Design. Think. Make. Break. Repeat. A Handbook of Methods
ISBN 978-90-636958-5-9
9 789063 695859
Authors Martin Tomitsch Madeleine Borthwick Naseem Ahmadpour Clare Cooper Jessica Frawley Leigh-Anne Hepburn A. Baki Kocaballi Lian Loke Claudia Nunez-Pacheco Karla Straker Cara Wrigley
Design. Think. Make. Break. Repeat.
In this revised edition, the authors look beyond the human-centred design paradigm and provide an introduction to life-centred design. This extended focus is reinforced through design methods for considering the broader ecosystem in which products and services are used, including the use of natural resources, ethical concerns and the long-term impact of design decisions.
A Handbook of Methods
This book introduces the reader to the changing role of design as a way of thinking and a framework for solving complex problems and achieving systemic change. It documents 80 methods that cover all stages of a design process, providing actionable guidance for applying the methods across a range of projects. The methods are complemented by seven case studies to demonstrate their application in different domains, from designing interfaces for autonomous vehicles to addressing health and wellbeing. Free templates and resources, available at designthinkmakebreakrepeat.com, make this a great resource for design educators as well as practitioners leading workshops in their organisation or looking for inspiration to transform their practice.
Design. Think. Make. Break. Repeat. A Handbook of Methods
Revised: 20 new methods and an introduction to life-centred design
Table Of Contents Preface.............................................................................................................................. 7 Foreword......................................................................................................................... 8 Introduction
Design Evolution............................................................................................................. 10 Design Process................................................................................................................. 12 Life-centred Design...................................................................................................... 14 Using the Book................................................................................................................ 16
Methods
5 Whys.................................................................................................................................... 18 A/B Testing.......................................................................................................................... 20 Affinity Diagramming................................................................................................. 22 Autobiographical Diaries........................................................................................... 24 Backcasting........................................................................................................................ 26 Body Mapping.................................................................................................................. 28 Bodystorming................................................................................................................... 30 Brainwriting 6-3-5.......................................................................................................... 32 Business Model Canvas.............................................................................................. 34 Business Model Experimentation....................................................................... 36 Card Sorting....................................................................................................................... 38 Cartographic Mapping............................................................................................... 40 Channel Mapping........................................................................................................... 42 Co-design Workshops................................................................................................. 44 Competitor Analysis...................................................................................................... 46 Context Mapping............................................................................................................ 48 Contextual Observation............................................................................................. 50 Cultural Probes................................................................................................................. 52 Decision Matrices........................................................................................................... 54 Design by Metaphor..................................................................................................... 56 Design Critique................................................................................................................ 58 Design Team Cards....................................................................................................... 60 Design Timescapes....................................................................................................... 62 Direct Experience Storyboards.............................................................................. 64 Empathic Modelling..................................................................................................... 66 Empathy Mapping......................................................................................................... 68
Design. Think. Make. Break. Repeat. Experience Prototyping.............................................................................................. 70 Experience Sampling................................................................................................... 72 Extreme Characters...................................................................................................... 74 Focus Groups..................................................................................................................... 76 Forced Association......................................................................................................... 78 Future Workshops.......................................................................................................... 80 Group Passing.................................................................................................................. 82 Hero Stories........................................................................................................................ 84 Heuristic Evaluation...................................................................................................... 86 Impact Ripple Canvas.................................................................................................. 88 Interaction Relabelling............................................................................................... 90 Interviews............................................................................................................................. 92 KJ Brainstorming............................................................................................................ 94 Laddering............................................................................................................................ 96 Local Orbits......................................................................................................................... 98 Low-fidelity Prototyping............................................................................................ 100 Mapping Space................................................................................................................ 102 Material Exploration...................................................................................................... 104 Mind Mapping (WWWWWH)................................................................................. 106 Mock-ups.............................................................................................................................. 108 Mood Boards..................................................................................................................... 110 Morphological Charts.................................................................................................. 112 Non-human Personas................................................................................................. 114 Online Ethnography..................................................................................................... 116 Perceptual Maps............................................................................................................. 118 Persona-based Walkthroughs............................................................................... 120 Personas............................................................................................................................... 122 Pop-ups................................................................................................................................. 124 Questionnaires................................................................................................................. 126 Reframing........................................................................................................................... 128 Research Visualisation................................................................................................ 130 Role-playing....................................................................................................................... 132 Scenario-based Thinking........................................................................................... 134 Scenarios.............................................................................................................................. 136 Science Fiction Prototyping.................................................................................... 138 Service Blueprints.......................................................................................................... 140 Sketching............................................................................................................................. 142 Design. Think. Make. Break. Repeat.
