Change by Design by Tim Brown
Introduction
- "I realized that behind the soaring rhetoric of 'genius' and 'visionary' was a basic commitment to the principles of design thinking." (6)
Chapter 1 - Getting Under Your Skin or how design thinking is about more than style - "Linear thinking is about sequences; mind maps are about connections." (9)
- "spaces" of design thinking are iterative and nonlinear (16)
- inspiration - the problem or opportunity that motivates the search for solutions
- ideation - the process of generating, developing, and testing ideas
- implementation - the path that leads from the project room to the market
- "Fail early to succeed sooner." (17)
- "The mark of a designer is a willing embrace of constraints." (17) --> necessary to get started
- constraints are viewed in terms of feasibility (functionally possible), viability (sustainable business model), and desirability
- The Project: Design thinkers need to think in terms of projects instead of problems: a project carries an idea from concept to reality (21)
- The Brief: mental constraints to give you somewhere to start (22)
- Smart Teams: "all of us are smarter than any of us" (26), organized in many small teams
Chapter 2 - Converting need into demand or putting people first - Human-centered design has three elements:
- Insight - learning from the lives of others
- Observation - watching what people don't do and listening to what they don't say
- Empathy - standing in the shoes of others
- These principles must extend beyond the individual to the network, market, or "wisdom crowds"
Chapter 3 - A mental matrix or "these people have no process!" - Types of thinking:
- Convergent thinking - useful for deciding between existing alternatives (but not good at creating the future)
- Divergent thinking - objective is to multiply options to create choices
- Analysis -
- Synthesis - organizing and interpreting data to create a coherent story; extracting meaningful patterns from raw data
- Rules for an attitude of experimentation
- Best ideas emerge when the whole organization can experiment
- Those most exposed to changing externalities are the best placed to respond
- Ideas should not be favored based on who creates them
- Ideas that create a buzz should be favored
- Senior leadership should tend, prune, and harvest ideas --> "risk tolerance"
- An overarching sense of direction should be articulated so there is a sense of direction and not a constant need for supervision
- Culture of optimism - the unshakable belief that things could be better than they are
- Brainstorming - a structured way of breaking out of structure
- Defer judgment
- Encourage wild ideas
- Stay focused on the topic
- Build on the ideas of others
Chapter 4 - Building to think or the power of prototyping
- prototyping is faster because it helps you to think
Chapter 5 - Returning to the surface or the design of experiences - a good idea is no longer enough - in developed societies we care about the experience of products
- our society is moving away from passive consumption to active participation
Chapter 6 - Spreading the message or the importance of storytelling - we rely on storytelling to put our ideas in context and give them meaning
Chapter 7 - Design thinking meets the corporation or teaching to fish - a
Chapter 8 - The new social contract, or we're all in this together - a
Chapter 9 - Design activism, or inspiring solutions with global potential - a
Chapter 10 - Designing tomorrow, today - Design thinking requires bridging the knowing-doing gap (Pfeffer and Sutton) (227)
- most people have what it takes to apply design thinking to the problems of life
- Begin at the Beginning
- design thinking starts with divergence (expand the range of options)
- Take a human-centered approach
- design thinking is by its nature integrative, but privileges the intended user
- account for emotional meaning as well as functional performance
- common approaches
- Start with prevailing business constraints --> leads to incremental, easily-copied ideas
- Start with technology --> risky
- Start with humans --> increases the likelihood of a breakthrough and a market for it
- Get as close as you can to your intended customers
- Fail early, Fail often
- there is nothing wrong with failure as long as it happens early and is a source of learning
- prototyping
- Get professional help
- to to the experts
- Share the inspiration
- knowledge sharing should support inspiration instead of efficiency
- face to face time is invaluable
- Blend big and small projects
- there is no silver bullet, only silver buckshot
- Budget to the pace of innovation
- rethink funding schedules, agile resource allocation
- Find talent any way you can
- find the people in your organization who are different and can make innovation happen
- Design for the cycle
- make sure your person career life cycles are not shorter than the product cycle: want the same people and passion
- Don't ask what, ask why?
- ask why to reframe a problem, redefine the constraints, and open the field to a more innovative answer
- is this the right problem to be solving?
- Open your eyes
- good design thinkers observe, great design thinkers observe the ordinary: once a day, stop and think about an ordinary situation
- Make it visual
- record your observations and ideas visually
- "Every designer I know carries a sketch pad the way a doctor carries a stethoscope." (238)
- "Don't think. Look." -Ludwig Wittgenstein (238)
- Build on the ideas of others
- all of us are smarter than any of us
- Demand options
- don't settle for the first good idea
- Balance your portfolio
- document the process
- Design a life
- think of life as a prototype