. This exercise proved to be challcnging
rathcr rhan the comfort of the patient. lnsights lead to new in the extreme sincc wc can't watch the cognitiw process ofsome-
insights as seemingly insignificant physical details accumulate. one thinking about moncy in thc way we can warch thc bthavioral
A second !ayer of understanding is less physical than cogni- process of somconc paying a bill or withdrawing cash from an
tive. By cxpcriencing the patient journey firsthand, the team ATM. The tcam scttled on the technique of asking sclcctcd par-
gaincd important clues that mighr help it to translate insight ticipants to "draw thcir moncy"-not the crcdit cards in thcirwal-
into opportunity. How does a patient make sense out of the lets or the checkbooks in their purses but the way in which money
situation? How do new arrivals navigare the physical and social played a part in their livcs. One participant-we rnllcd hcr "The
space? \Vhat are they likely to find confusing? These questions Pathfinder"-drew littlc Monopoly-style houses rcpresenting her
are essential ro identifying what we call latmt needs, needs family, her 401(k) retirement plan, and sorne renta! propertics,
.. CONVItRTI N. NltltD I NT O DtMAHD 1
:::
since her focus was on long-terrn security. Another participant- to do a few things wcll, so long as thcy were the right things: a
designated "The Onlookcr'~rew a picture with a pilc of money contact list, a calendar, and a to-do list. Period.
on one side and a pile of goods on the othcr. With disarming can- Thc first version of the Palm PDA was a hit among tech-
dor, she explained to the team, "1 get money and 1 buy stufr The san-y early adopten;, but there was nothing about ih chunky
Onlooker was complctely focused on her day-to-day financia! situ- gray plastic form that fired the imaginations of the larger pub-
ation and did almost no planning for thc futurc. Beginning from líe. In search of this elusive quality, Jeff teamed up with Dennis
cognitive experiments like these, thc tcam of researchen;, strate- Boyle at IDEO, and together they began to work on a redesign
gists, and designers devdoped a subtle market analysis that helped that would appeal not just at afunctional but al so atan tmotional
Juniper refine its target market and build an effective service in the level. The interface was left largely unchanged, but the physical
emcrging world of online banking. quality of the device-designers call it the "form factor"-was
A third layer-beyond the functional and thc cognitive- rcimagincd. First, it was to be thin cnough that it would slide
comes into play when wc begin working with ideas that mat- smoothly into a pocket or purse-if it didn't disappear, Den-
ter to people at an emotionallevel. Emotional under~tanding nis sent his team back to the drawing boards. Second, it was to
becomes cssential here. What do the peoplc in your target have a feel that was sleek, elegant, and sophisticated. The team
population feel? What touches them? What motivares thcm? sought out an aluminum-stamping tcchnique used by Japanese
Political parties and advcrtising agencies have been cxploiting camera manufacturcrs and found a rechargeable power supply
people's emotional vulnerabilities for a~es, but "emotional un- that cvcn the battery suppliers doubted would work. The added
derstanding" can help companies turn their customers not into devclopmcnt was worth the effort. The Palm V went on sale in
adversaries but into advocates. 1999, and sales rocketed to more than 6 million. It opened up
The Palm Pilot was an indisputably clever invention, and thc markct for the handheld PDA not bccause of a lower price
it has, deservedly, won widespread acclaim. Jeff Hawkins, its point, addcd functionality, or technical innovation. The clegant
creator, began with the insight that thc competition for a small, Palm V did everything it promised to do, but its sophi~ticated
mobile device was not the omnifunctionallaptop computer but look and professional feel appealed, at an emocional leve!, to a
the simple paper diary that many of us still slip into and out of whole new set of consumers.
our shirt pockets or purscs a hundrcd times a day. When he
began to work on the Palm in the mid-1990s, Jeff decided to
buck the conventional wisdom and create a product that did Myond the indlvldu•l
/m than was technically possible. That his software engineers
could have stuffed sprcadshect capabilities, colorful graphics, If we werc interestcd only in understanding the individual con-
and a garage-door opcncr into the Palm didn't mattcr. Bctter sumer as a psychological monad, we could probably stop here;
CHA .. GE BY DE.SIG .. CO ..VERTI .. G .. HD I ..TO DEMA .. D 1

