3 Pillars of Design Thinking (and a Motown Song)Posted: July 21, 2011 | |
You guys remember the Tams, right? You know…THE Tams…the matching suit-wearing, beach music sounding, motown group. They are also from the the greatest city in America – Atlanta, GA (coincidentally my hometown). You might remember this song as one of their biggest hits:
Be Young, Be Foolish, Be Happy – How in the world does this relate to design thinking? Well, in my feeble mind those three phrases are a very concise and easy way to remember (or explain) a few of the major themes of design thinking.
Be Young :: Think like a child
Think creatively – The “kids say the craziest things” kind of creative. Design Thinking usually promotes attacking a problem by first discovering the real roots of the problem. To do this, design guru Bruce Mau suggests asking “stupid questions.” This goes back to comments in my first post about the disadvantage that experts have when it comes to being innovative. Experts tend to work within a set of assumptions that result from their years of experience. I’m not discounting the value of experience or expertise, but innovation requires taking certain leaps of faith. Outsiders (non-experts) tend to ask “stupid questions” that can challenge assumptions in a way that can glean new truths. I found one article that called this “creating a disruptive hypothesis.” In short, designers approach problems like children – by asking “WHY?” Anyone with young children knows that kids tend to ask “why” A LOT…in succession….to exhaustion. This is exactly the process that design firm IDEO goes through. The 5 Whys Technique is a process of proposing a problem and asking 5 successive why questions that challenges assumptions and hopefully redefines and focuses the original proposition. So, be young, think like a child, and uncover the root of the issue.
Be Foolish :: Stupid, Crazy, Wild Ideas
Similar to Being Young, Being Foolish has to do with taking a chance – putting yourself out there – not being afraid to ask “stupid questions.” Have you ever been in a meeting or classroom and withheld an idea because you were scared others wouldn’t get it? I’ve been there lots of times. Well, being foolish is the exact opposite. Most Design Thinking models include some sort of brainstorming or ideating phase. In this scenario, any off the wall idea is fair game and is in fact encouraged. This is not unlike the guy at the bar who asks out every girl he sees under the assumption that eventually one will say yes. Eventually one idea will be the one that sparks a truly innovative project. I must stop at this point because I’m reminded of one of my favorite TED talks from TEDxAtlanta. Armin Vit makes the case for being foolish and thinking stupid far better than I can. He says: “One is considered stupid until proven creative.” Watch this one – it’s thoroughly entertaining.
Be Happy :: Empathize to find purpose
If you read my previous post (Attempting to) Define Design Thinking, you might remember that I settled on a definition that had to do with looking at problems from different perspectives in order to affect positive change. What I was getting at, specifically, was to look at the world through someone else’s eyes. Preferably through the eyes of the person(s) whom you are attempting to positively effect. In a word – Empathize. Admittedly, empathy in and of itself can be depressing. But designers use empathy as the primary source of inspiration, and solving a problem for a group you empathize with can be immensely rewarding. The end result can be far reaching like the work that Architecture for Humanity does. In short someone brave enough to ask the question: “Why does temporary housing for people displaced by natural disaster (like Katrina) have to be tin can trailers? These people deserve to live in a proper house with dignity.” So, Architecture for Humanity designed and built small cottages that looked like proper, cozy homes and cost even less than the infamous FEMA trailer. Brilliant. Empathy can also uncover solutions to problems that the majority of people didn’t even know they had. The founder of OXO kitchen utensils began his company after observing his arthritic wife having difficulty using a skinny, all metal vegetable peeler. He designed a utensil with a large soft handle with “fins” integrated for better grip. The result was a product that nearly everyone appreciated – not just arthritic grandmothers. Until OXO came along no one even considered that a lowly kitchen utensil could or even should be improved. The point is: finding solutions for someone other than oneself can be extremely rewarding whether it impacts one person or a million.
Be Young :: Be Foolish :: Be Happy is an easy way I’ve found to be mindful of some of the major tenants of the Design Thinking process. Design Thinking is a process, however, and more steps are needed than these three. I’ll perhaps devote a future post to the similarities and differences between some of the Design Thinking for Education models I’ve come across. If you can’t stand to wait, check out these great resources: