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RE-THINKING
DESIGN THINKING
Panu Korhonen
designer, researcher, leader
+358 50 3010 432

panu@nordkapp.fi
www.nordkapp.fi

@Nordkapp
DESIGN SOLVES
WICKED PROBLEMS
Building Shared Understanding of Wicked Probkems, Karen Christensen’s interview of Jeff Conkin
Six characteristics of Wicked Problems - Ken Christensen & Jeff Conkin
1. You don’t understand the problem until you have
developed a solution.
Every solution that is offered exposes new aspects of the
problem, requiring further adjustments to the potential solutions.
There is no definitive statement of ‘the problem’: these
problems are ill-structured and feature an evolving set of
interlocking issues and constraints.
2. There is no stopping rule.
Since there is no definitive ‘the problem’, there is also no
definitive ‘the solution.’ The problem-solving process ends
when you run out of resources such as time, money or energy,
not when an optimal solution emerges.
3. Solutions are not right or wrong.
They are simply ‘better/worse’ or ‘good enough/not good
enough’. The determination of solution quality is not objective
and cannot be derived from following a formula.
4. Each is essentially unique and novel.
No two wicked problems are alike, and the solutions to them
will always be custom designed and fitted. Over time we can
acquire wisdom and experience about the approach to wicked
problems, but one is always a beginner in the specifics of a new
wicked problem.
5. Every solution is a ‘one-shot operation’.
Every attempt has consequences. This is the ‘Catch 22’ of
wicked problems: you can’t learn about the problem without
trying solutions, but every solution is expensive and has lasting
consequences that may spawn new wicked problems.
6. There is no given alternative solution.
A host of potential solutions may be devised, but another host
are never even thought of. Thus it is a matter of creativity to
devise potential solutions, and a matter of judgement to
determine which should be pursued and implemented
“Interaction Design must be
agile and solve the most wicked
societal problems. ”
www.nordkapp.fi

@Nordkapp
CURRENT DESIGN
PROCESS IS FLAWED
Current dominant design thinking process
empathize define ideate prototype test
Very little variation throughout the design community
What is wrong with current design thinking process?
1. It’s a waterfall
2. The order is unrealistic
3. It consists of activities but not results
empathize define ideate prototype test
www.nordkapp.fi

@Nordkapp
WHY IS THIS A
PROBLEM?
Why is this a problem?
We are prisoners of our
vocabulary
and
visualizations.
Why is this a problem?
We tend to retrofit all projects to
this model.
empathize define ideate prototype test
Therefore the model limits how we design.
www.nordkapp.fi

@Nordkapp
1. IT’S A WATERFALL
It’s a waterfall
empathize define ideate prototype test
The process is presented as a phased, linear waterfall.
It does not align with modern agile or lean processes.
Software abandoned waterfall long time ago.
When will design go agile?
(The backwards pointing iteration arrows in many charts is only a patch solution.)
empathize define ideate prototype test
Turning the process from waterfall to agile
empathize
define
ideate
prototype
test
empathize
define
ideate
prototype
test
empathize
define
ideate
prototype
test
empathize
define
ideate
prototype
test
SPRINT 0 SPRINT 1 SPRINT 2 SPRINT N
The new design process is agile
empathize
define
ideate
prototype
test
empathize
define
ideate
prototype
test
empathize
define
ideate
prototype
test
empathize
define
ideate
prototype
test
Agile design process is organized in sprints.
Each sprint can include any or all of the activities, as needed.
SPRINT 0 SPRINT 1 SPRINT 2 SPRINT N
www.nordkapp.fi

@Nordkapp
2. THE ORDER IS
UNREALISTIC
The order is unrealistic
Maher, Poon, Boulanger: Formalising design as co-evolution, 1996
The problem cannot be defined in the
beginning of the process.
“You don’t understand the problem until you have developed a
solution” (Rittel & Webber, 1973)
Fixing the problem too early
empathize define ideate prototype testProblem Solution
The old model defines the problem early in the
process.
After that it is too costly to change the problem
definition and rewind back to beginning.
Forcing the starting point to be a problem
empathize define ideate prototype testProblem Solution
The starting point for design is not necessarily a problem.
It can be a product idea that needs validation, or existing
system that needs improvement.
The rigid phased model requires to formulate these as
problems.
In the new process, problem and solution co-evolve
Solution
Problem
Initial assumptions Final output
In new model the problem and the solution co-evolve
throughout the process.
The maturity and confidence increase until the end.
It’s ok and useful to have a solution ideas in the beginning.
They help mapping out the problem space.
SPRINT 0 SPRINT 1 SPRINT 2 SPRINT N
www.nordkapp.fi

