The Draft Manuscript Edition Copyright © 2021 Gordon Adomdza & Craig McCarthy All rights reserved. No part of this publication may be reproduced transmitted or stored in a retrieval system, in any form or by any means without permission of the authors. Publisher Ashesi University 1 University Drive Berekuso, Eastern Region, Ghana PMB CT3, Cantonments, Accra Authors’ Contact gadomdza@ashesi.edu.gh or +233547047047 Cover Design Jay-Ford Company Ghana Library Cataloguing-in-Publication Data Adomdza, Gordon Design thinking, project guide: the whys and the hows / Gordon Adomdza & Craig McCarthy. – Accra: Ashesi University, 2021. 1. Design 2. Graphic Arts I. Title DDC 741.6 - - dc 20 ISBN: 978-9988-3-1189-6 GLCN – 19 Dedication This project guide is dedicated to all the pioneering students, teaching assistants and faculty of the Foundations of Design and Entrepreneurship class, which provided opportunities to contextualize the content for the book Acknowledgements Special acknowledgement goes to the following faculty who provided useful comments, insights, illustrations etc. that helped improve on the original manuscript. Sena Agbodzah Agyepong (PhD) Yaw Dankwah Osseo-Asare Nepeti Nicanor Rose A. Dodd Dahlia Nduom Keren Arthur (PhD) Victor Randolph David Hutchful Kwami Justina Morris (PhD) Abdul-Nasser Alidu Theodore Philip Asare Jewel Thompson Eugene Eluerkeh 1 Table of Contents Chapter 1: Problem Festival Chapter 2: Innovation Chapter 3: Creativity Chapter 4: Chasing Mysteries Chapter 5: Intro to Design Thinking Chapter 6: Reframing Chapter 7: Ethnography Chapter 8: Lean Research Chapter 9: Analysis Frameworks Chapter 10: Ideation Techniques Chapter 11: User Requirements, Value Fulfillment Blueprint and Dark Pattern Design Chapter 12: Wireframing and Prototyping Chapter 13: Business Model Canvas and Minimum Viable Product References 2 14 32 47 60 67 73 85 95 127 140 156 165 194 2 CHAPTER 1: PROBLEM FESTIVAL Chapter Description Wicked Problems Have you heard of the phrase “a wicked problem”? If not, this chapter will make you understand what a wicked problem is, and you will also be able to use the necessary space mapping tools to visualize and adequately explain a wicked problem. Wicked problems are real-world problems that acknowledge the complex interdependence of diverse factors and stakeholders, rather than simplistic, linear cause and effect abstractions that isolate the problem from its context (Wahl, 2017). Introduction Einstein indicated that if he only had one hour to solve a problem, he would spend 55 minutes defining the problem and the remaining 5 minutes solving it routinely. Innovations are aimed at solving problems. Some end up on the patent database, others in the museum, but a good number end up on the market. The belief here is that if you focus on the solution (solution first) and it turns out to be the wrong one, that may be the end of the road. However, if you focus on the problem and the solution turned out to be the wrong one, all you may need to do is pivot and develop a new or slightly different solution while still focusing on the problem. However, a lot of innovators do not concentrate long enough on the problem. How does one help innovators focus enough on the issue under investigation? According to the Interaction Design Foundation, wicked problems are problems with many interdependent factors making them seem impossible to solve. Because the factors are often incomplete, in flux, and difficult to define. Solving wicked problems requires a deep understanding of the stakeholders involved, and an innovative approach provided by design thinking. Complex issues such as healthcare and education are examples of wicked problems (2018). The expression “wicked problem” was coined by Horst Rittel, a design theorist and professor of design methodology at the Ulm School of Design, Germany. He describes ten features of wicked problems: ● There is no definitive formula for a wicked problem. ● Wicked problems have no stopping rule, as there’s no way to know your solution is final. 3 ● Solutions to wicked problems are not true-or-false; they can only be good-orbad. ● There is no rapid test of a solution to a wicked problem. ● Every solution to a wicked problem is a "one-shot operation"; because there is no opportunity to learn by trial-and-error, every attempt counts significantly. Wicked problems do not have a set number of potential solutions. Image 1:1: Wicked problems ● Every wicked problem is essentially unique. ● Every wicked problem can be considered a symptom of another problem. ● There are always various explanations for a wicked problem because the causes vary greatly depending on the individual perspective. ● Planners/designers have no right to be wrong and must be fully responsible for their action. 4 Image 1:2: African Wicked problems 1 complexity, simplifies the space and helps identify the opportunity areas for innovation. ● Florence Nightingale: [tells her story from the 1800s, the pie chart looking document, what it meant]. ● Hans Roslin [tells the story of his approach in recent times] uses more advanced technology to tell stories and explore problems using visualization. If Florence Nightingale, a nurse could provide data to make better decisions than the army generals in 1858, what stops us from providing better creative data visualizations in 2021? This concept of data visualization is discussed more in Chapter 9: Analysis Frameworks. Problem Space Mapping Tools Africa has many wicked problems, problems that are complex and have resisted solutions over the years as illustrated in the above image. Some of these include civil wars, poverty, hunger. Poor leadership, lack of quality education, inadequate health care, bad roads among others Data Visualization One of the most powerful ways of understanding problems is to visualize them. The reason is that the visualization of the problem helps make sense of the 1 Source: http://mugishaseeitdifferent.blogspot.com/2012/04/is-africa-responsible-for-itsproblems.html Designers have created several visualization tools for understanding problems. The following are some space mapping tools you can use to visualize data. The spider diagrams With spider diagrams, you need to structure your thoughts around a problem. This can be done in a group or individually. You can do it like this: At the center of a large sheet of paper, flipchart, or whiteboard for larger groups), write down the problem you want to solve. Starting from this central problem, create branches in all directions based on 5 thoughts and ideas you have about that problem. Write as many sub-branches of the problem as you can. This way, it gives you a broader view of the problem. Image 1:3: Spider Diagram Fishbone Diagram A fishbone diagram is also a visualization tool for categorizing a problem’s potential causes to trace its root causes. The fishbone diagram gets its name from its shape. It looks like the bones of a fish. Drawing it is quite simple. At the head of the fish is the problem, also known as the undesirable effect. It is better if you phrase the problem as a question rather than a statement. “Why did <problem> happen?” rather than just “Problem.” Sometimes phrasing things as a question gets a better thought process than just a statement. Once you have the head, you have the spine and the ribs representing the groups of causes. The causes then branch off the ribs. 6 Image 1:4: Fishbone Diagram Tree Diagram The tree diagram helps you map out the main problem, along with its causes and effects, allowing you to identify clear and manageable goals and the strategy of how to achieve them. The main problem is placed at the top of the tree and the roots lead to the causes and effects of the problem. Image 1:5: Tree Diagram 7 Venn Diagrams The use of the Venn diagrams can help problem space mapping because it allows the illustration of the extent to which a problem and its possible causes overlap. Image 1:6: Venn Diagram 2x2 Matrix A 2x2 matrix is a tool to scaffold thinking and conversation about your users and problem space. It can be used to help you think about relationships between things or people. The hope is that insights will come out from using a 2x2. 2x2 matrices are also great to visually communicate a relationship you want to convey. 8 Image 1:7: 2x2 matrix The 5 Whys The 5 Whys is a mind mapping tool used to explore the cause-and-effect relationships underlying a particular problem. The main aim of the 5 Whys is to find the root cause of a problem by repeating the question "Why?". Each answer forms the basis of the next question. The "five" in the name derives from an anecdotal observation on the number of iterations needed to resolve the problem. Not all problems have a single Image 1:8: The 5 Whys root cause. If one wishes to uncover multiple root causes, the method must be repeated, asking a different sequence of questions each time. This method provides no hard and fast rules about what lines of questions to explore, or how long to continue searching for additional root causes. Thus, even when the method is closely followed, the outcome still depends upon the knowledge and persistence of the people involved. 9 Choosing the right framework- VUCA The COVID19 pandemic has shown us that problems are more complex and uncertain. We do not have to look at only problems but instead look for a process that allows us to map out problem spaces and quickly understand them. However, looking at covid-19, there is a lot of complexity and ambiguity around the problem. This results in uncertainty when using some frameworks to analyze the problem space. For example, using a tree diagram to analyze this problem may lead to uncertainty on whether to create a full tree diagram, one tree diagram or create one and then create situations where this new tree diagram will be formed. One way that helps in guiding to choose the right framework for a problem is VUCA. VUCA stands for Volatility, Uncertainty, Complexity and Ambiguity. It was introduced to illustrate a world of uncertainty. Each of the letters in “VUCA” is described further below and it is also expounded on more in the Design Thinking Chapter. unfolds. For example, a problem that affects various countries like poor leadership may be hard to unpack since different factors cause this problem which may differ for each country. With this, one needs clarity to focus on the key factors causing the problem. Therefore, when dealing with a problem: Complexity needs Clarity: What problem space mapping tools should be used to provide clarity? Uncertainty. This refers to not being able to predict the future. It can be caused by lack of information, having false information or even too much information. In such a situation, one needs to understand the problem space more by collecting information, looking for interconnections and perspectives. Therefore, when dealing with a problem; Uncertainty needs Understanding: What problem space mapping tools should be used to understand the problem at hand? Complexity. It involves a number of factors in a situation that make it hard to navigate how it Ambiguity. It refers to the vagueness of a problem, and when the situation is entirely unclear. You have heard of a saying that not everything is black and white, there are grey areas? Ambiguity comes in the grey areas. This makes interpretation hard since the information is unclear or contradicting hence affecting decision making. One needs agility/adaptability and flexibility to make the right decisions. Therefore, when dealing with a problem, Ambiguity needs Agility: What problem space mapping tools should be used to achieve agility? 10 Stakeholders. After revealing the causes and effects of problems, one needs to identify relevant stakeholders that are causing the problems and those affected by it beyond what the primary target user suffers. For instance, a drug addict youth’s problem is also a concern for the parents who will be affected by it. There are two types of stakeholders in every problem space. Internal Stakeholders. Internal stakeholders are those who are directly linked to the problem and found within the problem space. They are directly affected by the problem or are the ones who cause the problem. External Stakeholders. These are actors outside the problem space that have a relatively minimal impact on the problem space. The problem does not affect them directly, and they are not the immediate cause of the problem. Image 1:9: Stakeholder Assessment Grid Analysis of the macroeconomic space of a problem Once the causes and effects have been identified and the stakeholders, it is time to explore the macroeconomic space around the problem. Below are some of the ways to examine the space around a problem. PESTLE Analysis. The most common of such environmental scans is the PESTLE 11 framework or pestle analysis. PESTLE analysis refers to an external examination of six external factors that surround a problem. Image 1:10: PESTLE Diagram Political Factors. One of the most significant environments surrounding your problem is the political environment. It may either be one of the causes of your problem or suffers the effects of the problem. Examples of political factors could include tax laws, political stability, government regulations etc. Social and cultural factors. These are social attitudes, behaviors, trends and cultural beliefs that surround your problem space. Examples include attitudes and shared beliefs about a range of factors including money, customer service, imports, religion, cultural taboos, health, work, leisure, the environment, population growth etc. Economic Factors. These refer to the overall economic forces that surround your problem. Some of these factors may be direct causes of your problem while others may contribute to the causes of the problem you are trying to tackle. Examples of these economic factors include Economic trends, growth rates, industry growth, seasonal factors, international exchange rates, international trade, labour costs, consumer disposable income, unemployment rates, taxation, inflation, interest rates, availability of credit, monetary policies, raw material costs among others. Technological Factors. Technology is one of the rapid growing innovations in recent times. Technology has an impact on your problem space in one way or the other. Examples of technological factors include technology and communications infrastructure, legislation around technology, consumer access to technology, competitor technology, and development, emerging technologies, automation, research and innovation, intellectual property regulation, technology incentives, etc. Legal Factors. 12 These refer to current and future legal and regulatory requirements that may impact on your problem space. Examples include Laws regarding consumer protection, labour, health & safety, safety standards. Environmental Factors. These refer to factors in the natural environment that have an impact on your problem space. Examples include weather, climate change, carbon footprint, environmental regulations, pollution laws and targets, recycling and waste management policies, endangered species, support for renewable energy, etc. SWOT Analysis. SWOT is an acronym that stands for Strengths, Weaknesses, Opportunities, and Threats. Business analysts will use this tool to identify the internal strengths and Image 1:10: SWOT Diagram antitrust, intellectual property, data protection, tax and discrimination; international and domestic trade regulations/restrictions, advertising standards, product labeling, and weaknesses, and external opportunities and threats. We can also use the SWOT analysis as a tool for analyzing a problem. S- Characteristics of the problem which makes it easy to understand and analyze. W- Characteristics of the problem that makes it difficult to understand and analyze. O- External Factors that can help us understand and analyze the problem. TExternal factors that may hinder us from analyzing and understanding the problem 13 Conclusion The problem festival has the tagline “Where problems get visualized, and solutions get penalized” The goal is to get people to focus on the problems, map them out, develop narratives of how the causes and effects are interrelated and present their findings in a science-fair style presentation. Finally, one must understand the frameworks and use VUCA to guide in choosing the right framework to apply to a particular problem. Key Words. Wicked Problem, VUCA, Problem Festival, Frameworks, PESTLE analysis, SWOT analysis. Problem Sets. 1. List two mind mapping tools you will use to analyze your problem and why. 2. What is the full meaning of the acronym PESTLE? 3. What is your understanding of a wicked problem? Give examples 14 CHAPTER 2: INNOVATION Chapter Description Innovation is probably one of the most used words these days. You continuously hear people throw around slang like, “this is an amazing innovation”, “we need to be innovative”. The truth is that any business that wants to survive in this 21st century will constantly have to innovate whatever they are offering to suit our ever-changing world. Imagine you still wore the cloth designs that existed twenty years ago. I am sure that will feel weird. Surprisingly, we still wear almost the same kinds of clothes but with different designs. This is because they have been innovated to meet the demands of these present times. In this chapter, we will look at innovation and how it has evolved to know what it looks like today. What do you understand by innovation? At the end of this chapter, you should be able to understand the meaning of innovation and its approaches. You will also be able to identify and describe each of the stages involved in Rothwell's evolution of innovation and how this has affected or shaped our present understanding of innovation. The chapter dives deeper in each innovation stage, history of each innovation stage, the advantages, limitations among others. From this chapter, one will understand that customers are currently sophisticated, which calls for new approaches to innovation. Moreover, what does one need to consider when taking on these new approaches? What are customers looking for? What factors affect the approach used? What approaches are no longer enough in today’s world? Which new ones need to be adopted? These questions and more will be answered in this chapter. 15 Introduction A new approach is needed when creating; a new service or product, a new strategy or when reimagining what we currently have. When a new approach is needed, one needs a new way of innovating. However, different factors impact new approaches. When innovating, functionality needs are no longer enough as customers do not look at the product’s functionality features (user needs, user goals, and predict behaviors). They instead want the aesthetic (harmony, coherence, composition and trends) and psychological (positive emotions and relevant thoughts). Nevertheless, innovating for functionality needs is simpler than innovating for aesthetic and psychological needs. Furthermore, customers are also looking for a new meaning outside of what they currently have. Customers are also aspirational as they move upwards on the Maslow’s triangle as their needs are fulfilled. Here, it is hard to innovate for the customers; therefore, the approach to be used has to be sophisticated to capture their aspirations. Additionally, when innovating a new approach, traditional market segmentation is no longer enough because one segment’s solution may not be the same for another segment. However, the segment approach, one can ignore the other segments that may benefit from this segment’s solution. However, when innovating under this approach, use cases that cut across segments, these consider the whole process and not just the segments. Christensen, Cook & Hall (2016), argues that “people do not want to buy a quarter inch drill, but they want a quarter inch hole.” People are looking for a job to be done so when innovating one needs to innovate to a “job to be done”. One needs to understand the “job to be done” and this is in relation to the psychological need; hence this also shows how innovating for the functionality need is no longer enough. The concept of “job to be done” is explained further in this chapter. This shows that customers have become sophisticated and therefore, innovators need new approaches to satisfy users. 16 Innovation Approaches and Design Thinking. This chapter will argue that there are a number of approaches to innovation. However, the dynamics of our world’s evolution suggests that the approach needed today has to be fluid and versatile. It needs to identify important information, sanitize and sensitize it and then incorporate it into an implementation plan that delivers innovation. Traditionally, there are so many ways of coming up with innovative ideas. You can focus on new technology and discover a creative solution that solves a need for humanity. For instance, the Internet, GPS, Sonar, etc. all came from military-related research that was probably not user-centered or useinspired but started with focusing on a technology breakthrough. A long time ago, the belief was that ‘if you build it, they will buy’. It was said that Ford told customers of his Model T car, ‘you can have any color you want, so long as it is black’. The world has . changed a lot since then and so has the approach to innovation. To fully appreciate the evolution of the innovation approach over time, here is a historical overview. Roy Rothwell’s five generations (5G) of innovation. British sociologist Roy Rothwell developed a template for tracking the evolution of innovation through time. We will use this template and also add to his historical overview. Rothwell identified a macroeconomic factor that defined each stage of the evolution of an innovative approach and named them generations. [E.g., the 70s experienced hyperinflation and contraction in the global economy and made innovators look for ways of cutting costs and making smaller units]. The idea is to find the list of macroeconomic factors that drive each generation and argue for which that generation’s approach is the way it is. 17 Image 2:1: Here is a model of how Rothwell’s work is summarized by another author 2 The time period 2 Source:https://www.researchgate.net/figure/Rothwell-s-five-generations-of-innovation-approaches-Own-figure-adapted-fromPerunovic_fig1_240233014 18 1. Technology Push (1G model) Image 2:2: 1G model (a) There was fast economic growth from 1950 to the mid-1960s, which increased industrial expansion and “technology push” in Japan and the Western world. Scientific breakthroughs and more “R&D” were the main focus of the majority of companies. These two were seen as the solution to societal problems. According to Rothwell (1994), Image 2:3: 1G model (b) One of the proponents of technology push is Joseph Schumpeter. He explained the process of ‘creative destruction’ (old ways of doing things are internally destroyed and replaced by new ways) and where innovations came from. He argued that technology innovations were supply- side driven (from deep pockets like Bell Labs). Advances in knowledge opened up new opportunities Technology push views the innovation process as simple linear and sequential with emphasis on R&D. The market is seen as a receptacle of the results of R&D activity. Or in other words, this is a supply side approach of the innovation process. On the other hand, market information in this model comes at the end of the process as shown in the diagram below. Hence innovations like commercial applications are rarely adapted to the market as they are taken as technical inventions (Rothwell, 1994). for invention and innovation. It is important to note that technology push could involve basic research (such as often done in university labs) and R&D-type of research which is often in product development companies (e.g., P&G is reported to employ 7,500 PhD.’s and researchers in 71 countries and holds about 25,000 active patents worldwide). 19 Many of technological breakthrough innovations in the world came to us in wartime and were pure technology push concepts. For instance, here are seven wartime inventions that we use every day: Canned food, Plastic Surgery, Sanitary napkins, Duct tape, Microwave ovens, Digital photography and the Internet (Schellhase, 2015). On the other hand, Blockchain and 5G are two technological breakthroughs that are mind-blowing, but no one really knows what we will really use them for or how they will work although we get the sense that they will really change the way we do things. Some companies invest in technology push research. For example, in 2004, one of the co-founders of RIM (Blackberry) donated $45.8 million to the University of Waterloo for Quantum mechanic’s research. While there are general potential applications for quantum mechanics such as the benefits from quantum horsepower and quantum privacy (for cryptography); one can argue that the research process is going to progress until tangible discoveries are made, and then the question of what market needs exist for those discoveries will be asked and answered. Let us also take the example of Ford economy trucks for ‘53. The invention of these trucks could be described as a technology push because of the innovation of the improvement in the features to suit the technology at the time. The trucks were completely redesigned from the tires to every other part with new time saving features to get work done faster. These redesigned features were new driver's cabs; new springs are new brakes, new transmissions, new shorter turning, and new low friction power. All these innovations were made because of the advancement and availability of technology. Image 2:4: Example of Technology push Interesting case of technology push Take Sony portable stereo tape recorder (the Pressman) Remove recording circuit Replace with a stereo amplifier Develop lightweight headphones (most challenging) Headphones – most innovative part of the system Removed: second headphone socket Finding: people wanted personal device 20 2. Demand Pull (2G model) Image 2:5: Illustration of demand pull From the mid-1960s to early 1970s, there was a “market share battle”. This battle was characterized by a lot of competition which led to companies to focus their development to a “need pull”. Due to this increased competition, investors changed their target from new products to technological change. Companies started focusing on responding to the needs of the market. Market pull, views innovation, again, as simple, linear and sequential, but now with an emphasis on the market. The market is the source of ideas to direct R&D, which plays a reactive role. Demand-side factors replace the supply-side approach of the 1G model (Rothwell,1994). However, there is too much emphasis on market-driven improvements of existing products in the 2G model, which results in many short-term projects. The diagram below shows the process of the 2G model. Image 2:6: Process of 2G model Schmookler. J. (1966) conducted an extensive analysis of time series and cross- sectional patent data and historical case studies and came up with findings that 21 extended Schumpeter’s work. Schmookler found that demand-pull influences were also important (in addition to tech push). The more intense the demand, the more creative groups, and individuals were drawn to work on an unsolved problem and the more patentable inventions they generated. The Trendhunter magazine does a real job in identifying trends and curating them for innovators to respond to. Here is an excerpt “With 20,000,000 monthly views, TrendHunter.com is the world's largest, most popular trend community. Behind the scenes, we leverage big data, human researchers and AI to identify consumer insights and deep dive opportunities for the world's most innovative companies. Our research and workshops empower more than 500 brands, billionaires and CEOs, including Coca-Cola, Adidas, Victoria's Secret, IBM, Cisco, Microsoft, and NASA. Our head office is based in Toronto, Canada, and we are fueled by a global network of 200,000 contributors and 3,000,000 fans. Trend Hunter is currently studying more than 350,000 cutting edge ideas using over 3 billion choices from 150,000,000 people.” Image 2: 7: Other examples areas where demand-pull innovation exists Health consciousness Eco-consciousness Ethnic diversity Age waves Time poverty Quality of Life Quality of work life imperative Increased longevity Value-consciousness 3. New Materialism Renewed Traditionalism Altruism Rapid techno change Intense domestic/globalized competition Human capital management Fast, responsive, network corporations Coupling of R&D and Marketing (3G model) Rationalization emerged under the pressure of stagflation and inflation in the mid-1970s to the mid-1980s. The main focus here was on corporate consolidation, which resulted in product portfolios. There was a reduction in operational costs as companies moved away from individual R&D projects. Structured innovation processes were introduced as marketing and R&D became more tightly coupled. Here the innovation as a result of coupling the market needs and technological opportunities. The process is still sequential but with feedback loops (Rothwell,1994). 22 The 3G innovation models’ main disadvantage is that they tend to neglect solutions for institutional barriers and societal needs but rather focus on the company's new technological capabilities (Berkhout, 2006). Image 2:8: The diagram below illustrates the 3G model process. 4. Integrated Business Processes (4G) From the early 1980s to the mid-90s the product life cycles shortened, and the central theme became a “time-based struggle”. The focus here was on “total concepts” to be developed by integrated products and processes. According to Rothwell (1994), The innovation process changed from sequential shifting (function to function), to a parallel process of development, together with integration within the company, upstream with key suppliers and downstream with leading customers. The emphasis here was placed on the nonsequential, messy character of the innovation process and the role of feedback. Hence this generation emphasizes on concurrent learning with customers and suppliers. 23 Image 2:9: Example of the 4G model from Graves (1987) The representation of 4G focuses on the parallel and integrated nature of the two primary internal features of the process. 5. System Integration and Networking (5G) Resource constraints rose from the 1990s onwards therefore, to guarantee flexibility and speed of development, the focus shifted to system integration. There was the automation of business processes through manufacturing information systems and resource planning. The process in this generation looks like the networking process in the 4G model with an addition of the time/cost tradeoff. In the 5G model, being a “fast innovator” helps determine the company’s competitiveness (Rothwell, 1994). 24 Graph 2:1: Cost and time graph To enhance the efficiency of the operations, 5G uses a powerful electronic toolkit hence 5G having the most powerful process of the electronification of innovation across the whole innovation system. Furthermore, in the 5G model, technological innovation is also not sequential but rather cross functional and multi-actor similar to the 4G model. The main synthesis from these generations is that the main fundamental approaches seem to be technology push and demand-pull (1G and 2G) with specific outcomes such as radical innovation and incremental innovation respectively. 