=1 we have learncd to observe him in his natural habitar and gain


:;;
similar approaches when we are designing systems to facilitare
insight from his behaviors; we have learned that we must em- knowledge sharing within and between offices. Simply asking
pathi7.e, not simply scrutinize with the cold detachment of stat- people to recount how they spend thcir time or with whom
isticians. But even empathy for the individual, as it turns out, is they regularly communicate can result in skewcd information.
not sufficient. To the exrent that designers have one at all, their Even with the best of intentions, peoplc's memories are faulty
prevailing concept of"markets" remains thc aggregate of many and their answers are likely to reflect what thcy think should
individuals. lt rarely cxtcnds to how groups interact with one be the unvarnished facts. Tools such as video ethnography (in
another. Design thinkers have upped the ante, bcginning with which cameras record group behavior over time) and computcr
the premise that rhe whole is greatcr than the sum ofits parts. interaction analysis hclp gathcr more accurate data about thc
With the growth of the Internet, it has bccome clear that dynamic interactions among people and groups.
we must extend our understanding to the social intcractions A second set of considerations is forcing us ro rethink our
of people within groups and to the interactions among groups norions ofhow to connect to consumers, and that is the pcrvasivc
themselves. Almost any Web-based servicc-from social net- fact of cultural differences-a theme that has moved from bad
working sites ro mobile phone offerings to the vast world of jokes about "polirical correctness" to the center ofour concerns as
online gaming-requires an understanding of the dynamic in- we confront the realiries of a media-saturated, globally intercon-
teractions within and between larger groups. What are people nected society. Clcarly, Kristian Simsarian's first-pcrson obser-
trying to achieve as indi"iduals? What group effects, such as \"ations of an emergency room would have yiclded an entirely
"smart mobs" or "virtual economies," are taking shape? And different set of insights if they had taken place in sub-Saharan
how does membershíp in an online community affect the be- Mrica rather than suburban America.
havior of individuals once they return to the prosaic world of This reality puts yet another dent in the idealized image of
atoros, proteins, and bricks? lt ís hard to imagine creating any- the dcstgncr as the source of professional expertisc that can be
thing today without trying to gain an understanding of group taught in school, honed in professional practice, and exported
effects. Even a chaír. univcrsally to anyone in need of a better desk lamp or digital
When Steclcase, the giant office furniturc manufacturer, camera. Spending time to understand a culture can open up
sits down with its customcrs to help them plan the right work- new innovation opportunities. This may help us to discover
place environments, the designers use network analysis ro un- universal solutions that have relevance beyond our own culture,
derstand who in their organization inreracts with whom and but they will alway~ have their origins in cmpathy.
which departments, functions, or cven individuals should be Thc movement from insight to obscrvation to empathy leads
colocated. Only then does it make sense to begin thinking us, finally, to the most intriguing quest:on of them all: if cul-
about desks, storage unir., and cr¡?;onomic chairs. We may use tures are so divcrse and if the twentieth-century image of "the
CHANOil•Y DllSION CONVI:RTINO NlllD INTO DIEMAND 1
•... :
unruly mob" has given way to the twcnry-fust-century discov- My colleague Jane Fulron Suri has even begun to explore
ery of "the wisdom of crowds," how can we tap that collective the next srage in the evolution of design as it migrares from
intelligence ro unleash the full power of design thinking? The designers creating.for people to designers creating with people
designer must not be imagined as an intrepid anthropologist, to people creating by themselfm through the application of user-
venturing into an alien culture to observe the natives with the generated content and open-source innovation. The idea of
utmost objectivity. lnstead we need ro inventa new and radical "Everyman the Designer" is a compelling one, bur the ability
form of collaboration rhar blurs rhe boundaries between cre- of consumers to generare breakrhrough ideas on their own-
arors and consumers. Ir's nor abour "us versus them" or even as opposed to replicaring existing ideas more efficiently and
"us on bchalf of them." For the design thinker, it has to be "us cheaply- is far from proven. Mozilla, with irs Firefox Wcb
with them." browser, is one of the few companies to have been able to build
In rhe past, the consumer was viewed as the object of analy- a significant brand using an open-source approach.
sis or, worse, as the hapless rarget of predarory marketing strat- These limirations do not mean that user-generatcd content
egies. Now we must migrare toward ever-deeper collaboration is not interesting or that it may not become the Next Big Thing
not just among members ofa design ream bur between the tea m to roil out of the innovation cauldron. lt has been argucd that
and thc audience it is trying to reach. As Howard Rheingold user-generatcd content is leading to far greatcr engagcmcnt and
has shown in his studies of "smart mobs" and Jeff Howe has participation in thc world of music than wc cvcr saw during
demonstrared through "crowdsourcing" (more formally known the top-down reign of mass media. Perhaps, but even the mosr
as "distribured participatory design"), new rechnologies are zealous advocatcs of opcn-source design will admit that it has
suggesting promising ways of forging this link. not produced irs Mozart, John Lennon, or Miles Davis. Nor
We are in the midst of a significanr change in how we think yet, at any rare.
about rhe role of consumers in the process of desigo and de- For the moment, the grearest opportunity lies in the mid-
velopmenr. In the early years, companie~ would dream up new dle space bctwecn the twentieth-century idea that companies
producrs and enlisr armies of marketing experts and advertising created new products and cusromers passively consumed them
professionals to sell them ro people-often by exploiting thcir and the futuristic vision in which consumers will design every-
fears and vanities. Slowly this began ro yield to a more nuanced thing they need for themselves. Whar líes in the middle is an
approach thar involved reaching out to people, observing their enhanced leve! of collaboration between crearon; and consum-
lives and experiences, and using rhose insights ro inspire new ers, a blurring of the boundaries at the level ofborh companies
ideas. Today, we are beginning ro move beyond even this "eth- and individuals. lndividuals, rather than allowing themselves
nographic" model to approaches inspired and underpinned by to be stereotyped as "consumers," "customers," or "user~," can
new concepts and rechnologies. now think of themselves as active participants in the process of
CONVItRTI NO NIU:D INTO DIEMAND 1
=
creation; organizations, by the same token, must become more people who are observed, literally or figurativcly, from behind a
comfortable with the erosion of thc boundary between the pro- one-way mirror, the unfocus group identifies unique individu-
prietary and the public, bctween themselves and the people als and invites them to participare in an active, collaborative
whose happiness, comfort, and welfare allow them to succeed. design cxercise.
\Ve <>ee cvidcnce of innovative strategies meant ro enhance On one memorable occasion-we were looking at new con-
the collaboration between creators and consumers everywhere. cept:. for women's shoes-we invited in a color consultant, a
In an initiativc fundcd by the European Union to look at ways spiritual guide who lcd barefoor iniciares across hot coals, a
in which digital technology might strengthen the fabric of soci- young mother who was curiously passionate about her thigh-
ety, Tony Dunne and Bill Gaver of the Royal College of Art in high lcather boots, and a female limo driver whose fui! liv-
London developed a ser of "cultural probes"-joumal exercises, ery was accented by a pair of outrageously sexy stiletto heels.
inexpensive video cameras-that enabled elderly villagers to Nccdless to say, this group proved to be extremely articulare
document the patterns of their everyday livcs. In industries more about thc emotional connections among shoes, feet, and the
geared to the youth culture-video games, sports apparel-it human condition. By the time we released them back into the
is now quite common for dcvclopcrs to work with tech-savvy San Francisco demimonde they had inspired an exciting pon-
youths at every stage of the development process from concept folio ofideas. Though drawers in the heels to hidc secrct items
development to tcsting. Sweat Equity Enterprises in New York and raised patterns that targeted key acuprcssurc points did not
(the term refers to contributing time and effort to a project as survive, the insights on which they were bascd prodded us to
opposcd to "financia) equity," or money) works with companies think about what people real/y desire from shoes.
as diverse as Nike, Nissan, and Radio Shack ro codevelop new
products w1th inner-city high school kids. The sponsoring com-
panies capture cutting-edge insights ~from the street" (a some- One autumn day in 1940 the industrial designer Raymond
what more reliable source of creativity than the executive suite) Loewy was visited in his office by George Washington Hill,
while at the same time making a lasting investment in education the president of the American Tobacco Company and one of
and opportuniry for under~rved urban youth. the more colorful pcrsonalities in American business history.
One of the techniques we have developed at IDEO to keep H ill ufTered Loewy SSO,OOO if he could improve upon thc
the consumer-dcsigner involved in the creation, evaluation, and UKh Stnke package-a wager Loewy readily accepted-and,
development ofidea~ is the "unfocus group," where we bring an as he W4~ leaving, tumed ro Loewy and asked when it would be
array of consumers and experts together in a workshop formar ready. "Oh, 1 don't know, sorne nice spring morning 1 will fcel
to explore new concepts around a particular topic. Whereas Jikc designing the Lucky package and you'll have it in a matter
traditional focus groups asscmble a random group of"average" of hou rs. 1'11 caU yo u then."
•v D II:8 1GN
...... CHANGI:

