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BoardSource Leadership Forum 2014 Using Design Thinking to Enhance Your Organization’s Impact 
Theresa Reid, PhD 
© Theresa Reid, PhD, + Associates, Consulting
2 
Welcome! 
Theresa Reid, PhD, Founder and Principal 
Theresa Reid, PhD + Associates, Consulting 
Ann Arbor, Michigan 
734-272-3634 
http://tareidconsulting.com 
theresa@tareidconsulting.com
3 
Intro: Workshop Structure 
Introduction (now) (3.5 minutes) 
Part I (15 minutes): Introduction to six steps of design thinking 
Part II (40 minutes): Practice in first two steps of design thinking 
Part III (15 minutes): Review pre-design work 
Closing (1.5 minutes)
4 
Intro: Learning Outcomes 
At the end of this session, you will: 
Be able to answer the question, “What is design thinking?” better when than when you walked in the door. 
Have begun to consider how you might use design thinking in your own organization. 
Have learned by practicing the first two steps.
5 
Intro: Takeaways 
“Empathy notes” from a partner about something that’s troubling you at work. 
A draft statement of the “design challenge” developed by your partner in response to your thoughts.
6 
Part I 
What is design thinking?
7 
Part I 
What is design thinking? 
Design thinking is a six-stage, team-based process of product or program development rooted in empathy and characterized by creative collaboration and rapid experimentation and revision.
8 
Stanford “dSchool” Version dschool.stanford.edu
9 
Six Stages of Design Thinking 
EMPATHY 
Empathize 
Define 
Ideate 
Prototype 
Test 
Revise
10 
Experience of Design Thinking
11 
Experience of Design Thinking
12 
Caveat Emptor
13 
Stage 1: Empathize 
EMPATHY is the foundation and touchstone of design thinking. 
Most design flaws result from a failure of empathy with the lived experience of the end user.
14 
Empathy Failure #1
15 
Empathy Failure #2
16 
Empathy Failure #3
17 
Empathy Failure #4
18 
Empathy Failure #5
19 
Empathy Failure #6
20 
Empathy Failure #6, continued
21 
Our Responsibility 
Mid-century management guru Edwards Demming: 
“A bad system will defeat a good person every time.” 
“First, do no harm.” = Don’t create bad systems.
22 
Empathy Failure #7
23 
Empathy Failure #7, retracted
24 
Stage 1: Empathize 
Empathizing means getting out of your office and interacting with end users, living in their shoes, before you begin designing programs, and throughout the process to make sure you’re on the right track.
25 
Stage 1: Tools for Empathy 
Interviews (individual and group). 
Observation / immersion. You’re not looking for what they think they want – you’re looking for what they need, based on what they do.
26 
Stage 1: Tools for Empathy 
Engaging with your own and others’ programs as an end user. 
“Beginner’s mind” – free yourself from expectations & assumptions. 
Careful recording (taking notes and photos, making sketches, video & audio recording).
27 
Stage 2: Define
28 
Stage 2: Define 
Define the “design challenge.” 
Distill your team’s empathy research findings to answer: 
What need do we intend to address?
29 
Steps to Definition 
Collect impressions & images. 
Pay close attention to emotions, motivation, context. 
Post. 
Cluster.
30 
Steps to Definition 
Notice patterns. 
Identify themes. 
Note disjunctions and contradictions. 
Discuss. 
Draft.
31 
Evaluate Your “Design Challenge” 
Is it: 
Human-centered (articulating a human need, with emotions attached). 
Framed with an action verb such as “create,” “adapt,” “develop,” or with a question: “How can we . . . ?”
32 
Evaluate Your “Design Challenge” 
Further, is it: 
Broad enough to discover areas of unexpected value. 
“Build a ladder to scale the wall.” 
 “Devise a safe, affordable means for getting over obstacles.” 
Narrow enough to be manageable . 
“Create strategies for ending child abuse and its causes.” 
 “Devise easy ways for parents at risk of abusing their children to get the supports they need.”
