dsa.tech
Technocrat-in-training

How to think design

In this post, I'm going to do my best to explain the core insights of design thinking, and just enough of the tools that have been developed over the years to be dangerous.

Design Thinking has become a bit of a buzz word lately, but it's become a buzz word for good reasons. The success of applying design thinking to different industries and problems (look at IDEO, or Frog) is kinda like the success of the manufacturing revolution of the 80's and 90's, or of robust engineering (I chose those examples because they're the ones I'm most familiar with). For me, for each of these three movements (and many others) there are two important aspects. First, each movement has a small set of rules, observations or perspectives that really define the movement and capture most of the insights. A smart, motivated team could take just those observations and develop, on their own and in fairly short order, approaches that would get them 80% of the way there. Second, each of these movements has had a lot of smart people spend a lot of time studying, measuring and thinking through applications of those rules and insights, and learning these methods can get you further, faster, than trying to rederive them yourself.

To that end, I'm going to start by sharing my take on what are the key insights for design thinking. After that, I'll walk through several tools that we find really useful and widely applicable in out projects.

My Key Insights for Design Thinking

I always feel there are a few key insights to understanding a new concept. In the case of the manufacturing revolutions, two of those insights would be to match you manufacturing metrics as closely as possibly to company profit/revenue, and to instrument everything. The core goal of most institutions in applying design thinking is to do a better job meeting customer needs, which in the long term can lead to customer growth, better market lock-in, and new products. In my view, this breaks down into two components: How do we discover user needs and understand how well they are satisfied, and how do we generate ideas to fill those needs? Building products without anyone actually having a need to be fulfilled is a classic failure mode for big companies and startups alike, while finding a need which excites customers then doing a terrible job executing on it disappoints everyone (look at most recent video game remasters). For the first problem, finding and evaluating user needs, the insights I consider key are:

And that's it! In my view, if you keep those 3 points in mind and are diligent in ensuring you don't violate them, you'll do a far better job than most in discovering opportunities to please your users. As for the second problem, generating good ideas, I try to stick to the following ideas:

Finally, there is one overriding principle: Iterate. How do you tell your idea is good? You apply the need-evaluating methods to it, generating prototypes. How do you refine your ideas? You apply the idea-generating methods. You iterate frequently, bouncing between methods and motives, refining and generating ideas as appropriate.

Methods

Now, while I think the ideas mentioned above are critical to producing good designs, lots of smart and experienced people have developed lots of good ways of implementing those principles for particular cases, and using these methods can save a lot of time and trouble. Here's a brief rundown of the methods we use, and my thoughts on their application

Discovering user needs

The methods above will give you many insights, but they don't directly translate to needs. This is where things can get fuzzy; our usual approach is to make a big document listing our observations, then all the designers individually look through the observations and list what needs each observation reveals. As a group, we then group and sort those interpreted needs, and move forward from there.

Generating ideas

Before listing these methods, it's important to mention fixation. Fixation is the tendency, even by experienced designers, to have difficulty thinking of different ideas once one idea has been proposed. Many of these methods are attempting to address this problem.

I hope this is useful!