CH¡IlPTI:R THRIEIE
Today we no longer feel that we must sit patiently and wait
for sorne outrageous insight to strike us. lnspiration always in-
volves an element of chance, but, as Louis Pasteur observed • ment•l matrix,
in a famous lecrure of 1854, "Chance only favors the prepared or "th••• p•opl• hove no proc•ss!"
mind." Certain themes and variations-techniques of observa-
tion, principies of empathy, and efforrs to move beyond the
individual-can all be thought of as ways of preparing the
rnind of the dcsign thinkcr to find insight: from the seemingly
commonplace as well as the bizarre, from the riruals of cvery-
day life but also the exccptional interruprions to those riruals,
O ne way to help design thinking diffuse throughout an
organization is for designers to make their clienrs part
of the experience. We do this not just to give them the thrill
and from the average to the extreme. That insight cannot yet of pcering behind thc wizard's curtain but because we find
be codified, quantified, or even defined-not yet, at any rate- that we invariably get much better results when the clicnt is on
makes it the most difficult but also the most exciting part of the board and actively participating. But be forewarned: it can be
design process. There is no algorithm that can tell us where it mcssy! Imagine an avid theatergoer who is invited backstage
will come from and when it will hit. to witncss the chaos that líes behind even the most B.awless
performance-last-minute costume repairs, two-by-fours ly-
ing about cverywherc, Hamlet standing outside the stage door
having a cigarctte while Ophelia chatters into her cell phone
... or, as one client was heard to lament in a frantic cal! back to
hcr office, "These people have no process!"
A few wceks later she had become a convert, promoting de-
sign thinking within her own company-a stolid, respectable
organization renowned for its structure, discipline, and prows.
But as with al! cpiphanies, that's wbere the hard work begins.
lt is one thing to witness the power of design and even to par-
ticipare in it, quite another to absorb it into one's thinking and
patiently build it into the structure of an organization. Those
of Ul> who have spcnt long years at design school still find it
hard to shake off dearly held assumptions about how to get
things done. People from more methodical backgrounds may
CHANel: aY DI:Si eN
A MI:NTAL MATIUX 1
: :::
fear that the risks are too high and rhe margin of error is peril-
ously slim.
What's the best way to orient first-time visitors to this new -HoPE"
1
and unfamiliar tcrrain? Though there is no real substitute for 1
actually doing it, I can impart a fair sense of the experience 1
1
1
of design thinking-some navigarionallandmarks, perhaps, if 1
1 1
not a complete road map. 1
1
In chapter 1, 1introduced the idea that a design team should
expect to move through three overlapping spaces over the
course of a project: an inspiration space, in which insights are
gathered from every possible source; an idtation space, in which
those insights are translated into ideas; and an impltmmlation
space, in which the best ideas are developed into a concrete,
... 1
1
1
1 1

fully conceived plan of action. Again, these are overlapping


'
1 1
1
1
1
"spaces" rather than sequential stages of a lockstep methodol- ' I"H $\<:::1'-41
ogy. I nsights rarely arrive on schedule, and opportunities must
be seized at whatever inconvenient time they present them-
sclves. ordering of data and the search for patterns-can be frustrating
Every design process cycles through foggy periods of seem- as important decisions seem to ride on the most insubstantial
ingly unstructurcd experimentation and bursts of in tense clar- of hunches. But then thmgs begin to pick up. The ideation
ity, periods of grappling with the Big Idea and long stretches process becomes more tangible, and new conccpts begin to
during which all attention focuses on the details. Each of these take shape. The process peaks when the team begins to pro-
phases is different, and it's important-if only for the morale duce prototypes. E,·en if they don't look so good, don't work
of the team-to recognize that each fuls different and ca lis for properly, or have too many features or too few, they are visible,
different strategies. tangible signs of progress. Eventually, once thc right idea has
One of our more jaded designers even devised a project been agreed upon, the project team setdes down to a state of
mood chart that pretty accurately predicts how the team will pragmatic optimism punctuated by moment:. of extreme panic.
feel at different phases of the project: Thc scary bits never completcly go away, but the experienced
\Vhen a fresh tcam ventures out into the field to collect in- design thinker knows what to expect and is nor undone bv the
formation, it is full of optimism. The process of synthesis-the occasional emotional slump. De.;ign thinking is rarely a ~ace-
CHANGE ay DEIIGN A MENTAL MATitiX 1
"' ;
"'
fulleap from height to hcight; ir tests our emotional constitu-
tion and challenges our collaborative skills, but it can reward
perseverance with spcctacular results.
'l
1
convergent and dlvergent thinklng
'
1
To experience design thinking is to engage in a dance arnong 1
four mental states. Each has its own moods and manners, but '
when the music suddcnly starts it can be difficult to recognize
where we are in the process and which is the right foot to put
''
forward. The bcst guide, in launching a new design project, '
is sometimes just to choose the right partner, clear the dance
floor, and trust our intuition.
'
Woven into thc very fabric of our culture is an emphasis
on thinking based upon logic and dcduction; the psycholo- ties. Think of a funnel, where the flared opening represents a
gist Richard Nisbett, who has studied approaches to problem broad set of initial possibilities and the small spout represcnts
solving in Westcrn and Eastcrn cultures, has gone so far as to the narrowly convcrgent solution. This is clearly thc most ef-
suggest that there is a "geography of thought." Whether the ficient way to fill up a test tube or drive toward a set of fine-
problem líes in the domain of physics, econornics, or history, grained solutions.
Westerners are taught to take a series of inputs, analyu them, l f the convergent phase of problem solving is what drives
and then convtrgt upon a single answer. At times we may find us toward solutions, the objective of divergent thinking is to
that the best-as opposed to the right- answer will have to do multiply options to crcate choices. These rnight be different
or that we may have to choose among equally compelling alter- insights into consumer behavior, altemative visions of new
natives. Just think about the last time you and five friends had product offerings, or choices arnong alternative ways of creat-
to agree on where to go out for dinner. Group thinking tends ing interactive experiences. By testing competing ideas against
to converge toward a single outcome. onc another, there is an increased likelihood that the outcome
Convergent thinking is a practica! way of deciding arnong will be holder, more creatively disruptive, and more compel-
existing alternatives. What convergent thinking is not so good Üng. Linus Pauling said it best: "To have a good idea, you must
at, howcver, is probing the futurc and creating new possibili- first havc lots ofideas"-and he won two Nobel Prizcs.
-

