I’m back from Stanford’s d.school and have a few ideas I jotted in my notebook while I was there:
- Learn to celebrate failure; watch how you react to it
- Let go of your desire to control outcomes; with humans involved, nothing ever goes according to plan
- Try things, practice, iterate
- Don’t build expense into prototyping; the more it costs, the harder it is to iterate and change and the less you can learn from your failures
- Don’t make insight generation complicated
- Where is the burning platform? Look for that place and work on the problems involved
- Innovation is the outcome of a process, and innovators are the people who do it
- The design thinking process: empathize, define, ideate, prototype, test and back again
- The answers are not in this building
- When empathizing, spend 15% of your time engaging, noticing and following-up and 85% of your time seeking stories
- The purpose of your empathy research is to capture emotion; what is it? where does it come from?
- Gravitate in your empathizing and your design thinking process between flaring and focusing
- When defining, start with an observation, make an inference, then form a hunch that can carry you to insight
- Solve one problem at a time
- POV essentials: preserve emotion and the individual, use strong language, sensical wording, non-obvious leaps and generate possibilities that lead to problems the team wants to help solve
- 5 users are sufficient to capture 85% of usability cases
- Tail-end users have explicit needs and better represent the implicit needs of median users
- The future is already here, but it’s not evenly distributed
- Trusting relationships are the foundation of generative work
- Learn how things fail before it matters, not when it does
- You can only learn by doing, not by planning
- Match prototyping resolution to idea certainty to allow yourself to hear the inevitable critical feedback
- Testing = empathy; your prototype is your empathy probe
- The value is in the user and their emotions, not in the prototype or experience model itself
- The goal is to develop empathy with the user, not the make the prototype perfect; seek understanding
- All action aims at advancing the frame and the concept towards convergence
- What do your users say about the concept? The users’ reactions and excitement indicate proximity to convergence and likely next steps
- 3 elements of storytelling: action, emotion and detail
- 100% of people who succeed, start
- Struggle and learning are complements; there is no learning without struggle, and the more one struggles, the more one has opportunity to learn; you can not master new knowledge from a place of comfort
Some or even many of these are probably difficult to make sense of or place without further context about the design thinking process.