By Martin Tomitsch and Cara Wrigley
Design Evolution 10
Introduction
Design is no longer a discipline limited
Over the past few decades, global
to the concerns of a singular specific
and lived environments as well as the
domain. Like most other industries,
networks on which those environments
the field of design is being challenged
operate have continued to become
by the transformation of the world
more complex. The world has seen
around us. Systems are becoming
unprecedented global challenges,
more complex, requiring a better and
such as population growth and mass
more detailed understanding of how to
urbanisation, and technology has been
design user interfaces that are intuitive
advancing and penetrating all aspects
and meaningful. Our interactions with
of our lives at a rapidly increasing rate. In
products and services involve an ever-
response to these challenges, design has
increasing array of touch points, from
been adopted as an approach for solving
wearable devices to embedded displays.
complex nonlinear problems, which can’t
Digital channels are extending into
be solved with technological or scientific
physical environments and augmenting
approaches alone. Design provides a
products, from Internet of Things devices
framework for understanding the needs
in smart homes and cities to medical
of the people, as well as the space to
appliances in hospitals. Technological
translate these needs into solutions.
advancements are also changing the
Importantly, the use of design methods
process of design.
for problem solving is no longer limited to skilled design professionals. As a way
Over the past century, the responsibility
of thinking, design can offer a strategic
of design has evolved along with
advantage across many professions.
industrial, technological and market
Design is, therefore, becoming a
shifts1. Since the time of the Bauhaus
capability-enhancing skill, equipping
movement in the 1920s, design has been
people with the ability to deal with
adopted for achieving a competitive
uncertainty, complexity and failure.
advantage across industries (Figure 1). At the beginning of design as a profession,
The popularity of design as an approach
this involved designers working with
to problem-solving and its adoption as an
engineers to achieve better construction
alternative approach to business strategy
techniques. As markets changed and
development has given widespread rise
caught up with this trend, the role of
to the term ‘design thinking’. Herbert A.
design shifted to delivering a strategic
Simon first referred to design as a ‘way
advantage by having products with
of thinking’ in his book The Sciences of
better appearance, better human
the Artificial2, proposing a structured
factors or usability and better market
approach for translating an existing
performance. Around the turn of the
situation into a preferred situation
century, the role of design changed
using design methods. This contributes
again, with companies seeking designers
to a solution by connecting different
to help them develop better ideas and
elements. In the 1980s, design thinking
better integration, now also including
was used to describe the process of
better experiences and social inclusion.
designing in architecture and urban planning3. Since then, several models
have been proposed to provide guidance
diamond encourages divergent thinking
for when, how and which methods to
followed by convergent thinking. The
apply at the various stages of a design
first diamond focuses on understanding
process.
the problem, starting from a problem situation and ending with a problem
Two widely used design models are the
definition. The second diamond uses the
‘honeycomb model’ proposed by the
resulting problem definition as a design
d.school at Stanford University and the
brief and is concerned with finding the
‘double diamond model’ popularised by
right solution.
the UK Design Council. The honeycomb model involves the stages of empathising,
Despite being criticised by some scholars
defining, ideating, prototyping and
for their simplified view of design as a
testing, and stresses the importance
process, models like the honeycomb and
of iteratively moving between those
double diamond contribute valuable
stages. The double diamond model
perspectives and guidance for how to
entails the phases of discover and define
approach a design process, in particular
(the first diamond) and develop and
for novice designers and people that
deliver (the second diamond). Each
don’t have a formal education in design.
1. Owen, C. L. (1991). Design education in the information age. Design Issues, 7(2), 25-33. 2. Simon, H. A. (1969). The sciences of the artificial. Cambridge, MA: MIT Press. 3. Rowe, P. G. (1991). Design thinking. Cambridge, MA: MIT press. 4. Owen, C. L. (1990). Design education and research for the 21st century. Design Studies, 11(4), 202-206.
Figure 1: The changing role of design to provide a competitive advantage by achieving products, services, systems and environments of better quality. Levels 1 to 3 are based on the diagram originally published by Owen4.
Design. Think. Make. Break. Repeat.
11
5 Whys Uncovering root causes behind a problem statement ACADEMIC RESOURCES: Andersen, B., & Fagerhaug,
The 5 whys method helps to uncover
same project. It is important that everyone
a potential root cause to any surface
involved in the method is familiar with the
level problem. The method provides
problem situation.