3G is the integration (coupling) of 1G and 2G. It is interesting to note that 4G and 5G focus more on internal processes of innovation than on outcomes (4G is about crossfunctional teams and 5G is about systemsintegration and networking or open innovation). One of the factors that have supported and promoted networking is the Internet. Other Factors that affect innovation approaches today. The Network effect of the internet. The Internet has changed how people look at problems, how designers and engineers do research, how they analyze data, how they do test and how they bring out the results. For instance, users are becoming accustomed to instant gratification. Therefore, if they feel a need now, they can go online and search for a solution, evaluate options and decide on the best solution option pretty quickly because of the internet. Users also have many more options now than they used to have. Hence, they are able to evaluate options along a wider spectrum and therefore, sometimes beyond functionality. This means that users may focus on an emotional connection to the solution beyond the function it provides. For instance, in buying a laptop, a user that would like touch screen functionality may ignore the fact that many MacBook options do not provide a touch 25 screen while many PC options do. Choosing a MacBook over a PC when the touchscreen is a strong consideration will be going beyond functionality to an emotion-based connection. Complicated preferences in today’s world. Going beyond functionality to an emotion-based preference in making choices shows how the preferences of users have become complicated. It is partly due to the overload of information (easy Internet access) and a host of other factors. the Harvard Professor Clay Christenson, the Jobs To Be Done concept may explain how people exercise these preferences. The user is hiring the MacBook to do a job for him or her (e.g., a job of providing status for social recognition, a job that is not about the functions of the MacBook per se) (Christensen, etl.,2016). Jobs to be done. A job to be done (JTBD) is a revolutionary concept that guides you toward innovation and helps you move beyond the norm of only improving current solutions. It is not a product, service, or a specific solution; it's the higher purpose for which customers buy products, services, and solutions. The JTBD concept helps the innovator understand that customers don't buy products and services but rather hire solutions at various times to carry out a variety of jobs. This technique requires no expert assistance, but you may neesampling These factors and the complication of preferences have led to the breaking of traditional segmentation approach for understanding when developing innovation. Companies used to focus on their levels of market segments in innovating. Today, they find similar customers in multiple segments responding preferences, researchers explore insights to help understand those actions according to their products and services in ways they did not develop the product for. As a user exercises his or her complicated help from a statistician. Here is what Christensen, etl. (2016) said about what a job is. “shorthand for what an individual really seeks to accomplish in a given circumstance”. The circumstances are more important than customer characteristics, product attributes, new technologies, or trends. The following is his description of how the concept works. “When we buy a product, we essentially ‘hire’ something to get a job done. If it does the job well, when we are confronted with the same job, we hire that same product again. Moreover, if the product does a crummy job, we ‘fire’ it and look around for something else we might hire to solve the problem.” What is the approach for innovation in the era of jobs to be done? Christensen says: “You should look at the 26 workarounds that your customers need to do. It becomes a real source of a lot of insights.” What is Christensen referring to? Most people will agree that he is referring to Design Thinking. The process of ‘looking at workarounds’ is the process of ethnography for Design Thinking Research. The idea of ‘getting insights’ from that ethnographic process is the process of sensemaking and synthesis for Design Thinking Research Analysis. Other factors. The role of other factors like global warming, unconventional war (VUCA concept), the millennials, green planet, fake news, China, social media, lifestyle, technology, demography, population growth, and other social consciousness movements. Design driven innovation Generation of new meaning through Design Thinking Approach Another expert, Roberto Verganti, makes another argument in exploring innovative approaches that can deal with the problem of complication of user preferences in today’s world. He argues for the Design Thinking approach to innovation as the logical next generation of innovation (6G?). He argues that radical innovation is a major source of long-term competitive advantage. However, radical innovation is difficult to come up with. One way to understand rational innovation is to consider the innovation of meanings because people buy meanings, not products. People normally assume that meanings are static and not innovative. However, the innovation of meanings changes the game and elevates the extent to which designers can create radical innovation for long term competitive advantage. An example is Nintendo Wii (active physical entertainment for all), wholefoods (a shift from organic food being a self-denying choice to reinvigorating experience). He notes that such companies “have generated products, services, and systems with long lives, significant and sustainable profit margins, and brand value, and they have spurred company growth”. Design-Driven Innovation shows market leaders such as Apple build an unbeatable competitive advantage through innovations that create new markets. Such leaders compete through products and services that provide a new meaning giving a new reason for customers to buy them (Verganti, 2008). 27 Image 2:10: User centered Design and Design Driven Innovation In contrasting design thinking with tech push and demand pull, he argues that these traditional methods, especially demand pull, fail to innovate meanings. The following diagram explains the contrast. The y-axis refers to the level of technology (from incremental to radical) and the x-axis refers to the level of new meaning (from current adaptations to socio-cultural models to the generation of the new meaning). 28 Graph 2:2: Comparison of traditional methods and new meaning New meaning In our section on creativity, we described new ideas as those that sparked outside of the box of categories. They are the ones for which there are no previously stored templates for the brain to use in categorizing them. We can use that analogy to probe into the concept of the generation of new meaning as described by Verganti. Verganti contrasts new meaning with current socio-cultural models. These sociocultural bubbles will be akin to the box of categories we described earlier. The idea here is that new meaning for users will lie outside of their box of categories. 29 Image 2:11: Creating new meaning Thus, Verganti argues that tech push and design thinking approaches are more likely to produce ideas that lie outside of the users’ boxes of categories than the demand-pull approach that often focuses on incremental innovation. The second relevant point to note here is that by providing new meaning that is outside of boxes of categories, the design thinking approach provides users with new ways of doing things that they may be familiar with. Verganti talks about design thinking as more effective in unearthing emotional experiences that the user is not familiar with than those that the user is familiar with. The following quotes help substantiate the view of the creation of new meaning. “Market? What market?! We do not look at market needs. We make proposals to connections to things than the other two approaches. Hence, new ways of doing old things may stem from an emotional connection to the reimagined but previously familiar experience that has been turned into a completely new experience. The example that students enjoy the most is the Snuggie. The Snuggie is a robe worn backwards but sold as a blanket with sleeves that allow you to stay warm while having your hands free to work the remote control or talk on the phone. As of 2014, the Allstar Products Group had made $500m in Snuggie sales alone. That said, new meaning may more likely derive from tangible solutions and people …” ― Ernesto Gismondi, Chairman, Artemide “If I had asked people what they wanted, they would have said faster horses.” ― Supposed Henry Ford quote. "A lot of times, people don't know what they want until you show it to them. “Steve Jobs ― BusinessWeek, May 25, 1998. 30 Nuances from contrasting Design thinking with the five generations model tech-push or market-pull. Also, most will defy the time categories. There are a few more points to synthesize from the contrast of design thinking to the other two fundamental approaches to innovation development. Although the five generations model was set in the era's past, it should be noted that this approach’s actual practice is very much with us today. Tech push is still relevant in many industries like drug discovery, software, etc. Demand pull is important for addressing trends in society. But design thinking is most important if we want to focus on radical innovation which is the source of long-term competitive advantage. By focusing on radical innovation, you are aiming really high so that if it. doesn’t happen, you can settle on a lower pedestal. The main argument is that the generation of meaning is key. Exercise 2 This exercise is to connect the 5 generations to Verganti’s theses. The goal is to come up with a figure that puts all the generations on the Verganti map with design thinking as the potential 6th generation approach. It is important to note that 1G and 2G are the most distinctive forms of innovation and 3G and 4G and 5G are more process based which shows how you can combine 1G and 2G. So Verghanti can ignore 3G-5G in his model and focus on 1G and 2G because you can use 3G-5G as processes in developing design thinking innovation while arguing that design-thinking is not demandpull and it's not tech-push. It's important to note that we are focused on design thinking and look at the generation of new meaning because of 1. Disruptive innovation is the source of competitive advantage and we need new meaning to create disruptive innovation. 2. We are doing a business course, so tech push doesn’t work, and demand pull is relegated to the marketing field and 3G to 5G work best at the firm level (organization because they are more process based). We are indeed very well aligned with 5G as we focus on the meaning. Exercise 1 Since the students came to class with discovered designs, the instructor can ask them to determine in which of the 5 generational eras the innovation they found was situated. Often the common finding is that most of the innovations will fall under 31 Summary Functionality is not enough The conclusion for why we need to change the approach we use for innovation today is the effect of our highly networked society and the fact that increasingly, it's becoming clear that functionality is not enough. There is information overload, and we need to be very agile to be able to identify and incorporate relevant data into our creative outcomes. That said, when we get around to figuring out a process of dealing with the complexity of the process, you still need to figure out what to innovate. Both Christensen and Verganti show us that functionality is not enough. We need to go beyond functionality. We need to focus on the generation of meaning for the customer or user by understanding what jobs need to be done. Once we understand what job the user is hiring the product for, we know that we have generated a new meaning for the user, and it is beyond functionality. When we buy smartphones now, we are hiring it to ensure a status symbol, to take pictures quickly and to be able to share immediately. The smartphone was primarily made for taking pictures and today its meaning has changed. So how do designers design for jobs and new meaning? Designing for functionality is hard enough. Design thinking is the only approach that we know of that can potentially empathize with users enough to understand them deeply enough to potentially uncover the job they want to be done and how it provides new meaning. Key Words Innovation, Functionality, New meaning, Demand pull, technology push Problem sets 1. Differentiate between demand pull and technology push innovation? 2. Briefly explain the impact of the internet on innovation. 3. What is the difference between design drive innovation and the other types of innovation in Rothwell's stages of innovation? 32 CHAPTER 3: CREATIVITY Chapter description Creativity has been defined in many ways by different people. In this book, we define creativity as thinking outside the box. What do you understand by thinking outside the box and thinking inside the box? As you read through this chapter, you will understand all these and why the brain is described as a lazy piece of meat. You will also understand how thinking outside the box helps to stimulate creativity. How the brain categorizes stimuli and how it breaks those categories. This chapter will further help you understand different ways in which you can be creative and will also help you dispel myths about creativity. You will get your hands around exercises on creativity. By the time you are done reading this chapter, you will discover what makes you creative. Introduction To have a different approach to innovation in today’s world is to have a different mindset about how to go about it. To get a different mindset about the approach, we need to examine our thinking patterns, learn about the inherent inefficiencies that are likely to prevent us from being excellent in our practice of the 3 Kihn, Martin."'Outside the Box': the Inside Story," FastCompany 1995; Random House: Outside the Box Thinking. design thinking approach and develop mental models for success and problem solving. In this chapter, we explore mental models which will push our brains out of categories. And once these categories are broken, we learn to think outside the box, thus presenting us with creative ways of making our thinking patterns more efficient. Berns. G (2008) notes that novelty is needed for imagination to commence. And he also, notes that imagination and creativity start with perception. Creativity Thinking outside the box Thinking outside the box 3 is a metaphor for thinking differently. It is said to be derived from management consulting in the 1970s and 1980s. It relates to the topographical puzzle called the 9 dots puzzle arranged in the form of a box with three dots with equal distance on each side and the ninth in the middle. Solvers were instructed to link all 9 dots using four straight lines or fewer, once, without lifting the pen. The solution requires a creative approach that takes the pen outside of the ‘box’ of dots to complete the trace in a way that most people do not think of (Kihn, 2005). 33 Image 5:1: 9 dots puzzle Creativity has since been described as thinking outside the box. Prior to this, creativity was seen in the forms of evolution, revolution, synthesis, reapplication, changing direction among others. It turns out the field of neuroscience confirms thinking outside the box as a way of thinking to come up with new ideas. Our brains perceive stimuli through our five senses, vision, hearing, smell, taste, and touch, and respond with action. However, between initial perception and action, a lot happens. From childhood, our brains tag perceptions and store them in templates in our brain (in the limbic system). For example, if a child touches a yellow flame, this is stored in the brain so that the next time the child sees a yellow flame, he or she knows not to touch it because the painful experience from touching it is stored in his or her brain. So, the brain quickly pulls up that memory and this guides the child’s response. Imagine this process happening with all the interactions you have had with your five senses to this day. Your brain builds up a file cabinet of templates that it uses to process new information. This process is also called categorization. So, your brain has categories upon categories, think files in file drawers in a file cabinet in the brain, which it draws from. This is why a person you just met but do not know can make you feel a certain way because your brain uses existing templates of experiences of someone else this person reminds you of to filter your perceptions of the current person. It is also why you are quick to dismiss things you think you have encountered even if they present a completely new circumstance (Kihn, 2005). 34 Image 5:2: Categorization Process in the brain (a) The brain is a lazy piece of meat In his book, Iconoclast: A Neuroscientist Reveals How to Think Differently, Gregory Berns4 calls the brain ‘a lazy piece of meat’! He says the brain is lazy because it conserves energy by categorizing. Therefore, when it is confronted with new stimuli, it simply draws from those templates, the categories to aid with response generation without any more thinking. This is thinking inside the box and this is what Berns calls brain laziness. It is also akin to drawing lines within the box of 9 dots in an attempt to solve the puzzle (Berns, 2010). Here is an illustration we have used numerous times with young people in North America (millennials, it doesn’t work on baby boomers and we haven’t tried it abroad). “I am going to say something, and you immediately say out loud what comes to mind: ‘Red, low laying sports car’”. Every time we have gotten more than 50% percent of the audience 4 Berns, Gregory 2010 Iconoclast: A Neuroscientist Reveals How to Think Differently by. Harvard Business ReviewPress; First Trade Paper Edition edition (March 17, 2010) shout “Ferrari” in unison. This is thinking inside the box of categories, browsing through the file drawers and the files within these drawers to locate a template that fits that phrase ‘red, low laying sports car’. There are many different models of red low laying sports cars that come in the color red. Also, Ferraris come in different colors. Whatever the explanation for the association of Ferrari to that descriptive, what is clear is that the color red and the brand Ferrari have been etched into the box of categories of young people in North America. Hence, the audience is often not able to provide ‘creative’ responses to that phrase. Thinking inside the box is good but ... We are not suggesting that thinking inside the box is bad. In fact, thinking inside the box is useful. For the child who stored the feeling of pain from putting a hand over a yellow flame, processing inside the box on the next encounter with a yellow flame by 35 retrieving that stored template helps prevent another burn. As humans, we need to think inside the box to survive, to avoid repeating mistakes and keep safe. We need to keep files in file drawers in our mental box of categories. Also, thinking inside the box involves utility, which is a great component of creativity, and with it, one needs to identify and fully utilize what is available in the box before they can think outside the box (Peterson, 2010). However, new ideas are often unfamiliar to us. Technically, new ideas have to live outside the box of categories for them to be new. If new ideas live outside our boxes of categories, then always processing inside our box of categories is only going to make us good analyzers if we apply the right stored template (note that templates can be used incorrectly leading to wrong interpretations, e.g., in cases of wrongful Image 5:3: Categorization Process in the brain (b) profiling). Thus, if creativity is about coming up with new ideas, then a person is unlikely to be creative if his or her brain mostly processes within its box of categories and within the stored files of templates because new ideas do not live there. Hence, categorization and inside processing is good for our survival but inhibits our ability to consistently develop new ideas. We need to process outside of our categories to discover new ideas and be creative. Remember drawing the line outside of the 9 dots in order to connect them without lifting the pen. 36 Breaking out of categories How does one break out of the box of categories? According to Berns (2010), the solution lies in how novelty motivates imagination. It is clear that imagination leads to new ideas, but the brain prevents imagination when it processes inside the box. This is because imagination by the very meaning of the word lives outside of the box of categories. You are only imagining because you don’t find a useful template in the file drawers. Berns uses the example of trying to imagine a sunset on an unfamiliar planet. In our adaptation of that exercise, we often ask for a volunteer to act out instructions in front of the class. “Close your eyes and imagine a Florida sunset. Describe it.” The descriptions are often what you expect. Nice sandy beaches, palm trees, yellow sunset in the horizon, beach chairs etc. “Close your eyes and imagine a sunset on a newfound planet XB 40”. The actor normally struggles to provide a description because he or she has no stored templates of planet XB 40. Is it a rocky or gaseous planet? is it cold or hot? It becomes really difficult to describe sunset in an unfamiliar and unknown scenery. Creativity is imagination at work. Berns notes that creativity happens when the brain is forced out of its comfort zone, out of stored templates and is forced to imagine. Basically, make stuff up! This is what happens when the actor describing sunset on planet XB 40 is encouraged to keep talking and trying to provide a description. Soon, the actor starts to make stuff up. Sometimes, the imaginative scenes are so good that you wonder if the person could have contributed immensely to the script for the movie Avatar. That is imagination at work. That is the brain knocked out of its box of categories. That is the brain processing outside the box...thinking outside the box! A question that often comes up here is that the actor is not pulling from a particular file drawer of sunsets but is pulling from another file drawer of planets. That is true in a sense and all new ideas encompass old ideas to an extent. However, the point is that at the moment of imagining a sunset on planet XB 40, the actor had no exact templates in any of the mental file drawers to draw from and therefore ended up creating new images. It’s the imagination of the new images that lead to the creation of new ideas. Novelty is needed for imagination to commence “Travel to new places, do something unusual, meet new people, try new foods, take a different route to school or to work” You have heard these prescriptions for coming up with new ideas or for being creative? Berns notes that novelty is needed for imagination to commence. And also, Berns notes that imagination and creativity start with perception. 37 Neuroscientists believe that Perception is a product of a brain and not what your eyes and ears transmit to your brain. We see this in the planet XB 40 exercise. It is only when the actor was told to describe ‘sunset on planet XB 40” that the imaginative process started. This is the element of novelty that was introduced to the actor to jumpstart the imaginative process. Berns gives many examples of this when he describes iconoclasts such as Kary Mullis who came up with the basic principle of the polymerase chain reaction at mile marker 46.7 on Highway 128 driving up the Northern California coast when he encountered his creative instrument of novelty “the stalks of the California buckeyes heavily in blossom leaning over into the road” This element of novelty is what knocked his brain out of the box of categories of lab experience denaturing natural DNA to imagine the structure of polymerase in the form of the petals of the flower. Another illustration Berns uses is the story of Walt Disney. Walt Disney was a good illustration artist who created illustrations for ads that showed before the main feature movie in the theatre. His element of novelty came when he was sitting through a number of ads with his illustrated work when he imagined what it would be like to have the animation be the main feature. It was that moment, sitting there and watching his work play on the big screen that served as the moment of novelty which will go on to transform the animation industry. Does novelty need physical movement to occur? The simplest depictions of novelty encounters are when the person moves from one physical space into another unfamiliar space. But can this movement be purely mental without the physical component? It seems to be the case that new perceptions in one physical space can evoke the type of novelty circumstance that sparks innovation. Hearing something on the radio can unlock a writer’s block as that new information causes a novelty situation that forces the writer to process outside of the box of categories within which he or she is trapped. One could even argue that daydreaming could also serve as a mental journey on which one could find many novelty situations to spark the imagination. People can’t help but make up their own endings of movies that leave them hanging or make up the continuation of really captivating novels they couldn’t finish reading for one reason or another. These creative moments do not involve physical displacement. Novelty in the unconscious In addition to daydreaming, alteration of storybook and movie endings, there are also stories of people waking up at night in cold sweats because they had a great idea that they needed to write down. There are stories of people interrupting their shower and causing a mess because they needed to get out dripping in order to write down a 38 great idea they got in the shower. Waking up from sleep and getting epiphanies in the shower seem to result from a mental download to the consciousness of an imaginative process that happened unconsciously. It is as if the brain took within-box processing during the day and ventured off to explore novelty situations when the body was sleeping. These novelty situations would then cause unconscious imaginative processing to happen and result in an array of outcomes that are then waiting to be downloaded into consciousness once the body is jolted out of sleep or maybe experiences a temperature change from a shower. Clearly, these anecdotal examples point to what seems to be a process of feeding the brain with many inputs from different domains (including novel ones) and then releasing it to do its own computations. The releasing of the brain, after intensely engaging within the box of categories, could be taking a short or long break, going for a walk, going to bed or better still taking a mental trip at your desk. It appears all of these options for novelty seeking can lead to creative ideas. There could be a scientific process (or not) for explaining all of this anecdotal evidence but one thing it shows is that the brain can realize or potentially construct novelty situations and go on to create new ideas whether consciously or sub/unconsciously. There was a student in the masters’ level of this class whose company wanted to develop a new marketing campaign. The company had hired a 3-ad agency and didn’t like any of their work. So, the student studied the campaign requirements really well, took time off work, traveled through the city of Boston in the US, took lots of pictures, went home, took a shower and went to bed. The next morning, three campaign themes came to her, she wrote them down, shared with her boss and two of the three got adopted! It’s up to you to read what you want into it, but that story is a true story and includes conscious and unconscious mental processing. If your novelty moments often occur in the morning, then you should take the morning download very seriously. If you set the alarm clock and jump out of bed and run out of the house, chances are you won’t be downloading what your brain computed the night before. The effect of novelty needs prior processing in the box of categories “Think inside the box before you think outside the box” is what we often tell students. Travelling, meeting new people, taking different routes will do nothing for your creativity if you don’t have prior ‘inside the box’ processing for which the novelty serves as a break. Novelty has to be a break from some earlier processing or hypotheses. You have to be thinking about something, and therefore establish a box of categories, for novelty to cause imagination outside that box of categories. 39 For instance, as noted earlier, Kary Mullis was a scientist who thought a lot about polymerase before encountering his novelty on the California coast. That novelty encounter was a break from the lab, a break from extensive inside-the-box thinking. Walt Disney was an illustrator whose mental category was probably set on the concept of animations being solely used for ads before the feature film. His novelty encounter was a break from that. Here is another one. Newton was a scientist studying gravity long before the apple fell on his head. His novelty encounter of the apple falling on his head was probably a break from the lab as well. Hence, thinking inside the box is essential for thinking outside the box. We often helped students think inside the box through hypothesis development. For instance, to study the nutritional needs of students on a university campus, inside thinking will involve brainstorming expectations of student behavior around nutrition. The research process will involve novelty seeking in order to experience outside-the-box thinking. More often than not, the insights will be deviations from earlier inside-thinking expectations. Exercises on Creativity Students are encouraged to try out these two fun exercises to test their ability to think outside the box. 1. Complete the Incomplete Figure Test A classic test of creativity, the Torrance Test of Creative Thinking was introduced by psychologist Ellis Paul Torrance in the sixties as a way to administer a more creatively inclined IQ test. Respondents were given images like the ones below and asked to finish the picture. Higher points were awarded for answers that included rich imagery, implied narrative, or used humor or fantasy (Artwork Archive, 2019). 40 2. Complete the Picture This quick exercise dubbed “The Doodle Dandy,” was found on How Design, and is similar to the Incomplete Figure Test, but has room for more variations. It’s basically the same principle as the first exercise, except you get a stack of simple one-line scribbles and a stack of short phrases and you must create the phrase from one of the doodles. Here is their sample phrase list, though they also encourage you to come up with your own: Happy as a clam, I can’t get any satisfaction, Where in the world? A hard day’s night, Human nature, Is there a doctor in the house? The art of noise, Here comes trouble, Abracadabra!, What’s that sound? (Artwork Archive, 2019) Sample illustrations for the above exercises can be found at the end of this chapter as appendices. These illustrations were taken from the Artwork Archive Website. Are creative people born or made? This discussion of how the brain prevents creativity through categorization and enables creativity through novelty and imagination can only suggest one thing. People may be born creative, but everyone can be creative if they train themselves to ‘think outside the box’. You can be creative if your brain can process inside and outside of the box. You do not need to be born creative to realize that it’s not possible to stay inside the box of 9 dots and connect the dots without lifting the pen. You just need to be able to realize that if the line went outside the box of 9 dots, the puzzle could be solved. The trick lies in the ability to open your mind to outside the box thinking, so to speak. We believe that most people expect creative 41 outcomes by staying in their box of categories and when they don’t achieve these outcomes, they lament that they are not creative. ‘Am just not the creative type’, we will hear people say. Well, your brain needs to be lazy, as Berns puts it, to be efficient. However, if you develop a habit of jolting it out of its efficiency-mindedness, your chances of ‘thinking outside the box’ are high. But you have to realize that your moment of insight, your epiphany moment of coming up with a new idea, is unlikely to come from a novelty encounter devoid of prior thinking inside a box of categories about a problem you care about. It won’t happen when you are walking down the street whistling your favorite tune, as the commercials make us believe without a prior focus. What you need to do to start realizing your creative potential Be cognizant of problems around you. Apart from the problems you encounter or things that annoy you, there are many other problematic observable user behaviors that you either ignore on a day-to-day basis or simply do not realize they exist. Once you successfully enter that mode of cognizance, do the following. 