@Nordkapp
3. ACTIVITIES INSTEAD
OF RESULTS
No inputs, no outputs
What are the inputs and outputs
of the phases?
empathize define ideate prototype test
The current model doesn’t define the inputs or the outputs. What
outputs do we need in order to move on to next phase?
If we focus only on activities, we don’t question if these activities are
useful. We do them because process tells us to.
The invisible inputs and outputs
There are outputs, but they are not
visualized in the process.
problem
target group
question
objective
driver
priority
context
task
criteria
benefit
feature
service
solutionappearahce
brand
enabler
technology
device
app
ad
empathize define ideate prototype test
Evolving problem and solution spaces
The inputs and outputs consist of evolving
problem and solution spaces.
problem
target group
question
objective
driver
priority
context
task
criteria
benefit
feature
service
solutionappearahce
brand
enabler
technology
device
app
ad
empathize define ideate prototype test
Solution
Problem
Design arenas
These can be formulated as
design arenas.
empathize define ideate prototype test
Purposes
Beneficiaries
Evaluations
Artefacts
Design arenas in the new design process
Design arenas evolve with the new agile design process.
They exist in the beginning, and they form the results of the
process at the end.
SPRINT 0 SPRINT 1 SPRINT 2 SPRINT N
Purposes
Beneficiaries
Evaluations
Artefacts
Design arenas in the new design process
Purposes what is it for, improved benefits,
reduced or removed costs and risks
Beneficiaries who is it for: users, customers, stakeholders;
also maleficiaries
Artifacts technologies, competition, features, prototypes,

digital services, physical products, etc.
Evaluations research, studies; how the artifacts fit the purpose

for the beneficiaries
Gilbert Cockton: Design isn't a Shape and It Hasn't Got A Centre: Thinking BIG About
Excellences in Post-Centric Interaction Design, MIDI conferencem 2013
www.nordkapp.fi

@Nordkapp5. New visualizations
THE NEW DESIGN
PROCESS
Who do we expect to be the beneficiaries?
What are the purposes of the outcome? How will it
benefit the beneficiaries? What are the metrics?
Are there existing artifacts? Do we have ideas for the
new artifacts? What are the tech capabilities and
limitations?
Are there earlier relevant studies and evaluation reports?
Create the first design arenas canvas and kanban board
Sprint 0: Set-up the process
SPRINT 1 SPRINT 2 SPRINT NSPRINT 0
Sprint 1: Design
Select the items of least confidence among beneficiaries,
purposes, artifacts, evaluations.
Review the available people vs. needs and time/
resources left.
Plan the activities and select the methods for this sprint.
Plan tentatively ahead for the next couple of sprints.
Update the design kanban board
Perform the planned activities. Keep design canvas up-
to-date
Review sprint results
Arrange a sprint retrospective
SPRINT 0 SPRINT 2 SPRINT NSPRINT 1
Sprint 2… Repeat
Select the items of least confidence among beneficiaries,
purposes, artifacts, evaluations.
Review the available people vs. needs and time/
resources left.
Plan the activities and select the methods for this sprint.
Plan tentatively ahead for the next couple of sprints.
Update the design kanban board
Perform the planned activities. Keep design canvas up-
to-date
Review sprint results
Arrange a sprint retrospective
SPRINT 0 SPRINT NSPRINT 1 SPRINT 2
Sprint N: Release and plan forward
Review and release the final version of the
artifacts.
Review the status and initial designs for the
next releases.
Review purposes as targets for post-release
metrics and targets for next releases
Plan for post-launch evaluations with the
beneficiaries: tests, surveys and analytics
Arrange a project retrospective
SPRINT 0 SPRINT 1 SPRINT 2 SPRINT N
www.nordkapp.fi

