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1 © Hitachi Vantara Corporation 2017. All Rights Reserved 1 © Hitachi Vantara Corporation 2017. All Rights Reserved
Design Thinking: A Strategy for Innovation & Empathy Wahine Forum 2017
Renée McKaskle SVP, CIO Hitachi Vantara October 26, 2017
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Have you ever asked yourself . . .?
How do I get myself unstuck … and show others how to do the same?
How do I find patterns and clues others don’t realize … be innovative?
Design Thinking is a way of reframing the way you look at the world. And most importantly, it is steeped in the idea of Empathy.
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What is Design Thinking?
Source: ExperiencePoint
Design thinking is about accelerating innovation to create better solutions to the challenges facing business and society.
It starts with people - what we call human centered design - and applies to the creative tools of design, like storytelling, prototyping, and experimentation to deliver new breakthrough innovations.
– TIM BROWN, CEO, IDEO CHANGE BY DESIGN
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Building Innovation Muscle
§ Deep-rooted desire to know more
§ Must be curious
§ Be creative and courageous
§ Be willing to be a path finder or path creator
§ Ultimately be a problem solver
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Design Thinking Steps
1. REFRAME – See the hidden, step back and relook • Are you making assumptions that prevent you from uncovering the real problem?
2. COLLABORATE – Embrace differences and encourage different perspectives. 3. UNDERSTANDING – Know the person behind your “customer”
• Gain a deeper insight into your customers’ behavior, uncovering their real needs and values.
4. IDEA – No idea is too crazy, rapid fire brainstorm (this will feel uncomfortable at first ); 10-15 ideas per person in 10 minutes. • Ask a wacky question, “What is an idea involving food?”
5. PROTOTYPE – Test it out, use low cost, low tech materials; role-play and seek instantaneous feedback.
1
2
3
4
5
REFRAME
COLLABORATE
UNDERSTANDING
IDEA
PROTOTYPE
See the hidden, step back and relook § Are you making assumptions that prevent you from uncovering the real problem?
Embrace differences and encourage different perspectives
Know the person behind your “customer” § Gain a deeper insight into your customers’ behavior, uncovering their
real needs and values.
No idea is too crazy, rapid fire brainstorm (this will feel uncomfortable at first); 10-15 ideas per person in 10 minutes § Ask a wacky question, “What is an idea involving food?”
Test it out, use low cost, low tech materials; role-play and seek instantaneous feedback
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Innovative Women
Anandibai Joshi
Rosie Bonavita
Rell Kapoliokaʻehukai Sunn
Queen Kaʻahumanu Billie Jean King
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Want to learn more about Design Thinking?
§ https://dschool.stanford.edu/resources/getting-started-with-design-thinking
§ http://mitsloan.mit.edu/newsroom/articles/design-thinking-explained/
§ https://harvardmagazine.com/2013/01/the-business-of-design-thinking
§ https://www.id.iit.edu/news/patrick-whitney-design-visionary-businessweek/
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Your Innovation Muscle
Creativity is a science and by following specific brainstorming workouts, you will increase both the quality and quantity of your ideas, benefitting you, business and society. You will become a Design Thinker
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Opportunities don’t go away . . . Other people take them
Vernice FlyGirl Armour
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Thank You
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Appendix
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Design thinking principles More of… Less of…
Questioning § Question long held assumptions § Place users at the center of work § Replace proposed solutions with broad questions
§ Lead with solutions in mind § Protect existing solutions § Consider benefit to organization only
Empathy § Acknowledge and mute assumptions about users § Leave the building! Conduct direct, qualitative research § Capture and report observations, not interpretations
§ Judge user behavior § Assume we know what the user wants § Asking users closed questions
Inspire New Thinking
§ Seek extreme subjects as research candidates § Conduct purposeful site visits of analogous situations
§ Relying on surveys or focus groups § Focusing on the average user
Radical Collaboration
§ Invite participation and perspectives from different profiles, departments, and backgrounds
§ Generate many ideas quickly, building on ideas of others § Generate wild ideas § Incorporate visuals in brainstorms
§ Judge ideas of others or debate ideas as they are presented § Suggest only ideas that we know will work
Explore Potential § Focus on and select ideas with the greatest potential to connect with user needs § Focus on ideas we know will work because they have worked before
Build to Think § Prototype ideas quickly and seek feedback § Test aspects of ideas with the generative intent to learn and grow them § Test aspects of ideas by introducing changes into users environments § Provide feedback to others in a generative way (I like, I like, I wonder…)
§ Create implementation plans without prototyping or experimentation § Plan what prototypes will look like through discussion § Seek validation of ideas before learning and evolving them § Ask and trust what people say they would do
Expected Outcomes: Behavior Change
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Design thinking process Leading indicators of success Lagging indicators of success
Define the Challenge
§ When challenges and solutions are proposed, responds with “why?”; “what’s stopping us from doing that now?”; and “who is our user?” questions
§ Proposed solutions converted to questions § Projects begin with clearly defined “How might we…?” challenges that identify
a user and the imagined benefit to them in very broad terms
Observe People § Identify extreme users and analogous scenarios for challenges and projects § Conduct in-situation interviews to uncover user needs
§ Documented observations of extreme user behavior § Documented observations of analogous scenarios
Form Insights § Divergently form many hypothetical insights about user behavior § Converge around refined insights according to what is authentic; non-obvious; and
revealing
§ Uncovered new insight about user behavior that inspires new thinking (i.e. forces the business to approach the problem differently than current practice)
Frame Opportunities
§ Explore the overlap between user insights and organizational capability and strategy
§ Brainstorms begin with more narrowly focused, user-centered “How might we…?” questions
Brainstorm Ideas § Divergently brainstorm many ideas (guideline of 11 ideas per participant every 10 minutes)
§ Brainstorms include many ideas that are currently impossible or otherwise wild
§ Product of 2-3 ideas that project sponsors deem to warrant testing
Try Experiments § Feedback sought on prototypes of ideas are produced requiring minimal investment (guideline 0$, <15 minutes)
§ New ideas are tested with minimal investment (guideline of <$100 USD, <1 hour)
§ New learning about user behavior § New learning about what is required for a new idea to succeed § New idea launched, resulting in desired outcome (e.g. new revenue; cost
savings; customer acquisition; improved customer/employee engagement ratings; increased talent retention; etc)
Successes
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