1. Name your categories. To achieve imagination from novelty encounters, you first need to come to terms with your bias on the issue. What is in your box of categories about the problem? You need to establish what you have believed for a long time about this problem or what society believes about this problem. Examples are cars need 4 wheels for stability; students need to read textbooks to learn the course material, insurance works by the insured paying a premium to the insurer for a future claim, SEO helps rank web pages in the search engines. What if any of these are not ‘true’? What if they could be done differently? 2. Invert your categories. We often ask our students to use ‘why’, ‘how’ and ‘what if’ questions to invert their categories in order to allow novelty encounters to spark imagination in them. It’s important that these inversion questions maintain the status quo of the category without suggesting potential solutions. For instance, why do cars have 4 wheels? What if cars didn’t have 4 wheels? why do students have to read textbooks? What if students didn’t need textbooks? How do insurance and premiums work? What if the insured didn’t need to pay premiums? How does SEO work in ranking websites on search engines? What if page ranking was not done with SEO? 3. Stop yourself from answering your inversion questions. Rushing to answer your ‘how’, ‘why’ and ‘what if’ questions defeat the purpose of using them as category inverters. 42 Your rushed answers are likely to be too close to your categories. Put space between the questions and the answers by seeking novelty situations that can really lead you on that new disruptive path to a new idea. So, invert your categories and wait patiently for your novelty encounter. Elaborating on the mechanism for how the inversion questions lead eventually to creative ideas, we do believe that the questions act as hypotheses and they put your brain in a research mode. It is this research mode that makes you realize novelty situations. As hinted previously, without this research mode, novelty situations will do nothing to spark your imaginative process. You can travel the world, be spontaneous, make new friends every minute, associate with people from different spheres of life, actively seek new experiences etc. and in the end: you will only say ‘that was a cool experience’ and not ‘wow, that was a completely different experience from what I expected. I wonder why they do it like that and not the other way around. What if they did this instead?’ Obviously, the previous statement doesn’t have an element of curiosity but the later does and the brain sooner or later develops alternative ways of presenting that experience...you are on your way to a new idea or a new business. In his book ‘Creativity’, Mihaly Csikszentmihalyi, known to many as the father of creativity research, describes creativity as follows: unlikely to start” (Csikszentmihalyi, 1996, page 95). “The creative process starts with a sense that there is a puzzle somewhere or a task to be accomplished. Perhaps something is not right, somewhere there is a conflict, a tension, a need to be satisfied. The problematic issue can be triggered by a personal experience, by a lack of fit in the symbolic system, by the stimulation of colleagues, or by public needs. Without such a felt tension to attract the psychic energy of the person, the creative process is We think Csikszentmihalyi’s description supports our assertion that you need to get into the habit of processing inside your box of categories to unearth the ‘felt tension’ that Csikszentmihalyi talks about. You may do that in different ways but if you are having trouble, try asking the ‘how, why, and what if’ questions about things and events around you. Don’t drive everyone crazy with it, do it discreetly if you can. Make it a habit of making mental notes of how things work, why they happen, and what if they were not what they are? As Csikszentmihalyi notes, your chances of employing your psychic energy to imagine potential solutions at your moment of novelty encounters are higher with the tensions than without them. Individual Creativity. We hope you become more of a creative person as we go through the design process. The design process needs 43 some creativity, although you do not need to be a ‘creative person’ according to the typical description of a creative person one will find. We just want you to be able to straddle thinking inside and outside of your box of categories. Sometimes you need to step outside the box for yourself and for the users you are designing for. This is why it is important to understand how the brain works to both prevent and also enable creativity. Working in teams. We believe in teams and we normally put our students in teams whose members we select. We vary team members as much as possible because of some of the arguments espoused above. We believe that a varied team makes each member a force of novelty that leads other team members into Image 5:4: Team’s product imagination through the questions, thoughts etc. that they share. In that sense working in teams with diverse people is the best way to experience the creative process because it provides novelty encounters and also helps filter through imaginations quickly to arrive at the most feasible and desirable outcomes that the team seeks. The results of putting students in such teams in the past have been incredible. At Ashesi University, Ghana, for instance, putting students in teams in the past has resulted in mega creative projects such as the Africa Transformers group, which recycles plastic water bottles to create products like bins. In 2018, this team won funding from the Millennium fellowship to fund their project. One of this team’s products is shown below. 44 Conclusion In conclusion, we have established that the brain uses existing categories to process new information. This however hinders creativity. In order to allow ourselves to be creative, we need to break out of existing categories. This is achieved by identifying the existing categories, inverting those categories and instead of rushing to answer the questions that arise from the inversion, seeking novelty situations that can help us come up with new ideas. We have also established that while some people are born creative, everyone can be creative by identifying their novelty moments and utilizing on them. Moreover, working in teams also speeds up the creative process by creating a diverse environment that enables members to have more novelty encounters which in turn stimulate new ideas. Key Terms Creativity Novelty Thinking outside the box Categorization Problem Sets 1. What do you understand by the term Creativity and Novelty? 45 2. How does one break out of categories? 3. Berns describes the brain as a lazy piece of meat, do you agree or not and why? 4. Do you think people are born creative or not and why? 5. What do you understand by the term “Thinking outside the box”? Appendix 1. Complete the Incomplete Figure Test- Sample answer illustration 46 2. Complete the Picture- Sample Answer illustrations 47 CHAPTER 4: CHASING MYSTERIES Chapter Description This chapter introduces you to the design economy and other useful ideologies such as abductive logic which will be key in enabling you to become a great design thinker. The chapter gives clear descriptions and explanations to the different topics covered, which will leave you fully equipped on how to conduct research as a design thinker. Nowadays, we are confronted with varied types of problems that require us to rely on design rather than mere knowledge in solving them. This concept is well explained in this chapter. The chapter introduces the concept of design economy, explains what we mean by different types of problems, and shows the ways in which we can traverse the old methods of research and adopt methods that include design thinking, in order to come up with solutions that actually solve our problems. By the time you finish the chapter, you should be able to differentiate between the deductive, abductive and inductive method of research, and understand the role of ethnographic research as a method for conducting design research. Introduction Sherlock Holmes and his friend Dr. Watson investigate a popular case in England about a missing horse; Silver Blaze and the death of its trainer; Mr. Straker. The Silver Blaze was the favored horse to win the Wessex Cup horse race. This horse was owned by Colonel Ross who lived in Dartmoor. This case is where the infamous line 'The curious incident of the dog in the night' comes from, Holmes uses this line to arrive at his hypothesis for investigating the crime. When Holmes and Waston arrive at Colonel Ross’ stable in Dartmoor, Inspector Gregory narrates the details of the crime to Holmes and Waston. The night before the incident, a stranger had come to Colonel Ross’ stable asking about the horse. The next morning, the stable boy was found drugged, horse trainer killed, and Silver Blaze was missing. The stranger was suspected of doing all this. Holmes questions the people that were around at the night of the incident and He also examines the contents in the jacket of the murdered- here he finds a cataract knife which was not an essential tool to horse trainers. Holmes also finds bills among contents in the trainer's jacket. While in the field at the crime scene, Colonel Ross suggested removing Silver Blaze’s name from the competition however Holmes advises him not to do so. Moving on, Holmes finds footprints of the horse and follows them which made him conclude that the horse had fled to Mapleton, a stable owned by one of Colonel Ross’ competitors in the race, Lord Backwater. Holmes finds the horse at Mapleton but decides to leave it there till 48 the Wessex cup. Holmes believes imagination is an important tool for problem solving. Holmes also uses “why” questions that spark his imagination to come up with possible outcomes. From these outcomes, he chooses to investigate the most likely answer. Holmes focuses on small underlying questions of the big question of “Who stole the racehorse Silver Blaze and murdered his trainer?” An example of the small questions Holmes focuses on is: Did the watchdog in the stables bark at Silver Blaze’s thief? From this question, Holmes realizes that no one mentions about the dog barking on the night of the incident. Holmes assumed that the thief was not a stranger given that well trained dog did not bark during the night of the incidence. As a reader, who do you think stole the racehorse? Who killed the horse trainer? The answers to these questions will be expanded on later in this chapter. The inspiration for Design Thinking Methodology Our discussion of the 5 generations of innovation shows that over time, there have been different factors that have impacted on the approach that society has taken to innovation. Once upon a time, the notion was that ‘if you build it, they will come’. It was a production orientation. We have gotten through different orientations 5 http://rogerlmartin.com/ since then and today, it’s clear that with the advent of the Internet and its impact on how we interact with and consume products and services, a new approach is needed for innovation development. We start with an article titled “Business of design”, which was an interview of Roger Martin, former Dean of the Rotman School in Toronto until 20135 (he was also previously head of Monitor Consulting company). The article outlines three main points: that we are entering a design economy (from a knowledge economy) and that we are confronted with different types of problems (mysteries) and that we need to traverse the traditional methods of problem-solving. Design economy Roger Martin notes that we are being ushered into a design economy where abductive thinking will deliver more value than deductive and inductive thinking. We will explain these terms later in this chapter. A quick review of Rothwell’s generations of innovation suggests that there is a progression from a technology focus in G1 (build it and they will come), through a demand focus in G2 (relying on consumer research), coupling in G3 (integration of G1 and G2), a focus on crossfunctional teams in G4 and a focus on systems integration and networking or open innovation in G5. Roger Martin also talks about production, service and 49 information economies coming before the design economy and there could be related to 1G, 2G for production and service and 3G, 4G and 5G related to the information economy. One can see the connection between the design economy and 5G. A design economy can be described as an economy that draws from a systems perspective in solving problems, building value propositions and engaging with customers and citizens. This means that the quest to solve problems has to tap into many different sources of information using unconventional means and breaking as many constraints as possible. The Internet has made it possible for people and companies to amass a wealth of information (e.g., big data) and the challenge has always been how to harness, process and utilize that information for the highest impact. Despite those challenges, it is clear that the user has increased his or her palate for preferences as more and more features of products and services become available. Gone are the days when you could get any color for a car so long as it was black (a reference to an answer Henry Ford apparently gave for why the Ford Model T only came in black). A diverse user palate of preferences means the need for a more agile system of developing new ideas and solutions for user or customer problems. Apart from a variety of preferences, users are focusing beyond functionality and increasingly focusing on meaning in the products and services they enjoy. The function a product provides is not enough anymore and needs to provide meaning as well. G5 seems to do just that. It is based on systems integration and networking of different functions in the organization and also involves open innovation which is predicated on the notion of a porous organizational boundary that encourages information flow in multiple directions (Henry Chesbrough). One way to think of G5 is a design-thinking, systems approach, for the organization. The question for us educators and promoters of design thinking is what G5 looks like in the training of the next generation of innovators. How do we make the complex G5 system accessible to the ordinary citizen? We believe this is where design thinking comes in. Different types of problems Jeanne Liedtka of the Darden School of Business, University of Virginia wrote a book on design thinking [Designing for Growth]. In one of the sections, she talks about a developing narrative in the design field, something Roger Martin also talks about (Liedtka & Ogilvie, 2011). The narrative is that our current world presents more mysteries than puzzles. It sounds odd because mysteries are things that are difficult or impossible to understand as a dictionary will explain it. Jeanne argues that we used to be presented with puzzles that are relatively easy to solve. For puzzles, you just need to figure out how the puzzle pieces fit together, and it's solved! This is 50 how business education has worked for years. We present students with case studies with the notion of puzzle pieces that the students need to arrange to solve the puzzle. Students will prepare the puzzle pieces in the case study, e.g., calculate financial ratios, do a SWOT analysis, add TOWs analysis6 and then solve the puzzle. The idea is that our world is presenting us more and more with mysteries and not puzzles. Mysteries do not have mystery pieces the same way puzzles have puzzle pieces. Mysteries are often hard to solve because the solution is often not obvious. The solution is often hidden in crevices no one thinks to pry into. It is important though to note that the word Mystery is used here for the nature of the problems it presents more than for the element of insolvability that it might have. When we have this discussion in class, we make sure to provide the definition of mysteries that Jeane and Roger provide and then slightly build on it. Jeane’s definition says that mysteries are those “problems we are familiar with but don’t understand well”. Students often find it odd to say that a problem like nutrition is a mystery and therefore needs to be reimagined. The fact is if students reimagined nutrition (which they will tell you they understand really well) they will come up with new and interesting solutions to nutrition problems. This will be the case even if the students 6 TOWS analysis is a tool that is used to generate, compare and select strategies.https://www.marketingteacher.com/tows-analysis/ were not creative at all and just followed the design thinking process. However, the problem is getting them to accept the framing of nutrition as a mystery. It is important to stress the definition of mystery while maintaining the distinction from the puzzle. The idea is not that design mysteries are impossible or difficult to understand. As Roger’s definition says, there are two parts to it. The problems are familiar or easily recognizable. The second part is that we don’t fully understand them. This basically means that there is so much room to understand them that we can say that we don’t fully understand them even if we can argue that for our current purposes our understanding is pretty good. When you look at it that way, then a lot of problems can suddenly be mysteries. E.g., how people enjoy produced entertainment like movies, how people communicate, how people get nutrition, how people grow old, how people wake up, how people fall asleep, how people take stimulants like coffee, how people transport themselves, how people learn, how people get out of poverty, how people relate to the environment. And the list goes on. Here is a good example of a problem that we are very familiar with but what entrepreneurs have done with it suggests that we didn’t understand it or better put ‘there was a lot more to understand’. The 51 example is that of Instagram and Snapchat both digital interaction tools in the shadow of Facebook. Instagram and Snapchat both focus on a problem that we are very familiar with or very much recognize – sharing of the photos and selfies we take. Instagram was bought by Mark Zuckerberg for $1Bn and Snapchat is worth about $9.6Bn (Dec 2020). It is clear that even though the photo-sharing problem is one that we are familiar with, the human behavior processes behind how people share, will like to share, desire to share pictures is a ‘mystery’ – something with a lot more room for understanding. We can argue that the founders of Instagram and Snapchat got a glimpse of this mystery and the valuations spoke to that. Who knows how many more different aspects there are to the mystery of sharing photos that have not been uncovered yet? Wasn’t that the groundbreaking idea that Facebook was founded on in the first place!? So, our extension of the definition of a mystery, in this case, is that a mystery is a problem that we are familiar with but there is a lot more room to understand it better. Note the difference between this definition and the earlier one. In this definition, we are not saying that we don’t understand nutrition well enough, we are saying that there is a lot of room to understand it even better. It’s a subtle addition but we have found it to work and motivate students to apply the design thinking process to topics and problems that they would normally not apply them to – with wonderful results. What we have tried to make our students understand is that the problems they identify for their projects or clients can be familiar, easily recognizable, boring and mundane. The real question is what aspects of the problem lend themselves to digging in to unearth deep and profound understanding that can revolutionize how we think of the problem and how we solve that problem. The real question is “is there room for a lot more understanding?” What are the mysteries in the ordinary and the mundane? It is also important to note here that a lot of problems the team starts with may need to be reframed to make them interesting mysteries to focus on. So, if the problem is not revealing its mysterious characteristics, reframing might be the way to go. There is the example of Continuum reframing a problem P&G came to them with “How to make better cleaning fluid dispensers”. When the problem was reframed as “How people clean” it dramatically changed the way the team looked at the project and out came the Swiffer, a multi-billion-dollar category for P&G. The concept of reframing will be discussed in depth in the “Reframing chapter” in this book. Traversing traditional methods of research Roger Martin argues that the way to solve or study mysteries is to do things differently. We need to traverse the 52 traditional forms of research to embrace methods that can engage and solve mysteries. Traditional forms of research involve deductive and inductive research. If you ever took a philosophy course in logic and critical thinking, you would have encountered the mathematical definitions for deductive and inductive research logic. One research logic that is often left out of logic and critical thinking sessions is abductive research logic. We will choose not to speculate on why it is less known in research compared to deductive and inductive research. In any case, abductive research is most associated with solving mysteries and is at the center of operating in the design economy. We actually believe that the extent to which a student or a student team excels in design thinking depends on their ability to wrap their heads around abductive research, internalize it and operationalize it. Further, the ability to operationalize abductive logic seems to be the main skill that art, architecture and engineering students learn. If this is true, then what it means is that abductive logic is teachable, the ability to design is teachable and therefore, anybody can be a designer. so that ordinary people can feel empowered to be designers and do design thinking and not relegate it to creative types. Abductive thinking in that sense demystifies the designer label and the better we are at describing and demystifying it the better this instructional material will be for you and other users. In academic research, deductive and inductive logic are well used. And because most readers are familiar with these two logics, a good way to introduce abductive logic is to differentiate it from deductive and abductive while explaining the two. Deductive logic in the research sense often follows a process whereby a theory is identified, a hypothesis is determined and is followed by a collection of a vast amount of typically quantitative data through methods such as surveys. The data is then aggregated and computed with a statistical software paving the way for descriptive statistics and also the use of statistical inferences for conducting hypothesis testing in order to understand the research question under consideration. This may be why Roger Martin describes it as “proving that something must be”. That is a bold statement, and we make it because there is a perception that maybe some people are more inclined to design while others are not. If we believe that then there is no reason to unpack the design process in any detail. If we don’t believe that (which we don’t) then we need to help democratize and demystify design thinking Deductive Logic Given our discussions about how to tap into people’s aspirations, it is clear that deductive methods will produce a lot of information but will not get to the deep ‘whys’ about people’s aspirations. This is because the method is focused on finding 53 the average measurements of attributes and estimating deviations from those averages in order to develop a set of conclusions about the question posed. For instance, from deductive research, we will know that most millennials have an affinity to instant gratification, and we can identify a number of factors that are correlated with that finding such as the prevalence of data through the Internet and a sense of entitlement. What we would not be able to get from this research is an inspiration to probe a potential solution to problems resulting from these findings of millennials. An example of a Deductive argument by Muehlhauser Luke (2009). Let us consider a deductive argument. If the premises when true succeed in making its conclusion certain, the argument is valid. If the premises when true fail to make its conclusion certain, the argument is invalid. Let’s look at an example: All mammals have lungs. All whales are mammals. Therefore, all whales have lungs. This deductive argument is valid because the conclusion follows with certainty if the premises are true. There is no possible way for the premises to be true and yet the conclusion false. 7 By Muehlhauser Luke (2009).http://commonsenseatheism.com/?p=2071 Inductive logic In the research sense is going into the research scenario without a hypothesis per se but with previous literature about how things should be or what the answers could be in that research context. So, researchers will typically collect qualitative data, use text analysis software or other methods to find patterns in the data and come to conclusions from which propositions could be drawn to generalize to the general population on the research question under consideration. Again, back to Roger Martin, this description of inductive research seems to line up with his description of it as “proving that something actually operates”. This method is good for aggregating thoughts about interesting trends in qualitative data and developing a theory of how to approach the insights from the research. For instance, qualitative interviews of millennials may reveal a trend of parental influence in upbringing and social behavior. That will be an insightful theory but what will be missing is there will not be a strong connection to a tangible solution from that research. Here is an example of an Inductive argument7 Most corporation lawyers are conservatives. Betty Morse is a corporate lawyer. Therefore, Betty Morse is a conservative. 54 This is a pretty good inductive argument, because (let us say) both premises are true. Thus, the conclusion is more likely true than false. Abductive Logic Unlike the methods for research in the case of deductive and inductive logic, using the abductive logic in a research sense will be going into the context with some understanding of the situation but a pretty open mind and an intentional focus on generating insight from unique cases (e.g., extreme, one-off). This approach of interest in unique cases can mean a distraction away from the average cases. If you consider research findings to be aggregated on a mound shaped normal distribution with the average cases in the middle of the highest peak of the mound, the unique cases may be distributed across the upward and downward slopes of each side of the mound. These cases could also derive from unconventional methods (see generative methods) that provide data that is difficult to analyze with statistical tools. They will be unique from the perspective of something that is unusual from what one would have expected. Abductive research will probe deeper into these extreme cases for inspiration into potential insights that can lead to tangible solutions. Although the unique cases lie away from the average in the middle of the mound, abductive differentiates itself from deductive and inductive in that it doesn’t focus on standard deviations from the average. Roger Martin describes the abductive logic as a process that permits the designer to ‘suggest something maybe and reach out to explore it’. Using the example of research into millennial behavior, abductive research will follow a number of unique millennials (e.g., those who stay at home, those living on their own, those within the school, those working, high internet users, low internet users, different ages in the millennial age range etc.). Expanding on the Silver Blaze’s disappearance and Mr. Straker’s death, Holmes used abductive logic to generate insights from the case. For Example, he examined why the dog didn't bark on the night of the incident? Why did the trainer have a cataract knife in his jacket? Why would Mr. Straker have a huge amount of bills in his pocket under another name? This led Holmes to conclude Mr. Straker was living a double life under another name, and the bills in the pocket helped Holmes realize Mr. Straker had another wife. Mr. Straker was in great debt due to the expensive taste of his second wife. Therefore, these prompted Mr. Straker to go behind Colonel Ross’ back to make Silver Blake lame by cutting his leg something Mr. Straker had practiced with the sheep at the stable. Silver Blake sensed something wrong before Mr. Straker could carry out the action, the horse panicked and kicked Mr. Striker to the ground resulting in his death. 55 Holmes’ ideas of investigating this case are consistent with abductive logic which looks at different hypotheses and goes with the most plausible. Another example of an abductive argument by Muehlhauser Luke (2009). The surprising fact, E, is observed. But if H were true, E would be a matter of course. Hence, there is a reason to suspect that H is true. Here, E stands for the explanandum, the fact to be explained, and H stands for the hypothesis, aka the proposed explanans (explanation). Image 6:1: Types of logic8 8 Image from Real-World Economics Review Blog: https://rwer.wordpress.com/2018/11/18/in-search-of-causality-2/ Sampling for abductive research This approach for sampling study subjects will be different from deductive which will suggest enrolling a high number of people and inductive which will concentrate on a smaller pool but without the intentional focus on unique cases. It should be noted that rigor could still be used in selecting respondents for abductive research even as unique people are being chosen. We often encourage students to use a random number table to pick their respondents from among smaller pools of unique people. This is however not relevant at times and therefore is not a strict requirement. Oftentimes the age-old ethnographic chain sampling method of respondents referring to other respondents for the research works great. And then, of course, students will normally enroll their roommates and friends into the study. Unless there is a need for a very strict recruitment process, roommates and friends provide good enough information – which goes to support the strength of the process in gathering aspirations even in cases where you will expect biases to affect the quality of the data. Every now and then we will encounter a student team that is really keen on getting things right that they will go out of their comfort zone to properly recruit for their study. Back to the millennials' research. Let’s assume that the abductive research process 56 identifies a millennial who exhibits instant gratification only in certain experiences and not others. The team will be excited about this person and probe deeper into the person’s behaviors and in the end, their objective would be to determine the person’s aspirations and figure out how to meet those Aspirations. Take another example of research into understanding the Northeastern University (NU) experience. Deductive logic will suggest surveying 5000 students and drawing inferences from the data. Inductive logic may suggest conducting deep interviews with a senior class in the business school to develop an understanding of the NU experience. Abductive logic may include studying 5 different types of NU students, those with coop experience, those without, year or multiple year abroad, rich parents, poor student on scholarship, average student – all to get different perspective that ‘suggest something maybe [in the NU experience] and reaching out to explore it’. Further, to provide more illustration for those who might need it, a good analogy to abductive logic is crime investigation of cold cases. X-files kind of work. A crime investigator can use deductive logic (proving that something must be) by going through other case files for patterns. A crime investigator can also use inductive logic (proving that something actually operates) by going to a different but particular case to learn about how things happened in that case and relate it to the present case. But more often than not, a criminal investigator of a cold case has to rely on his or her hunch. What has been overlooked in the investigations? What is unusual about this case? What is likely missing? What is out of place in the evidence? Is that a reflection of somebody in those glasses that this guy in the picture is wearing? A crime investigator works outside of historical data. He or she thinks abductively, ‘suggesting something maybe and reaching out to explore it’. He or she finds ‘arguments to the best explanation’. It is that type of thinking that helps solve the cold case. Read above about how Sherlock Holmes solved the murder case around Silver Blaze, the racehorse by discovering the curious case of the dog that didn’t bark. T-shaped thinkers and abductive logic Gregory Berns, the author of iconoclast reminds us that there are many people in history who seem to have exhibited the abductive logic in their discovery of the inventions they are known for. He talks about Iconoclasts such as Florence Nightingale, Steve Jobs, Walt Disney, Chemist Kary Mullis, glass artist Dale Chihuly and others who exhibited traits that can be likened to abductive thinking. Each bucked the trend and chased a unique insight in a way that revolutionized the way we do things because of their discoveries. 