T. (2006). Root cause
a structured approach for repeatedly
analysis: simplified tools and
asking ‘why’ in order to provide
The method starts with a first level surface
deeper insight into the given problem.
problem statement, which should be
Originally developed by the Toyota Motor
based on findings from previous research
Corporation, this iterative method was
activities. For example, an initial interview
company’s vision. Harvard
first deployed to discover root cause
or questionnaire might have revealed
business review, 74(5), 65.
analysis issues in manufacturing. Despite
a problem situation. Once the problem
its engineering foundations, 5 whys
statement has been identified, we ask
is a popular design method used to
ourselves ‘why’ the problem occurs. In
want it: Traditional market
identify any assumptions made and
order to get to the root cause of the
research to deep customer
gain a deeper level understanding of a
problem, we continue asking ourselves
Research: An International
problem situation. The aim of continual
to explain the previous answer. Typically,
Journal, 18(2), 230-248.
questioning is to ensure that the right
the question ‘why’ is asked five times, but
Semler, R. (2004). The seven-
problem is examined and made central to
the number of iterations can be adapted
day weekend: a better way to
the design process.
until a satisfactory root cause is identified.
techniques. Milwaukee, WI: ASQ Quality Press. Collins, J. C., & Porras, J. I. (1996). Building your
Price, R. A., Wrigley, C., & Straker, K. (2015). Not just what they want, but why they
insights. Qualitative Market
work in the 21st century. New
The amount of questioning may also
York, NY: Random House.
This method can be done independently
depend on the persistence of the person
by members of the design team or with
answering the question. The method is
stakeholders that have an involvement
useful during the early phase of a design
with the initial problem statement. For
process to identify the right problem
example, this can be a client or someone
statement.
from a different team working on the
18
5 Whys
EXERCISE
YOU WILL NEED Pen
In this exercise, you will practice the method of 5 whys and create a problem statement to summarise your findings. Use the template on the companion website to track the responses. Start at the top of the template and work your way down.
1
2
Choose an initial problem statement and write it into the ‘challenge’ section of the template. E.g. most inner-city dwellers shop at the supermarket closest to their home. How can a supermarket brand become the preferred choice, rather than just the closest option? [1 minute] Ask yourself why this situation exists and write down your response in the first box. Answers should be longer than one word to provide enough detail to continue questioning. E.g. people choose this supermarket because it is on the way home from work. [3 minutes]
3
Ask why for the second time. Write down your response in the second box. E.g. because they like the convenience of choosing what to buy each night. [3 minutes]
4
5
Ask why for the fourth time. Write down your response in the fourth box. E.g. because changing plans at the last minute can lead to bought food going off in the fridge. [3 minutes]
6
Ask why for the fifth time. Write down your response in the fifth box. E.g. because wasting food is bad for the wallet and bad for the environment. [3 minutes]
7
Once you feel you have discovered the root cause of the problem, describe it in detail and ideate some possible solutions to address it. E.g. design a service for inner-city dwellers that takes away the importance of the supermarket’s physical location by offering pick-up options suited to customers’ needs and timetable. [25 minutes]
Ask why for the third time. Write down your response in the third box. E.g. because sometimes plans change at the last minute. [3 minutes]
Design. Think. Make. Break. Repeat.
19
Brainwriting 6-3-5 Building on each other’s ideas Brainwriting 6-3-5 is a form of
five-minute cycle, they pass it to the team
brainstorming that was developed as a
member on their left. In the second round,
way of getting around the group dynamic
each team member reads the entry from
nach Regeln – Methode 635,
issues that can plague conventional
the previous round and records three
eine neue Technik zum Lösen
brainstorms (Rohrbach, 1969). For
new ideas in the second row that each
example, shy people do not contribute
build on the idea from the row above. This
as much as they have to offer, strong
step is repeated until the sheet returns
personalities dominate the conversation
to the person that started the first row.
and existing power relationships (e.g.
That way people are encouraged to build
between employees and managers)
on each other’s ideas by reviewing what
can influence the ideation process.
has already been recorded and adding
Brainwriting 6-3-5 overcomes these issues
to it or changing it. Brainwriting 6-3-5
by combining individual and collaborative
can yield more ideas in less time than a
ideation. Like brainstorming, it aims to
conventional brainstorm session, up to 108
stimulate creativity in the early phases of a
ideas in 30 minutes.
ACADEMIC RESOURCES: Rohrbach, B. (1969). Kreativ
von Problemen [Creative by rules - Method 635, a new technique for solving problems]. Absatzwirtschaft (Vol. 19, pp. 73-75).
design process. The brainwriting 6-3-5 session should be Brainwriting 6-3-5 received its name
started with a general discussion of the
from the set-up of the session: six team
problem area between the participants
members record three ideas in five-
(potentially guided by a moderator).
minute cycles. In the first round, each
This ensures that all team members are
participant records their idea in the first
aligned regarding the topic to be tackled
row on a piece of paper. At the end of the
in the session.
32 Brainwriting 6-3-5
EXERCISE
YOU WILL NEED 4–6 people, pens, paper
In this exercise, you will generate a range of concepts by building on each other’s ideas. Use the template on the companion website or an A4 sheet folded into 3x6 rectangles. You can also vary the number of people, e.g. brainwriting 4-3-5 with four people.
1
Choose a topic for your brainwriting session: a design problem that you would like to solve. If you don’t have a topic at hand, you can choose one from the design briefs (p.180). Discuss the topic with your group.
