Introduction By Martin Tomitsch and Cara Wrigley Design is no longer a discipline limited their way into physical envir
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Introduction By Martin Tomitsch and Cara Wrigley Design is no longer a discipline limited
their way into physical environments and
to the concerns of a singular, specific
products, from smart cities to internet-of-
domain. Like most other industries,
things and medical devices. Technological
the field of design is being challenged
advancements are changing the process
by the arrival of the fourth industrial
of design. As a result, we must integrate
revolution. Systems are becoming more
the requirements of all the domains,
complex, requiring more intuitive user
aspects and features that make up the
interfaces and multiple touch points,
most innovative solutions worldwide. We
from wearable screens to virtual reality
must design – think – make – break – and
headsets. Digital systems are weaving
then repeat.
Design evolution The responsibility of design has
As our global and lived environments
evolved over time along with industrial,
are becoming more complex, the role
technological and market shifts (Owen,
of design is changing yet again. We are
1991). For almost a century, design has
facing unprecedented global challenges,
been used to achieve a competitive
such as population growth and mass
advantage across industries. At the
urbanisation, and technology is advancing
beginning of design as a profession, this
and penetrating all aspects of our lives at
involved designers working with engineers
a rapidly increasing rate.
to achieve better construction techniques. Design is now seen as a pathway for
10
Introduction
As markets changed and caught up with
solving complex, nonlinear problems,
this trend, the role of design shifted to
which can’t be solved with technological
delivering a strategic advantage by having
or scientific approaches alone. It provides
products with better appearance, better
a framework for understanding the needs
human factors or usability, and better
of the people, as well as the space to
performance. Around the turn of the
translate these needs into solutions. For
century, the role of design changed again,
the first time, in the evolution of design
with companies seeking designers to help
as a field, the use of such methods
them develop better ideas and better
is no longer limited to skilled design
integration, now also including better
professionals. Using design as a way of
experiences and social inclusion.
thinking provides a strategic advantage
across many professions. Design is,
diamond encourages divergent thinking
therefore, becoming a capability-
followed by convergent thinking. The first
enhancing skill, equipping people with
diamond starts from a problem situation
the ability to deal with uncertainty,
and ends with a problem definition and
complexity and failure.
focuses on understanding the problem. The second diamond uses the resulting
The last two decades have seen much
problem definition as design brief and is
excitement around the term ‘design
concerned with finding the right solution.
thinking’, largely due to its adoption into business as an alternative approach to
Despite being criticised by some scholars
business strategy development. Herbert
for their simplified view of design as a
A. Simon first referred to design as a ‘way
process, models like the honeycomb
of thinking’ in his book ‘The Sciences of
and double diamond offer distinctive
the Artificial’ (Simon, 1969), proposing a
perspectives and considerations. They
structured approach for translating an
allow organisations to adopt their own
existing situation into a preferred situation
formalised design approach to inform how
using design methods – helping to
they operate and design their products
connect different elements contributing
and services.
to a final solution. In the 1980s the term ‘design thinking’ was used to describe the process of designing in architecture and urban planning (Rowe, 1991). Since then several frameworks have been formulated to provide guidance for when, how and which methods to apply at the various stages of a design process. These early works have laid the foundation for today’s role and place of design as an innovation method. Two popular design models that translate this way of thinking into a framework are the ‘honeycomb’ model proposed by the d.school at Stanford University and the ‘double diamond’ model published by the UK Design Council. The honeycomb model involves the stages of empathise, define, ideate, prototype and test, and stresses the importance of iteratively moving between those stages while working on a design project. The double diamond model entails the phases of discover and define (the first diamond), and develop
The changing role of design to provide a competitive advantage by achieving products, services, systems and environments of better quality. Levels 1 to 3 based on an original diagram by Owen (1990).
and deliver (the second diamond). Each
Design. Think. Make. Break. Repeat.
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Design. Think. Make. Break. Repeat. Arriving at an innovative solution is
than investing a lot of time in each step,
usually not a clear, straightforward
it is more productive to go through
pathway. Design requires learning about
the process as quickly and as often as
the context (the thinking part), building
possible (the repeating part). The earlier
prototypes as tangible representations
an idea or concept is broken, the quicker
(the making part) and testing potential
we can focus on improving it.
solutions (the breaking part). Rather
Design thinking For an innovation to be successful, it is
for and how to address their needs that
critical to not only have the technical
companies find most challenging.
and business opportunities in place but to also ensure that there is a real
To understand who we are designing for
need, a desire, for the product or service.
(users, customers or other stakeholders),
According to Eric von Hippel, a Professor
it is important to develop the skill of
at the MIT Sloan School of Management,
empathy. Design thinking uses a wide
70 to 80 percent of new product
array of methods to develop empathy
developments that fail do so not for lack
by collecting data from and about real
of advanced technology, but rather a
people and for translating this data into
failure to understand users’ needs. It’s
ideas and concepts.
understanding who we are designing
Design making Data and ideas collected during the
referred to as the minimal viable product
design thinking phase can be turned
(MVP). A concept, prototype or MVP
into concepts and prototypes – the
can be a representation of a specific
design making part of the process.
scenario, the entire user interface, or just
This is where we build a tangible
one feature built as a technical proof of
representation (or many representations)
concept.
of the solution. In some cases, this is also
12
Introduction
The model for designing products or services used in this book. The methods are not limited to one of the phases; many of them can be applied at different stages of a design project.