57 The relation of abductive logic to these iconoclasts also helps us connect them to a term that is used to describe innovators in the designing thinking space – T-shaped thinkers. T-shaped thinking is the ability to be analytical (the tail of the T) as well as being empathetic, intuitive and experimental (the top of the T). It suggests that the designer should be empathetic and step into the shoes of the user. Since empathy is not a science, the designer needs to use intuition to guide the empathetic process and be experimental about it (iterative) because the designer is not going to get it right the first time. The increasing belief in T-shaped thinking seems to be the underlying reason for the growth in design courses and design schools in a business school setting. The idea is to equip business students previously accustomed to analytical thinking with intuition, empathy, and experimentation. As noted earlier, analytical thinking works well in solving puzzles. T-shaped thinking goes beyond puzzles to gather information in ways that lend themselves to solving mysteries. Essentially, abductive logic in research uses the process of T-shaped thinking. Thus, without T-shaped thinking, students may find it difficult to be better abductive thinkers. The implication is that without T-shaped thinking, students will not be able to play in a design economy. 9 Roberto Verganti, Design Driven Innovation – Changing the Rules of Competition by Radically Innovating what Things Mean. Boston, MA: Harvard Business Press, 2009 Data and abductive thinking Since the cases explored in abductive are often unique, it will involve both quantitative and qualitative logics but consensus about what is being observed or processed may not rely on statistical software as often used in deductive research or text analysis as often employed in inductive research. Data will include visual, video, quotes, observations that are difficult to run through software. As such, analysis of abductive research data only has to rely on frameworks with a strong and keen aptitude for sense-making from complex and messy data. There will be more discussions on the process later. Abductive and design-driven innovation A natural link to abductive logic is the connection to Roberto Verganti’s9 design of a new meaning hypothesis. Verganti argues that the generation of new meaning will generate new markets or new demand. New markets will come from outside of the current market segments. It will follow then that in applying design thinking, we not only study users but non-users as well so that we can know what users love in order to maybe make a compelling case to non-users. If non-users get on board, that’s a new market. 58 Another connection of abductive thinking is to link it to the discussion of creativity and pushing the brain to break categorization and operate outside of its box of a file cabinet of categories. Because abductive logic more than deductive and inductive logic concentrates on ‘what might be’/argument to the best explanation’ the chances of imagination are high and therefore insights are expected to be more radical and different from operating within the box of categories. In that sense, abductive logic is more likely to take us outside of the box and make us more creative than deductive and inductive logic. How companies solve mysteries. Both small and large companies need to be agile innovators in the design economy. The smaller the company the more likely functional areas are organized as projects and it has the flexibility to engage in prototyping and hence may be better at being agile and getting a profound understanding of customers than later companies. Larger companies that are able to function as small companies are likely to reap the benefits of design thinking as well. However, that is often not the case. Many large companies did start small with an innovative product or service and then started growing and expanding. When companies grow big, they need systems and routines to manage resources, risk and ensure profit. Like the analogy of the brain preventing creativity because it becomes a “lazy piece of meat” (Gregory Berns), many large companies become a “lazy piece of meat” and therefore find it difficult to innovate. According to that analogy, the brain becomes a lazy piece of meat because it strives to conserve energy by becoming very efficient in processing new stimuli against stored patterns for decoding information. This efficiency in processing means that the brain is not operating outside of its file cabinet of stored patterns (the proverbial not thinking outside the box). Since new insights and hence creativity lives outside of the file cabinet, the brain becomes lazy at innovating and hence even though it's very efficient at what it does, it is a lazy piece of meat when it comes to innovating. Since companies get stuck in the routines, their own file cabinets, they find it difficult to operate outside of systems and routines to create new products and services. Hence, most firms treat innovation as separate projects through skunkworks (internal corporate venturing) or play venture capital by investing in new companies (think of these new companies as projects - external corporate venturing). Internal corporate venturing can lead to new innovations that are rolled into the business of the company or spun out to generate more value. External corporate venturing provides companies with first right of refusal if the newer company wants to sell and also allows them easy access to the technologies developed by the new firm. 59 Essentially, projects, internal or external, are better situated to birth innovation and creativity because they are not routinized within a file cabinet of old patterns that they need to conform to but operate outside of the organization's routines, a place where new ideas, insights, and epiphanies live. Projects are more situated to allow abductive thinking and prototyping to get abductive thinking right - since a lack of routinization means project teams are not bound by deductive and inductive thinking. Because operating outside of file cabinets is at the heart of abductive thinking and because projects enable abductive thinking, then companies that are able to leverage projects are also able to utilize abductive thinking to solve mysteries by understanding users in profound ways and using prototyping to get deeper to the level of profoundness that stretches abductive thinking to its deepest depths. Conclusion In conclusion, we have learned that a design economy is an economy that draws from a systems perspective in solving problems, building value propositions and engaging with customers and citizens. T-shaped thinking is the ability to be analytical, empathetic, intuitive and experimental. It goes beyond puzzles to gather information in ways that lend themselves to solving mysteries. Deductive, abductive and inductive logic are some types of research methods that can be adopted when doing design research. And which logic applies best in any situation. Finally, we have learned how imagination works using the Silver Blaze’s case and how it also plays in a vital role in problem solving. Key terms Abductive logic Inductive logic Deductive logic Design economy Problem Sets 1. How would have solved the Silver Blaze case if you were Holmes? 2. Differentiate between abductive, inductive and deductive logic and give an example in each? 2. How do companies solve mysteries? And what do you understand about a design economy? 60 CHAPTER 5: INTRO TO DESIGN THINKING Chapter Description and see how they have captured Design Thinking. What is design thinking? And why do you think it is important to study design thinking? By the end of this chapter, you should have a clear understanding of what design thinking is and assess why the study of design thinking is critical. For instance, in 2009, the Wall Street Journal reported that B Schools (business schools) were going to disappear and be replaced by D Schools (design schools). This prediction was in reaction to the opening of the D-School at Stanford University. Introduction At General Electric, Procter & Gamble, and other companies, a design perspective is a problem-solving apparatus that can be applied companywide (Wong, 2009). You must have probably come across the word design thinking once or twice before today. If you never have, then that's no problem, you are going to learn about design thinking in this chapter. According to the Interaction Design Foundation (2018), design thinking is a non-linear, iterative process which seeks to understand users, challenge assumptions, redefine problems and create innovative solutions to prototype and test. Coming up with an idea is easy. Coming up with the right one takes work. With design thinking, throwing out what you think you know and starting from scratch opens up all kinds of possibilities (Linke, 2017). Design Thinking is the new buzz phrase! It is the new phrase in the business school setting. If you google it, you will come across a number of application contexts. Before we define it, let's take a cursory look at where it's being applied. We do this by taking a number of reputable international newspapers and magazines Phil Gilbert, an executive at IBM is a tall man with a shaved head and wire-rimmed glasses. You normally see him with cowboy boots and blue jeans at work. Surprisingly, he is an executive at IBM, a company that still has a button-down suit-and-tie reputation. If you cannot read meaning into his dressing style, look at this, there's a huge black-and-white photograph hanging in his office of a young Bob Dylan, hunched over sheet music, making changes to songs in the “Highway 61 Revisited” album. It’s an image, Mr. Gilbert will tell you, that conveys both a rebel spirit and hard work. Mr. Gilbert is not trying to redefine an entire generation. Instead, he wants to change the habits of a huge company as it tries to adjust to a new era, and it is not very easy. IBM like many other companies exists at a time when there is rapid advancement in technology and is under pressure to meet 61 up. For IBM and other companies, the question is: Can you grow your new businesses faster as your older, lucrative businesses decline? According to Mr. Gilbert, the answer to this question is design thinking. His title is general manager of design. Among other things, design thinking flips traditional technology product development on its head. The old way is that you develop a new product idea and then try to sell it to customers. In the design thinking way, the idea is to identify users’ needs as a starting point (Lohrq, 2015). According to Ileana Stigliani (2019), assistant professor of design and innovation at Imperial College Business School, design thinking is a skill that every MBA student needs because it's an important mindset that lends itself to solving complex human problems. Today, there are many professional sessions on design thinking such as the Insights for innovation Course, which focuses on human-centered design and at Universities especially as “The Innovation of Products and Services” course. MIT’S approach to design thinking, a course offered by the Massachusetts Institute of Technology. In the 2009 article in the Wall Street Journal, they made an argument about business schools, realizing that they have been equipping their students poorly to deal with the problems of today. That, a focus on analysis did not help understand problems appropriately. Business school lecturers typically made students compute ratios and statistics for decision making devoid of any deeper evaluation of the psychographics of the users involved. According to the above article, David Kelley argued that given the nature of problems in our world today which are VUCA, we need to go beyond the analytical to utilizing empathy to ‘step into the shoes of the users and have a deep understanding of their needs. When we say VUCA, we are trying to describe the nature of the external environment in which most businesses are found. It stands for: Volatility- the process of being subject to frequent, rapid and significant change. Uncertainty- is a component of that situation, in which events and outcomes are unpredictable. Complexity- the multiplicity of issues and factors, some of which may be intricately interconnected. Ambiguity- lack of clarity and the difficulty of understanding exactly what the situation is. 62 Image 3:1: VUCA10 Since empathy is not a science, there is a need for Intuition to lead the structured process of empathy. Intuition and empathy are not going to make the designer get it right the first time. Hence, the designer needs to have an experimental mindset to test new ideas with potential users and stakeholders to get closer to the truth. These arguments meant that as a research process (because all problem-solving processes are research processes), design thinking needed new tools for data collection, solution capture and testing, in order to be able to model empathy, intuition and experimentation. 10 Source: Designers use ethnographic methods in data collection, sensemaking or synthesis through visualization for analysis, ideation techniques for developing solutions and prototyping to test new ideas. In order for ethnography to apply, the research effort needs to take a 100-foot view to enable focus around a large enough space around the problem to include all necessary stakeholders. The process goes through a flow of divergence (when lots of disparate data is collected), convergence (and analysis narrows the frame) to a point of view that then leads to ideation (yet again opening the frame) to prototyping (to narrow the frame to an ideal solution). https://www.theirm.org/media-centre/latest-news-and-views/an-exploration-of-the-importance-of-the-future-risk-manager-in- understanding-the-impact-of-risk-leadership-in-a-vuca-world.aspx 63 Given the outline of the process, it is clear that the approach has gained prominence for a number of reasons: ● Reframing: Ethnographic methodology for data collection often requires (re)framing of the problem which allows for a lot of effort to be point into problem space mapping and analysis, a process that is not well done in typical problem exploration situations. ● Ethnography research allows companies and researchers to consider known user groups as unfamiliar people groups. Since ethnography has been used to understand unfamiliar people groups, it allows companies to suspend the knowledge they have about their users so they can empathize more deeply and develop insights they did not have before. ● Sensemaking: Sensemaking tools are able to organize and capture the essence of disparaging and multi-faceted data. This allows for companies to be able to make sense of their qualitative data (which is often ignored for quantitative). ● Ideation: Design Thinking allows for problems to be thoroughly mapped, studied and analyzed before solution concepts are applied. It prevents jumping to conclusions and taking decisions with minimal information. ● Prototyping: Prototyping in design thinking helps companies try out new ideas, fail fast and save resources. Prototyping extends from paper to software, to business models canvases etc., all of which are tools to help companies test ideas before they commit significant resources. For these reasons and more, it is not surprising that Design Thinking has become a buzz phrase in today’s world. Why is design thinking so important in our world of today? Over recent years it has become very important to develop and refine skills which allow us to understand and act on rapid changes in our environment and behavior. We live in an increasingly interconnected and complex world. Design thinking offers a means to survive with all this change in a more human-centric manner. Design teams use design thinking to tackle ill-defined or unknown problems (otherwise known as wicked problems). The process re-defines these problems to focus on people and allows designers to focus on what’s most important for users. Design thinking offers us a means to think outside the box and also dig that bit deeper into problemsolving. It helps designers carry out the right kind of research, create prototypes and test out products and services to uncover new ways to meet users’ needs. The design thinking process has become popular over the last few decades because it is the key to the success of many highprofile, global companies such as Google, Apple and Airbnb. This outside the box thinking is now taught at leading 64 universities across the world and is encouraged at every level of business. Design thinking improves the world around us every day because of its ability to generate ground-breaking solutions in a disruptive and innovative way. Design thinking is more than just a process; it opens up an entirely new way to think, and offers a collection of hands-on methods to help you apply this new mindset. Stages in the design thinking process The design thinking process has 5 stages summarized in the diagram below. Image 3:2: Design Thinking Process11 Empathize Empathizing is very important in the design thinking process. It highlights the significance of listening to the customer’s requirements and wants relative to the particular problem. The approach aids us save our discoveries and learnings during this stage in a systematic way such as empathy maps. You can consult experts to find out more about the area of concern through observing, engaging and empathizing with people to understand their experiences and motivations, as well as immersing yourself in the physical environment so you can gain a deeper personal understanding of the issues involved. This will help you set aside their own assumptions about the world in order to gain insight into users and their needs. Define Here we combine all the insights collected at the time of listening and observing people at the empathizing stage. We start to synthesize in order to define the core problem you and your team have identified 11 Source:http://www.spring2innovation.com/2019/04/design-thinking-vs-user-centred-design/ 65 up till this point. At this stage, you have to frame the problem clearly, so it is easier to come up with solutions or opportunities. this stage remains the same; that is, we intend to create rough drafts of solutions to decide if these will prove beneficial for the problem. Ideate After clearly framing the problem or the opportunity it is time to search for possible solutions. Since you have clearly understood the needs of your users, you need to start generating ideas on how to meet these needs. To do this, you have to brainstorm or ideate. Design thinking stresses that during this phase, we should not ignore ideas that seem obvious or easy. Any idea can sprout a brilliant concept. So, make sure to look into every idea with a fresh mindset. Prototype Prototyping brings the solutions into vision. At this stage, you have to produce a number of inexpensive, scaled-down versions of the product or specific features found within the product, to investigate the problem solutions generated in the previous stages. Different methods are involved in it, such as sketching, rapid prototyping and many others. Whichever method you go in for, the core purpose of Test The next stage is testing. In this stage, we test our prototype with the customers to monitor the response and deem whether the solution satisfied them or not. This is the final stage of the five stage-model. However, in an iterative process, the results generated during the testing phase are often used to redefine one or more problems and inform the understanding of the users, the conditions of use, how people think, behave, and feel, and to empathize. Even during this phase, alterations and refinements are made in order to rule out problem solutions and derive as deep an understanding of the product and its users as possible. 66 Conclusion By now, you should be ready to take on the design thinking process. Design thinking is very crucial in helping you come out with human-centered solutions because it helps you have a deep understanding of the problem and those it is affecting. Key Words Design thinking, ideate, prototype, empathize, Test, define. . Problem Sets 1. What do you understand by the acronym VUCA? 2. Why is design thinking important in our world of today? 3. Explain the stages you will go through in your design thinking process 67 CHAPTER 6: REFRAMING Chapter Description This chapter focuses on framing and reframing of design thinking challenges. As you go through the chapter, you will be able to understand why it is important to spend more time trying to understand a problem rather than solving it. The chapter also discusses the importance of a humancentered approach to solving design challenges and the usefulness of lean research. As a design thinker, this chapter will challenge you to frame your research questions that give the most possibilities. Design challenges, just like other problems or research areas are framed in a certain way. However, in framing design challenges, three steps are followed. These steps include creating a context of the challenge, finding your focus and reframing your design challenges in order to provide a good setup for design research. Reframing opens more possibilities in a design challenge. More on this will be described further in this chapter. Introduction From startup entrepreneurs to Fortune 500 executives, innovators at all levels use design thinking. People are able to come out with innovative ideas by involving human perspective at all stages of the design thinking process. When you begin with design thinking, the first step you need to take is simply to identify a challenge or problem. Avoid brainstorming immediately. You need to find a reason for the existence of your idea before the big “aha” moment comes around. Albert Einstein emphasized the importance of identifying the problem with the quote “If I had one hour to save the world, I would spend 55 minutes defining the problem and only five minutes finding the solution.” He admits that his best innovation came from first carefully analyzing a problem. To set the stage or get insights for your next big idea you have to Identify a gap, problem or challenge to solve (BridgeInnovate, 2019). Steps to follow in identifying a problem to solve. ● Create context Your challenge should not be too narrow or too broad. Custom tailor the challenge. It should be just okay. When you define a problem, think of it regarding its next larger context. Set the stage appropriately. You are working to make a better recycling bin as part of a town-wide sustainability program. Before you even find a problem to innovate, examine the recycling bin and its ability to fit the people you are designing it for. You may decide to make the bin for a dining room, which is in a ranch-style 68 house; which is in a middle-class neighborhood; which is a suburb of Accra city. Understand where your problem rests in the greater picture of life (BridgeInnovate, 2019). ● Find your focus Now, you have the right context, frame the challenge in human experience. The human-focused innovation is the genius of Design Thinking. Put the person using the bin at the center of it all. For example, you are crafting a challenge statement for increased sustainability. Which one of the following example statements will you consider best for human-centered design? 1. Increase the town’s recycling efforts from 40 to 50 percent. 2. Solve all the town’s current and future environmental problems. 3. Increase sustainable behavior among the town’s citizens. Number 3 is the answer for Design Thinking since it frames a challenge around human involvement. The first two challenge statements focus on the inanimate (BridgeInnovate, 2019). ● Reframing your challenge As noted, most mysteries or problems need to be reframed to provide the best set-up for design research. Tina Seeling has an interesting piece in her book inGenius in which she states a problem and its reframed form. “What is the sum of 5 plus 5?” which was reframed into “What two numbers add up to 10?” The idea is that the second question lends itself to many possibilities while the first one restricts you to one answer (Seelig, 2013). This is a quote from a CoDesign article that she wrote in which she said, “mastering the ability to reframe problems is an important tool for increasing your imagination because it unlocks a vast array of solutions.”. Although we try not to overdo it, we often can relate the concept of reframing and the two quotes from Seelig to the box of mental categories. In this relation, we see that the first question of the sum of 5 plus 5 restricts you to the inside boundaries of your box of categories but the second question of what two numbers add up to 10, keeps you outside the boundaries of the box. If the aim of the design is to be insightful and see things in the research that may not have been seen before and also potentially come up with needs that people didn’t realize they had, then why wouldn’t we reframe our questions into forms that lend themselves to creative thought? (Seelig, 2013). Tina Seeling talks about Why and How to format for reframing questions. Why questions force deep search for understanding. One illustration of the power of the word ‘why’ is the 5 Whys approach, one originally developed by Sakichi Toyoda and used within the Toyota Motor Corporation. It is the iterative 69 question-asking technique to quickly get to the root cause and effect of a problem. It comes from the Japanese Kaizen concept and is widely adopted in engineering. So, the power of the word is very well established. Tina Seeling talks about the Whys as a way of opening the frame for a question. We often encourage our students to use Whys but not go all the way to number 5. We caution them that using the 5 Whys for problem framing could lead to premature insights in a problem brainstorming section before the research commences. The 5 Whys for this purpose may be adaptive for experienced designers but students who do not have prior experience may develop biases in the process. Hence, we advise to try the How framing first and then add a few Why frames. How framing lends itself to research more than brainstorming of potential solutions (Seelig, 2013). Here is the example we often use to illustrate the framing discussion. This is the basic 5 plus 5 question that P&G asked the design company Design Continuum, now Continuum Innovation, to help them solve. “How can we dispense cleaning fluids more innovatively?” As a design company, Continuum reframed the question to “How do people clean?” The research protocol was then developed for the reframed question and the Swiffer was born. While remembering that Swiffer became a multibillion-dollar category for P&G, it should also be noted that if Continuum didn’t reframe the question P&G asked, we wouldn’t have gotten the Swiffer today! Students have come up with questions that get reframed into: How do people eat, how do students plan for their daily commute, how do students do laundry, how do members of a dorm sign in non-members? Each of these questions is begging research and engenders the students to learn about the mystery in a broad way. [We will use HOW to frame problems]. NB: the use of HOW here is not the same as the How Might We framing that we have encountered. The How Might We frame is best suited for ideation more than generating new insights from users. An illustration of reframing by Tanner (2019) “Imagine yourself as a child waiting with several friends for a fruit snack after an afternoon of hard play. Each friend receives their own special fruit from your best friend’s mother: mangoes, apples, grapes, and oranges. You are happy to get your fruit as you know it will be special (since this is your best friend’s mother)—that is, until your bowl of lemons arrives. After receiving your lemons, you have two choices. The first choice that comes to your mind is to feel sorry for yourself as you now realize how much your best friend’s mother does not like you. As an innovative child, however, you think differently. 70 You look at this problem as an opportunity! You take your lemons and go home and make lemonade and then sell glasses to your friends. With the money you earned, you go and buy your favorite tropical fruit. In effect, you make lemonade out of lemons. This is the essence of positive reframing: taking what appears to be a Image 9: 1: Lemonade12 12 Image Source: https://www.shutterstock.com/search/reframe difficult situation and finding something positive to make out of it. You put another frame (perspective) on the situation you face. You look for other ways to view your situation” Tanner (2019). 71 Reframing: The Airplane Analogy Most often, when people have a problem, they focus too narrowly on the problem. Is that what you do? If yes, you need to change that. This is because when you look too narrowly at a problem, you focus only on the user and forget about the stakeholders affected by the problem. When this happens, whatever solution you design may not effectively solve the problem because it does not work for all those affected. It is worthwhile for you to step back and look at the problem again, taking into consideration not only the users but a few relevant stakeholders that play a huge part in the understanding of the problem. Now, how do we look at a problem in a way that we consider all the relevant stakeholders and the user? We will use the airplane analogy to explain that. In the airplane analogy, we look at three levels of thinking about the problem. Spy Plane View The spy plane goes up high and hides in the sky to spy on a target. If you think about a problem using the spy plane view, you are too far from the problem or looking at it from a wider perspective. That is, you are including too many stakeholders or irrelevant stakeholders when analyzing the problems. For example, you are tackling the problem of teenage pregnancy and you want to check the role customs that play in promoting or curbing teenage pregnancy in Africa. This is almost impossible to do. The scope of our study is too large and there are too many stakeholders involved. How do I start studying the cultures of the 54 countries in Africa? Or subcultures that exist in the various tribes or even communities? It is therefore important that you come down a little. Bulls Eye View Looking at the problem from the bullseye view makes it too narrow. It focuses on the user and is too specific. It lets you focus on only one user, solve the problem for that user and later realize that there are other stakeholders who cause that problem or are affected whom you did not include in the problem analysis. For example, in trying to solve the problem of teenage pregnancy, you may try to educate only girls about teenage pregnancy. This is not enough because they are not the only ones involved. What about the boys who impregnate the girls? Or the traditional leaders who create customs that allow for teenage pregnancy? You may have to consider all these stakeholders or else you will find yourself creating a solution that does not solve the problem. 