33 
Stage 3: Ideate 
Use a range of ideation strategies, including but not limited to brainstorming, to generate lots of possible solutions. 
This stage is generative, outward-flowing, proliferating, creative.
34 
Sources of Ideation Techniques 
http://www.innovationmanagement.se/2013/05/30/the-7-all-time-greatest- ideation-techniques/ 
http://www.cloverleafinnovation.com/blog/10-strategies-for-bringing-structure-to- ideations/ 
http://www.technologyforge.net/enma/6020/6020Lectures/Ideation/ENMA291IdeationReferences/ENMA291IdeationTechniques.pdf
35 
Stage 4: Prototype
36 
Stage 4: Prototype
37 
How to Prototype 
Prototype to think. Build as a process of thinking. 
Create a Minimum Viable Product (MVP): an early version of a product or service, containing only the features that need to be used and evaluated by early users. 
Using an MVP saves time & money by getting feedback from end users quickly. 
.
38 
A Prototype Can Be a Storyboard
39 
A Prototype Can Be a Role-Play
40 
A Prototype Can Be a Rough Model of a Prop for a Process
41 
A Prototype Can Be a Cardboard Castle
42 
A Prototype Can Be a Bodystorming Session
43 
Key to Prototyping 
Speed and openness. 
Prototyping is building as a process of thinking and learning, not thinking, thinking, thinking . . . then building, building, building . . . then piloting.
44 
Stages 5 & 6: Test & Revise 
Involve end users in evaluation of prototype, incorporate their feedback into revised prototype, test again with end users. 
Be willing to “pivot” – to significantly change direction if your prototyping and testing reveal that you need to reconceptualize the design challenge .
45 
Six Stages of Design Thinking
46 
Part II: Practice 
Stand up. 
Find a stranger to partner with. 
Introduce yourselves. 
Give a genuine compliment. 
(2 minutes)
47 
Part II: Practice Goals 
Empathy research 
Working in pairs, understand a work-related problem that’s bothering your partner. 
Definition practice 
Define it as a human-centered design challenge in a way that is clarifying for your partner.
48 
Part II: Practice Stage 1: Empathy Research Ground Rules 
Complete confidentiality. 
Interviewer: Your goal is to understand your partner’s thoughts, feelings, motivations, constraints, and needs. No judging. 
Interviewees: Give your interviewer something to work with. To the extent possible, allow yourself to be vulnerable. Be forthcoming, informative, frank. 
Take notes to share with your partner, but prioritize listening.
49 
Part II: Practice Stage 1: Empathy Research 
Ask questions that encourage stories: “Tell me about the last time you …” 
Why? How? What if? When? 
Allow for silence. 
Ask naïve questions. 
Ask questions neutrally. “What do you think?” vs. “Don’t you think?”
50 
Part II: Practice Stage 1: Empathy Research 
Some options: 
What is bothering you at work right now? Why? 
Tell me about the last time you saw it in action. How did you react? Others? Why? 
What worries you? What part is in your control? What is not in your control? 
What do you most want? What do you fear? Why?
51 
Part II: Practice Empathy Research 
1st round: 
4 minutes each 
2nd round: 
2 minutes each
52 
Part II: Practice Stage 2: Define
53 
Part II: Practice Define 
What is the “design challenge”?
54 
Part II: Practice Define 
A useful format for drafting design challenges: 
[USER] 
needs 
[USER’S NEED] 
because 
[SURPRISING INSIGHT DERIVED FROM EMPATHY RESEARCH].
55 
Part II: Practice Stage 2: Define 
MINIMUM EMPATHY 
A teenage girl needs more nutritious food because vitamins are essential to good health. 
Poor villagers need to adopt savings accounts early in life because otherwise they’ll be impoverished in old age. 
EMPATHIC 
A teenage girl with a bleak outlook needs to feel more socially accepted when eating healthy food, because in her world a social risk is more dangerous than a health risk. 
Poor villagers need an attractive, easy, socially approved way to create a financial safety net for their old age because they believe that only God will determine their future .