3
4
Repeat the process until everyone has recorded three ideas on each of the brainwriting sheets and the sheets have returned to their original owners. [20 minutes]
Record three different ideas in the top row of the brainwriting sheet. The ideas should be possible solutions related to your design topic, and draw on your knowledge of user needs within this area.
Present some of the ideas. Each person picks their favourite idea recorded in their own brainwriting sheet and explains it to the group. You can also cut the sheet so that each idea is represented on an individual piece of paper, which allows for collaboratively sorting the ideas.
[5 minutes]
[10 minutes]
[5 minutes]
2
5
6
Pass your brainwriting sheet to the person on your left, then begin the next round. Review the sheet you have received and the ideas recorded by the person before you. In the next row, record three more solutions inspired by what the person before you has written. Try out the following options: • recording new ideas • adapting the existing ideas • combining ideas with each other • modifying or adding to ideas. [5 minutes]
Design. Think. Make. Break. Repeat.
33
Co-design Workshops Designing with your participants Co-design workshops bring users,
concept that users can respond to, for
customers, stakeholders and designers
example, a low-fidelity prototype (p.100) or
together to rapidly and iteratively critique
a storyboard (p.150). During the workshop,
user-centered to participatory
design concepts, ensuring that the needs
participants are taken through several
design approaches. Design
of the people we are designing for remain
stages. They are immersed in the problem
at the centre of the design process. Co-
by talking about current experiences,
design and similar methodologies, such
before moving on to a discussion of ideal
as participatory design, invite users and
experiences and finally evaluating and
of co-design in service design
other stakeholders to build on concepts
iterating the initial concept. Comments
projects. International Journal
they are presented with (be it a current
from participants along with any artefacts
user experience or a new design concept)
that were co-designed during the
and inform the future direction of the
workshop are then analysed and fed back
design. The principle of co-design is to
into the design process.
ACADEMIC RESOURCES: Sanders, E. B. N. (2002). From
and the social sciences: Making connections, 1(8). Steen, M., Manschot, M. A. J., & De Koning, N. (2011). Benefits
of Design 5 (2) 2011, 53-60.
‘design with’ rather than ‘designing for’ people. Users and other stakeholders
Co-design workshops can be employed
are in an active role, contributing to the
at any stage of the design process.
design, rather than passively responding
During the research phase, they can
to design decisions.
be used to inform a complete view of people’s circumstances and situations. For
Co-design workshops build on this
projects that focus on the redesign of an
principle and include a preparation phase,
existing product or service, this includes
recruitment phase, the workshop itself,
developing an understanding of how
interpretation and action. The preparation
people currently make use of the product
phase is used to determine the overall
or service. During the prototyping phase,
direction for the workshop. This can
co-design workshops can be used to
involve the development of an initial
rapidly iterate concepts.
44 Co-design Workshop
EXERCISE
YOU WILL NEED 3+ people, pens, paper
In this exercise, you will learn how to design and conduct a co-design workshop. You will decide what the purpose of the workshop is, who the participants are and which methods to use. Focus on your own design problem, or follow the ‘Supermarket of the Future’ brief (p.196).
1
Decide what you want to achieve f rom the co-design workshop and write it down. E.g. a better way of buying fresh produce
4
[5 minutes]
2
Consider the logistics of your co-design workshop: • What kind of people should be there? E.g. frequent shoppers, avid cooks • How will you record it? E.g. notes, written feedback, observations, video • What is the order of activities and their duration? E.g. immersion, talking about current experiences, describing ideal experiences, evaluating initial concepts • Prepare a script.
[10 minutes]
5
[20 minutes]
3
Prepare the workshop materials. Use printed images to immerse participants in the problem space. Leverage existing sketches or prototypes of initial concepts, or select examples from the resources on the companion website for ‘Supermarket of the Future’. Identify methods to complete during the workshop such as: • low-fidelity prototyping • storyboarding.
Prepare key questions for participants to use throughout the workshop. E.g. ‘what do you currently enjoy/not enjoy about shopping?’ E.g. ‘what would an ideal shopping experience look like for you?’ E.g. ‘what are some features of this design that you like?’ E.g. ‘what would you change?’ Run the workshop. Be sure to communicate the purpose and intended outcomes. Explain the purpose of the design, without too much detail, as this can limit the creativity of the participants. Introduce each activity as it starts. Allow participants to design concepts and augment existing ideas with their suggestions. Offer templates and frameworks to assist participants with completing the chosen methods. [1–4 hours]
6
After the workshop you can interpret the collected data using affinity diagramming (p.22) or thematic analysis (p.156). Gather the feedback and concepts from the co-designers. How does this influence the design concept?
[20 minutes]
Design. Think. Make. Break. Repeat.