72 Helicopter View When you step off the Spy plane view and drop right down to the bull eyes view and discover you are too far below, you have to step up to a perfect height above the problem to have a perfect grasp of it. Use the helicopter view to do this. Helicopters do not fly above the clouds. Looking at the problem from here gives you the opportunity to have a closer look and grasp of the problem. The clouds are no longer blocking your vision. You can see the problem clearly. It captures the right set of stakeholders surrounding the problem. Because you are high up enough to see those who cause the problem or those who are affected by the problem in the analysis of the problem. For example, in analyzing the problem of teenage pregnancy may be in Berekuso village, it will be important to include everyone in Berekuso ranging from the girls and boys to the teachers at schools, traditional rulers and community leaders to have a complete grasp of the problem and create an effective solution. While doing the helicopter view, you need to consider the practices of social distancing. This means the helicopter view has to have a wider view because that view has to be socially distanced. This has been influenced by COVID19 pandemic. Conclusion As a design researcher, you should not just jump into brainstorming your solutions but rather take time to understand the problem you are trying to solve. Take a moment to step away from the problem and carefully look at it. It may not be what you think it is. Always ensure that you reframe your design research questions in order to get more possibilities from them. By now you should be able to frame design challenges following the steps given in the chapter. Not forgetting the different views of looking at the problem space; spy plane view, bulls eye view and the helicopter view. Which view should be employed when? These will help in tackling your problem space properly. Key Terms Reframing, spy plane, Helicopter, Bullseye Problem Sets 1. Think you of any situation you have encountered and reframe it using the reframing knowledge you have acquired from this chapter 2. Pick a problem of your choice and state a possible “spy plane”, “Helicopter” and “Bullseye” view of the problem. 73 CHAPTER 7: ETHNOGRAPHY Chapter Description In Greek, the word Ethnos means people and grapho means to document, therefore, ethnography literally refers to studying people. It involves observing participants in their natural environment or habitat, in order to understand certain social behaviors or cultures. As a result of its social aspect, ethnographic research plays a key role in design research. As you go through the chapter, you will be able to get to know what design ethnography is, and how you can use it in your projects. Moreover, you will encounter various ethnographic research methods, such as analogical reasoning, immersion, observational shadowing, depth interviews among others. Furthermore, research is a very important component of design thinking. This chapter introduces you to ethnography as a way of conducting design research. Throughout the chapter, you will encounter different ethnographic approaches, and learn about cases where these methods can be used to conduct research. Finally, what you would do where social distancing is required and yet most of the ethnographic research methods require getting involved with people? This chapter provides methods on how to carry out ethnographic research while social distancing. Introduction Ethnography During the 20th century, a British born; Bronislaw Malinowski developed the term ethnography. Simultaneously, other early sociologists in the U.S affiliated with the Chicago School embraced ethnography and started using it in urban sociology. Moving on, a lot of sociologists have massively contributed to developing ethnography and formalizing it in books. From the Glossary Term, Coleman & Simpson defined Ethnography as stated below. “Ethnography is the recording and analysis of a culture or society, usually based on participant-observation and resulting in a written account of a people, place or institution” In ethnography, the researcher aims at developing a rich understanding of how and why people think, behave, and interact as they do in the field of study. This is achieved by the researchers or ethnographers embedding themselves in the field of study for a long term to properly understand and document what they are studying (Crossman, 2019). 74 Ethnography is about telling a credible, rigorous, and authentic story. David M. Fetterman According to Denzin (1998), ethnographers should consider the following eight principles when observing, recording, and sampling data: 1. The groups should combine symbolic meanings with patterns of interaction 2. Observe the world from the point of view of the subject, while maintaining the distinction between every day and scientific perceptions of reality. 3. Link the group's symbols and their meanings with social relationships. 4. Record all behavior. 5. The Methodology should highlight phases of process, change, and stability. 6. The act should be a type of symbolic interactionism. 7. Use concepts that would avoid causal explanations “Guards and prisoners in jails, patients, and physicians in hospitals, the elderly, the various religious groups—all have cultural perspectives…. As people move from one cultural scene to another in complex societies, they employ different cultural rules. Ethnography offers one of the best ways to understand these complex features of modern life. It can show the range of cultural differences and how people with diverse perspectives interact” (Spradley, 1979, p. 12.). 75 Illustration of ethnographic research Imagine a group of Ashesi students from the Foundations of design and Entrepreneurship class that go to carry out ethnographic research in the Ashanti region about galamsey. Galamsey refers to illegal gold mining in Ghana. Their research is concentrated on a problem question of “Why some people have continually participated in galamsey despite its harm to the environment.” Since these students are carrying out ethnographic research, they will have to stay in the Ashanti region for a long period of time of at least 2 weeks. During this time, they will immerse themselves in the daily lives of the people participating in the galamsey so as to understand and get a full picture of what they are researching about. These students will follow the galamsey people to the mining sites and see what exactly happens hence employing the observational approach of ethnographic research. Also, these students will have to study what activities these galamsey people engage in apart from illegal gold mining. Additionally, they will employ the various methods of ethnographic research like in depth interviews, diary methods, experiments which will be discussed later in this chapter. Design Ethnographer According to Dudek (2017), people are studied in the environments in which they live, work, and interact hence, we observe, interview, and facilitate direct interactions with people in order to understand them and their world better. We are part mentalist, and part altruist. We weaponize empathy so that we can deploy it daily to craft advantages for our customers, communities, and our world. “The goal is to see people’s behavior on their terms, not ours. While this observational method may appear inefficient, it enlightens us about the context in which customers would use a new product or service and the meaning that it might hold in their lives” Ken Anderson. A design ethnographer is someone who facilitates empathic conversations between users, clients and other designers, as well as other experts and stakeholders involved in the service design process. Wisegeek provides a nice succinct description of the work of ethnographers, ” An ethnographer is a person who gathers and records data about human culture and societies. There are various research methods that can be applied to the different sub-categories of this social study, such as field, design or visual ethnography. An ethnographer often needs to be able to find patterns in and understand issues faced by a wide sample of people with diverse backgrounds.” 76 Ethnographers are trained to extract the voices of stakeholders, the people that will be affected by the decisions derived from our work. Ethnographers are people-centric and story-based. They put themselves in the shoes of others to understand how they see, feel, or think when they look at the world. They spend a lot of time discovering and looking through the lenses that our participants use to understand their world. Design ethnographers live in “problem spaces” which are zones of exploration which can be specifically targeted as, what kind of power button should be placed on a microwave, or as vast as a deep dive into the blogosphere. It is also important to note that design ethnographers are design thinkers. They firmly understand the design process, they know what is required in every stage, how this can be explored, discussed and shared. This is why they are able to conduct research in a way that reveals what users need, and they are able to provide information that is useful to product designers who are now able to incorporate the necessary features in the final product. As you take this class, you will be encouraged to conduct ethnographic research in order to have a better understanding of the target users whose problems you are trying to solve and also to have a clearer understanding of the problem as it relates to users. Design ethnography can be applied to absolutely everything. Take this as a challenge: Find a problem space on this planet that does not have a significant human component tied into it somewhere. Sometimes, as a design ethnographer, you hear the annoying phrase ‘get into their head’ which is invasive and fairly improbable. In reality, the closest you can ever be to ‘being in someone’s head’ is to have an educated guess and founded on the information at hand. This is what we specialize in, obtaining information and transforming it into useful knowledge. The work of design ethnographers has three major stages, Realizing Begin by making the problem space real for you. You need to understand the landscape of a problem space and a way to render it, in order to find ways to study it. This sets the pace for creating tools to facilitate the flow of information from our participants into our research. The work of an ethnographer always begins with a deep understanding of the surrounding environments, constraints, and social structures, within the problem space. When working with people you cannot force them to voice out their opinions; you have to know what's going on and begin by dipping in a little toe. 77 Sympathizing Empathizing Here we begin to feel for our participants since we know what their pain points are. We begin to see things from the perspective of our participants, and we use this to begin our analysis. We synthesize insights into how the problem space can affect our participants and create frameworks and methods to understand the complex systems in which each person lives. These frameworks are the beginnings of how we will communicate our findings. Our clients are the people trying to understand a problem space, and with time to improve it. This is a critical moment for ethnographers as they are so immersed in the participant's world, that we feel with them. There are stories of ethnographers in the field who immerse themselves in another way of life for research purposes and are unable to find their true selves again after a period of time. Empathy is necessary for us to be able to derive representative insights about our participant groups, but we must carefully temper it with our own expertise and filters. It is much harder to do this than it is to describe it. Ethnographic Research Image 7:1: Characteristics of Ethnographic Research13 13 Image source:https://seanvantyne.com/2017/12/17/ethnographic-research-key-really-understanding-customers-needs/ 78 Ethnographic Research Methods These are methods that researchers or ethnographers employ when carrying out ethnographic research. They include Indepth interviews, observational shadowing, Immersion, among others. In-depth interviews In-depth interviews involve conducting intensive individual interviews with a small number of respondents to explore their perspectives on a particular idea, program or situation. They are used when you want detailed information about a person’s thoughts and behaviors or want to explore new issues in depth. While in-depth interviews have an advantage of providing much more details than other data collection methods, they are also prone to bias, time intensive, require interviewers to be properly trained and the results from these interviews cannot be generalized as samples are small and not randomly chosen. Interviews give an opportunity to learn from people what they believe, how they think, and how that affects their life by asking them questions. Interviews should be crafted to answer a research question or problem. There are two different forms of interviews: fully structured and semistructured. Fully structured interviews are interviews where the interviewer has a list 14 Source: https://slideplayer.com/slide/11691936/ of questions to ask and the same questions are asked to every interviewee. On the other hand, Semi-structured interviews also have a set of questions to be asked, but the interviewer has the flexibility to add additional questions based on the interviewees' responses. Semi-structured interviews are more flexible, and they give room for more specific questions to each interviewee. However, with fully structured interviews, the interviewer can more easily compare the responses from one person to the next, since the questions asked are the same. (Ethnographic Methodology, 2019) Take note of the following when carrying out interviews. Image 7:2: In-depth Interviewing tips14 79 Observational shadowing This is a method of data collection in which the researcher closely follows those being studied in their natural habitat, to experience the situations in their daily life or work, collecting insights through the detailed nuance of firsthand real time exposure. It is used to gain insight on who the individuals being studied really are as opposed to who they say they are. In design research, observational shadowing enables design researchers to understand existing behaviors so they can adapt their designs to those behaviors (Interaction Design Foundation, 2019). Observational shadowing can also involve the following users to observe how they use a product or service in their natural habitat. An example of observational shadowing is following a doctor around in the hospital to understand how they interact with patients. Another example is how a product may be developed for a particular use, but people use it in a particular way. They may not be aware, and they may be subconscious that they are using it in the wrong way. Following such groups of people is observational shadowing. Immersion This is a form of ethnographic research in which researchers immerse themselves totally in the society in order to gain an indepth understanding of it. It involves visiting a particular society or community, befriending the people and living there with them for a certain period of time to gain understanding about them. During this time, researchers live and do things just like the locals. Immersion can take months or years to set up and perform. An example of immersion is language immersion, where an individual only speaks a non-native language in order to learn it. Immersion Research: Pros and Cons The pros and Cons of using immersion method are illustrated below: Pros ● This method enables the researcher to gain more qualitative information about a subject or culture than any other method. Cons ● Immersion takes months to years to set up and then to carry out. ● A researcher needs permission to participate in the activities of a particular group. A researcher must get permission of the people who are being studied, communicate the intent of the research, and also gain the trust of the community with regards to the information not being misused. ● Additionally, completing professional ethics responsibilities to the university and permits from governmental bodies to carry out research using the immersion method takes a lot of time. ● Human behaviors are complex leading to different observations every day. ● This method can be dangerous since the researcher is always working in an unfamiliar environment. 80 Diary method Experiments This research method involves having participants record entries about the activity or experience being studied in a log, diary, journal or a self-administered form that you give them. The data is recorded either when events occur (event-based diaries) or at specified times or time intervals (time-based diaries) (Lavrakas, 2008). The recording and collection of data by participants is done over a period of time, usually a couple of days or months. Lavrakas also points out that diary data can be used to make cross-sectional comparisons across people, track an individual over time or study processes within individuals or families. An example of a diary method is giving participants a product for example soap and having them keep a record of the effects or changes they experience whenever they use the product. Diary methods can be used to study issues such as mental health, media exposure, nutrition time use etc. An advantage of the diary method is that there are technological innovations such as voice recorders and web-based diaries that make it easier to record data. Moreover, it allows for events to be recorded in their natural setting. The disadvantages include the fact that it requires a lot of time commitment which can discourage participation. Moreover, data entered by participants may not be very accurate. Participants can also forget to record data, causing errors in the research. This is a scientific method where the researcher manipulates one or more variables, and controls and measures any change in other variables. This research is mainly carried out and controlled in laboratories. An example of experimental research is conducting a laboratory test where the research is being conducted under scientifically acceptable conditions. Great experimental research is considered to be successful only when the researcher confirms that a change in the dependent variable is solely due to the manipulation of the independent variable (Bhat, 2019). Below are the advantages and disadvantages of experimental research (Ayres, 2019). Advantages ● Researchers are given a high level of control. ● No limitation to the industry or subject matter involved. ● Experimental research provides conclusions that are specific. ● It is hard to replicate conditions that could take a long time so that the variables can be tested appropriately. ● Experimental research allows cause and effect to be determined. ● Experimental research can be combined with other research methods. 81 Disadvantages ● There are possibilities of human error since results are highly subjective. ● It creates unrealistic situations. ● Experimental research consumes a lot of time. ● It does not give actual explanations. ● Difficult to measure the human responses in experimental research. Participatory research (co-discovery) Participatory research is a method of research that involves including and collaborating with members of the community where the research is taking place to understand and resolve community problems. The researchers using this method employ various kinds of research methods like group discussions of personal experiences, interviews, surveys, among others. With this method, participants give a perspective to the process of being the object or subject of research by getting an opportunity to tell their own stories. Also, participants are able to give a voice to the community or group that is being researched by offering their own interpretation of the researcher's findings, voicing their opinion in response to the researcher. Collectively, the researcher and the participant derive conclusions and offer each other feedback. The activeness of the participants involved in the research encourages other participants to join the conversation and respond with their own interpretations (Given, 2008). One of the advantages of Participatory research is that it allows understanding social reality from ordinary people’s perspectives and on the other hand, one of the disadvantages is the mistrust of the society and participation fatigue can highly influence the outcomes of participatory research (Tadevosyan & Schoenhuth, 2019). This method suits well in a social context compared to other ethnographic methods. Analogical reasoning This involves using patterns of past incidences to determine the future. It's commonly used to make decisions and solve problems. Aravind hospital in India uses McDonald- fast food company as an analogy. Aravind hospital learned management principles from McDonald’s which enables them to make a profit of millions of dollars a year and yet they provide free eye treatment to millions of poor Indians. Aravind’s surgical procedures are organized like assembly lines and this was influenced by McDonald’s. Each operating room at Aravind hospital has two tables. The doctor performs a surgery which takes around five minutes on one table. By the time he finishes, a new patient is ready on the next table. “Analogical reasoning is using an analogy, a type of comparison between two things, to develop understanding and meaning. It's commonly used to make decisions, solve 82 problems and communicate” (Spacey, 2017). Recommendation: Hormone replacement therapy could reduce the effects of aging in postmenopausal women. Reversal- after doing research This happens when the recommendations given from a particular research are reversed. “In a June 2019 meta-analysis published in the journal eLife, Diana Herrera-Perez and colleagues mined nearly 3,000 randomizedcontrolled trials published in the Journal of the American Medical Association, the Lancet, and the New England Journal of Medicine from 2003 to 2017. In total, they identified 396 medical reversals.” Below are some excerpts of the examples. 1. Wearable technology Saleh (2019) Recommendation: Wearable technology, which tracks physical activity and burned calories, helps with long-term weight loss. Reversal: In a subsequent clinical trial, adults in a weight-loss program were randomized either to use a wearable device plus web interface or to use a selfmonitoring program. After 24 months, participants using the wearable devices lost an average of 3.5 kilograms versus 5.9 kilograms in the self-monitoring group. 2. Hormone replacement therapy Reversal: Subsequent analyses showed that hormone replacement therapy has complex risks and benefits. Therefore, the hormone replacement therapy is not suitable or recommended for the prevention of chronic disease in postmenopausal women. Ethnography with Social distancing The coronavirus pandemic has presented a challenge in carrying out ethnographic research since the guidelines in reducing the spread of the pandemic include social distancing. This will be difficult to carry out in depth interviews, immersion, observational shadowing among others. However, ethnographic research can also be done remotely using the methods below: Use of existing content As the saying goes, there is nothing new under the sun, whatever your research is about, there would be a high chance of similar research that has already been done. Take content from existing content like pictures and videos analogically. This will involve analogically extracting information from these existing pictures and videos. Then transcribing this information, this requires writing out the information in the content. It will aid in 83 getting quotes and notes from the transcription thus helping in understanding the situation that you’re trying to explore. Here you don’t have to collect the data but rather collect third party content that captures the context of your study to extract content to inform the topic you’re studying. Be careful about capturing important insights. Use of a proxy user This involves getting people to role play the experience of your users so you can extract insights. Take an ordinary person, profile and recruit them to make sure they can play. Then train them on the situation that you want them to act. Expose them on a hypothetical journey map of the user you want to understand. If you want to understand for example a teacher, you can get your mother, explain the journey map of the teacher to your mother and ask if she can play that role so you interview her. The person you are using does not have to be a professional actor or actress, but they need to be able to fit in the role of the intended user. There is numerous research that proves proxy users are good at doing research for example a study by Gielen &Stappers (2013) about “Design research by proxy: Using children as researchers to gain contextual knowledge about user experience.” Another example of research involving a proxy user. A team made a website that would allow people to request for household services like mowing the lawn, dry cleaning, running errands among others. They tried to get professionals to sign up, but they were not successful, so they organized a role play session with a random person who played the role of a professional banker. During the role play and the interview, this person indicated that he would never go to this website as he would prefer using an area boy to come and do this kind of work for him. From this, the team realized that there was a problem of trust and security with their services. So, the team incorporated trust and security in the system by putting insurance of items used in errands, background checks for people who do the errands, and including other things that would provide trust and security. But they got this from a proxy user. Conclusion We have established an understanding of how one can carry out ethnographic research. Which ethnographic research would be best given a particular situation and topic under study? The different methods of ethnographic research, the pros and cons among others. We have also established how ethnographic research can be carried out where social distancing is necessary. And as part of this course, students will be required to do research for the different problems that they are solving 84 therefore, we hope that this chapter will help the students realize, sympathize and empathize while deploying the various ethnographic research methods. Key Terms Ethnography, Analogical reasoning, InDepth Interview, Observational Shadowing Design Ethnographer, Immersion, Experiments, Diary Method, Proxy User Problem Sets 1. What do you understand by the term ethnography? 2. Give 5 examples of ethnographic research methods and define them. 3. How do you carry out ethnographic research where social distancing is required? 85 CHAPTER 8: LEAN RESEARCH Chapter Description Introduction The main objective of this chapter is to make you gain full knowledge of what lean research is all about and be able to apply lean research principles in carrying out research. This will help in ensuring that you are able to meet the objectives of your research. This chapter also dives deep on the guiding principles and questions that can be used while carrying out Lean Research. How we carry out research matters because the research process involves interference in the lives of people (research subjects) and this interference could lead to positive or negative outcomes. Lean research is a research framework aimed at creating positive outcomes from the research process by placing the experience of research participants and other stakeholders at the center of the design and implementation of the research. Disrespectful and inefficient data collection practices that produce irrelevant data are common, therefore, it is important that researchers come up with alternative research methods that incorporate the lean research principles (which will be discussed in this chapter) to ensure that research data is meaningful not only to the researcher but to research participants and stakeholders. A few years, the Berekuso township burned Ashesi students from carrying out research in the community. Ashesi students used to go to the Berekuso community; carry out research, promise, leave and never return to talk about their findings. So, it got to a point where the Berekuso residents got disappointed and burned Ashesi students carrying out research there. This is the main reason why lean research was introduced at Ashesi University. Lean research puts the respondent at the center of the research. It also involves the 4Rs which makes the research to be relevant, rigorous, rightsized and respectful towards the respondents. These 4Rs help to cater more to the needs of the respondents regardless of the research methods applied. The 4Rs will be explained further in this chapter. Considering that the needs of the respondents as Lean research does is in line with Ashesi’s ethos of training ethical leaders. This is because ethical leaders usually put people’s interests or wellbeing at the center as lean researchers also put the interests of the respondents at heart. Lean research is a way of realizing the Ashesi mission because it teaches putting attention to the needs of the respondents. Also, the lean research process works well with design thinking of which Design thinking is the core of this course. Lean 86 research also is respondent centered and is user centered. The best way to implement lean research is to capture it within the protocol that is developed in research methods. For example, tying lean research in ethnography includes coming up with ethnographic approaches and then looking for how to make them lean research. This can be done by starting with what traditional research would say about what approach or ethnographic method to use. Based on the conditions on the ground, how can that tradition be improved by using lean research? Lean Research Lean Research is a research practice aimed at guiding and improving the practice of field research involving people and their communities in relation to international development and humanitarian work. Here, research is done to comprehend and increase the impact of programs that seek to improve the lives of people in communities characterized by poverty, vulnerability, and other challenges. Even though the outcome of the research is often to improve the lives of research participants, the impact of the research process on the lives of research subjects, communities, and local partners is often ignored. Scholars, practitioners, and donors acknowledge the fact that research is a form of intervention in the lives of research participants, especially those confronted with poverty and vulnerability. They, therefore, came up with lean research to ensure that this intervention is of benefit and positively impacts those involved. They do this applying the lean research principles of rigour, respect, relevance, and right-size to reduce the burden of research-onresearch participants at the same time increasing the value of the research output to both research participants and stakeholders. When deciding on how to design research, lean research draws from human-centered approaches to development and design, enabling it to place the experience of humans who are the research subject at the center of the decision-making regarding research development and design. Lean research is aimed at increasing the quality of information gathered during research, increasing the use of research findings to stakeholders and ensuring that the research outcome is beneficial to study subjects and their communities as well as donors and decision-makers. Lean Research is able to achieve this by creating a respectful and enjoyable research experience for the research subjects. The Lean Research Framework In order to reduce the burden of researchon-research participants and maximize the value of its output for stakeholders, lean research offers a guiding framework for carrying out and evaluating research. 