The steps of a design process are linked and interconnected. They don’t happen in isolation from each other. The better the research data collected initially, the more useful the tangible representation of the solution will be.
Design breaking One way to find out whether an idea
attempts, the prize went unclaimed for
works is to put it in front of potential users
over 17 years. In 1976, Paul MacCready,
or customers. Sometimes it might be
an aeronautical engineer, completed the
necessary to let go of an idea or concept
challenge by looking at the problem from
to make room for even better ideas
a different perspective. While everyone
to emerge. To break a design solution
else was trying to build a human-powered
requires embracing failure. Taking a
plane that can fly a figure eight around
different perspective and exploring many
two poles, he built a plane that could be
approaches rapidly can effectively solve
crashed and re-built within hours. His team
complex problems.
would often break the plane several times a day, and from those failures learn how to
In 1959, British industrialist Henry Kremer
improve their approach. The solution was
created a prize for designing a human-
to build a lightweight plane that could
powered aircraft that could fly a figure-
fly very slowly. Constantly breaking their
eight course around two poles half a
concept sped up the process of finding a
mile apart. Despite more than 50 official
new, successful solution.
Design. Think. Make. Break. Repeat.
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Repeating the steps The final step is to repeat all or some
that all those who sat on the left side
of the previous steps. Every iteration
of the studio would be graded based
leads to new insights, and the new
on the number of works they produced,
insights are what will set a product or
while the right side would be graded
service apart from other solutions in the
based on quality. When it came to
market. Designing, thinking, making and
grading the students’ submissions,
breaking many different representations
he found that those focusing on
quickly rather than striving to create
quantity had come up with much
one perfect solution leads to a more
more interesting and novel works than
innovative outcome.
those striving to develop a high-quality submission. Not getting fixated on one
According to David Bayles and Ted
idea allowed the students to try out
Orland a ceramics teacher one day
many different ideas quickly and that
announced that he would divide his
way producing overall higher-quality
class into two groups (Bayles & Orland,
works.
2001, p.29). He explained to the groups
Who we are designing for In interaction design, the end consumers
are different from the customers, who
of the designed products are commonly
are paying, for example, for targeted
referred to as users. This notion is also
advertising. The design of Facebook as
reflected in terms used to describe
a platform needs to consider and target
emerging design disciplines, such as user
both. A design process may also need
experience design, and methodologies
to consider other stakeholders, who
like user-centred design. However, this is
are individuals or organisations with
not always an accurate reflection of who
an invested interest or stand to gain or
is purchasing or engaging with an end
lose from the solution. The terms user,
design solution. Within the business and
customer and stakeholders are not
commercial world, the term customer is
always equally interchangeable and
frequently used instead. In some cases,
have been carefully selected and used
the user might not be the customer of a
throughout this book.
product. For example, users on Facebook
14
Introduction
How to use this book This book is written as a learning
which provides printable versions of
resource and reference guide to
templates as well as further resources
scaffold the reader’s understanding
to illustrate the use of the methods.
of the design process as a method for complex problem-solving and
As well as being a rich resource of
developing innovative solutions.
design methods and materials, the
The methods included in the book
book supports the teaching of students
are applicable to a variety of design
and readers from all disciplinary
projects and across a range of domains
backgrounds. It provides everyday
and industries. This cross-perspective
tools that assist with developing an
approach is also reflected in the choice
understanding of design thinking
of design briefs and case studies
by practically applying the methods
included in the book, which ranges
through exercises. The methods
from autonomous vehicles to designing
included in the book have been
the future shopping experience.
contributed by leading experts in the field. The exercises are based on many
The book is divided into methods that
years of experience in teaching the
include a full description along with
methods. All methods are grounded in
step-by-step exercises and ready-to-
research and link to academic articles
use blank templates. The methods are
that provide more detail on each
included in alphabetical order, rather
method.
than structured by phases, to reflect that they can be flexibly used and
The authors encourage researchers,
adopted across multiple phases. Icons
practitioners and learners to use,
indicate the phases, in which each
modify, re-interpret and critique the
method is typically used. However,
contents of this book. We welcome any
there is no hard rule about when a
feedback, suggested improvements or
method can or cannot be applied.
experiences with successes – and most definitely failures! In the spirit of the
Templates can be photocopied or
book, we look forward to its ongoing
used inside the book. The book
development through conversations
is accompanied by a website
with you.
(designthinkmakebreakrepeat.com), References Bayles, D., & Orland, T. (2001). Art & fear: Observations on the perils (and rewards) of artmaking. Image Continuum Press. Owen, C. L. (1990). Design education and research for the 21st century. Design Studies, 11(4), 202-206. Owen, C. L. (1991). Design education in the information age. Design Issues, 7(2), 25-33. Simon, H. A. (1969). The sciences of the artificial. Cambridge, MA: MIT Press. Rowe, P. G. (1991). Design thinking. Cambridge, MA: MIT Press.
Design. Think. Make. Break. Repeat.
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