Showing posts with label Ideo. Show all posts
Showing posts with label Ideo. Show all posts

The Perspective of Human Centered Design: What is it?


Human Centered Design has two premises. The first, individuals comprising a culture are the experts of their culture. The second, in order to design a solution for a culture’s problem, the designer is not the expert of the solution or the problem. A culture comprises all the rules and beliefs, tacit and explicit, governing interactions between individuals, thought and action processes, and value systems. An individual can be a part of several different cultures and cultures may also influence one another just as individuals influence one another.

The implications of these two premises set the necessary conditions for a design process that removes the designer as the locus of action for solving and framing a problem. This means the designer acts as a communicator and investigator, discovering a culture’s problem through ethnographic research, interviews and surveys, and cultural probes. The information gathered is synthesized, analyzed, and summarized to be communicated back to the individuals of a culture so these individuals may validate or invalidate how the culture is framing its own problem. This means the human centered designer is also a facilitator, allowing the culture to use the designer as a means to solving their own problem.

Previous attempts at describing the human centered design process and other design related topics:


  • Reflections on Design Research: Framing the Problem, Part 2
  • Reflections on Design Research: Framing the Problem
  • From Neuroscience and Philosophy to Design: Some Thoughts on Thinking and Solving
  • The Shopping Mall and The Design Process
  • Explaining Design to Non-Designers
  • Revisiting Design's Value to Business
  • Design vs Business: What Value Does Design Add to Business?
  • Design Research: The IDEO Way
  • Fourth Order Design: The Underlying Structure of Communities and Moral Obligations of Designers

  • Communicating Design to Non-Designers

    Now that I've almost completed my Master's in Industrial Design, I've been struggling with how to communicate what I do to people that confuse different disciplines of design with each other. Part of what gives rise to this confusion is figuring out the role the designer should play within an organization, as part of a team, as a freelancer, and even as an entrepreneur. The problem I've encountered with clients is the perception of design. They perceive design as its end result, which is aesthetics, feelings, a sense of ease while savoring a well designed experience or interaction. I use the word experience very loosely, and as an umbrella term for products, services, systems of people, corporations, etc.

    Being a designer, I've been trying to frame this problem of client perception in various ways, and I've been prototyping various explanations and I'm going to present the latest iteration:

    Design is a problem solving process that encompasses two major parts. The first is researching and framing a problem, the second is prototyping and iterating a solution. Transitioning from the first to the second part requires synthesis and analysis on the subject being studied.

    Since I'm receiving a master's degree, people tell me I'm supposed to be an expert in something. I'd argue that I'm an expert in a process as opposed to being an expert in a specific field. This process is sometimes called design thinking, and other times people call it human centered design or fourth order design. It leverages anthropology, psychology, and sociology to make sense of the human experience in order to research and frame a problem. For prototyping and iterating solutions, we leverage digital and physical tools: borrow processes from engineering and graphic and product design, to business modeling and service design.

    I've been having difficulty figuring out a role for myself within an organization and how I should present myself because every job opportunity I've had thus far has been from word of mouth, meeting and talking, and occasionally brainstorming to show some of these design thinking tools in action.

    More to come as I spend time thinking about my role as a designer within an organization, and my role in our current society and as an entrepreneur.


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    Reflections on Design Research: Framing the Problem

    This is the first post in a series of posts I'll be writing about human centered design. I see these posts as a way to help me think about and verbalize what I do by practicing and getting feedback on these essays.

    I've been involved in the field of human centered design for the past two and a half years. It's a field that has at its core a meta-level of analysis and synthesis on the design process. A process that many say started at IDEO, and it's a problem solving technique that has greatly shown its impact in Silicon Valley. But there a other design firms, like frog design, which also demonstrate a similar design philosophy.

    The design research process is about creating new wisdom for the purpose of designing tools that solve problems people face as they go about their lives and perform their jobs. I think the most important part of the design research process is to figure out how to frame the problem, because in the end, the solution will closely follow the description of the problem. Looking at design at this high level, there are three parts, framing the problem, prototyping a solution, and oscillating between the two states of framing the problem and prototyping a solution.

    I've come to understand design research as a way to learn about the world and make sense of the human experience by fashioning and fabricating tools that can probe and structure the information observed about the world. I'll use examples from my thesis to demonstrate and illuminate design research in practice.

    One place a human centered designer can start is by performing ethnographic research. This can take the form of interviews, surveys, shadowing, role-playing, etc. One application of ethnographic research is to understand a community, a person, a market, an organization, corporation, etc. This type of research will reveal the community's culture, how the different individuals comprising the culture function autonomously and interactively. This process eventually reveals a problem or opportunity that can be addressed via design.

    For example, I engaged with and ethnographically researched the Philadelphia technology startup community for my thesis. I began by doing interviews, which then led to discoveries of challenges and opportunities the community faces. There were two rounds of interviews for my thesis, the first was my initial probe into discovering what the community's problems, challenges, and opportunities. The three major themes discovered revolved around a lack of funding in the Philadelphia region, the need for mentors and advisers who have been entrepreneurs, and each startup's need to figure out how to gain initial traction. The second round of interviews leveraged the knowledge I had gained from the first round of interviews, and I designed a research tool to reveal the community's perspective on resource dispersion. To move my thesis forward, I had to discover where mentors and advisers were located and how they were dispersed throughout the community. Being able to visually map data that's collected in this manner has played a key role in making new connections between information that's normally not connected.