87 These are: 1) rigorous, regardless of the research methods applied 2) respectful towards research subjects, implementing partners, and others engaged in the research process 3) relevant to research subjects, partners, and decision-makers 4) right sized, in terms of protocols and costs compared to the potential usefulness and impact of the study. The four principles of Lean Research are not new but are often pitted against each other as trade-offs. Lean Research emphasizes the fact that it is important to conduct research in a way that reflects and exemplifies all four principles of lean research and challenges them to identify ways in which they can implement them in an integrated manner. As a broad framework and approach to social science research, Lean Research can be applied regardless of whether the methods are quantitative, qualitative, or mixed. Lessons drawn from lean manufacturing as well as human-centered design helps the practice of lean research to focus on the continual improvement of the research process, especially at points of interactions where researchers interfere with research subjects, local partners, and others engaged in research production. It seeks to improve research outcomes by improving the experience of those most directly involved in research production--particularly the research subjects--and by orienting the process around their insights and priorities. It challenges researchers to improve already existing research practices and opens a space to innovate new ways of approaching familiar steps in the research process. Lean Research Principles Rigour Lean Research is conducted according to the method and procedure which is best suited to the specific nature of the study. Research must adequately address issues of both internal and external validity and ensure accurate reporting of results while protecting sensitive subject data. High standards of rigour ensure the integrity of the research process and results, a precondition for research that is respectful of participants’ time and usable by research stakeholders. Respect For research to be respectful, it has to place the dignity and delight of the human subject at the center of the research experience. It should consist of a clear, intelligible informed consent process, in which research subjects feel truly free to reject participation without fearing negative consequences. If they decide to participate, subjects find the experience enjoyable and meaningful. Subjects have the opportunity to review and refute research findings and 88 feel that their contributions to the research have been appropriately valued. Relevance Right-Size Research should be of value to stakeholders and addresses priority issues and questions for research subjects, study communities, as well as donors and decision-makers. Research findings are understandable and accessible to research subjects, practitioners, and policymakers. Research studies and results are framed in ways that can inform action and decision-making at various levels of authority, and stakeholders commit to using findings to inform action. To ensure that research is right-sized, research scope and methods should be well-suited to the research objectives and the priority of the research questions to stakeholders. Right-sized research is only as time-consuming, burdensome, and costly as it needs to be, and all unnecessary questions, activities, and protocols are removed. Image 8:1: Insights from Lean Research 89 Lean Research Process Gathering Data After going through the lean research principles, it is important for us to establish a set of actions we have to take in order to At this stage, you go into the field to collect data. Here, you may want to consider doing the following ● Recruit locals who can retain achieve the desired outcomes from the research. Imagine after knowing the great benefits of lean research and also the principles but not knowing how to go about the research. Below are the stages in the lean research process. objectivity and make the research participants feel comfortable. For example, a translator when you cannot speak the local language of the research participants. ● Ensure that the research assistants Scoping and Designing the Research time, and in a place that is convenient for respondents. ● Consider utilizing strategies to It is very important to lay down a plan on how you will carry out your research. This will serve as a guide when you get into the field. At this stage, you do the following ● Establish which data collection method is appropriate for the research (Primary or secondary). ● Consider engaging stakeholders in the research upfront to identify research questions and expectations. ● Consider building up from verified previous work to save time and resources. ● Reduce data collection burden on the research participants. ● Pre-test survey questions in the field to make sure the questions are clear, culturally appropriate, and necessary. ● Create a respectful consent process in which research participants feel comfortable saying no. ● Plan for effective feedback to research participants are well trained. ● Consider conducting surveys at a assess data quality. ● Consider reflecting on the research experience during the data collection process Analyzing Data After collecting data, you have to make meaning out of the data. This is known as analyzing. This stage involves doing the following ● Sustain commitment to research participants’ priority research questions and analysis of those questions. ● Consider engaging research participants and other key stakeholders in the data analysis Reporting and Dissemination This involves reporting research findings to research participants, donors, and 90 stakeholders for decisions to be made. At this stage, you have to do the following ● Think about reporting near-final results to participants and other key stakeholders as quickly as possible. ● When presenting research findings to participants, consider adapting content and format to the audience’s needs and preferences. ● Consider sharing data with other partners and other researchers Lean Research provides a guiding orientation to encourage innovation and continual improvement in research practice and not a set of rules to follow. From selecting research questions to the implementation and dissemination of findings, the principles of rigour, respect, relevance, and right-size are aligned with the research process. The different types of research require different implementation strategies. For Lean research, the questions below can be used to guide an iterative process of incorporating the Lean Research principles into planned and current research activities. These questions are an excerpt from The Lean Research Framework by MIT D-lab Consider the following questions when carrying out Lean Research Is our research rigorous? 1. Who or what resources have we consulted to obtain input on our research design? How do we know that our research adheres to the highest standards of our discipline or field of practice regarding research and instrument design, data collection, cleaning, and analysis? 2. What steps should we take to ensure the internal validity of the research? 3. If applicable, what steps should we take to ensure the external validity of the research? 4. How are we designing and implementing our research process to ensure that the research is reproducible? 5. What steps will we take to clearly, accurately, and transparently report all relevant research results to stakeholders? 6. How are we protecting the data of the people who participate in the research? 7. If the research is an impact evaluation or trial, is it registered with the social science registry? 8. Will the research be reproduced or verified by an independent party? If there are no current plans for this, is the research conducted in a way that it can be easily verified? Is our research respectful? 1. What are we doing to engage the research subjects, members of their communities, or similar populations (where appropriate) in the design of our study and our informed consent process? 2. How are we designing the informed consent process to ensure that research subjects receive all the information that they need in a way that is understandable 91 to them in order to decide if they wish to participate in the research or not? 3. What actions should we take to ensure that the human subject feels truly free to reject participation in the study or to drop out of a study once it has started without fearing or experiencing negative consequences? 4. What actions should we take to create an environment in which research subjects can enjoy and find meaning in the experience of participating in research? 5. Are we appropriately using existing information and knowledge that local host institutions may have? How are we helping local host institutions to obtain the information they need about the proposed study to determine if it is to their benefit to participating in the research? 6. Have we determined culturally appropriate forms of compensating subjects and host institutions for their time and expenses, and have we consulted key stakeholders in this process? Is our research relevant? 1. What secondary research have we done in order to assure us that primary research on the topic we are proposing is actually needed. 2. What process are we using to identify the research priorities of the research subjects and, if relevant, their communities? What criteria are we using to determine to what extent these priorities should be included in our research. 3. What steps should we take to understand what aspects of the research local host institutions find most relevant and how are we factoring that into our research design and dissemination strategy? 4. Have we identified stakeholders in advance of the research project who have given input into how they would like to receive and use research findings? How are we incorporating this? input into our research design? 5. Are the research subjects and the host institution able to clearly articulate the value of the proposed research study? 6. What steps will we take to communicate and share the research findings in ways that are understandable and accessible to all stakeholders, including research subjects? 7. Have we allocated time and budget to the process of disseminating research results to stakeholders and decision-makers at various levels? 8. Have decision-makers agreed or expressed interest in using research findings in advance of the study? After completion of the study, have decisions been made based on the findings? 9. Are we planning to share deidentified study data, if appropriate? With whom will we share it and how will we identify additional opportunities for the data to be used? 10. What approach will we use to understand the impact that the research 92 has had (for example, on the decision, debate, issue or audience of interest)? Is our research right sized? 1. What criteria are we using to assess how large (in terms of people or households involved) and costly it is reasonable for the study to be? Are we considering the relevance of the research question to key stakeholders and the type of decisions that will be informed by research results in making that assessment? 2. How are we assessing which activities and questions are essential to the research objectives and which ones we can eliminate? Are we eliminating all nonessential protocols and questions? 3. With input from various stakeholders, have we determined the length of time that is acceptable for an interview from the perspective of study participants? How are we designing our research protocols and instruments to ensure that interviews do not exceed this length of time? 4. If the research involves sampling, how are we selecting the sample to ensure that it is large enough, but not too large? 5. If the study involves enumerators who are not on the core research team, how are we planning to train and compensate them and have we consulted relevant stakeholders in this plan? In addition to fair compensation, how else are we ensuring that enumerators experience the research process to be respectful, meaningful, and enjoyable? 6. What specific steps will we take to provide study subjects with opportunities to review and refute (if applicable) the study findings? Do we plan to publish any refutations along with our original research findings? 93 Illustration of Lean Research The Idea to Impact Project15 is a (NEXTi2i) collaboration between Ashesi University Dlab and MIT D-Lab funded by the USAID to create an incubator that trains entrepreneurs whose business model focuses on creating ventures that tackle the United Nations Sustainable development goals. The Idea to Impact aims at redefining the core purpose of business creation so that entrepreneurs do not only consider profit but also impact. In order to do this, businesses are introduced to the lean research methodology by the Ashesi D-lab 15 https://www.ashesi.edu.gh/stories-and-events/stories/3317ashesi-and-mit-d-lab-partner-to-support-student-and-alumnientreprenuers-grow-ventures-targeted-at-un-sdgs.html through the incubator. This helps businesses apply the lean research principles of rigour, respect, relevance, and right-size when carrying out research. This enables them to keep the user or research participant at the center of the research and eventually the outcome of the business to ensure that their businesses meet community needs. Conclusion Through the four principles of rigour, respect, relevance, and right-size, lean research creates maximum value and 94 usefulness of research data to stakeholders and minimizes the waste and burden of the research-on-research subjects. Lean research is very important if you want to yield positive outcomes as researchers and especially as innovative students who are looking at starting up ventures that aim at creating impact. Although lean research may not apply for every research study, it is a guide to improving your own research as it lays emphasis on continual improvement of the research practice. Key Terms Lean Research, Rigour, Relevance, Respect, Right sized, Problem Sets 1. What do you understand by lean research? 2. How will you incorporate the lean research principles into your team’s research? 3. Why is lean research important? 95 CHAPTER 9: ANALYSIS FRAMEWORKS Chapter description After getting out into the world and talking to people during the research (empathy) stage you come back exploding with a variety of findings. It can be incredibly exciting to know you have all this potential collected in your head, but it can also be a little intimidating knowing that you somehow have to take all the noise and make sense of it. This is where the analysis part of the process comes in. The analysis stage helps you figure out what is at the heart of the issue so you can find the right solutions that help every party involved, from users to the businesses. It can seem daunting to start, but having a clear process makes the problem much more approachable. Introduction This chapter dwells on the two types of data; qualitative and quantitative data. It also illustrates the various analysis frameworks and how visualization helps us to be creative. First and foremost, Qualitative data is information about qualities, how people feel about something. You cannot count this data. For example, “sharing what people like about a certain product” “how they think it could be improved” “whether they would recommend the program to others or not” among others. Qualitative data can be collected through in-depth interviews, observations, focus groups among others. On the other hand, Quantitative data is divided into Discrete & Continuous Data. Discrete data consists of only counting numbers. Examples include the number of chairs in a hall, the number of days in a month, a person’s age etc. Continuous data can be broken down into smaller units. It can also be measured on a scale like length, time, weight among others. Quantitative data can be collected through surveys, questionnaires etc. (Blaikie, 2003). How to represent Quantitative Data These are some of the common types of how quantitative data is captured and represented: 1. Bar graph represents data by displaying bars of equal width on the grid. A diagram in which the numerical values of variables are represented by the height or length of lines or rectangles of equal width. 2. Pictograph: Uses pictures and symbols to display data, each picture or symbol can represent more than one object. 96 3. A line graph represents a graph showing data segments joined by a line segment to show trends over time. 4. A scatter plot is a graph in which the values of two variables are plotted along two axes, the pattern of the resulting points revealing any correlation present. 5. Circle graphs or pie charts here data represent portions of one whole or one group. However, data is not usually countable or ratable as quantitative data so that’s why qualitative data analysis comes in. Qualitative data focuses on the opinions, emotions and perceptions of individuals. Visualization Florence Nightingale used the concept of visualization to change the hospital and saved lives with her determination, hard work and later changing the nursing profession forever. She was a data visualization and statistics pioneer. From the numerous data she collected, Nightingale realized the poor sanitation caused the highest mortality at hospitals. She used tables and diagrams to present the data she collected. Nightingale illustrated that simple sanitation techniques, such as handwashing, available fresh air and washing of the bed linens could stop the spread of infectious diseases and wounds of the soldiers. She showed that poor sanitation, not battle wounds, lay behind most English soldiers’ deaths during the Crimean War in the 1850s and that such deaths were avoidable by observing that; for most soldiers, poor living conditions was the root cause of their deaths rather than battle wounds. Nightingale showed that soldiers were much more likely to die of preventable diseases than male civilians, even during peacetime. Visualizations became one of Nightingale’s preferred ways of communicating about the need for sanitary reforms to save lives. On the other hand, Hans Rosling took visualization to a modern level. Rosling expressed his opinions by using numbers and figures. He visualized trends in large data sets using the latest technology. In one of his presentations, “he showed bubbles of data which represented different countries of different sizes, and different colours were different continents” (Hucki, 2017). This can be seen in the Image 9:1 below. From this we see that visualization provides insights for research. Just like Nightingale and Rosling we need to be creative in visualizing data. This can be done using analysis frameworks; these provide room for a lot of creativity in people coming up with templates that do a good job in revealing insights. 97 Image10:1: Data visualization by Hans Rosling Making the Data Manageable Before you can move onto any actual analysis, you need to be able to organize and manipulate all the information you collected. When you are fresh out of the information collection process it can be daunting to try to imagine how you are going to get everything organized. With information in so many different formats, none of which are easily quantifiable, it isn’t always obvious how to categorize things. First and foremost, you have to understand what type of information will be helpful or not. But even with a clear set of steps to follow, it is important to keep a few things in mind while getting into analysis. The process of analyzing all your data is incredibly fluid, with one insight creating a chain reaction to a bunch of other insights which can make you look at the first one in an entirely different light. Because of this you will often find yourself circling back to tweak or re-do things you’ve already “finished”. It’s really important to embrace and encourage this iterative process within the analysis because it can lead to radical insights that didn’t appear at first. It also means that sometimes it makes sense to do things “out of order”. Maybe you need to do a few frameworks to get your ideas clear enough to do a point of view (POV), or maybe you need to get a POV together to focus your frameworks. 98 Analysis frameworks not only bridge the gap between the themes and the POV but also help uncover unique insights as the structure of the frameworks forces combinations of information outside the norm (or box of categories). In that sense the framework structure information in a way that forces an insight to appear e.g., a quadrant of a 2x2 that lends itself to a POV. Analysis frameworks provide second level exploration of the raw data after first level exploration methods such as open cardsorting. Processing data Sensemaking Once you have collected information from various sources using various media, it’s time to make sense of them. Going to context and capturing from observations, in-depth interviews, diaries, etc. leads to production of pictures, scribbled notes, video, audio, diagrams etc. If you were using the deductive method, your data would be mostly quantitative, and you will use statistical software to analyze it. However, in the design-thinking situation we have qualitative but in unusual formats like pictures and notes which need to be put together for sense making. Hence, we need methods that are sophisticated enough to handle the variety. Card sorting Here team members extract quotes from their data gathering efforts. These will be quotes they heard, observations they have or pieces of relevant secondary data they had collected. All these pieces of information are captured on post it notesthe cards. In a sense card sorting is really post-it notes sorting. Note that the area of Voice of the Customer studies supported by the Center for Quality Management has a very rigorous process for developing the voices, the quotes from the study transcripts. It draws from the Japanese focus on quality and efficiency. A great book written by Christina Hepner Brodie titled “Voices into Choices: Acting on the Voice of the Customer” written with Gary Burchill, provides a detailed process on extraction of voices and subsequent processing, all of which is widely accepted in the industry for voice of the customer work. We often do not hold students to that level of rigour although it could certainly be achieved. The post-it notes are then splashed on an open surface, typically on easel-size point it paper or on the wall of the classroom. We make the point that students should resist the temptation to develop these notes on the computer and sort them (there is certainly a software that does this). The point of splashing the notes on a surface is to allow for visual and comprehensive sorting by the individual and the team. While it is certainly possible to simulate the group rearrangement digital post-it notes, there is something special and real about doing physically. We have had teams want to do the sorting through these notes online with very convincing arguments for why it 99 works, and we have always had to disagree and ask them for what they consider the old fashion way. Overtime, they see the benefit of visually working through the notes on the wall in a group. Here is an exercise where the student teams can set-up a card sorting exercise. 1. Write out the cards/notes from your user’s perspective (not your interpretation) considering your mystery points. What did people say? What did you see (what were they trying to do)? What did secondary research reveal? Paste cards/notes randomly on table or sheet or wall 2. Rearrange them (each person should have a turn) – not more than 6 notes together o Look for patterns/groupings – intuition galore (how's your T-shaped thinking?) o Write higher level labels for patterns o Tell a story of what you see, still no interpretations, save the story to use in the analysis frameworks After your team has completed your card sorting exercise and developed high level themes, there are two ways in which you can transition to analysis frameworks (synthesis)? 1. Use the raw data from the post-it notes created for the card sorting exercise and directly put them into the frameworks. This requires you to temporarily disregard the themes and trends from card sorting. Your goal is to take a different perspective to see what you can create from the frameworks. NB: This approach needs a little bit of experience and a heavy dose of tolerance for ambiguity because you need to meta-cognitively identify patterns upon layers of patterns without sorting the data. 2. Start with the trends and themes from card sorting and then go back to the raw data to learn more about interesting areas to probe into – this method better provides evidence of abductive thinking because you are going to be following unique insights to probe a little more into. Within this method, there are two ways of using the themes. The Analysis Frameworks The following are a list of analysis tools we use for synthesis. It should be noted that this is one area where a lot has been written about. You are likely to find a lot more frameworks in other resources. For instance, Design Thinking 101 by Vijay Kumar has a lot of frameworks that can prove very useful. The Bootcamp Bootleg and the Human Centered Design Manual both by the d.School and IDEO also provide a lot of frameworks that can be used for analysis. Personas We start with the persona because this is the person we are trying to design for. This is the person whose values and aspirations we are trying to pinpoint. Personas are at 100 the core framework in the DT process and can be used in lots of different ways to help you achieve different goals. What are they? If you have ever done anything with marketing research, you have probably spent some time talking about demographics and target markets. Companies often spend thousands of dollars to collect data to better understand their target markets. They might then be presented with a nice little table with tons of information on age range, gender, location, education, and maybe even psychographic labels like “fun loving” or Image 10:2: Sprint PCS market segment “new mom”. Companies put huge emphasis on understanding their target markets, but ultimately all that these dossiers give them is a bunch of numbers, not a true understanding of WHO the people are. Businesspeople can rattle off a huge list of numbers and demographics their target market might fit into, but they can’t actually picture a person that fits it. This is where personas come in. Here is an example of a market segment developed by Sprint PCS, a mobile service provider for one of their segments. 101 - Job role & responsibilities - Position in household/workplace • “Flavor” Continually, personas are personified explanations of who, exactly, you are designing for. Basically, personas are the “human” version of all the metrics and demographics. In that sense, a persona helps you humanize the common traits, demographics, psychographics, business attributes, and general lifestyle of a typical (not average) consumer or customer. In a consulting project, personas are used to describe your client’s ideal (not current) consumer/customer. However, they may certainly be used to describe the consumer/customer that your client currently views as ideal in the long run. Personas: ● Answers the key question for design - “who is this for?” ● Demonstrates the emotional and functional needs of users through humanizing those needs • Personal profile - Age, sex, education, job, hobbies, family, socio-economic group, etc. • Role ● As design options are created each one can be very rapidly tested. ● Illustrates the objectives while creating a sounding board for potential solutions. So instead of talking about blanket statements that describe entire populations, we reframe the data and make it about a single person. Personas are almost always a made up “ideal” person that exemplifies all the traits you think your target market has, but you can sometimes use a real person you interviewed as your persona if they are naturally a perfect fit. Thinking of your target market as an actual personified human being, with a name and a life and everything, can help you get past the numbers and start designing for actual people, not just demographics. Here is the person Continuum Innovation developed from the segmentation data provided them by Sprint PCS. 102 Image 10:3: Persona What Continuum did was they took the data on the Sprint segment and humanized it as suggested. For instance, they named him Pete and wondered how Pete’s life looked like if he earned $74,000 income, what kind of car he drove, what he listened to, watched etc. It really helped the company relate to that segment rather than stare at the segmentation data. 103 Another example Let's say that you are analyzing the target market for Urban Outfitters. A traditional take on identifying the target market might come up with something like this: ● 15–25-Year-olds ● Students ● Trendy ● Middle to upper middle class ● Urban and suburban While looking at users in this way isn’t wrong, it doesn’t actually describe much about who you are talking about. A persona, on the other hand, gives you a clear snapshot of exactly who might be walking into an Urban Outfitters, and can help you remember some of the finer details and intricacies that they might be experiencing. One persona that might work for urban outfitters is this: Sarah 18, high school senior From a suburb 15 min outside Boston Sarah is about to graduate high school and is excited to start college at a large university in Boston. Importance of Personas Personas can do lots of things. First and foremost, they force you into a new frame of thinking, making you think of your project in the context of someone specific, not just a blanket audience. This helps you to really connect with and deeply understand the people you are designing for; you get to feel like you know them. Personas are not just great to help you if you already have a clear picture of who your audience is, they can be really helpful to clarify your ideas when you are not so sure. If after the data collection period you come back and feel like you are just swimming in way too many people’s heads, it can be super helpful to step back and take a minute to gather all the perspectives together into a persona or two. The process of building a persona can also help to accentuate similarities or differences between your users. What at first might seem like a single type or persona might grow into two or three upon a closer look, or vice versa. Personas can also help you clearly communicate your user base to other people. Having a persona can help outsiders instantly and vividly understand who you are designing for, but they can also help with inter-team communication. Once you and your team come up with a shared vision of your users it becomes easier to maintain your cohesive group understanding. Personas are part of the language-building process that occurs within teams and strengthens the connections and communication. How do you do it? Personas can be incredibly easy to pull together, but they can also be a challenge. Ultimately, creating personas is really just telling a story. The first step in being able to craft a really 104 accurate persona is completely immersing yourself in the research process. After interviewing and observing lots of people you will probably start to get a pretty clear sense of who you are focusing on. Start to build a list of attributes you associate with the people you are designing for, figure out the themes that seem to be running through everyone you spoke to. Once you get a basic idea of what things connect all the people you focus on, start to come up with a person that you think would fulfill all the criteria you just set, and then make them a back story. What do they do in their free time? What sort of things might they be interested in the outside of your scope of focus? Who are they? Make up a story for them and tell it! persona and not through their own eyes. The designer is encouraged to identify quotes or observations about what the persona was hearing from their environment, what they are thinking and feeling, what they are seeing and what they are saying and doing. From these empathy notes, the designer can identify what the persona’s pain points are and what will constitute gains. Empathy map To be able to use the raw data for the persona, you may have to sift through the date to identify the respondent that is closest to the depictions on the persona framework. Another way to do it is to have multiple empathy maps or to use data from multiple people from the respondent pool. Different quotes (e.g., from opposing views) can make the empathy map confusing and difficult to work with. A little more intuition will be helpful in clearing any confusion about the map. An empathy map provides the designer with the opportunity to unpack the persona identified. Since it's focused on unpacking the persona, the analysis starts with the raw data, maybe the cards or notes, and the map is built on that based on the criteria that is prescribed by the map. It should be noted that in developing the empathy map, the designer is completely providing information through the eyes of the In that sense, the empathy map not only maps out details of the persona’s life from their own words but also suggests what their aspirations might be and what is hindering them from reaching those aspirations. This enables the designer to easily create a POV statement from the framework. 