Design Crux

Information, Captology, Desirability in Design

Adding The Human Touch At The Fuzzy Front End Of Design


Sketch The User — then the
interface or prototype.

We want to design the purchasing experience — what we call the “first moment of truth”; we want to design every component of the product; and we want to design the communication experience and the user experience. I mean, it’s all design. And I think thats been hard for people to come to grips with.

What P&G Knows About the Power of Design; FastCompany Issue 95, June 2005, P.56 By Jennifer Reingold

Concept designs and business brainstorming tools too often focus on technological ideas. We know how to spend money adapting user and customers to the technology. What about a brainstorming session where you assume the persona of a user or customer segment — coming up with ideas from that new perspective? Several brainstorming techniques take the form of playing cards. What if we add new cards to the deck. The cards I designed bring players into the game who are normally dealt out.

Stacking The Deck

The cards themselves are more a card design framework. Elements like human factors, persona, scenario, psychographics are added. New techniques making the rounds get the opportunity for organization–wide application at this phase.

Icons are added to the card face to reflect the objectives of the brainstorming session. Having such a flexible framework also encourages development of “house rules,” the user tailoring which increases playability.

The design process of prototyping the card deck makes for a good warm–up. Preparation is a sketch you build up of unique players and system dynamics at work in your business. The small investment of time and effort leading up to the exercise works to counter Theodore Levitt’s criticism:

The trouble with much of the advice business gets today about the need to be more vigorously creative is that its advocates often fail to distinguish between creativity and innovation. Creativity is thinking up new things. Innovation is doing new things …A powerful new idea can kick around unused in a company for years, not because its merits are not recognized, but because nobody has assumed the responsibility for converting it from words into action. Ideas are useless unless used. The proof of their value is only in their implementation. Until then, they are in limbo.
Harvard’s Theodore Levitt Ideas Are Useless Unless Used Inc., February 1981, p. 96

As befits the action bias of information, Levitt gets a seat. Chips representing actual commitment from the players get cashed in by the winner, who becomes the project champion. By stacking the deck this way, there is less chance of the game becoming low commitment executive entertainment, a charge leveled against brainstorming exercises. Since the facilitator plays a role, guidance can focus creativity. In Serious Creativity De Bono cautions “There are far too many practitioners out there who believe that creativity is just brainstorming and being free to suggest crazy ideas. I intend to show that this is inadequate.”

Design Is Wild

Disney is in the film, TV, sports, publishing, and hospitality industries, but none of its major competitors — none — are run by people who come to their positions with anything like an artistic drive or a real sense of what their customers want.
The Walt Within: What If Disney’s Prize Wasn’t Pixar, but Jobs? By Robert X. Cringely

Play is straightforward. Imagine you draw the card illustrated here, and also have a technology card, RFID, in your hand. If you are in the business of banking, this can suggest redesign of ATM cards so there isn’t one “right” way to insert the card. A human factors issue which, while amenable to a graying market, is also just generally user friendly. I find a game format introduced at the very earliest stage a good point of leverage to apply the power of design. Before “too early to consider design” becomes “too late to change it now.”

Shrinking a large medical device to one tenth its size can suggest new uses in novel situations. Such new uses can often change the design. This important feedback loop, when delayed to the end of construction, relegates design to mere decoration. Design–based management thinks a different way. A seemingly aesthetic element like color can be useful for performing a quick visual inventory, eliminating tedious computer interaction with barcodes, scanners and database queries. Or, by dealing a user into the brainstoriming process, hearing aid battery packaging should double as a battery insertion tool handling the demand of older hands. Design is the wild card in a business brainstorming session.

Cooper writes, “MBA students at Harvard and Stanford are usually not taught the value of design in their case studies.” Perhaps recognizing this, Stanford is forming a “D–School.” It is earnestly to be hoped course one will be communicating with the products of B–Schools about the power of design.

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