56 
Part II: Practice Define 
MINIMUM EMPATHY 
Entities that maintain public restrooms need restroom designs that will eliminate graffiti because removing it is a high recurring cost that is passed on to the public. 
Carol needs a way to talk with her Board president because her Board president is frightening. 
EMPATHIC 
People who deface public restrooms with graffiti need alternate modes of communication that are not costly to the public because they see bathroom graffiti as a right of self-expression. 
Carol needs more strategies for engaging her Board as equals because Carol’s overbearing father has made her chronically intimidated by authority.
57 
Part II: Practice Define 
To demonstrate empathy, your statement should be 
Human-centered: based on your partner’s needs. 
Responsive to your partner’s emotions, motivation, context, & constraints. 
Attainable but not prescribed.
58 
Part II: Practice Stage 2: Define 
What is your partner’s “design challenge?” 
5 minutes, draft alone 
6 minutes discuss & revise
59 
Part II: Practice Debrief 
Examples of design challenges. 
Questions/comments about difficulties or pleasant surprises in process.
60 
Part II: Practice Looking Ahead 
Quick review of next stages: 
Stage 3: Ideation 
Stage 4: Prototype 
Stages 5 & 6: Test & Revise & Test and Revise . . . .
61 
Part III: Pre-Design Work 
Questions to answer before you start: 
How long will the design-thinking process take? 
What are the constraints on the solution? 
Who should be on the design team? 
Where, how, with whom will we do our empathy research? 
What other tools will we need?
62 
Part III: Pre-design Work How long will this take?
63 
Part III: Pre-design Work How long will this take? 
To answer this question, define your scope. 
The time you spend will depend on your resources, needs, and urgency.
64 
Part III: Pre-design Work How long will this take? 
Develop a timeline. 
Time allocated for each step will be determined by scope of the problem and total time and resources available. 
Everyone needs to know when the process ends, in order to maintain productivity, focus, urgency.
65 
Part III: Pre-design Work Clarify Constraints
66 
Part III: Pre-design Work Clarify Constraints 
It is unrealistic to say “Think outside the box!” when very real constraints will determine what is and is not possible. For instance: 
What are the constraints on usable design solutions? 
What level of authority does the design team have? 
To whom does it report, when, and with what data? 
What is the decision-making process for implementation?
67 
Part III: Pre-design Work Pick the right team. 
5 – 8 people, including a facilitator. 
Diverse along the lines of gender, ethnicity, age, expertise, and position in the organization.
68 
Part III: Pre-design Work Pick the Right Team 
Every member of the team needs to have following assets: 
Capacity for empathy and creative thinking. 
Interest in the design process. 
The ability to drop preconceived notions and think afresh about familiar topics (Zen practice, “beginner’s mind”). 
Commitment to the organization. 
Time to dedicate to the design project – time that needs to be budgeted for and granted by management.
69 
Part III: Pre-design Work Plan Ahead 
Build in time for tasks such as 
Planning your empathy research methods. 
Selecting, recruiting, and scheduling interviewees and locations for observation. 
Researching and selecting idea-generation techniques . 
Securing a dedicated space for the design team to use throughout the process.
70 
Closing 
When is design thinking useful? 
For human-centered problems. 
Value creation, delivery, and capture. 
When you feel stuck. When your ordinary processes aren’t working. When you fear you aren’t getting the bang for your buck. When effectiveness is falling off.
71 
Conclusion 
Design thinking is not magic, but it can be a valuable new tool for driving your organization to well- informed, empathic, and effective activities.
72 
Resources 
Tim Brown, “Design Thinking,” in Harvard Business Review: http://www.ideo.com/images/uploads/news/pdfs/IDEO_HBR_Design_Thinking.pdf 
Tim Brown, “What does design thinking feel like?” http://designthinking.ideo.com/?p=51/#content 
IDEO, the Human-Centered Design Toolkit, http://www.ideo.com/work/human-centered-design-toolkit/ 
Stanford University dSchool “Bootcamp Bootleg”: http://dschool.stanford.edu/wp-content/uploads/2013/10/METHODCARDS- v3-slim.pdf
73 
Thank You!