But we also need to be realistic. More choices means more
A MENTAL MAT A IX

ity to otherwise straightforward products (RCA's original TV


1
:

complexity, which can make life difficult-especially for those remote control device in 1958 had exactly one button; mine has
whose job it is to control budgets and monitor timelines. The forty-four). Design thinkers, for their part, need to be wary
natural tendency of most companics is t0 constrain problems of what might be called "category creep." Nevertheless, I necd
and restrict choiccs in favor of the obvious and the incremental. to bring two additional terms into the discussion: analysis and
Though this tendency may be more efficient in the short run, synthesis, which are the natural complements to divergent and
in the long run it tends to make an organization conservative, convergent thinking.
inflexible, and vulnerable to game-changing ideas from out- \Vithout analytical forros of thinking we could not run
side. Divergent thinking is the route, not the obstacle, to in- large corporations or manage household budgets. Designers,
novation. too, whether they are looking at signage for a sports stadium
Thc point, then, is not that we must all become right-brain or alternatives to carcinogenic PVCs, use analytical tools to
artists practicing divergent thinlúng and hoping for the best; break apart complex problems to understand them better. The
there is a good reason why design education draws in equal creative process, however, relies on synthesis, the collective act
mcasure upon art and engincering. The process of the design of putting the pieces together to create whole ideas. Once the
thinker, rathcr, looks like a rhythmic exchange between the data have bcen gathered, it is necessary to sift through it all
divergent and convergcnt phases, with each subsequent itera- and identify meaningful patterns. Analysis and synthesis are
tion lcss broad and more detailed than the previous ones. In cqually important, and each plays an essential role in the pro-
the divergent phase, new options emerge. In the convergent cess of creating options and making choices.
phase it is just thc rcvcrse: now it's time to eliminate options and Dcsigners carry out research in many ways: collecting eth-
make choices. It can be painful to lct a once-promising idea fall nographic data in the field; conducting interviews; reviewing
away, and this is where the diplomatic skills of project leaders patcnts, manufacturing processes, vendors, and subcontractors.
are often tested. William Faulkner, when asked what he found Thcy can be found jotting notes, taking picrures, shooting vid-
to be the most difficult part of writing, answered, "Killing off eos, rccording conversations, and sitting on airplanes. They are,
your little darlings." hopcfully, looking at the comperition. Fact collecting and data
gathering lead to an accumulation of information that can be
staggering. But then what? At sorne point the team must $ettlc
down and in an intense period of synthesis-sometimes over
the course of a few hours, sometí mes over a week or more-
Designers love to complain about "fcature creep," the prolifera- bcgin to organize, interpret, and weave these many strands of
tion of unnecessary functions that add expense and complex- data into a cohercnt story.
CHANGE BY DES ION A MENTAL MATRIX 1
...
o
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Synthesis, the act of extracting meaningful patterns from might think of this as moving from thc organization of design
masses of raw information, is a fundamental!y creative act; the to thc design of organizations.
data are just that-data-and the facts nevtr speak for thcm-
selves. Sometimes thc data are highly technical-ifthe task is a
sophisticated piecc of medical equipment, for instance; in other •n ettitude of experfment•tion
cases they may be purely behavioral, for example, if the prob-
lcm is to encourage people to switch to energy-sa\'Íng compact The master choreographers of the dance bctwcen divergent
fiuorescent bulbs. In every case we may think of the designer and convcrgent thinking, on the one hand, and detailed anal-
as a master storytellcr whosc skill is measured by his or her ysi~ and synthetic judgmcnt, on the other, wcre Charles and
ability to craft a compelling, consistent, and believable narra- Ray Ea mes, the most crcative design partnership that America
tive. lt's no accident that writers and journalists now often work has produced. From thcir lcgcndary office at 901 Washington
alongside mechanical engineers and cultural anthropologists in Boulcvard in Venice, California, the Eameses and their asso-
design teams. ciates conducted a series of design experiments that stretched
Once the "raw material~ has been synthesized into a cohcr- acmss four decadcs and covercd every imaginable medium: the
ent, inspiring narrativc, a higher-lcvel synthesis kicks in. lt is moldcd plywood chairs that bccame synonymous with Ameri-
far from unusual for a projcct brief to contain scemingly con- can modernism; their famous Case Study House No. 8 in Pa-
fiicting goals-low cost and high quality, to use an obvious ex- citic Palisadcs; the museum exhibitions they built, and the edu-
ample, oran accelerated time frame togcther with an intercst in cational films they produccd. :\ot always visible in the finished
an unproven technology. There may be a tendency, under such projecrs, however, is the mcthodical experimentation that lay
circumstances, to simplify the proccss and reduce it to a sct of bchind them. The lesson? A creative team must be given the
specifications or a list of fcatures. To do so is almost invariably tim~:, the space, and thc budget to make mistakes.
to compromise the integrity of thc product on the altar of con- l ndividuals, teams, and organizations that have mastered
venience. the mental matrix of design thinking share a basic attitude of
These are the seeds of design thinking-a continuous movc- experimentation. They are open to new pos~ibilities, a1ert to
ment between divergent and convergcnt processes, on the one new directions, and always willing to propo'e new solutions.
hand, and between the analytical and synthetic, on the othcr. Back in the 1960s, during the formative years ofS.Jicon Valley,
But that is by no means thc end of thc story. As any gardener Churk House, then an ambitious young engineer at Hewlett-
will attest, the hardiest sceds, cast into rocky or barren soil, will Packard, carne within a hair's breadth oflosing his job. Follow-
wither. The ground nccds to be prepared. Attcntion must be ing a hunch, he ignored an cxplicit corporate directive and set up
shifted upward, from tcams and individuals to companies. \Ve an undcr-the-radar skunkworks to dcvelop a largc-screen CRT.
...... A MENTAL MATRIX 1
:::
The illicit project went on to become rhe first commercially lt's no accident that designers in recent years have been
successful computer graphics display, used for the space video following rhe emerging science of biomimicl)~rhe idea that
transmission ofNeil Armstrong's foot-on-the-moon broadcast, nature, with its 4.5 billion-year learning curve, may have
Dr. ~1ichael DeBakey's first artificial heart transplant monitor, something ro teach us about things such as nontoxic adhe-
and countles~ other applications. Chuck ended up as corporate sive~, mínima! srructures, efficient rhermal insulation, or aero-
engincering director for 1IP, with an office next door to Da- d)·namic streamlining. The bewildering variety at work in a
vid Packard himself, who had personally issued the prohibition healthy ecosystem is nothing but an exercise in susrained
against further research, and a "Medal of Defiance" hanging experimentation-try something new, and see what sricks. It
on his wall. Things have changed. He now runs Media X at may well be rhat we need to begin mimicking naturc not just at
Stanford University, a collaboration of industry and academia thc molecular leve] bur at the systemic leve! of companies and
that brings together intcractive technology researchers with organizarions. An excess ofexperimental zcal would be risky-
companies committed ro technical advancement and innova- companies do not enjoy the luxurious time frame of biological
tion. Today companies like Google and 3M are renowned for systems and their leaders would be remiss if they chose not to
encouraging scientists and engineers to spend up to 20 percent exercisc what might be called-with apologies ro Darwin-
of their time on personal experiments. "intelligent design." What is called for is a judicious blend of
A tolerance for risk taking has as much to do with thc cul- bortom-up cxperimentation and guidancc from above.
ture of an organization as with its business strategy. Sorne The rules for this approach are as simple to state as rhey are
would argue that a di mate of open-ended exploration encour- challenging to apply:
ages a profligate waste of resources: Chairman Mao Zedong's
policy during the Great Leap Forward, "Let a hundred flow- 1. Thc besr ideas emerge when the whole organizational
ers bloom," ended in complete disaster. But in contrast to the ecosystem-not just its designers and engineers and
hermetically sealed environment of revolutionary China, the ccrtainly not just management-has room ro expcri-
globalized economy today really is experiencing a "great leap mcnt.
forward." In an organization that encourages experimentation, 2. Those most exposed to changing externalities (m:w
there will be projects destined to go nowhere and still others rechnology, shifting con~umer base, srratcgic threats
that the keeper~ ofinstitutional memory prefer not to talk about or opportunities) are rhe ones besr placed to respond
(remember the Apple Newton?). But to view such initiatives as and most motivated ro do so.
"wastcful," "inefficient," or "redundant" may be a symptom of a 3. Ideas ~hould not be favored based on who creares
culture focuscd on efficiency over innovation anda company at them. (Repeat aloud.)
risk of collapsing into a downward spiral of incrementalism. 4. Ideas that creare a buzz should be favorcd. lndeed,
CHANGIE aY DES IGN A MENTAL MATRIX 1
~