@Nordkapp5. New visualizations
TOOLS FOR THE
NEW PROCESS
Tools for new design process
Purposes
Evaluations Artefacts
Beneficiaries
The New Design Process
Design Arena Canvas
The Design Arena Canvas comes from Nordkapp, Helsinki.
www.nordkapp.fi
This work is licensed under a Creative Commons
Attribution-ShareAlike 4.0 International License.
Year & project name
What should the end state be after introducing the
artefacts to the world. What are they for and how
do they benefit the beneficiaries?
Persons or entities that benefit from the
results of the design.
Plans, activities and results where we analyse how
the artefacts (or prototypes of them) fit the purpos-
es for the beneficiaries
The intangible or tangible, physical or digital as-
pects of the results. These are typically the results
that you associate with the word design in the tra-
ditional sense
DESIGN KANBAN DESIGN ARENAS CANVAS
Managing design tasks Visualizing the evolving design arenas
SPRINT 0 SPRINT 1 SPRINT 2 SPRINT N
TODO IN PROGRESS DONE
Purposes
Beneficiaries
Evaluations
Artefacts
Design arenas kanban
Design arenas canvas
Purposes
Evaluations Artefacts
Beneficiaries
The New Design Process
Design Arena Canvas
The Design Arena Canvas comes from Nordkapp, Helsinki.
www.nordkapp.fi
This work is licensed under a Creative Commons
Attribution-ShareAlike 4.0 International License.
Year & project name
What should the end state be after introducing the
artefacts to the world. What are they for and how
do they benefit the beneficiaries?
Persons or entities that benefit from the
results of the design.
Plans, activities and results where we analyse how
the artefacts (or prototypes of them) fit the purpos-
es for the beneficiaries
The intangible or tangible, physical or digital as-
pects of the results. These are typically the results
that you associate with the word design in the tra-
ditional sense
www.nordkapp.fi

@Nordkapp
SUMMARY
Summary: the new design process
This is just the beginning to understand a new design process model. It will
take time before we can free our minds from the old.
In time, we will come up with new and better visualizations, vocabulary and
practices for the new process.
Note that the current methods are still completely valid.
What you should do?
Be conscious about your design process, vocabulary and visualizations.
Apply the new design model for your project and see how it works for you.
Help creating the new model. Challenge and discuss.
Summary: the new design process
SPRINT 0 SPRINT 1 SPRINT 2 SPRINT N
Purposes
Beneficiaries
Evaluations
Artefacts
THANK YOU
Panu Korhonen
designer, researcher, leader
+358 50 3010 432