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Using Design Thinking to Enhance Your Nonprofit's Impact

  • 1. 1 BoardSource Leadership Forum 2014 Using Design Thinking to Enhance Your Organization’s Impact Theresa Reid, PhD © Theresa Reid, PhD, + Associates, Consulting
  • 2. 2 Welcome! Theresa Reid, PhD, Founder and Principal Theresa Reid, PhD + Associates, Consulting Ann Arbor, Michigan 734-272-3634 http://tareidconsulting.com theresa@tareidconsulting.com
  • 3. 3 Intro: Workshop Structure Introduction (now) (3.5 minutes) Part I (15 minutes): Introduction to six steps of design thinking Part II (40 minutes): Practice in first two steps of design thinking Part III (15 minutes): Review pre-design work Closing (1.5 minutes)
  • 4. 4 Intro: Learning Outcomes At the end of this session, you will: Be able to answer the question, “What is design thinking?” better when than when you walked in the door. Have begun to consider how you might use design thinking in your own organization. Have learned by practicing the first two steps.
  • 5. 5 Intro: Takeaways “Empathy notes” from a partner about something that’s troubling you at work. A draft statement of the “design challenge” developed by your partner in response to your thoughts.
  • 6. 6 Part I What is design thinking?
  • 7. 7 Part I What is design thinking? Design thinking is a six-stage, team-based process of product or program development rooted in empathy and characterized by creative collaboration and rapid experimentation and revision.
  • 8. 8 Stanford “dSchool” Version dschool.stanford.edu
  • 9. 9 Six Stages of Design Thinking EMPATHY Empathize Define Ideate Prototype Test Revise
  • 10. 10 Experience of Design Thinking
  • 11. 11 Experience of Design Thinking
  • 13. 13 Stage 1: Empathize EMPATHY is the foundation and touchstone of design thinking. Most design flaws result from a failure of empathy with the lived experience of the end user.
  • 20. 20 Empathy Failure #6, continued
  • 21. 21 Our Responsibility Mid-century management guru Edwards Demming: “A bad system will defeat a good person every time.” “First, do no harm.” = Don’t create bad systems.
  • 23. 23 Empathy Failure #7, retracted
  • 24. 24 Stage 1: Empathize Empathizing means getting out of your office and interacting with end users, living in their shoes, before you begin designing programs, and throughout the process to make sure you’re on the right track.
  • 25. 25 Stage 1: Tools for Empathy Interviews (individual and group). Observation / immersion. You’re not looking for what they think they want – you’re looking for what they need, based on what they do.
  • 26. 26 Stage 1: Tools for Empathy Engaging with your own and others’ programs as an end user. “Beginner’s mind” – free yourself from expectations & assumptions. Careful recording (taking notes and photos, making sketches, video & audio recording).
  • 27. 27 Stage 2: Define
  • 28. 28 Stage 2: Define Define the “design challenge.” Distill your team’s empathy research findings to answer: What need do we intend to address?
  • 29. 29 Steps to Definition Collect impressions & images. Pay close attention to emotions, motivation, context. Post. Cluster.
  • 30. 30 Steps to Definition Notice patterns. Identify themes. Note disjunctions and contradictions. Discuss. Draft.
  • 31. 31 Evaluate Your “Design Challenge” Is it: Human-centered (articulating a human need, with emotions attached). Framed with an action verb such as “create,” “adapt,” “develop,” or with a question: “How can we . . . ?”
  • 32. 32 Evaluate Your “Design Challenge” Further, is it: Broad enough to discover areas of unexpected value. “Build a ladder to scale the wall.”  “Devise a safe, affordable means for getting over obstacles.” Narrow enough to be manageable . “Create strategies for ending child abuse and its causes.”  “Devise easy ways for parents at risk of abusing their children to get the supports they need.”