ideas should gain a vocal following, however small, As with cach of the stories l've told, there is a moral ro be
beforc being givcn organizarional support. drawn from this one: don't let the results ofbottom-up exper-
S. Thc "gardening" skills of senior leadership should be imentation dissipate into unstructured ideas and unresolved
used to tcnd, prune, and harvcst ideas. MBAs cal! plans. Sorne companies provide suggestion boxes intended to
this "risk tolerancc." 1 call it the top-down bit. harvest rhe bottom-up creativity of the organization. They
6. An overarching purpose should be articulated so that rend to fail, leaving managernent to wonder why ungrateful
the organi7.ation has a sense of direction and innova- employees pour coffee into thern if they are hanging on the
tors don't feel the need for constant supervision. wall or flame them if they are online. At best they tend to
yield small and incremental ideas. More often they go no-
These rules apply to almost evcry ficld of innovation. To- where because there is no obvious mechanism for acting upon
gether they ensure that the secds of individual creativity take suggestions. What is needed is a serious commitment from
root-even in the aisles of a grocery store. the top of the corporate pyramid, and it will be repaid by
John Mackcy, the CEO of Whole Foods Market, has ap- better ideas from the base. Any prornising experiment should
plied this idea of bottom-up experimentation to his business have a chance to gain organizational support in the forrn of a
since its founding, in 1980. Now the world's largest retailer of project sustained by appropriate resources and drivcn by de-
natural and organic foods, Whole Foods organizes each store's finable goals.
employces into small teams and encourages thern to cxperirnent Thcrc is a simple test for this, though I have to adrnit that
with better ways to serve Whole Foods custorners. These rnight it has taken sorne getting used to: when I reccive a cautiously
include different display ideas or products selected to rneet local worded memo asking for permission to try sornething, I find
custorners' nceds. Each storc m ay have its own unique regional myselfbecorning equally cautious. But when I arn arnbushed in
and even ncighborhood identity. Managers are encouraged to thc parking lot by a group ofhyperactive people falling all over
sharc the best ideas so that the} propagare outward across the one another ro tell me about the unbelievably cool project they
company rathcr than remaining localized. None of this rnay are working on, their energy infects me and rny antennae go
sound all that rcvolutionary, but what Mackey has done since way, way up. Sorne of these projects will go wrong. Energy will
the carliest days of the company-he started with a single gro- be wasted (whatever that means) and money will be lost (we
cery store in Austin, Texas, and a rotal workforce of nineteen- know cxactly what that means). But even in these cases there
is to rnake sure that cvcry ernployee understands, appreciates, is an old adage that rernains worth pondering: in the words of
and has the abiliry ro contribute ro the overall vision of the my countryman Alexander Pope (back in the days when design
company. These ideas act as navigational beacons for the local- thinkers did thcir bcst thinking in Latín), •Errare humanum est,
ized innovations taking place throughout the organization. perdonare divinum"-"To crr is human, to forgive divine."
C HANet: BY Dt:SIGN
A MENTAL MAT R IX 1
~
a culture of optlmism teams were, in effecr, compering with one another for survival.
Wirh all the boldness for which he is known, Jobs slashed the
The obvious countcrpart to an attitude of cxperimentation is a company's offerings from fifteen to four: a dcsktop and a lap-
climate of optimism. Sometimes the state of the world makcs top for profcssionals and a desktop and a laptop "for the rest
this difficult ro sustain, but the fact rcmains that curiosity does of us." Every employcc understood that the project he or she
not thrive in organizations that have grown cynical. Ideas are was working on rcprcscnted fully one-quarter of Apple's busi-
smothered before they have a chancc to cometo life. People will- ness and there was no possibiliry that it would be killed by an
ing to take risks are drivcn out. Up-and coming leaders steer clear accountant scrutiniúng the balance sheets. Optimism soarcd,
of projects with uncertain outcomcs out offear that participation morale turned 180 degrees, and the rest, as the saying goes, is
might damage their chances for advanccmcnt. Project teams are history. Optimism requires confidence, and confidence is built
nervous, suspicious, and prone to second-guessing what man- on trust. And trust, as wc know, flows in both directions.
agement wreally" wants. Even when leadership wants to promote To find out whethcr a company is optimistic, experimental,
disruptive innovation and open-ended cxpcrimentation, it will and attuned to risk, peoplc should simply use their senses: look
find that no one is willing to step forward without permission- f<>r a colorfullandscape of messy disorder rather than a suburban
which usually mcans defeat before the start. grid of tidy beige cubicles. Listen for bursts of raucous laughtcr
Without oprimism-the unshakable belief that things could rather than the constant drone of subducd convcrsation. Becausc
