A possible Design
Thinking program, for an Innovative, Competitive & Healthy workforce
(adapted from Stanford’s
d.School Bootcamp Bootleg document)
Businesses have to innovate, grow, develop
capabilities and human potentials, and in a way that maximises current
resources and that will appeal to the human spirit of experimenting, building
and creating. The key understanding is that the production worker, the middle
management and the decision makers already understand the human problems and
the ready-made solutions; they just need to come together in a tested
methodology to make it all work in a seamless process and flow.
Design Thinking brings key players together in an
inclusive process that takes home grown and in-house experts and churns out
innovation, products and services and makes businesses more profitable and
sustainable for the bank account, for nature and for the human spirit. This is
achieved by working with organisations and businesses to construct key
questions that will address the needs of the business, and to implement
training sessions that are built around the specific question.
An example of a question would be, “How can we
immerse our workforce in communication spaces that enable constant innovation,
in an efficient and sustainable manner that promotes the sharing of knowledge
& expertise?”
A.
Program
Programs for layered groups of the workforce. The
program is geared towards making the Innovation methodology real and to provide
Autonomy, Purpose and Mastery to employees, and contributing towards the
development of a “Healthy competitive working environment”. Design Thinking can
be introduced as an acknowledged methodology to evolve Innovation Thinking for
various groupings of the workforce such as Upper Management, Middle Management,
Lower Management, Administrative & Production teams
B.
Design Thinking Methodology
The premise that is a workforce needs to have a working
environment that stimulates creativity. The belief is that the provisioning of
challenging goals for the workforce, combined with office spaces that are
shaped for communications at a personal and team level, will create
opportunities for people to learn and grow, vital components of the innovation
mindset.
This
process-oriented work environment is ideally matched for the implementation of
the Design Thinking methodology.
A possible workforce expertise building course outline that comprises the Design Thinking 5-Step methodology might look like this
A possible workforce expertise building course outline that comprises the Design Thinking 5-Step methodology might look like this
1. Empathise – Observe, Engage, Immerse and finally
Understand the populations and spaces the product is being developed for. The
stories that people tell and the things that people say they do—even if they
are different from what they actually do—are strong indicators of their deeply
held beliefs about the way the world is. Good designs are built on a solid
understanding of these kinds of beliefs and values.
2. Define – Explaining the definition of the
problem that uses a shared language of the designers/workforce.
The define mode is when you unpack and synthesize your
empathy findings into compelling needs and insights, and scope a specific and
meaningful challenge. Two goals of the define mode are to develop a deep
understanding of your users and the design space and, based on that
understanding, to come up with an actionable problem statement: your point of
view. “Your point of view” should be a guiding statement that focuses on
specific users, and insights and needs that you uncovered during the empathise mode.
3. Ideate - This is the mode during your design
process in which you focus on idea generation. Mentally it represents a process
of “going wide” in terms of concepts and outcomes. The goal of ideation is to
explore a wide solution space – both a large quantity of ideas and a diversity
among those ideas. From this vast repository of ideas you can build prototypes
to test with users.
4. Prototype - Prototyping is getting ideas and
explorations out of your head and into the physical world. A prototype can be anything
that takes a physical form – be it a wall of post-it notes, a role-playing
activity, a space, an object, an interface, or even a storyboard. The
resolution of your prototype should keep pace with your progress in your
project. In early explorations keep your prototypes rough and rapid to allow
yourself to learn quickly and investigate a lot of different possibilities.
5.
Test - Testing is the chance to refine our
solutions and make them better. The test mode is another iterative mode in which
we place our low-resolution artifacts in the appropriate context of the user’s
life. Prototype as if you know you’re right, but test as if you know you’re
wrong.
C.
Objectives
The focus is Innovation Thinking. To this end, a
proposed Prime Objectives for a workforce could be as follows.
1.
To increase employee creativity, idea
generating & conceptual abilities
I.
Uncover needs that people have which they may or
may not be aware of
II.
Guide innovation efforts
III.
Identify the right users to design for
IV.
Discover the emotions that guide behaviors
2.
To enable personal and team strategic planning abilities
I.
Provides focus and frames the problem
II.
Inspires your team
III.
Provides a reference for evaluating competing
ideas
IV.
Empowers your team to make decisions
independently in parallel
V.
Fuels brainstorms by suggesting “how might we”
statements
VI.
Captures the hearts and minds of people you meet
VII. Saves you from the impossible task of developing
concepts that are all things to all people
VIII.
Is something you revisit and reformulate as you
learn by doing
IX.
Guides your innovation efforts
3.
To Improve teamwork and communication skills
I.
Step beyond obvious solutions and thus increase
the innovation potential of your solution set
II.
Harness the collective perspectives and
strengths of your teams
III.
Uncover unexpected areas of exploration
IV.
Create fluency (volume) and flexibility
(variety) in your innovation options
V.
Get obvious solutions out of your heads, and
drive your team beyond them
4.
To enable both top-down and bottom-up expertise
to be shared
I.
Learn. If a picture is worth a
thousand words, a prototype is worth a thousand pictures.
II.
Solve disagreements. Prototyping is
a powerful tool that can eliminate ambiguity, assist in ideation, and reduce
miscommunication.
III.
Start a conversation. A prototype
can be a great way to have a different kind of conversation with users.
IV.
Fail quickly and cheaply. Creating
quick and dirty prototypes allows you to test a number of ideas without investing
a lot of time and money up front.
V.
Manage the solution-building process. Identifying a variable to explore
encourages you to break a large problem down into smaller, testable chunks.
5.
To discover workforce and real world needs
I.
To refine our prototypes and solutions.
Testing informs the next iterations of prototypes. Sometimes this means going
back to the drawing board.
II.
To learn more about our user. Testing
is another opportunity to build empathy through observation and engagement—it
often yields unexpected insights.
III.
To test and refine our POV.
Sometimes testing reveals that not only did we not get the solution right, but
also that we have failed to frame the problem correctly.
D. Potential
problems leading to opportunities
The objectives listed here also represent
potential weaknesses and problems that will need to be overcome in the newly shaped
spaces of an office environment.
1. Sharing knowledge and expertise – Design
Thinking promotes a mindset of working together to create innovation and share
expertise
2. Building a shared language – identifying and
understanding the innovations that will address an organisation’s needs
3. Building workforce loyalty – the design thinking
process immerses the workforce in an environment that maintains open communications
between the highest and lowest levels of management, but in a manner that
provides deep understanding of each other’s needs and perspectives; and empathy
building process that instills deep satisfaction, friendship and loyalty
4. The most exciting part of the program is the
discovery of Wicked Problems and the development of Wicked Solutions – for
problems that nobody was aware even existed
This then is an attempt to provide an initial glimpse
at what a proposed Design Thinking program for an organisation might look like.
It begins the process for a workforce to start understanding that innovation
lives in the human brain, and shared expertise and insights, empathy, a trusted
environment where rapid prototyping and testing is secure and fun – can be
achieved once a shared language and shared objectives are …well…shared!
It is not about Design Thinking. It is about
Innovation, when it applies, and when it matters. If not anything else, the
process itself build Autonomy, Purpose and Mastery, and brings about those much
needed trait that is missing in workforces today – loyalty and commitment.
Innovation is about seeing what’s around the corner
before anyone else does.
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