45
Empathy Mapping Making visible the invisible to better understand your user and their experiences Empathy is the ability to understand the
Empathy maps can take different forms.
experience of others. Being immersed in
One approach is to place the user at the
someone’s experience, or putting yourself
centre and to explore four key areas, each
Oliveira, E., & Conte, T.
in someone else’s shoes, is a critical skill
responding to a different part of the user
(2015). Designing Personas
for designers to understand the perceived
experience, in order to capture what the
and actual challenges that a user faces.
user thought and felt, what they saw,
However, experiences are subjective, and
what they heard and what they said and
it can be difficult to ‘feel’ or ‘understand’
did. Each area of the map is populated
the experiences of others.
with insights gathered from existing user
ACADEMIC RESOURCES: Ferreira, B., Silva, W.,
with Empathy Map. In Proceedings of the International Conference on Software Engineering & Knowledge Engineering (SEKE 2015). Skokie, IL: KSI Research Inc. and Knowledge Systems Institute
experience data, collected, for example, by Empathy mapping is a visual method
observing a user interacting with an existing
that can support the understanding and
or envisioned product or service. The quality
Macanufo, J. (2010).
interpretation of previously collected data.
of empathy maps is directly linked to the
Gamestorming: A Playbook
While personas (p.122) use an aggregation
quality of the previously collected data.
Graduate School. Gray, D., Brown, S., &
for Innovators, Rulebreakers, and Changemakers. O’Reilly
of data from multiple participants, the
Media, Inc.
empathy mapping method directly
Well-developed empathy maps offer
represents the experience of an individual
rich and deep insights into the context
person. Empathy maps help designers
of the user. Additionally, the completed
to better understand a user within a
map remains a valuable visual tool for
particular context, building an awareness
evaluation, encouraging regular review of
of the factors that influence and inform
the design development against the user
specific user needs. This is particularly
needs identified. Like empathic modelling
important in the problem-framing stage
(p.66), empathy mapping can be
of a design process.
especially valuable for considering people with reduced physical or perceptual abilities in a design.
68 Empathy Mapping
EXERCISE
YOU WILL NEED Pen
In this exercise, you will create an empathy map to visualise a set of qualitative data and to develop empathy with your user. If you don’t have your own data, use the resources provided on the companion website. Focus on your own design problem, or follow the ‘Health and Wellbeing’ brief (p.201). See p.202 for an example of an empathy map.
1
Identify your user and write their name in the centre of the template. You can also add a sketch or photograph.
• •
[5 minutes]
2
3
Gather the raw data you have from one user. This should be data that has been generated through qualitative research methods, e.g. interview transcripts (p.92), contextual observation notes (p.50) or video recordings. It doesn’t matter if this data is in different formats. Begin with the ‘Think and Feel’ area of the map. Using the questions below as prompts, review your data and identify as many relevant insights as you can. Write these on the map. • How does your user feel? • What are the negative and positive thoughts described by the user? • How does your user describe their situation or issues? • What matters most to your user? Don’t worry about putting data in the ‘wrong area’ of the map. Some insights might fit across multiple areas, so just make sure you’ve captured them somewhere. [15 minutes]
4
Move to the ‘See’ area of the map and repeat this process, using the following questions as prompts: • What external factors impact your user?
What people, places, activities or experiences influence your user? What is your user watching, reading, using or being exposed to?
[15 minutes]
5
Move to the ‘Hear’ area of the map and repeat this process, using the following questions as prompts: • Who does your user hear from? • What media sources influence your user? • Whose opinion does your user value? [15 minutes]
6
Move to the ‘Say and Do’ area of the map and repeat this process, using the following questions as prompts: • What are the behaviours and attitudes of your user? • How have these adapted, changed or responded to the challenges faced? • What actions did your user take? • What are the direct quotes that illustrate your user’s perspective? [15 minutes]
7
Share your map with your user to check that you’ve represented the insights accurately, or share with your team to verify your interpretation of the data. Review your map regularly throughout the design process to ensure you’re responding to the user needs you identified. [10 minutes]
Design. Think. Make. Break. Repeat.
69
Morphological Charts Breaking a big, messy problem into bite-sized pieces When designing, the problems that we
that can eventually be combined into a
deal with are usually big, nebulous and
final solution. This makes sure the really
messy, making it hard to maintain an
tricky issues don’t get neglected while we
Design Methods: Strategies
overview. Problems may have a variety of
pursue our final design.
for Product Design (4th ed.).
conflicting and contradictory constraints,
ACADEMIC RESOURCES: Cross, N. (2008). Engineering
New York: Wiley.
which means that sometimes solving
However, the problem is not solved by just
one part of the problem can cause issues
pasting the different individual solutions
with another. Balancing all these diverse
together. Large ‘wicked’ problems cannot
for concept design in
concerns in your head at once can be a
be addressed simply by designing
collaborative product
challenging task, and it is difficult – if not
solutions for their constituent parts.
impossible – to solve the entire problem
It is, therefore, important to carefully
at once.