panu@nordkapp.fi

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Re-thinking Design Thinking

  • 1. RE-THINKING DESIGN THINKING Panu Korhonen designer, researcher, leader +358 50 3010 432
 panu@nordkapp.fi
  • 3.
  • 4. Building Shared Understanding of Wicked Probkems, Karen Christensen’s interview of Jeff Conkin Six characteristics of Wicked Problems - Ken Christensen & Jeff Conkin 1. You don’t understand the problem until you have developed a solution. Every solution that is offered exposes new aspects of the problem, requiring further adjustments to the potential solutions. There is no definitive statement of ‘the problem’: these problems are ill-structured and feature an evolving set of interlocking issues and constraints. 2. There is no stopping rule. Since there is no definitive ‘the problem’, there is also no definitive ‘the solution.’ The problem-solving process ends when you run out of resources such as time, money or energy, not when an optimal solution emerges. 3. Solutions are not right or wrong. They are simply ‘better/worse’ or ‘good enough/not good enough’. The determination of solution quality is not objective and cannot be derived from following a formula. 4. Each is essentially unique and novel. No two wicked problems are alike, and the solutions to them will always be custom designed and fitted. Over time we can acquire wisdom and experience about the approach to wicked problems, but one is always a beginner in the specifics of a new wicked problem. 5. Every solution is a ‘one-shot operation’. Every attempt has consequences. This is the ‘Catch 22’ of wicked problems: you can’t learn about the problem without trying solutions, but every solution is expensive and has lasting consequences that may spawn new wicked problems. 6. There is no given alternative solution. A host of potential solutions may be devised, but another host are never even thought of. Thus it is a matter of creativity to devise potential solutions, and a matter of judgement to determine which should be pursued and implemented
  • 5. “Interaction Design must be agile and solve the most wicked societal problems. ”
  • 7. Current dominant design thinking process empathize define ideate prototype test
  • 8. Very little variation throughout the design community
  • 9. What is wrong with current design thinking process? 1. It’s a waterfall 2. The order is unrealistic 3. It consists of activities but not results empathize define ideate prototype test
  • 11. Why is this a problem? We are prisoners of our vocabulary and visualizations.
  • 12. Why is this a problem? We tend to retrofit all projects to this model. empathize define ideate prototype test Therefore the model limits how we design.
  • 14. It’s a waterfall empathize define ideate prototype test The process is presented as a phased, linear waterfall. It does not align with modern agile or lean processes. Software abandoned waterfall long time ago. When will design go agile? (The backwards pointing iteration arrows in many charts is only a patch solution.)
  • 15. empathize define ideate prototype test Turning the process from waterfall to agile empathize define ideate prototype test empathize define ideate prototype test empathize define ideate prototype test empathize define ideate prototype test SPRINT 0 SPRINT 1 SPRINT 2 SPRINT N
  • 16. The new design process is agile empathize define ideate prototype test empathize define ideate prototype test empathize define ideate prototype test empathize define ideate prototype test Agile design process is organized in sprints. Each sprint can include any or all of the activities, as needed. SPRINT 0 SPRINT 1 SPRINT 2 SPRINT N
  • 18. The order is unrealistic Maher, Poon, Boulanger: Formalising design as co-evolution, 1996 The problem cannot be defined in the beginning of the process. “You don’t understand the problem until you have developed a solution” (Rittel & Webber, 1973)
  • 19. Fixing the problem too early empathize define ideate prototype testProblem Solution The old model defines the problem early in the process. After that it is too costly to change the problem definition and rewind back to beginning.
  • 20. Forcing the starting point to be a problem empathize define ideate prototype testProblem Solution The starting point for design is not necessarily a problem. It can be a product idea that needs validation, or existing system that needs improvement. The rigid phased model requires to formulate these as problems.
  • 21. In the new process, problem and solution co-evolve Solution Problem Initial assumptions Final output In new model the problem and the solution co-evolve throughout the process. The maturity and confidence increase until the end. It’s ok and useful to have a solution ideas in the beginning. They help mapping out the problem space. SPRINT 0 SPRINT 1 SPRINT 2 SPRINT N
  • 23. No inputs, no outputs What are the inputs and outputs of the phases? empathize define ideate prototype test The current model doesn’t define the inputs or the outputs. What outputs do we need in order to move on to next phase? If we focus only on activities, we don’t question if these activities are useful. We do them because process tells us to.
  • 24. The invisible inputs and outputs There are outputs, but they are not visualized in the process. problem target group question objective driver priority context task criteria benefit feature service solutionappearahce brand enabler technology device app ad empathize define ideate prototype test