  • 33. 33 Stage 3: Ideate Use a range of ideation strategies, including but not limited to brainstorming, to generate lots of possible solutions. This stage is generative, outward-flowing, proliferating, creative.
  • 34. 34 Sources of Ideation Techniques http://www.innovationmanagement.se/2013/05/30/the-7-all-time-greatest- ideation-techniques/ http://www.cloverleafinnovation.com/blog/10-strategies-for-bringing-structure-to- ideations/ http://www.technologyforge.net/enma/6020/6020Lectures/Ideation/ENMA291IdeationReferences/ENMA291IdeationTechniques.pdf
  • 35. 35 Stage 4: Prototype
  • 36. 36 Stage 4: Prototype
  • 37. 37 How to Prototype Prototype to think. Build as a process of thinking. Create a Minimum Viable Product (MVP): an early version of a product or service, containing only the features that need to be used and evaluated by early users. Using an MVP saves time & money by getting feedback from end users quickly. .
  • 38. 38 A Prototype Can Be a Storyboard
  • 39. 39 A Prototype Can Be a Role-Play
  • 40. 40 A Prototype Can Be a Rough Model of a Prop for a Process
  • 41. 41 A Prototype Can Be a Cardboard Castle
  • 42. 42 A Prototype Can Be a Bodystorming Session
  • 43. 43 Key to Prototyping Speed and openness. Prototyping is building as a process of thinking and learning, not thinking, thinking, thinking . . . then building, building, building . . . then piloting.
  • 44. 44 Stages 5 & 6: Test & Revise Involve end users in evaluation of prototype, incorporate their feedback into revised prototype, test again with end users. Be willing to “pivot” – to significantly change direction if your prototyping and testing reveal that you need to reconceptualize the design challenge .
  • 45. 45 Six Stages of Design Thinking
  • 46. 46 Part II: Practice Stand up. Find a stranger to partner with. Introduce yourselves. Give a genuine compliment. (2 minutes)
  • 47. 47 Part II: Practice Goals Empathy research Working in pairs, understand a work-related problem that’s bothering your partner. Definition practice Define it as a human-centered design challenge in a way that is clarifying for your partner.
  • 48. 48 Part II: Practice Stage 1: Empathy Research Ground Rules Complete confidentiality. Interviewer: Your goal is to understand your partner’s thoughts, feelings, motivations, constraints, and needs. No judging. Interviewees: Give your interviewer something to work with. To the extent possible, allow yourself to be vulnerable. Be forthcoming, informative, frank. Take notes to share with your partner, but prioritize listening.
  • 49. 49 Part II: Practice Stage 1: Empathy Research Ask questions that encourage stories: “Tell me about the last time you …” Why? How? What if? When? Allow for silence. Ask naïve questions. Ask questions neutrally. “What do you think?” vs. “Don’t you think?”
  • 50. 50 Part II: Practice Stage 1: Empathy Research Some options: What is bothering you at work right now? Why? Tell me about the last time you saw it in action. How did you react? Others? Why? What worries you? What part is in your control? What is not in your control? What do you most want? What do you fear? Why?
  • 51. 51 Part II: Practice Empathy Research 1st round: 4 minutes each 2nd round: 2 minutes each
  • 52. 52 Part II: Practice Stage 2: Define
  • 53. 53 Part II: Practice Define What is the “design challenge”?
  • 54. 54 Part II: Practice Define A useful format for drafting design challenges: [USER] needs [USER’S NEED] because [SURPRISING INSIGHT DERIVED FROM EMPATHY RESEARCH].
  • 55. 55 Part II: Practice Stage 2: Define MINIMUM EMPATHY A teenage girl needs more nutritious food because vitamins are essential to good health. Poor villagers need to adopt savings accounts early in life because otherwise they’ll be impoverished in old age. EMPATHIC A teenage girl with a bleak outlook needs to feel more socially accepted when eating healthy food, because in her world a social risk is more dangerous than a health risk. Poor villagers need an attractive, easy, socially approved way to create a financial safety net for their old age because they believe that only God will determine their future .