be better than thcy are-the will to experiment will be continu- ID F.O does a great deal of work in the food and beverage indus-
ally frustrated until it withers. Positive encouragement does not try, employs food scicntists, and maintains an industrial kitchen,
rcquire the prctensc that all ideas are created equal. It remains l can often literally smt/1 excitement in the air. In general, try ro
the responsibility of leadership ro make disceming judgments, be alert to thc nodcs wherc it all comes together, because that is
which will inspire confidence if pcople feel that their ideas have whcre new ideas originate. I !ove to slip downstairs and observe
becn given a fair hearing. mcmbcrs of a tea m at work building prototypcs out of Legos or
To harvest the powcr of design rhinking, individuals, teams, enacting an improvisational skit to explore a new ~en·ice interac-
and whole organizations have to cultivare optimism. People have tion. Abo\·e all, I love to be allowed to sit in on a brainstorm.
to believe that it is within their powcr (or at least the power of
thcir team) to creare new ideas, that will serve unmet needs,
and thatwill havc a positive impact. When SteveJobs rerurncd brainstorming
to Apple in thc summer of 1997 aftcr being dismissed by his
own board, he found a demoralizcd company that had spread irs Business school protcssor~ are fond of writing learned articles
resources across no fewcr than fifteen product platforms. Those about the value ofbrainsrorming. 1encourage them ro continue
l
..• A MENTAL MATIIIX 1
1'!
to do so (after all, sorne of my best friends are business school Not long ago we were working on a kids' product for Nike.
professon;, and it keeps them busy and out of my way). Sorne Although we have plenty of skilled toy designcrs on our staff,
surveys claim that motivated individuals can generate more somctimcs it makes sense to hice expert consultants to help us
ideas in the equivalent time working on their own. Other case out. So we waited until their Saturday-moming cartoons were
studies demonstrate that brainstorming is as essential to cre- over and invited a group of eight-to-ten-year-olds to come in to
ativity as exercisc is to a healthy heart. As is so often the case, our Palo Alto studios. After warming them up with orange juice
there is truth on both sidcs. and French toast, we split the boys and girls into two differ-
The skeptics certainly have a case: a well-intentioned man- ent rooms, gave them sorne instructions, and let them have at it
ager who assembles a group of individuals who don't know one for about an hour. When we gathered the results, the difference
anothcr, who are skeptical, and who lack confidence and gives between thc two groups was striking. The girls had come up
them a tough problem to brainstorm is likcly to get fewer viable wíth more than two hundred ideas whereas the boys had barely
ideas than if each of them had been sent away to think about managed fifty. Boys, at this age, find it more difficult to focus
thc problem individually. Brainstorming, ironically, is a struc- and to listen-attributes essential to genuine collaboration. The
tured way of breaking out of structure. lt takes practice. girls wcre just the opposite. Fortunately, it's not my task to de·
As with cricket or football (or their American equivalents), cicle whcthcr this disparity is the result of genetic inheritance,
thcrc are rules for brainstorming. The rules lay out the playing cultural norms, or birth order, but I can say that what wc saw in
field within which a tea m of players can perform at high levels. thcse sidc-by-side brainstorms was real evidence of the power of
Without rules thcre is no framework for a group to collaborate building on the ideas of others. The boys, so eagcr to get their
within, and a brainstorming scssion is more likely to degenerare own ideas out there, were barely conscious of the ideas coming
into either an ordcrly meeting or an unproductive free-for-all with from their fellow brainstormers; the girls, without prompting,
a lot of talking and not much listening. Evcry organization has its conducted a spirited but nonetheless urial conversation in which
own variations on the rules ofbrainstorming Gust as every family each idea related to the one that had come before and became a
seems to have its own version ofScrabble or :Monopoly). At IDEO springboard to the one that carne next. They were sparking off
we have dedicated rooms for our brainstorming sessions, and the onc another and getting better ideas as a result.
rule~ are literally writtcn on the walls: Defer judgment. Encour- Brainstorming is not necessarily the ultimare technique for
age wild ideas. 5tay focuscd on the topic. The most important of idea gcneration, and it cannot be built into the structure of ev-
them, I would argue, is "Build on the ideas of others." It's right up ery organization. But it does prove its worth when the goal i:.
there wíth "Thou shalt not kili" and kHonor thy futher and thy to open up a broad spectrum of ideas. Other approaches are
mother," as it encrurcs that evcry participant is invested in the last important for making choices, but nothing beats a good brain-
idea put forward and ha~ the chance to move it along. storming session for rr~ating them.
..
o
CHANGIE BY Dt:SIGN A MENTAL MATRIX 1