synthesise all ideas into a single solution
Huang, G. Q., & Mak, K. L. (1999). Web-based morphological charts
development. Journal of Intelligent Manufacturing, 10(3), 267-278.
as a final step of this process. This step is Morphological charts were originally
nicely illustrated by a quote attributed to
popularised in engineering and are now
the designer of the Mini, Alec Issigonis,
used for a wider range of design problems.
who stated that ‘a camel is a horse
They offer a structured way of breaking
designed by a committee’. Every sub-
a big problem down into manageable
solution that makes a camel survive in
parts and tackling these one at a time,
harsh environments is well-designed,
with the aim of finding the optimum
yet the focus on individual functional
solution. Often these sub-problems can
solutions results in an overall solution that
be paradoxical – for example, making
is perhaps not as elegant as a horse. The
a compact, simple product, while still
process of synthesising ideas is a complex
including a lot of features. By listing the
task itself that may involve using some of
sub-problems and focusing on each one
the ideas, changing some of them and
individually, we can explore strategies
discarding some altogether.
112 Morphological Charts
EXERCISE
YOU WILL NEED Pen, paper
In this exercise, you will break your problem down into 15–20 sub-problems and generate ideas for solving each one using the template provided on the companion website. Focus on your own design problem, or follow the ‘Environmentally Resilient Communities’ brief (p.205).
1
2
Start with a well-defined design problem. If you need to, first spend more time formulating your design problem effectively using reframing (p.128) or gaining a deeper understanding of it with mind mapping (p.106). E.g. water infrastructure that helps communities to manage and use their water more efficiently. Write a list of the most difficult subproblems you are facing in your design task. Start each of these by asking yourself ‘How can you?’ questions, which you write on your template. E.g. how can you catch and re-use stormwater? E.g. how can you retro fit existing homes to use grey water? E.g. how can you offer insight into personal water usage? [10–15 minutes]
3
Consider if there are any paradoxical sub-problems, which are often a feature of design problems. These are issues where you are trying to resolve two contradictory requirements. E.g. how can you let people take a longer shower that uses less water? E.g. how can you get rid of floodwater quickly but save it for later?
4
Generate 1–3 solutions for each of these individual problems, using a method such as brainwriting (p.32) or KJ brainstorming (p.94). Don’t limit yourself to just one idea for each of the sub-problems, but make sure you have a range of options. This will help give you choices and variety later. Write all your ideas down in the relevant row of the template. [2–3 hours]
5
List the pros and cons of each idea. Consider minor design improvements that would help address the cons you identified. Select the best idea in each row and circle it. [1–2 hours]
6
Identify feasible combinations that could be synthesised into concepts, and sketch each of these on a new piece of paper. Be selective; don’t try to force your ideas into inelegant combinations. Use a decision matrix (p.54) to help you decide which combination to pursue, but keep your other ideas in case you wish to return to any later on down the track. [1 hour]
[10 minutes]
Design. Think. Make. Break. Repeat.
113
STEP Cards Turning a web of external factors into actionable insights When we design a new product or service,
knowledge across the factors. The first
it is important to remember that it is
step is to decide which factors are relevant
embedded and used within an existing
for the design situation. Depending on
R. A. (2003). Strategic
ecosystem that is created from and
the situation, we might decide to swap
Management: Formulation,
influenced by various external factors.
economic factors in the STEP cards with
While user research methods, such as
environmental or ethical factors or to add
interviews, focus on understanding user
additional cards to include other factors.
ACADEMIC RESOURCES: Alkhafaji, A., & Nelson,
Implementation, and Control in a Dynamic Environment. New York: Routledge. Paul, C. L. (2008). A modified
needs within a particular context, the
Delphi approach to a new
STEP cards method allows us to capture
Using cards, the method offers a way
card sorting methodology.
those broader macro-environmental
of capturing, sorting and presenting
external factors. Originating in the field of
secondary data from multiple
management, where the method is also
perspectives, exploring the external
to solve problems: Elements
known as ‘PEST analysis’, the acronym
factors that influence, inform and shape
of a theory of problems
‘STEP’ stands for social, technological,
the adoption and use of a design. The
economic and political. Variations known
cards can be populated with primary
as PESTLE, STEEP and STEEPLE have been
and/or secondary research, for example,
devised to include legal, environmental
by drawing on examples from practice,
and ethical factors.
literature, local projects or international
Journal of Usability studies, 4(1), 7-30. Wickelgren, W. A. (1974). How
and problem solving. San Francisco: WH Freeman.
initiatives. Once cards have been
148 STEP Cards
The STEP card method can be used
populated, they can be reviewed and
individually or as a group during the
grouped in multiple forms to create
early stage of a project as a visual way
new ways of looking at a dataset. The
of capturing external factors. It can be
knowledge gained through this process
useful to include people from other
can be used to determine the next steps
teams and backgrounds in the method,
in a design project and to guide how these
to provide complementary expertise and
factors are addressed in the final solution.