105 Here are some examples of empathy maps. Image 10:4: Empathy map 1 Image 10:5: Empathy map 2 106 Image 10:6: Empathy map 3 Value-Aspirations-Experience The Values-Aspirations-Experience framework also drills down into the data to map out connections between the values of the respondent, what they state as their Image 10:7: Value aspirations experience diagram 1 aspirations and what their ideal experiences could be. This framework was developed by Continuum Innovation to connect values and aspirations to ideal experience in order to tell the story of how these elements support the point of view of the research. 107 The following are examples of the values-aspirations-experience framework developed by students. Image 10:8: Value aspirations experience diagram 2 Their POV from this framework is as follows: Skipjacks employees need a scheduling system that is user-friendly, interactive and accessible at any time and any location so they can be more efficient. On the left side of the framework, the story can be continued to a solution. We often restrict students to developing the right side first. However, the complete picture providing the right side based on the values, aspirations and the experience of the respondent and the left side which focuses on the problem, solution and features of the solution Here is an example from a student team that was trying to develop a tool to aid design thinking training 108 Image 10:9: Value aspirations experience diagram 3 Their POV is as follows: Students need a design thinking device that enables them to capture insights to problems and build solutions so they can achieve their creative genius. Mind Maps Mind maps are also used with raw data or the quotes from card sorting. A mind map shows the connections between the various topic areas (bubbles) a respondent touched on in an interview. There are in fact digital tools that can do the mapping but because there is the need to be intuitive and tightly connect the mystery question to the research data, we often encourage students to develop the map themselves and not rely on software to find the connections for them. Here is some advice we give students for the construction of mind maps. In order to complete a mind map, you need to take the time to review your research. Take one 109 or two interviews that are close to your persona and map out the bubbles from the conversation. Highlight recurring themes, identify patterns, and assess common traits among these interviews. Also go to the mystery questions, look for bubbles that point to what the persona is trying to do (empathy insights) and then find a way to connect them. When you draw your mind map, you put your respondent or persona in the center and surround it with thought bubbles. These bubbles should correlate to major aspects of your respondent’s thought process with regards to the mystery question under consideration. For example, you may use hobbies, needs, cost, convenience, and more. You should take each of these bubbles one step further and identify the first things that come to your respondent’s mind along those lines. The goal of a mind map is to identify unfilled needs (and the corresponding, necessary features/considerations) so as to get a better understanding of your respondent and their aspirations. The point of a mind map is to find multiple, important bubbles that need to be connected. Oftentimes, when one outlines the different bubbles of topics in the map, it shows connections of interest that the respondent is not currently making. This provides the insight the design team needs to develop a POV. Image 10: 10: Mind mapping Diagram 1 In the above example, the respondent provides an interview about his experience 110 with diabetes. A care scan of the map shows that Tony, the respondent identifies a strong value or aspiration as follows “I’ve got two beautiful sons and a beautiful wife. I want to live”. However, in his interview, there did not seem to be a direct connection between the diabetes drug Crestor and that statement. Hence, a POV emerges that attempts to draw a direct connection between those two notes. Image 10:11: Mind mapping Diagram 2 This is another example on a project we did with the South African Red Cross on one of our field studies programs. We were investigating the benefit of a nutritional supplement called e’pap on the nutrition of HIV patients. The interviews of different people at the Red Cross showed that while they knew of e’pap and other similar products, there wasn’t a strong connection between the mention of the HIV patients in the conversations and e’pap. 111 Image 10: 12: Mind mapping Diagram 3 The following example was developed from interviewing a very active member of a burgeoning urban farming cooperative in Nyanga, Cape Town, South Africa. The mind map provided some ideas about how to incentivize young people. Image 10: 13: Mind mapping Diagram 4 112 Journey Maps Journey Maps are one of the core frameworks in Design Thinking. A lot of people’s first introduction to Design Thinking is learning how to make a journey map. What is it? Essentially, journey maps are incredibly detailed timelines of a process. That definition is annoyingly vague on purpose, because you can make a journey map of pretty much anything you can think of. Regardless of whether you are mapping the process of finding an engagement ring or of building a house, the ultimate goal is to be as detailed as possible. This means thinking about when and where the process you are mapping actually began, and when it actually ends, and including everything in between. So that map for the engagement ring, it might start all the way back at the couple’s first date, and end after the wedding. The goal is to take note of every tiny thing that happens during the entire process so that you can find hidden questions, or mystery points, that no one has thought of before. What’s it good for? Journey maps can be incredibly helpful at nearly every stage of the Design Thinking process. They can be used before you start research to identify your current level of understanding and identify any preconceived notions you may have. They can also be used in that early stage to help figure out potential mystery points you may want to focus your research on, basically to form a hypothesis. The important thing to remember about this pre-research, or hypothesis, journey maps is that they are NOT evidence of anything. You absolutely must not let the hypothesis maps drive any conclusions. Very often you will find that after going out and getting research, many things in your initial journey maps will be completely wrong. This can be a really valuable insight as long as you totally let go of the incorrect assumptions you held before. Journey maps are also great analysis tools to help you organize the data you’ve collected. You can use post-research journey maps either as an exploratory tool to help focus your thoughts before tackling the POV, or as an insight building tool that is driven by the POV. How you want to use the journey map is entirely dependent on what you feel you need, and oftentimes you might find yourself wanting to use it both ways. When it comes to actually developing a journey map, one will realize that in addition to identifying the respondent’s main actions for a journey map, sometimes, different journey maps could be created on different processes or behaviors exhibited in the research. Our advice is to take a few theme areas that are clustered during card sorting and develop journey maps on how 113 people will go about responding to that area. This journey map can then be compared with the hypothesized journey Client journey maps: When doing consulting projects, the journey map shows the stepby-step process the client’s customer must go through in order to fill their needs. It describes their behavior before, during, and after the need is met. Depending on the scope of your client’s problem, your journey map may not be focused specifically on consumer/customer behavior, especially if the problem is not focused directly on the consumer/customer. It could focus on the step-by-step process your client goes through to provide its goods or services. For client projects, journey maps can be used both as a pre-research tool (before data collection) and as an analytical tool (after data collection). During analysis, journey maps usually portray common ‘work-arounds’ that your client’s ideal consumer/customer must use in the absence of a real solution. However, as a pre-research tool, journey maps are used to map out the step-by-step process for consumers/customers in an ideal situation. When using the journey map as a preresearch tool it should portray your client’s desired end state after a solution has been developed. map that was developed during the research phase. How to do it? Regardless of how you are using the journey map, the first step is to try to identify where to start. This can be a lot more complicated than it seems, so it is important to really think about it and talk it over before just slapping it down. If you are doing a hypothesis map you will just base it off of your best guesses and understanding of the problem at hand, but if you are doing a post-research journey map you will want to pull all of your information straight from your research. You can make a map for one specific person, or as an amalgamation of a few people. You might find yourself needing to make multiple paths or branches of the map to accurately portray the different ways the process can unfold. The important thing about journey mapping is not to make the process fit into a specific map, but to make the map fit the process. Journey maps could also be developed for business systems (called value chain analysis). The design is very similar with the only difference being that the value chain is on the business process and the journey map is on a human’s experience. As the following example shows, women are grossly underrepresented in the production of honey. 114 Image 10:14: Journey map Diagram 1 Here is another value chain-based map that is focused on the journey a blanket makes from procurement to being used for disaster relief. Image 10:15: Journey map Diagram 2 115 Activity clocks Activity clocks are mainly used to map out the actions or activities of a respondent in a time-based fashion. Activity clocks allow you to map out an individual’s daily routine. They are recommended for any research that dives deeply into a user’s schedule and habits. They are similar to a journey map, but they map out your individual’s routine by the day as opposed to by the process. Activity clocks can be drawn in a circular model or in a horizontal (start to finish) model. Plot major points of the individual’s day at specific time periods and fill in the Image 10:16: Activity clock 1 spaces in between with supporting processes and habits of note. Once full, map out areas of need and inefficiency in your individual’s daily routine in order to reach a new POV. An activity clock can also be used to map out the day in a life of a person. For instance, the following is the day in the life of a 12-year-old. There are different color codes for the different ways in which she communicates with the different people she interacts with. 116 Image 10:17: Activity clock 2 Here are two examples with different levels of detail. Image 10:18: Activity clock 3 The final one is the activity clock of the of a poor woman in a village 117 2x2 matrices 2x2 matrices allow you to map individuals, products, or services along two major matrices. The matrices can either be mapped on a low-to-high basis (such as lowto-high cost on one axis and low-to-high convenience on the other) or on a contrasting basis (such as domestic vs. foreign on one axis). Once you have chosen two-dimension labels and placed each one on an axis, you plot various points along the axes. When mapping out the values/preferences/needs of respondents, these points can represent individuals. This will be the case where you took the different respondent data, and you mapped each respondent on the 2x2 matrix. The 2x2 could also be used to map out the external environment of the study context. For instance, it could be used to map out the macroeconomic situation of nutrition while your study collected individual perceptions of nutrition. In that sense, it could also be used to map out the competitive environment of the mystery question under consideration. For instance, it could be used to map out the needs filled by (or qualities of) existing competition to your client’s services, these points can represent alternative products or services. When you find clusters of points in a specific quadrant, these can represent new POVs. If you plotted individuals, these quadrants could also represent opportunity areas because they identify common areas of need among your general research bases. The empty areas could even provide a sense of who the persona could be or in another sense could help validate a persona. If you plotted products/services, you could find opportunity areas in relatively empty quadrants, because these represent areas that have not been addressed by existing alternatives. In the example below, this particular group was able to identify an opportunity area for its high quality, high-price, social-impact products: older generations, who were less price-conscious and less concerned with brand value than their younger counterparts. This is an example of a person who collected data on the beer brands in a store and wanted to know what type of beer could sell in a new beer business. 118 Image 10:19: Data on beer brands The following is a developed 2x2 matrix on the beer brands collected about. Guess what labels go on the axes. Image 10:20: 2x2 Framework 119 Here is another example of different ways in which different breakfast cereals can be presented on a matrix. Image 10:21: Cereal data Venn diagrams Venn diagrams allow you to find common areas of interest among two or more different things. They are often made of circular cards of different sizes and colors that are placed in relation to one another on a base area. They can be used to compare respondents or the different themes or categories that were organized during the card sorting process. The structure of Venn diagrams is simple. You should draw one circle to represent each different group. In intersecting areas, identify all common traits and relationships between the two intersecting groups. Identify all uncommon/individual traits in the rest of the circle. All intersecting parts are where you will find new POVs and areas of interest. However, non-intersecting parts could raise questions that could lead to insights about why they are not intersecting. 120 Image 10:22: Venn diagram 1 Here is an example the outlines the components of design innovation Image 10:23: Venn diagram 2 The following is an example of the intersection between the characteristics of an employee and those of a manager. 121 Image 10:24: Venn diagram 3 Here is another example that is used to find a life partner Image 10:25: Venn diagram 4 Venn diagrams can use more than 3 intersecting circles if the designer can process the different interacting parts There is a variant of simple Venn diagrams which is relational diagrams. Relational diagrams are often used to map out institutional concepts with the size representing the level of importance while the degree of overlap represents the intensity of the interaction. For instance, when trying to represent different constituents such as men and women, wealthy and poor, young and old, there will be different sizes and levels of intersection between the diagrams. 122 Image 10:26: Venn diagram 5 Here is an example that represents different countries Image 10:27: Venn diagram 6 Here are two other examples of situations in the developing world. The second diagram actually shows cause and effect as well as solution from the mapping exercise. 123 Image 10:28: Venn diagram 7 Analogies Analogies allow for a different perspective to be applied to the results from the design thinking research. The use of analogies to reach unique understanding and inspire Image 10:30: Analogies design Analogies allow for a different perspective to be applied to the results from the design thinking research. 124 The idea for an analogy could develop from peculiar information in the research data. The data might lead the design team to think of an analogy that provides a stronger sense of what the data is saying than the situation itself. In the following example, American Express approached Continuum Innovation looking for inspiration for how to design the delivery packages for its Centurion black card. The Centurion card has no limit and is given by invitation only. It is the kind of card you could probably walk into a car dealership with and drive away without a car loan or a briefcase with wads of green notes but only the slide of the metal card. The question American Image 10:31: Packaging from an Analogy Express wanted to answer was how to deliver a Centurion card. After a lot of research, the team developed an analogy that will inspire them to the solution. The analogy was that of the card being delivered by a British chauffeur driving a Rolls Royce. The card would be placed on a covered platter and the chauffeur would do an extensive bow and open the platter for the client to pick the card. This analogy depicted in the picture below inspired the engineers to develop the packaging seen in the picture. You can see implementation of the black sleeves of the chauffer with the white shirt cuffs protruding from the sleeves. The box also opens like a platter. 125 The second example was developed by a group of students on a field study trip to South Africa. The challenge was how to develop a chicken farming business that was protected from burglars at night. This business was going to be in the township of Nyanga where most unsecured things vanished at night. The students had heard of Inesfly, an anti-malaria paint that prevents mosquitoes from flying around in a room and thereby prevented mosquito bites in enclosed areas where the paint was applied. They used this analogy to propose that a wall be built around the chicken farm and a 24hr convenience store be built into the wall. The store will give coupons to the police to shop there and because it stayed open, it will have human and police traffic and therefore prevent burglars from attaching the farm and thereby safeguarding the business. While they were given free rein to come up with new ideas, they were surprised that a chicken farm project ended scaling beyond a daytime activity to include a complex nighttime activity that made the daytime activity sustainable. If they had not used that analogy, they probably would not have been able to discover a two-part solution to the problem. Image 10:32: Inesfly Summary Remember when you are diving into the analysis process, it is important to consider a few things before you start actually doing anything. First, analysis is like rugby, not a relay. What does that mean? It is much easier and more effective to do the analysis with other people. Every person’s experience during the information gathering stage will be different and being able to share those different experiences will bring a greater depth to the group’s collective understanding of what is going on. Working with other people will also shed light on different perspectives on the same experience. Hearing other people’s understanding of something can open up doors you never would have come across on your own. This is why it follows naturally from card sorting where you posted the notes randomly but worked with team 126 members to identify the categories and trends from the data. Second, you have to make things tangible. If you take nothing away from this book, at least get this. When you are dealing with abstract ideas it can be really challenging to wrap your brain around them, but it becomes so much easier if you can turn those ideas into something you can actually touch. So, take everything that is floating around in your head and throw it out into the real world. Take notes, take pictures, use post-its, draw pictures, build models, do whatever you need to do to literally get a grasp on your thoughts. This doesn’t just help you better understand your own thoughts, it allows you to get a grasp of what other people are thinking and share your ideas with them. If everyone can literally see and touch everyone else’s ideas, it makes it so much easier and more productive to collaborate. Third, it is so important to give yourself time to marinate in the findings. Completely saturate your space with your findings, cover the walls with the tangible evidence of your findings. Go through every little detail until you truly know everything about what you’re studying. Re-listen to the recordings of interviews and re-read notes, then do it all again. This process can often be pretty painful, and that is totally OK! If you rush through the process just because it is hard or boring, you will miss out on the “Aha” moments lurking inside the muck and mire. Give yourself time to really soak in the problem, let yourself wander around the fog for as long as you need. While it may seem pointless or frustrating while you are doing it, you will quickly come to see just how powerful immersion in the problem can be. Key words Visualization Empathy Maps Card sorting Qualitative data Frameworks Persona Activity Clocks Sensemaking Quantitative data Problem sets 1. Differentiate between qualitative data and quantitative data? 2. What do you understand by visualization? 3. Why is card sorting important in analyzing data? 127 CHAPTER 10: IDEATION TECHNIQUES Chapter Description Ideation is a creative process that leads to the formation of ideas. Ideation is the third stage of the design thinking process. At this stage, your team must have clearly defined the problem you want to tackle and stated the point of view (POV) to inspire and guide everyone. Then you can start the ideation process. Your team members will have to come together to conjure ideas. Remember, at this stage, there are no “bad ideas”. Everyone should, therefore, feel free to contribute theirs. You have to be bold and curious in order to challenge commonly held beliefs and explore possibilities past obstacles. The goal of ideation is not coming up with the “right idea” it is aimed at coming up with the “broadest range of possibilities. At the end of this chapter, you should be able to define all the ideation techniques and also identify the ideation techniques that are appropriate to use in each situation. These techniques may help in achieving the best ideas for the course group works. This chapter looks at each idea technique deeply and note that several ideation techniques can be used at once. Introduction Look back at a time when you had a paper to write and you opened a blank word document and stared at it for what seemed like ages waiting for that “aha moment” that will come with that one big idea that will blow off the mind of the lecturer. Truth is, that “aha moment” will come faster if you do not limit yourself to looking for only one perfect idea but give yourself the chance to explore many different ideas and pick out that which is best. Ideation will help you do this. Furthermore, ideation comes from imagination and thinking differently. Gregory Berns; a neuroscientist refers to the brain as “a lazy piece of meat”! This is because Berns says the brain categorizes stimuli in templates and when confronted with a new stimulus, the brain checks the existing templates for a response rather than doing further thinking. Berns calls this “thinking inside the box” hence the brain being a lazy piece of meat. Therefore, we need to overcome categorization because it makes us come up with ideas from inside the box. However, how do we overcome categorization and think outside the box? According to Berns, we need imagination as it brings new ideas. The brain only imagines 128 when it thinks outside the box and not in the inside. Imagination lives outside the box of categories as we imagine when we do not find a useful template in the file creativity chapter shows how one can break categorization. The ideation techniques play a similar role in pushing oneself out of categorization. This topic will be expanded on further in the creativity chapter. Ideation Techniques. Beginning your work with full gusto only to find yourself stuck after the first sentence is infuriating, but what’s worse is staring at a blank page for what seems like an eternity, waiting for ideas to appear from somewhere. Even if you have a designated topic, it can often be seemingly impossible to think of anything worthwhile to say about it. Sadly, much to everyone’s disappointment, your work isn’t going to write itself. For people who create content every day, it can be difficult constantly coming up with new ideas. Luckily, if you have hit that creative wall, there are several techniques you can implement to get those creative juices flowing again. Below are several creative problem-solving techniques. These don’t just apply to content creation either, they can be used in all aspects of life. drawers. The ideation techniques in this chapter are designed to push one to think outside the box and to break categorization. For example, the nine-dot puzzle from the 1. Mind Mapping. Mind mapping (brainstorming or spider diagrams) involves taking note of every idea that comes up no matter how far-fetched it may seem. Come up with as many ideas as possible as this will increase the chance of finding the best idea (Gardiner, 2013). When brainstorming try not to reject any ideas, you should always say “yes” to the ideas your group members bring. Avoid using “yes but”. Here are five rules for effective brainstorming: postpone all judgment of ideas, encourage wild ideas, aim for quantity over quality, build on ideas, and every person and every idea have equal value (Daly, Mckilligan, Seifert & Gonzalez, 2016). Ideas generated are blended to create one good idea. This is embedded in the slogan “1+1=3”. Mind mapping has four key visualoriented elements: Keywords, Diagramming, symbols, and colours. According to (Polczynski, 2016); keywords record thoughts, diagramming shows relationships among keywords, symbols add increase memorability by adding visual variety and colours represent a various group of ideas. Mind mapping is expanded on further as an analysis framework in Chapter 10. 129 Image 4:1: An illustration of a mind map of a family16. 2. Six Thinking Hats This technique was developed in the early 80s, but it has now been adopted by businesses all over the world. It involves making decisions using metaphorical hats. Each hat has a different colour which represents a different direction of thinking 16 Source: https://aperture.org/onsight/lesson-13/ (Gardiner, 2013). Below are the meanings of each hat (de Bono, 1999) White Hat – Facts When you wear the white hat, you focus on the data available. Red Hat – Emotions 130 Wearing the red hat lets you look at problems using intuition, gut reaction, and emotion. Black Hat – Judgement, Caution Using this hat, look cautiously and defensively at all the bad points of the decision. Try to see why it might not work. Yellow Hat – Logic, Positivity This hat helps you think positively and to see all the benefits of the decision and the value in it. Gives reasons for your thoughts or the ideas you bring forth. Green Hat – Creativity The green hat lets you develop creative solutions to a problem. It is an unrestricted way of thinking, in which there is little criticism of ideas. Blue Hat – Control Thinking with the blue hat on, helps you keep an overview of what thinking is necessary to scout the subject. According to Gardiner (2013), this method can be used individually or in a group, and one can ‘wear’ more than one hat at once. This method of ideation is advantageous because it generates understanding among group members that there are multiple perspectives on an issue, is a convenient way “switching gears” while thinking and it leads to more creative thinking. good at this as their curiosity and imagination are boundless. When playing a “why” game with a child you will understand what is being explained here. However, as we grow old, the questions we ask also reduce partly because we have answers to some of these questions. Imagine we asked more questions despite the knowledge we already have? Our imagination will increase, hence improving our content. Therefore, the checklist technique comes in to help to ask questions 3. The Checklist The checklist helps spark imagination by asking a lot of questions. Young children are 131 before you start your work. Here are six universal questions that can be asked: Why? Where? When? Who? What? How? Any time you want to create content, ask yourself these questions. This will help to generate great answers (Gardiner, 2013). 