    Mapping the Philadelphia Startup Community and the Relationships between different organizations
    Another example is observing startups operate and function in their natural environment in order to observe the entrepreneurial culture specific to Philadelphia. To do this, I attended and observed multiple Philly Startup Weekends, observed the Philly Tech Meetup and PSL's Founder Factory, and had the opportunity to help and observe the various startups at the 2012 GoodCompany Ventures program.

    Startup Weekend, Mentor Providing Advice
    Doing this aided in understanding that mentors/advisers and entrepreneurs can serrendipitiously meet or have planned meetings; eventually, realizing how mentors and advisers may serendipitously interact with entrepreneurs and how mentors and advisers trust and identify each other. At this step in the process, I was finally able to frame the problem for my thesis and I could begin prototyping different solutions (Request for Mentoring, Mentoring Progress Report, and Mentoring System). Also, at this point in my thesis, my thesis began oscillating between prototyping solutions and reframing the problem as I continued to learn from the prototypes I tested.

    The next phase of research for my thesis was understanding what goes on during a mentoring/advising session and what goes on before and after the mentor/adviser and entrepreneur meet face-to-face, which eventually will lead to a mentoring system that will benefit entrepreneurs, mentors/advisers, and the organizations that provide mentoring/advising.

    You can explore the current draft of my thesis here.

    Read the next post in this series here.


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    Revisiting Design's Value to Business

    About two years ago, when I first started studying human centered design, I began articulating the value design adds to business. Re-reading my old blog post reminded me of my own inexperience with the matter, and now with two years of graduate design experience and a year's worth of experience in the internet startup world, I'd like to provide another round of analysis about design and business. These views are bound to change again in the future as I apply the design process to more business related problems.

    When working as a human centered designer with a company, either as a consultant or an employee, the work the designer does begins and ends with people - their needs, their wants, their problems and challenges. The designer observes, interviews, and documents people to discover their needs and challenges. From there, the designer prototypes in response to what they've learned in order to test assumptions and iterate as needed. At the end of the day, it's about understanding people and creating meaningful services, systems, and products that meet the needs of the company's end user.

    Now what that means for the internet startup (the community I've been a part of for the past year in Philadelphia) is that the human centered designer can help to understand, communicate, and refine the systems the startup's a part of, the people they're reaching out to, the services or products they're creating, and conveying how they all fit together. The role I've begun to fill is that of a thinker, a researcher, and a maker - and collaboration is the at the root of everything I just said.


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    Bill Moggridge Lecture

    Bill Moggridge was speaking at UPenn's design department. He broke up his life into three segments that paralleled the changes in design, from traditional design to design thinking. He described the first design firm he started in the upper floor of his apartment and eventually discussed life and work at Ideo. He finally talked about his current work, designing a museum that engages with the museum patron.








    Design Research: The IDEO Way

    The design firm IDEO has been leading the market for the past decade or so. They've perfected their design research methodology and gained a unique position in their market (http://www.businesslistening.com/ideo-product-innovation.php). Design research picks up the ball where conventional research methods fail. Traditional methods compare new ideas to those of the past, and accordingly, it filters out the truly revolutionary and disruptive ideas. These are the ideas that cannot have their economic values directly measured because nothing else like it appears in the market place. I'm assuming most people have heard of conventional research methods like focus groups, data mining, trend analysis, etc. So I'll jump right into the nitty gritty of design research.
    Design research insists that the entire group, from engineer to marketer to manufacturer, become intuitively understanding of the product or service being provided. This research process involves the entire group in the brainstorming session. This inclusive methodology paves the way for a holistic perspective and approach to the development process of the product or service (http://www.businesslistening.com/ideo-brainstorming.php). I think the common vocabulary built up by the group during these brainstorming sessions actualizes a lens for the research to be filtered through. The design research that's undertaken will then fall into three categories: generative, evaluative or formative, and predictive (Informing Our Intuition: Design Research For Radical Innovation by Jane Fulton Suri).


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    Generative design research involves looking to the world around oneself in order to find experiences, patterns, and opportunities that are conducive to innovation. For example, Jane Fulton Suri observes the thoughtless acts people perform in their day-to-day life. She observes the group conformity of placing empty paper cups on a counter only because a few others have conveniently left their cup. Walking along a line on a sidewalk and wrapping our tea bag strings around a cup handle are thoughtless acts that spark innovative opportunities (Thoughtless Acts by Jane Fulton Suri, see also: http://www.thoughtlessacts.com/). Evaluative or formative design research is the continual learning that goes on throughout the entire scope of the project. As new information pours in while the group brainstorms, prototypes, and observes, remaining open to this new information furthers the holistic understanding. Evaluative research can be done in tandem with or sequentially between generative and predictive research. It creates a constant flow between different research methods. Predictive design research considers the business viability of the product or service. If the product or service is truly disruptive, it probably doesn't have a predefined market. This means that “there is tremendous pressure to provide estimates of business potential to guide decision making” regarding the innovation (Informing … Innovation by Suri). The innovation's potential will become clearer as the development team undergoes several iterations of prototypes. The information learned about the deliverable should then be used to further refine the groups intuition. This sets the group on its next iteration of the design process (Figure 1).
    IDEO and similar design firms have been destigmatizing intuition as a reliable innovative tool. As undirected as intuition would seem to be appear, it is supported by design research and funneled by the common vocabulary of the group.

    It all begins with our cyclical design process
    Figure 1: Courtesy of MiD (http://mid.uarts.edu/program/process).


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