  • 25. Evolving problem and solution spaces The inputs and outputs consist of evolving problem and solution spaces. problem target group question objective driver priority context task criteria benefit feature service solutionappearahce brand enabler technology device app ad empathize define ideate prototype test Solution Problem
  • 26. Design arenas These can be formulated as design arenas. empathize define ideate prototype test Purposes Beneficiaries Evaluations Artefacts
  • 27. Design arenas in the new design process Design arenas evolve with the new agile design process. They exist in the beginning, and they form the results of the process at the end. SPRINT 0 SPRINT 1 SPRINT 2 SPRINT N Purposes Beneficiaries Evaluations Artefacts
  • 28. Design arenas in the new design process Purposes what is it for, improved benefits, reduced or removed costs and risks Beneficiaries who is it for: users, customers, stakeholders; also maleficiaries Artifacts technologies, competition, features, prototypes,
 digital services, physical products, etc. Evaluations research, studies; how the artifacts fit the purpose
 for the beneficiaries Gilbert Cockton: Design isn't a Shape and It Hasn't Got A Centre: Thinking BIG About Excellences in Post-Centric Interaction Design, MIDI conferencem 2013
  • 30. Who do we expect to be the beneficiaries? What are the purposes of the outcome? How will it benefit the beneficiaries? What are the metrics? Are there existing artifacts? Do we have ideas for the new artifacts? What are the tech capabilities and limitations? Are there earlier relevant studies and evaluation reports? Create the first design arenas canvas and kanban board Sprint 0: Set-up the process SPRINT 1 SPRINT 2 SPRINT NSPRINT 0
  • 31. Sprint 1: Design Select the items of least confidence among beneficiaries, purposes, artifacts, evaluations. Review the available people vs. needs and time/ resources left. Plan the activities and select the methods for this sprint. Plan tentatively ahead for the next couple of sprints. Update the design kanban board Perform the planned activities. Keep design canvas up- to-date Review sprint results Arrange a sprint retrospective SPRINT 0 SPRINT 2 SPRINT NSPRINT 1
  • 32. Sprint 2… Repeat Select the items of least confidence among beneficiaries, purposes, artifacts, evaluations. Review the available people vs. needs and time/ resources left. Plan the activities and select the methods for this sprint. Plan tentatively ahead for the next couple of sprints. Update the design kanban board Perform the planned activities. Keep design canvas up- to-date Review sprint results Arrange a sprint retrospective SPRINT 0 SPRINT NSPRINT 1 SPRINT 2
  • 33. Sprint N: Release and plan forward Review and release the final version of the artifacts. Review the status and initial designs for the next releases. Review purposes as targets for post-release metrics and targets for next releases Plan for post-launch evaluations with the beneficiaries: tests, surveys and analytics Arrange a project retrospective SPRINT 0 SPRINT 1 SPRINT 2 SPRINT N
  • 35. Tools for new design process Purposes Evaluations Artefacts Beneficiaries The New Design Process Design Arena Canvas The Design Arena Canvas comes from Nordkapp, Helsinki. www.nordkapp.fi This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License. Year & project name What should the end state be after introducing the artefacts to the world. What are they for and how do they benefit the beneficiaries? Persons or entities that benefit from the results of the design. Plans, activities and results where we analyse how the artefacts (or prototypes of them) fit the purpos- es for the beneficiaries The intangible or tangible, physical or digital as- pects of the results. These are typically the results that you associate with the word design in the tra- ditional sense DESIGN KANBAN DESIGN ARENAS CANVAS Managing design tasks Visualizing the evolving design arenas SPRINT 0 SPRINT 1 SPRINT 2 SPRINT N
  • 36. TODO IN PROGRESS DONE Purposes Beneficiaries Evaluations Artefacts Design arenas kanban
  • 37. Design arenas canvas Purposes Evaluations Artefacts Beneficiaries The New Design Process Design Arena Canvas The Design Arena Canvas comes from Nordkapp, Helsinki. www.nordkapp.fi This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License. Year & project name What should the end state be after introducing the artefacts to the world. What are they for and how do they benefit the beneficiaries? Persons or entities that benefit from the results of the design. Plans, activities and results where we analyse how the artefacts (or prototypes of them) fit the purpos- es for the beneficiaries The intangible or tangible, physical or digital as- pects of the results. These are typically the results that you associate with the word design in the tra- ditional sense
  • 39. Summary: the new design process This is just the beginning to understand a new design process model. It will take time before we can free our minds from the old. In time, we will come up with new and better visualizations, vocabulary and practices for the new process. Note that the current methods are still completely valid. What you should do? Be conscious about your design process, vocabulary and visualizations. Apply the new design model for your project and see how it works for you. Help creating the new model. Challenge and discuss.
  • 40. Summary: the new design process SPRINT 0 SPRINT 1 SPRINT 2 SPRINT N Purposes Beneficiaries Evaluations Artefacts
  • 41. THANK YOU Panu Korhonen designer, researcher, leader +358 50 3010 432
 panu@nordkapp.fi