Discussion Board, 4 Key Questions of Design Thinking 2024-02-29 16 - 09 - 10
Discussion Board, 4 Key Questions of Design Thinking 2024-02-29 16 - 09 - 10
Discussion Board, 4 Key Questions of Design Thinking 2024-02-29 16 - 09 - 10
WHEN DESIGNER HUGH DUBBERLY asked Tim Brennan of Apple’s Design, this drawing asserts, is simply magic – a mysterious
Creative Services group to define design for his book, How Do You no-man’s land where only the brave dare tread. Such a definition
Design?, Brennan drew the following picture: mocks the idea that a formal process could possibly exist for navi-
gating its many hairpin turns.
Our advice: don’t be put off by Brennan’s view of design.
Design has many different meanings, and the approach we will
describe here is more akin to Dorothy’s ruby slippers than to a
magic wand: you’ve already got the power; you just need to figure
out how to use it. Can the average manager be transformed into
$ the next Jonathan Ive? No more than your local golf pro can
? turn you into Tiger Woods. But can you improve your game?
Without a doubt.
When groups want to generate new ideas, brainstorming is often their 1. Identify a Leader. Rarely do groups explicitly commit to a struc-
first course of action. When this technique is effective, participants ture and set of processes to enhance the session’s effectiveness.
draw on each others’ pre-existing knowledge to create new combina- One strategy that can help is to identify a leader to oversee group
tions of ideas not previously considered. But brainstorming can fail in dynamics. In improvisational theatre, participants select a coach
at least as many ways as it can succeed. Over the past eight years I who takes a step back and offers advice. For example, if one indi-
have worked closely with designers who take brainstorming very seri- vidual is not being heard by his fellow ‘players’, the coach may pub-
ously and together, we have added a new technique to the brain- licly advise him to speak up. Active coaching can also benefit brain-
storming mix: improvisation. storming sessions. During one session, a leader noticed that a col-
Like brainstorming, improvisation is a creative collaboration league was drawing interesting ideas on his notepad; she asked him
between people with a common goal of developing engaging ideas to share his ideas and upon doing so, he received praise from the
within a prescribed amount of time. To date, I have taught improvisa- rest of the team. From that point on, he positively informed the out-
tion techniques to approximately 60 practitioners, 170 undergradu- put of the brainstorm.
ate and graduate students and 80 faculty members at Stanford and
Northwestern Universities. 2. Withhold Judgment. A variety of improvisation activities can help a
Early on, participants are exposed to the rules of effective brain- group transition to the non-judgmental frame of mind required for
storming developed by BBDO founding partner Alex Osborn. While brainstorming. One such activity, called Malapropism, involves individ-
‘Osborn’s Rules’ for effective brainstorming remain pertinent, my uals walking around a room, pointing to familiar objects and calling
experience indicates that they can be optimized by importing tech- them by another name out loud. For example, a one might point to a
niques from the world of improvisation. Let’s look at each rule in turn, lamp and call it a ‘garage’. The goal of the activity is to misname as
and how improvisation can enhance it. many objects in the room as possible. As participants move through
the room, they hear others misnaming objects, thereby normalizing support their product. The first designer began by saying “Let’s design
‘failure’ and breaking free from the mindsets that constrain us to see enterprise software that is easy to use.” Withholding criticism, the
the world as we are accustomed to seeing it. group members smiled and said, “Yes, let’s.” A second designer made
a second suggestion building on the first, offering, “And let’s make
3. Build on the Ideas of Others. Brainstormers can practice this skill software that people look forward to using every day at work.” The
by playing a popular improvisation activity called Yes, Let’s. This group responded in agreement saying, “Yes, let’s.” The exercise contin-
involves picking an imaginary activity in which the group will partici- ued until a company and product had been defined. These designers
pate, such as planning a party or going on a trip. Participants gener- reported generating an idea that – while it seemed crazy at first –
ate ideas and offer them to each other, beginning each offer with the actually led to a discussion of a viable idea.
phrase, “Let’s…”, and the group responds with, “Yes, let’s.” The first
player makes a suggestion such as, “Let’s travel to Paris” and then 4. Generate a Large Quantity of Ideas. Brainstormers can prac-
gestures in a way that supports her suggestion. Withholding any crit- tice being prolific idea generators using a modified improvisation
icism that might spontaneously arise in a group member’s mind, the activity called New Choice. For this activity, two people stand side
group responds, “Yes, let’s!” A second player adds a suggestion: by side, and a third player stands to the side. The two players begin
“…And let’s climb the Eiffel Tower,” and gestures accordingly. The to have a conversation about building a new product. When the
group responds, “Yes, let’s.” A third person adds, “…And let’s return player to the side doesn’t like what has been said, she asks the play-
home and teach our friends how to speak French,” and so on, until the er who last spoke to offer a new choice. If she is still not pleased
energy of the group begins to falter. with that response, she asks the player to offer another new choice.
In my class, designers often modified this activity to be product- The goal is not to critique, but to have the players generate
focused. One group decided to design a product and a company to ideas as quickly as possible. For example, one player might say >>
“Let’s create a product for the elderly.” The other might say, “Yes, ple, one pair of players passed a small trash can back and forth, devel-
let’s build a safer walking cane.” The third player coaches the second oping multiple uses for it including “a stool” and “a door stop.” The stu-
player to come up with a new choice by saying “New choice.” The dents realized that to generate more alternate uses, they had to relin-
second player responds, “Yes, let’s build a wheelchair for snowy quish their preconceptions of what a trash can could be. As they con-
weather.” The third player coaches the second player for a new tinued the activity, the trash can became more imaginative things,
choice again by saying “New choice.” The second player says, “Yes, including a cup for giants and a boat for a mouse.
let’s build a new limb for the elderly.” The coach requests new choic- In the end, brainstorming will always be an unreliable process, but
es until s/he is satisfied with the new direction. it remains one that shows great promise for idea generation. As indi-
cated, theatrical improvisation offers a new set of tools to support
5. Free-wheel. This simply means generating ideas free of constraints, the group dynamic that enhances brainstorming effectiveness.
and can be practiced by playing a modified version of an improv activi-
ty called Presents. During this activity, participants pair up and pass a Elizabeth Gerber is a professor at the Segal Design Institute at Northwestern
familiar object back and forth. When the object is received in hand, the University. With student designer Molly Lafferty, Elizabeth’s lab created
player names the object and then describes an alternative use for it. Betterbrainstorms.com, a collection of improv inspired games for brainstormers.
She previously spent five years developing programs and teaching at Stanford
The goal is to pass the object back and forth as quickly as possible
University’s Hasso Plattner Institute of Design (‘the d.School’). She is also the fac-
while generating as many alternative uses as possible, until the original ulty founder of Design for America, an award-winning educational initiative build-
use of the object becomes just one of many ‘possible uses’.For exam- ing creative confidence in students through design for local and social impact.