=
visual thinklng When I use drawing to express an idea, I get different results
than ifl try to express it with words, and I usually get to them
Design professionals spend years learning how to draw. Draw- more quickly. I have to have a whiteboard or sketch pad nearby
ing practice is not so much in order to illustrate ideas, which whenever 1 am discussing ideas with colleagues. 1 get stuck un-
can now be done with cheap software. Instead, designers learn less I can work it out visually. Leonardo da Vinci's sketchbooks
to draw so that they can express their ideas. \Vords and numbers are justly famous (no less a collector than Bill Gates snatched
are fine, but only drawing can simultaneously reveal both the up the Hammcr Codex when it carne up for auction in 1994),
functional characteristics of an idea and its emotional content. but Leonardo didn't just use them to work out his own ideas.
To draw an idea accurately, decisions have to be made that can Often he simply stoppcd in the street to capture something he
be avoided by even the most precise language; aesthetic issues needed to figure out: a tangle of weeds; the curl of a cat sleep-
have to be addressed that cannot be resolved by the most el- ing in the sun; an eddy of water swirling in a gutter. Moreover,
egant mathematical calculation. Whether the task at hand is scholars poring over his mechanical drawings have punctured
a hair dryer, a weekend retreat in the country, or an annual the myth that every sketch depicts his own inventions. Like
report, drawing forces decisions. any accomplished design thinker, Leonardo da Vinci used his
Visual thinking takes many forros. We should not suppose drawing skills to build on the ideas of others.
that it is restricted to objective illustration. In fact, it is not
even necessary to possess drawing skills. In November 1972,
relaxing in a late-night deli in Honolulu at the end of a long to post, or not to Post·it
day of conference proceedings, a couple ofbiochemists took out
a cocktail napkin and shared sorne crude drawings of bacteria Most people, by now, know the story of the humble Post-it note:
having sex. A few years la ter Stan ley Cohen was on a plane to Dr. Spencer Silver, a scientist working at 3M back in the 1960s,
Stockholm to collect his Nobel Prize and Herbert Boyer was happened upon an adhesive with sorne curious properties. His
pulling his red Ferrari into the parking lot ofGenentech. employer, quite reasonably, did not see the utility of"inherently
Al! children draw. Somewhere in the course of becoming tacky elastomeric copolymer microspheres," aka glue that does
logical, verbally oriented adults, they unlearn this elemental skill. not stick, and gave him little encouragement. It was not until
Experts in creative problem solving such as Bob McKim, founder one of his colleagues, Art Fry, began to use the adhesive to
of Stanford's product design program, or the United Kingdom's keep his bookmarks from falling out ofhis church hymnal that
prolific Edward de Bono, devoted much of their creative energy a plausible use was found for the little yellow notes. It is now a
to mind maps, two-by-two matrices, and other visual frarne- billion-dollar product and one of3M's most valuable assets.
works that help explore and describe ideas in valuable ways. The Post-it note stands as an object lesson in how organiza-
-
... CHANelE ey DI:SieN

tional timidity thrcatens to kill off a great idea. But those ubiq-
A MI:NTAL MATRIX

debate or executive fiat. What is needed is sorne kind of tool to


1
:

uitous little stickics havc provcn themselves to be an important extraer the intuition of the group, and this is where a gcncrous
tool ofinnovation in and of thcmselves. Festooned on the walls supply ofPost-it notes cannot be beat. At IDEO we use them
of project spaccs, they have helpcd untold numbers of design to submit ideas to the "butterfiy test."
thinkers first to capture their wide-ranging insights and then to Invented by Bill Moggridge, design thinker extraordinaire
order them into meaningful patterns. The Post-ir note, in all its and one of the pioneers of Silicon Valley design, the butterfiy
pa~tel glory, embodie) the movement from the divergent phase test is a rhoroughly unscientific but amazingly effective pro-
that is the !'Ource of our inspiration ro the convergent phase that cess for exrracting a few key insights from a mass of data. Let's
is the road map to our ~olutions. imagine thar by the end of a deep research phase, numerous
The techniques of the design thinker that 1 have been brainstorming sessions, and endless prototypes, an entire wall
describing-brainstorming, visual thinking--contribute to the of the project room has been covered with promising ideas.
divergent process of crcating choices. But accumulating options Each participant is then given a small number of small Post-ir
is mercly an cxcrcise if we do not move on to the convergent "ballots" to attach to the ideas they think should move for-
phase of making choices. Doing so is critica! if a project is to ward. Members of the team Rutter about the room inspecting
movc from a rousing excrcise in creative idea generation to- the tableau of ideas, and before long it is clear which ones havc
ward a resolution. Just for rhat reason, however, it can be one attracted the most "butterfiies." Of course, alJ kinds of issues
of the most difficult tasks thar a dcsign team faces. Given the come into play, including politics and personalities, but that is
opportunity, every design tcam will diverge endlessly. Therc what reaching consensus is all about. Give and takc. Compro-
is always a more interesting idea just around the comer, and mise and creative combination. AH these and more play a part
until the budget runs out they will happily turn one comer after in reaching the end result. The process is not about democracy,
another. lt is here that onc of the simplest tools available for it is about maximizing the capacities of teams to converge on
convergencc comes into play: the Post-it note. the best solutions. It's chaotic, but it works surprisingly well
Once everyone is gathered togethcr for a project review, there and can be adapted to the peculiarities of many organizations.
needs to be a process for selecting the ideas that are strongest 1 don't mean this to be an advertisement for 3M. The Post-
and hold the greatest promise. Storyboards help-panels that ir note, which encourages people to capture a quick thought,
illustrate, almost like comic strips, rhe sequence of events a user rcposition it, or reject it, is just one of many tools available to
might experience in checking into a hotel, opening a bank ac- dcal with one insistent fact common to every design project:
count, or using a newly purchased elecrronic device. Sometimes dcadlines. Though we al! have deadlines all of the time, in the
it helps to creare alternare sccnarios. But sooner or later sorne divergent and exploratory phase of design thinking, dcadlines
leve! of consensus is called for, and it rarely comes about by take on an extra Je,,el of importance. They refer to the process
CHANGE BY DESIGN A MENTAL MATRIX 1
•... :::
and not the people. The deadline is the fixed point on the ho- People may be deterred from venturing into the turbulent
rizon where everything stops and the final evaluation begins. world of design thinking for any number of reasons. They
These points may seem arbitrary and unwelcome, but an expe- may believe that creativity is an inner gift possessed only by
rienced project leader knows how to use them to turn options celebrity designers, that it is better just to gaze respectfully at
into decisions. lt's unwise to have a deadline every day, at least their chairs and lamps in modero art museums. Or they may
in the earlier phases of a project. Nor does it work to stretch it suppose that it is a skill reserved for a pricsthood of trained
out for six months. lt takes judgment to determine when a tea m professionals-after all, we hire "designers" to do everything
will reach a point where management input, reftection, redirec- from cutting our hair to decorating our houscs. Others, less
tion, and selection are most likely to be valuable. in awe of the cult of the designer, may confuse the mastery of
I have not yet meta client who says, "Take all the time you tools-including the qualitative tools of brainstorming, visual
need." All project work is bound by limits: limits of technology, thinking, and storytelling-with the ability to reach a design
limits of skill, limits ofknowledge. But the calendar is probably solution. And there are those who may feel that without a pre-
the most insistent limit of them all because it brings us back to cise framework or methodology, they will be unable to fathom
the bottom line. As Ben Franklin, America's fust and most ad- what is going on. They are the ones who are most likely to
venturous real design thinker, pointed out in a letter to a young bail out when the morale of a team dips, as it invariably will
tradesman, "Time is money." ovcr the life of a project. What they may not appreciate is that
design thinking is neither art nor science nor religion. It is the
capacity, ultimately, for integrative thinking.
I have saved for last the single most powerful tool of design As dean of the acclaimed Rotman School of Management
thinking. This is not CAD, rapid prototyping, or even offshore at the University ofToronto, Roger Martín is well positioned to
manufacturing but that empathic, intuitive, pattem-recognizing, observe the world's great managerialleaders and in particular
parallel-proccssing, and neural-networking Internet that each the ability shared by many of them to hold multiple ideas in
of us carries betwcen our ears. For the time being, at any rate, it tension to reach new solutions. In The Opposable Mind, based
is our ability to construct complex concepts that are both func- on more than fifty in-depth interviews, Martín argues that
tionally relevant and emotionally resonant that scts humans "thinkers who exploit opposing ideas to construct a new solu-
apart from the ever more sophisticated machines we use to as- tion enjoya built-in advantage over thinkers who can consider
sist us. As long as there is no algorithm that will tell us how to only one model at a time." Integrative thinkers know how to
bring divergent possihilities into a convergent reality or analyti- widen the scope of issues salient to the problem. They resist
cal detail into a synthetic whole, this talent will guarantee that the "either/or" in favor of the "both/and" and see nonlinear
accomplished design thinkers have a place in the world. and multidirectional relationships as a source of inspiration,
:
not contradiction. The most successfulleaders, Martin finds,
"embrace the mess." They allow complexity to exist, at least as
they search for solutions, because complexity is the most reli-
building to think,
able source of creative opportunities. The traits of management
or th• pow•r of prototyping
leaders, in other words, match the traits I have ascribed to de-
sigo thinkers. This is no coincidence, and it does not imply that
thc "opposable mind" is thc rcward to those who won the ge-
netic lottery. The skills that make for a great design thinker- ego launched me on my career as a design thinkcr. In the
the ability ro spot pattems in the mess of complex input:>; to
synthesize new ideas from fragmented parts; to empathize with
L early 1970s, whcn 1 was nine or ten, England was going
through yet another ofits periodic recessions and the coal min-
people different from ourselves-can all be learned. ers had waited until winter to go out on strike. This meant no
One day, perhaps, neurobiologists will be able to plug us coal for the power stations, which meant not enough electric-
into an MRI scanner and determine which parts of the brain ity to meet demand, which meant regular blackours. Derer-
light up when we apply integrative thinking. That may make it mined to do my bit, I marshaled my entire inventory of Legos
easier to devise new strategies for teaching people how to do it and built a grcat big flashlight using sorne fancy light bricks
better. For the moment, at least, our task is not to understand that glowcd in the dark. 1 proudly handed the flashlight to my
what is going on in our brains but to find ways of getting that mother so that she had enough light to cook my dinner. 1 had
thinking out into the world, where it can be shared with others built my first prototype.
and, ultimately, translated into concrete strategies. By the age of ten 1 had learned the power of prototyping
based on years of intensive study. As a younger child 1 had
spent hours using Legos and Meccano (known to Americans
as Erector Sets) to ereate a world full of rocket ships, dinosaurs,
and robots of every imaginable size and shape. Like every other
kid, I was thinking with my hands, using physical props as a
springboard for my imagination. This shift from physical to
abstraer and back again is one of the most fundamental pro-
cesses by which we explore the universe, unlock our imagina-
tions, and open our minds to new possibilities.
Most companies are full of people who havc set aside such
childish pursuits and moved on ro more important matters such

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