EXERCISE
YOU WILL NEED Pen, paper, 2+ people, internet access
In this exercise, you will populate a set of STEP cards representing the forces relevant to your chosen context, using the template on the companion website. Focus on your own design problem, or follow the ‘Supermarket of the Future’ design brief (p.196). See p.199 for an example of a set of STEP Cards.
1
Select at least four factors from the template that are relevant to your project, and cut out the corresponding cards. You can also use the blank card to list an additional force that is important within the context of your design problem. E.g. for the ‘Supermarket of the Future’ brief you might choose: social, technological, economic and political.
5
[15 minutes]
[10 minutes]
2
Read broadly to identify data sources and collect data about the factors selected in step 1, using newspapers, academic articles, trend-watching sites and online forums/blogs. Save or bookmark the data that you find.
6
[1–4 hours]
3
Search through your collected data, adding any additional data you might have from primary research, to identify insights that are relevant to your identified factors. Highlight sentences that seem particularly relevant while you browse. [30 minutes]
4
Populate your STEP cards by recording each of the insights from step 3 on individual cards. Include a summary heading, a detailed description of the insight, a supporting quote or sentence from the data, an image and a link to the original source.
Collate the completed STEP cards. Begin to sort the cards by factor (e.g. all the social cards together). Don’t worry if you have duplicates. You can pin your cards on the wall, sort them on a table or use a digital tool such as Trello. Discuss your findings and take a photograph of the groups you created. Try organising your STEP cards in alternative ways. Can you identify categories that make sense within your dataset? For example, can you sort the cards using a timeline? Or can you sort them hierarchically? From local to national to international perspectives? Discuss your findings and take another photograph of the grouping. [15 minutes]
7
Consider the impact of your new insights on your design project, and write a list of actions emerging from these insights. These could be design features that need more consideration, additional research that needs to be done or information to keep in mind. [10 minutes]
[20 minutes]
Design. Think. Make. Break. Repeat. 149
Which Brief?
This book is for anyone with an interest in design. You might not have used any of the methods in this book before, or you might be an experienced designer looking to elevate your current practices. In the following pages, we have curated seven case studies related to different design briefs. The book is structured so that you can dip into any method at any time, but for a more guided approach you can also choose a design brief and follow it, trying out the recommended methods. Help me get started Are you new to human-centred design? Or perhaps you work in another area and are keen to add design thinking to your skill set? If that is the case, we recommend one of the following design briefs to learn about the basics of a design process: Autonomous Vehicles (p.181) Designing Space travel (p.186) Teach me more Have you been practicing design for a while and would like to learn about new methods to add to your repertoire. Or perhaps you’d like to broaden your practice to include service design, business models or co-design? In that case, we recommend the following design briefs: Museum Visitor Experience (p.191) Supermarket of the Future (p.196) Health and Wellbeing (p.201) Push my boundaries Being a reflective practitioner means questioning the status quo and how we do things. Do you feel like trying something new? To dip your toes into more advanced methods, we recommend the following briefs: Environmentally Resilient Communities (p.205) Future Campus (p.208)
180 Case Studies – Which Brief?
Autonomous Vehicles Self-driving cars are becoming a reality due to
•
measurement drones
robots disguised as cars, using sensors and actuators to navigate roads and respond to features in the
•
autonomous systems in future cities.
a visual, tangible or pervasive control interface integrated into a driverless car
environment. They are joined by many other robotic systems that are lining up to become part of the fleet of
a dashboard to control a fleet of garbage collection robots, street cleaning robots or air quality
advancements in machine learning and AI. They are
•
city infrastructure that enables autonomous systems and our interactions with them, such as charging stations for drones or solutions for receiving parcels
Today, Google has several driverless cars that have proved
delivered by drones.
capable of manoeuvring the roads. Likewise, in 2014, Tesla rolled out a new autopilot feature. The feature
Design task
was released in the form of a software update: no new
How can we create user interfaces and user experiences
car required. Although completely self-driving cars are
that ensure that new autonomous solutions consider
estimated to be some years away, these first attempts
people and their needs rather than being driven by
at mass-producing autonomous vehicles for today’s
technological advancements? This project brief invites you
cities demonstrate that as designers we need to start
to take on this challenge by specifically focusing on the
thinking about how people in the future will interact with
interaction between people and autonomous vehicles.
autonomous vehicles.