  • 56. 56 Part II: Practice Define MINIMUM EMPATHY Entities that maintain public restrooms need restroom designs that will eliminate graffiti because removing it is a high recurring cost that is passed on to the public. Carol needs a way to talk with her Board president because her Board president is frightening. EMPATHIC People who deface public restrooms with graffiti need alternate modes of communication that are not costly to the public because they see bathroom graffiti as a right of self-expression. Carol needs more strategies for engaging her Board as equals because Carol’s overbearing father has made her chronically intimidated by authority.
  • 57. 57 Part II: Practice Define To demonstrate empathy, your statement should be Human-centered: based on your partner’s needs. Responsive to your partner’s emotions, motivation, context, & constraints. Attainable but not prescribed.
  • 58. 58 Part II: Practice Stage 2: Define What is your partner’s “design challenge?” 5 minutes, draft alone 6 minutes discuss & revise
  • 59. 59 Part II: Practice Debrief Examples of design challenges. Questions/comments about difficulties or pleasant surprises in process.
  • 60. 60 Part II: Practice Looking Ahead Quick review of next stages: Stage 3: Ideation Stage 4: Prototype Stages 5 & 6: Test & Revise & Test and Revise . . . .
  • 61. 61 Part III: Pre-Design Work Questions to answer before you start: How long will the design-thinking process take? What are the constraints on the solution? Who should be on the design team? Where, how, with whom will we do our empathy research? What other tools will we need?
  • 62. 62 Part III: Pre-design Work How long will this take?
  • 63. 63 Part III: Pre-design Work How long will this take? To answer this question, define your scope. The time you spend will depend on your resources, needs, and urgency.
  • 64. 64 Part III: Pre-design Work How long will this take? Develop a timeline. Time allocated for each step will be determined by scope of the problem and total time and resources available. Everyone needs to know when the process ends, in order to maintain productivity, focus, urgency.
  • 65. 65 Part III: Pre-design Work Clarify Constraints
  • 66. 66 Part III: Pre-design Work Clarify Constraints It is unrealistic to say “Think outside the box!” when very real constraints will determine what is and is not possible. For instance: What are the constraints on usable design solutions? What level of authority does the design team have? To whom does it report, when, and with what data? What is the decision-making process for implementation?
  • 67. 67 Part III: Pre-design Work Pick the right team. 5 – 8 people, including a facilitator. Diverse along the lines of gender, ethnicity, age, expertise, and position in the organization.
  • 68. 68 Part III: Pre-design Work Pick the Right Team Every member of the team needs to have following assets: Capacity for empathy and creative thinking. Interest in the design process. The ability to drop preconceived notions and think afresh about familiar topics (Zen practice, “beginner’s mind”). Commitment to the organization. Time to dedicate to the design project – time that needs to be budgeted for and granted by management.
  • 69. 69 Part III: Pre-design Work Plan Ahead Build in time for tasks such as Planning your empathy research methods. Selecting, recruiting, and scheduling interviewees and locations for observation. Researching and selecting idea-generation techniques . Securing a dedicated space for the design team to use throughout the process.
  • 70. 70 Closing When is design thinking useful? For human-centered problems. Value creation, delivery, and capture. When you feel stuck. When your ordinary processes aren’t working. When you fear you aren’t getting the bang for your buck. When effectiveness is falling off.
  • 71. 71 Conclusion Design thinking is not magic, but it can be a valuable new tool for driving your organization to well- informed, empathic, and effective activities.
  • 72. 72 Resources Tim Brown, “Design Thinking,” in Harvard Business Review: http://www.ideo.com/images/uploads/news/pdfs/IDEO_HBR_Design_Thinking.pdf Tim Brown, “What does design thinking feel like?” http://designthinking.ideo.com/?p=51/#content IDEO, the Human-Centered Design Toolkit, http://www.ideo.com/work/human-centered-design-toolkit/ Stanford University dSchool “Bootcamp Bootleg”: http://dschool.stanford.edu/wp-content/uploads/2013/10/METHODCARDS- v3-slim.pdf