Your task as a designer is to identify a specific use case or problem area, and design a solution that showcases what
The futuristic nature of the design brief will make it
autonomous future products or services might look like.
difficult to gather first-hand experience of autonomous vehicles and their usability issues. You may have to base some of your research on pre-existing documentation
Getting started
and research found online, such as driving tests of
If you choose to follow this brief, we recommend
autonomous vehicles or academic research papers. This
using the following set of foundational methods.
can be used in combination with data about user needs
Use questionnaires (p.126) and interviews (p.92) to
that you identify through primary research methods. You
gather data from users and thematic analysis (p.156)
should identify either a problem scenario (e.g. garbage
to analyse the resulting data. Translate this into
collection in cities) or a type of autonomous vehicle
personas (p.122) that are used to represent key user
(e.g. delivery drones).
needs. Develop your initial ideas using storyboarding (p.150) and then develop these further by creating
Possible areas of interest that you could consider are:
wireflows (p.172). Once you are satisfied with the
•
a mobile app or digital technology used to book
design, create low-fidelity prototypes (p.100) that can
shared autonomous vehicles
be used for usability testing (p.160). Create mock-ups
a mobile app or web interface to order and track
(p.108) to represent your final design ideas.
•
products delivered by urban drones
Design. Think. Make. Break. Repeat.
181
Future Campus University is about more than just learning. Students
•
spaces that promote different kinds of learning (e.g.
spend many hours each day at their university campus,
quiet study, conversation, hands-on)
and for many it becomes their home away from home. Many students look back at university as a time of
offering digitally enhanced, fit for purpose teaching
•
promoting the use of research findings in real-
intense self-development, where they met new people,
world applications and helping students and the
were exposed to new ideas and began to discover
community to understand the value of these innovations
who they really are. A supportive physical and digital environment that meets the genuine needs of the
•
leave memories that last a lifetime.
supporting healthy lifestyles for people living and working on the campus
students using it can make studying a breeze – and •
enabling a seamless transition of learning and activities between physical spaces and online.
The creation or expansion of a university campus is a unique opportunity to intentionally design a learning
Design task
environment that meets the needs of students in an
How can we capture these qualities in a specific place
optimum way. But projects like this don’t happen
and time? This project brief invites you to take on this
overnight; realisation may be 10 to 20 years down the
challenge: design or redesign a university campus,
track. So how do we design for these future students?
including the ecosystem of intangible qualities that help
Developing a solid understanding of the fundamental
it become a dynamic, successful place. The brief is not
needs of students now can contribute to creating a
limited to universities, similar questions can also drive the
great experience for students of the future.
design of work campuses.
But a campus is more than just bricks and mortar. It also consists of physical and intangible qualities that
Getting started
create and nurture innovative, confident individuals.
If you choose to follow this brief, we recommend
It includes research facilities, teaching spaces,
that you significantly expand the ‘think’ phase of
support services, leisure activities, online and digital
your design process using the following selection
infrastructure and a supportive environment that helps
of methods. Use local orbits (p.98) to better
distill a sense of belonging in those using the campus.
understand the existing site. Create pop-ups (p.124) and employ experience sampling (p.72)
Possible areas of interest that you could consider are:
to gather data about how it is used. Consolidate
•
attracting and retaining high-quality teachers and
your understanding with mind mapping (p.106).
promoting teaching excellence within university
Use design by metaphor (p.56) and science
departments
fiction prototyping (p.138) to enhance your
facilitating clear communication channels and
ideation process. Evaluate these ideas using
offering supportive administrative processes between
scenario-based thinking (p.134) to help you
students and staff
determine how future-proof they are.
•
208 Case Studies – Future Campus
Figure 1 Figure 1. Artefacts from a speculating preferred futures workshop, which focused on exploring possible implementations to make urban campuses ‘smarter’. Credits: research project by Phil Gough, Leigh-Anne Hepburn
Design. Think. Make. Break. Repeat. 209
Design. Think. Make. Break. Repeat. A Handbook of Methods
ISBN 978-90-636958-5-9
9 789063 695859
Authors Martin Tomitsch Madeleine Borthwick Naseem Ahmadpour Clare Cooper Jessica Frawley Leigh-Anne Hepburn A. Baki Kocaballi Lian Loke Claudia Nunez-Pacheco Karla Straker Cara Wrigley
Design. Think. Make. Break. Repeat.
In this revised edition, the authors look beyond the human-centred design paradigm and provide an introduction to life-centred design. This extended focus is reinforced through design methods for considering the broader ecosystem in which products and services are used, including the use of natural resources, ethical concerns and the long-term impact of design decisions.
A Handbook of Methods
This book introduces the reader to the changing role of design as a way of thinking and a framework for solving complex problems and achieving systemic change. It documents 80 methods that cover all stages of a design process, providing actionable guidance for applying the methods across a range of projects. The methods are complemented by seven case studies to demonstrate their application in different domains, from designing interfaces for autonomous vehicles to addressing health and wellbeing. Free templates and resources, available at designthinkmakebreakrepeat.com, make this a great resource for design educators as well as practitioners leading workshops in their organisation or looking for inspiration to transform their practice.
Design. Think. Make. Break. Repeat. A Handbook of Methods
Revised: 20 new methods and an introduction to life-centred design