4. Lateral Thinking This refers to giving a situation a different look. It involves solving problems linearly; for example, a situation occurred because of .. However, the easiest answer is not always the correct one. According to de Bono (1999), during lateral thinking, one has to step aside and look at the situation differently. An example of lateral thinking by Gardiner (2013). “You have a client who sells tractors. If you were thinking in a linear fashion, you may feel the need to create content about how great tractors are because you need to sell tractors. Thinking about things laterally opens up a world of possibilities. Try looking at the bigger picture. Tractors are a key component to farming, farming produces food and resources. Farms also house animals. A popular children’s rhyme about farm animals is Old McDonald, you may wonder how that rhyme came to be. Why not create content around the origin of that rhyme?” Image 4:2: Illustration to show lateral thinking17 5. Random Word Generation Here you are required to pick two random words by using an online generator, a dictionary; or write words on plastic balls, throw them into the air, and then select the 17 Source:http://thepeakperformancecenter.com/educational-learning/thinking/types-of-thinking-2/lateral-thinking/ 132 words on the balls you catch first (Gardiner, 2013). Image 4:3: Random Word Generation18 6. Change Perspective This involves putting yourself in other people’s shoes. It helps to look at work from a different angle. This is because you may be too attached to your work and also too close to notice faults in it. Alternatively, you can get other people to look at your ideas. This will help in getting constructive criticism however you do not need to integrate all the given feedback (Gardiner, 2013). 7. Picture Association Here you pick a random photo from an image search on the topic of your choice. 18 Source: https://techwelkin.com/tools/random-words/ Then develop a story around the photo; how it was taken, and you should work backwards. An example of picture association by (Gardiner, 2013) “If you see a picture of a dog looking up at the night sky, ask yourself what it could be thinking. Is it a stargazing dog? Does that dog secretly long to be an astronaut? Perhaps a story about a space dog would be awesome! A space dog would make a great mascot for any business so we could look at the best business mascots. So, on so forth.” 133 8. Get Up and Go Out This involves letting your mind wander, if you work around screens all day, get up and walk for a bit. You can take a walk around your neighborhood, in the woods, field 10. Questioning assumptions Questioning assumptions at every development process brings new ideas and possibilities that hinder obstacles against the success of the business. Bryan W. Mattimore, in his book; Idea Stormers: How to Lead and Inspire Creative Breakthroughs, tells the story of “his colleague Gary Fraser, who took over the oral care business unit at Unilever and had to take on two much larger, deeply entrenched competitors in the toothpaste market, Colgate and Crest. He couldn’t compete with them head-to-head from a product standpoint and could not possibly outspend them in marketing. The solution was for Fraser and his team to question every facet of their business, including product packaging, pricing, and advertising. The result was the world’s first baking soda and peroxide toothpaste, Mentadent, which was very successful” (Mattimore, 2013). When using this technique, Mattimore (2013) recommends the following. 1. Decide how to formulate your creative challenge. 2. Come up with 20 to 30 assumptions either true or false surrounding that challenge. among others. Allow the miracle of nature to inspire and energize you. Similarly, meditation is another great method to enhance creativity (Gardiner, 2013). 3. Use some of these assumptions as thought starters to generate new ideas. 4. Make sure to consider all aspects of your business. 11. Wishing This involves starting by looking for the impossible and then look for ways to turn the impossible to possible in order to make your wish tangible. You do this by following the steps below. 1. Formulate 20 to 30 wishes about your business with your team. Don’t limit your imaginations and welcome every idea. 2. Then focus on some of these impossible wishes and use them to generate ideas. According to Mattimore (2013), you need to think widely as a team so as to get different perspectives of the challenge. This will aid in seeing new possibilities (Frey, 2013). 12. Opportunity redefinition This ideation technique involves first creating a statement that simply defines your creative objective. Opportunity redefinition helps you to see a wider range of possibilities by removing “blinders” that may be restricting your vision (Frey, 2013). Mattimore (2013), shares the example of “working with the Catholic Knights 134 Insurance Company to help grow their business. “In this case, the opportunity statement was, “How can we sell more insurance to Catholics?” Next, pick three of the most interesting words in the opportunity statement and generate creative alternatives for each of them. Mattimore recommends using words that represent the 5W’s and H- who, what, when, where, why and how – of your challenge. Once you have generated your three lists of alternative words, place them in a table, with the original words at the top of each column and the alternatives you have brainstormed arranged in columns below them. Finally, redefine the opportunity by selecting one word from each column at random, plugging them into the original opportunity statement and creating new variations of it. For example, “How can WE SELL more insurance to CATHOLICS?” could become “How can we get FRIENDS OF CATHOLICS to BE INCENTIVIZED to sell life insurance to CATHOLIC GRANDPARENTS?” 13. Picture prompts This technique involves analyzing challenges visually. It can also be referred to as visualization. Visual techniques help express our intuitions, emotions, and feelings. This makes them suitable for brainstorming solutions to challenges that have an emotional root or involve people (Luenendonk, 2016). This is how this technique works: 1. The facilitator/group leader gets preselected images, hands them to every team member and instructs them to write every idea what the images spark in their minds. The preselected images should be interesting and customized in regard to the challenge at hand (Mattimore, 2013). However, to spark the most creative solutions, the facilitator/group leader may include some random or irrelevant images. The latter is helpful when trying to generate new product ideas. 2. In pairs, participants can discuss the ideas they wrote down and also brainstorm possible solutions to the challenge they are tackling. 3. Then, the pairs can present their ideas to their groups. 14. Triggered brain walking This technique is the most flexible one as it can be combined with other techniques. It also allows each member of the group to participate. According to Frey (2013), this is how this technique works: 1. The group begins by looking at different aspects of the problem to help generate ideas. 2. With the help of the facilitator/group leader, several pieces of paper are taped to the wall. 3. Each participant writes their ideas on paper, builds on their ideas and well as their colleagues’. Or a group can brainstorm and after a paper is passed on to every group member to write their ideas. This can 135 be done when the group is seated in a circular form. This technique leads to a team generating a variety of diverse ideas. 15. Semantic intuition This technique can be used to energize a team that is exhausted towards the end of brainstorming. This technique requires team members to merge several sets of keywords to generate the name of a new idea even if they have not yet got a new idea. Semantic intuition helps to make you have a different perspective (Mattimore, 2013). Below are the steps to follow when using this idea. 1. Select three sets of keywords related to your challenge. For example, if your challenge is related to a consumer product, the three sets of keywords would be, the needs of a customer, promotional appeals and places in a store. 2. Then generate variations for each set of words. 3. Combine one word from each set randomly and then brainstorm a ministry around it. Image 4:4: Example of Semantic Intuition 16. The Disney Method (Disney’s Three Rooms) This method involves having three rooms: the dreamer, the realist and the critic rooms. These rooms each provide a different perspective and stage for ideation. Walt Disney uses this tactic to tackle their projects. This method was further studied by NLP guru Robert Dilts who named it the ‘Disney Method’. While using this method, one can either use three corners of a large room or three separate rooms (Ruijter, 2017). 136 3) The Critic/ Spoiler 1) The Dreamer This is the first ‘room’, and everyone comes up with crazy new ideas. Diverse ideas are encouraged without judgement. Also, the sky is the limit here (Ruijter, 2017). 2) The Realist/ Maker/Doer In this second ‘room’ we make those crazy new ideas feasible. The ideas are re-examined to make them practical. We can do this by applying convergent thinking and creating a plan to evaluate and select these ideas (Ruijter, 2017). This is the last ‘room’ and it requires us to punch holes in the ideas. Judge, improve and reject ideas. Find out what possibly could go wrong with this idea? The obstacles? The risks? among others. The comments raised in this room become questions for dreamers. This process is repeated until you get satisfying results. Walt only took on ideas that survived this stage (Ruijter, 2017). Image 4:5: An illustration of Disney’s three rooms19 19 Source: https://www.designmethodsfinder.com/methods/walt-disney-method 137 17. Worst idea This technique comes in when others seem not to be working. It can be used to reenergize group members (Frey, 2013). This is how the technique works: 1. The participants start by creating a list of terrible, gross, and illegal ideas. This will help re-engage and make participants laugh. 2. After generating a list, the group should formulate good ideas from those bad ideas. With every bad idea, there’s a good aspect to it so focus on finding that value (Frey, 2013). Online idea generation tools Explore as many ideas as possible as the more the ideas, the better the chances of getting a great idea. If you have not found any idea with the above techniques, try the online tools below (Gardiner, 2013). Google Trends These give an overview of the latest information of what the world is searching about. Übersuggest This tool helps to provide inspiration for the topics to tackle. It shows the trending keywords related to your search. Portent’s Content Idea Generator This tool generates random titles related to your topic. It can also be used to generate ideas. 138 Image 4:6: Four Rules for Ideation20 Examples of phrases to avoid during Ideation • • • • • • • • • We tried that before Not enough help. It's too radical a change Let's get back to reality That's not our problem I don't like the idea. I'm not saying you're wrong But Time. • • • • • • • • Now's not the right time. Can't teach an old dog new tricks. Good thought, but impractical. Not that again. Where'd you dig that one up? We did alright without it before. It's never been tried. Let's put that one on the back 20 Source: https://web.stanford.edu/class/engr110/2011/Curtis-02a.pdf • • • • • • • • • Burner for now. It won't work in our place. I don't see the connection. Let's all sleep on it. It can't be done. It's too much trouble to change. It won't pay for itself. It's impossible. I know a person who tried it and failed 139 • Has anyone else ever tried it? • Let's look into it further. Conclusion Now that you know your ideation techniques, go ahead and get as many ideas as you can. No idea is stupid, and some great ideas come from the worst ideas. To get as many ideas as possible, it is very important to use multiple ideation techniques. The goal should not be to get one idea that works but to get as many ideas as possible and work on them to get the one big idea. While generating ideas try to be openminded and not judgmental to your team’s ideas. Allow the ideas to flow and also avoid negative phrases as those illustrated in this chapter. At this moment you should be able to define • Quit dreaming. all the ideation techniques and also identify the ideation techniques that are appropriate to use in each situation. Remember that you can use multiple idea techniques at once. Key Terms Ideation techniques, Creativity, Imagination, Categorization Problem Sets 1. What do you understand by the term “ideation”? 2. List three ideation techniques your team will use and reasons for choosing each technique 3. Compare and contrast any two ideation techniques of your choice. 4. How do ideation techniques help to break categorization 140 CHAPTER 11: USER REQUIREMENTS, VALUE FULFILMENT BLUEPRINT, AND DARK PATTERN DESIGN Chapter Description At the end of this chapter, you will have gained in depth knowledge on Value fulfilment blueprint (VFB), the various components of VFB, Personal journey map, Requirements Definition, Front end actions, Back end actions and support processes and systems. The chapter dives deeper on requirements definition and dark pattern design. This is to help readers to design a solution that will deliver what is expected and also to ensure that the solution is void of any traces of dark pattern design. Imagine you buy a new video game and find out that it is not what you expected it to be. Very disappointing, I guess. Or imagine you spend long hours at night writing code and then it runs and gives you a different output. That is even more frustrating. This is what happens even with design. Every good design should be able to deliver exactly what you want it to deliver, that is why it is important to specify what is desired from any system or solution you are designing. User requirements are what you want or desire from a system or solution, which you believe will deliver you a competitive advantage. You need to come out with a good set of user requirements needed for any project, especially computer system projects, to be successful. This is where many projects fail, in that they do not specify correctly what the system should do. In fact, many systems have just been given a deadline for delivery, a budget to spend, and a vague notion of what it should do Introduction Whether it is the sale of a book (tangible product) or the provision of a hotel service or the running of a campaign (intangible product), there is the need to fulfil value to the user. Both users and firms are often on a journey in search of value fulfilment. The journey will outline how the user goes through the process of encountering, accessing, and using the solution as well as engaging the solution provider in after sales interaction. Experiences along this journey involves value fulfillment. The journey in pursuit of value fulfilment includes a number of sequential steps undertaken by both users and firms. Thus, while the users are taking steps to fulfil their need for value, firms also take measures to ensure they are able to respond to the needs of the users in order to create value. The user’s experience together with the firm's 141 corresponding actions are captured in a framework called the value fulfilment blueprint (VFB). To build a journey map, the user experience is often captured in the form of a user journey map which provides the step-bystep outline of experience points as mentioned above. The user journey will typically be developed to unpack the user behavior around a solution. It will outline the experience points that the user encounters in going through the pain points or the solution points that the developer or organization came up with. So, if a designer or organization focuses on providing value at each of those experience points, the designer would be fulfilling value at an optimal level for the user. Value Fulfilment Blueprint (VFB) Blueprints have been used to describe the art of building. They provide instructions for how to develop projects and provide the necessary information that will enable other people coming into contact with the project to understand what it involves and the requirements to move it from one phase to another as well as a sense of the outcomes. The Value Fulfillment Blueprint draws from the strengths of the concept of the blueprint. To ground the concept of value fulfillment in previous work, the VFB was adapted from 21 Shostack, G. Lynn. "Designing Services that Deliver", Harvard Business Review, vol. 62, no. 1 January - February 1984, pp 133–139 <Online Bitner, M. J., Ostrom, A. L., & Morgan, F. N. (2008). Service Blueprinting: A Practical Technique for Service Innovation. California a similar tool, the Service Blueprint from marketing literature21 that seeks to unpack user service experience at a high level of detail. The service blueprint outlines the user journey (customer actions) that a service organization needs to map out in order to properly fulfill it. The journey map is outlined from the perspective of how the user might expect to receive value to fulfil their needs. It then outlines actions of the company that respond visibly to the user journey and another layer of actions that respond invisibly (in the background) to enable the visible actions. In our case, it is important to note the requirements definition after outlining the user journey so as to properly inform the company’s actions. Finally, there is a set of systemsrelated infrastructure or databases that the visible and invisible fulfilment actions pull from, which will also benefit from proper requirements definition (Shostack, 1984). Steps to creating a VFB Creating a VFB is particularly important because most services and goods reach the final consumer via a process such as the Awareness, Interest, Decision, and Action (AIDA) model from the marketing literature. Though, such processes in this blueprint are often considered as a peculiar feature of services, firms producing tangible goods undeniably also go through some sort of Management Review, 50(3), 66–94. https://doi.org/10.2307/41166446 142 AIDA process to reach their final users (distribution-to-end-users). Hence, it is useful for producers (both tangible goods and/or services) to map out and understand the processes involved in getting their value (goods or tangible products service) to the final user. The VFB as adapted from the service blueprint comprises five main components as described above, which are centered on the customer experience and journey to finding value. The five components reveal the various facets of the customer’s journey to pursuing value; probable point of contact with the firm’s employees or product (truth-test minute); accompanying background activities; and support infrastructure to support the creation of value. Components of Value Fulfillment Blueprint 1. Persona Journey Persona Journey comprises the steps that users take as part of his/her pursuit of value. In our case, we are focused at this point on how the persona we developed interacts with the solution that we prototyped in order to derive value from it. So, the team has to outline the specific experience point before, during and after the persona interacts with the solution. These experience points are often specified across the top of the VFB. The persona (user) journey to assessing the value promised, is often at the crux of the VFB, in that it determines the flow of both front and back end actions. The importance of the journey map Imagine you worked for Apple and were on the team that first developed apple music. You knew that the goal was for customers to stream and download music from your servers, but they needed to pay you for this. Instead of envisioning what the customer would do, you would have developed a journey map. This is a simple way for you to know what the customer would do so that you can develop something that gives him/her a great experience. Not to mention a great experience for you in terms of revenue. To think of what a simple journey map would look like, you can think of starting a waakye stand. Putting yourself in a customer’s shoes, you know he/she is hungry and looking for a meal. Thus, the first thing in the experience is seeing a waakye signboard. The signboard should have pictures of tasty looking food to attract customers to the stand. Within this stage, the decision of where to locate the stand would come into play. You then know the customer would want to know what exactly there is to buy, so having a display of the food for the customer to see is essential. After this, a price list will be needed for the customer to budget. Once he/she has ordered, he/she needs a way to eat, either on site or take-out. Having a table and chair, bowls, take-out packs and 143 cutlery is essential here, so planning of this must be done. These steps will be well structured on your journey map to have good insight on setting up your business in the right way. Another simple train of thought for this Apple Music journey map would be the customer needs to have a form of payment (i.e., Credit card, debit, mobile money). This would be the first point of contact in the customer journey after hearing about the service. Creating an account will be next, then he/she would need to have a way to search for music. Once this is done, an option to stream and download music should be available. The journey map is important because it aids you in identifying the path that users will travel on. Even though your map will not necessarily detail out the perfect journey, it will give you good grounds to develop a product or service that customers will appreciate. According to Vivekanandarajah (2019), other importance of the journey map include. ● Eliminating roadblocks that could creep up in the customer’s experience. ● Knowing what exactly a customer would want in a specific scenario ● Understanding the true process of how customers move through your service. Imagine that you own a restaurant and believe that customers will order their meal once they sit down. You could be wrong because you did not truly empathize with them. A journey map could have helped you realize that they would be thirsty, so they would order drinks first, hence having a drinks menu on the table first. ● In the process of iterating your idea, a journey map gives guidance in knowing where along the customer experience, change would be affected. ● Focus on the customer and not yourself. You may be tempted to design a product how you want because you believe it will work. However, your experience might not be the same as other people. Thus, the journey map aids you in empathizing with what a customer would truly need from your product or service. ● It aids everyone on your team to be coherency. If everyone has ideas of how a customer journey will look like, the journey map synthesizes each idea to become one distinct process everyone agrees on. 2. Requirements Definition Once the persona journey has been outlined, the second component of the VFB is requirements definition along the persona journey. Requirements definition tells us what the system or solution must do, and we apply it in the VFB in terms of what the system must do for the user in a way that also provides business advantage for the firm. We focus on functional and nonfunctional requirements. Functional requirements are what you want a system to do and non-functional requirements are restrictions on the type of solutions that will 144 meet the functional requirements. The team must identify functional requirements for each experience point and also identify the non-functional requirements that will meet the functional requirements. For instance, when the persona (customer) orders, the system should store the customer and order details (functional requirements). The details should be specified, e.g., order details captured in 3 secs (non-functional requirements), so the needed information is stored. Non-functional requirements also break into performance and development constraints. Performance constraints are how the system should perform when it is delivered. Performance constraints may include some development constraints such as the time the solution should be delivered, how much money is needed to develop the solution and quality standards used to develop the solution including project management, development methods etc. Development constraints also include design objectives which assist in selecting a solution from several alternative solutions which meets a specified criterion. The importance of functional requirements Every product or service operates in ways that deliver value to a customer. If a product did not work or “function”, it would not even be purchased in the first place. When a problem is first discovered and an entrepreneur seeks to solve it by researching, gathering first-hand information from people who face the problem and ideating on what a solution could be, the entrepreneur must then think of how the solution will work. If we look at a water bottle (bel-aqua for example), we are used to its shape and size because most water bottles look like that. After using water bottles almost every day of our lives, we know the value of the bottle. This value is however understated. In this case of functional requirements definitions, picture a world where bottles do not exist yet. The only way people drink water is by pouring water from taps into bowls and then consuming. Also, people drink water hand to mouth in this world (find a tap, fetch with your hand and pour into your mouth). Now as an entrepreneur, you realize this is a problem and after all your research, you ideate on a solution that could help people have water with them on the go. At this point, you do not have a clear idea on what the solution is, but you can analyze what the product must do. Since customers are on the go, the product must be easily accessible (i.e., Must be easy to carry). Then you realize that customers would want to physically see if their water is clean, so they trust the product. Also, you foresee that the product must hold water securely and not spill and must be able to withstand certain temperatures. 145 Knowing these things (keeping in mind that we do not know what the product will look like) we can create functional requirements. It is with these requirements that overtime aid you in developing a final product. If we look at a bottle cap and its design in our example’s context, we can assume that it was developed through a functional requirement that states the product must hold water securely and avoid spillage. It could also have been developed through another requirement that focuses on the user drinking water easily. Filippo Salustri, a Canadian researcher gives good examples on what good vs bad functional requirements sound like. If we need a product that helps users drink Milo in the mornings, we know that coffee would most likely be drunk hot (maybe even cold). In in developing a requirement, you can state that: The container must be able to sustain hot and cold temperatures. In this instance, the container is mentioned as opposed to cup or jug because we do not want any creative blocks. Cup or jug will automatically have us thinking about what the product will look like and be able to do and will limit the requirements that follow in your definitions, hence producing something without unique value. Thus a few importances of functional requirements are: ● They help the entrepreneur know what key features the product/service must have in order to provide a valuable solution to problems. ● They help in the creative thinking of a designer and help avoid creative blocks in design. Salustri (2015), states that a bad example of a functional requirement is to state the exact material a product should have. Instead of saying that your product should use plastic, rather say it should use a durable material that can withstand certain temperatures. ● These requirements can also guide you in avoiding mistakes. If you start developing a product without having detailed out what the product must do, you can end up missing something essential. This could lead to wasting resources like money and time. ● Again, functional requirements aid designers to empathize with potential users, thus developing a well-needed product or service. 3. Front End Actions The front-end actions are the next important aspect of the blueprint. These actions include the face-to-face interactions employees make with users in the delivery of value for service and contact with the goods, in the case of tangible products. It is at this stage that the “truth-test minute” occurs. This is the moment that users get an opportunity to assess whether the firm is offering the value promised by coming into direct contact with the goods or service. 146 4. Back End Actions Back end actions mostly comprise activities that are not visible to the customers. These are usually activities that employees undertake in preparation to offer value to users. How front and backstage actions support touchpoints on the customer journey. If you want to have a nice bowl of fufu and light soup on a Saturday afternoon with your friends, that sounds like a lot of fun for you. All you need to do is find a restaurant, sit down, eat, pay and leave. However, for the restaurant, a lot of processes go into making this experience worthwhile for you, so you appreciate it and come back another time. Picturing yourself as the customer, you head to La Fancy Restaurant in East Legon with Kwame and Briggs. La Fancy is a threestar hotel and is very popular for their good tasting local meals. When you arrive, you are greeted by the doorman who opens the door for you and makes you feel welcome. That is a front stage action. A front stage action is a physical interaction between a customer and a service. Usually, the customer interacts with an employee. It is a visible and interactive moment in the customer’s journey. These actions are what provide a customer with satisfaction and help the customer see the value in the product or service he/she is using. After being greeted at the door, you walk to take a seat and get approached by a waiter to take your order. This is another front stage action. The waiter must be appropriately dressed, address you respectfully, have a pen and paper to take your order and may have a few recommendations or specials for you to try out. This is a front-end action because you can see what is happening. This is a point on your journey at which you are physically interacting with some part of a product or service. When the waiter takes your order to the chef, this is a backstage action. This is of high importance along your journey although you cannot physically see this part of the process but have some awareness that it is happening. Preparing the meal comes with smells, coordination among kitchen staff, a lot of hustle and bustle and heat. This is done behind the scenes and away from paying customers because it is not an experience the customer intends to have. The customer wants a serene environment where he can have peace to have conversations. Once the order is ready, the waiter delivers it to the customer’s table, which is considered as another front-end action, since the customer interacts with the waiter again. After your meal, you head to the front desk to pay for your meal. The point where you give your cash to the manager is a front stage action, but when he/she is 147 processing your payment on the computer, that is a backstage action since you have no part in that interaction. After all this, you leave and are once again saluted by the doorman, giving you a smile and making you feel like a return to the restaurant will happen soon. Along the customer journey, many front stage and backstage actions occur which deliver value. It is important to detail out Image 11:1: VFB for overnight Hotel Stay service what the processes will be when developing a business idea. 5. Support Processes and Systems The final aspect of the VFB is to determine the support processes and systems necessary for the execution of value. These are mostly the infrastructural requirements needed to facilitate the provision of the goods or services 148 The VFB can be said to provide 3 main advantages: 1. A step-by-step outline which helps examine the complex interactions between the persona and the idea concept. 2. It also provides an opportunity to improve on the experiences and creating a sustainable process to ensure repeatability. 3. Allowing consideration of the system that shapes and supports the customer’s experience with the brand. Key Summary Points (The Value fulfillment & Service Blueprint) ● Value Fulfillment Blueprint is an adaptation of the Service Blueprint, a common framework used in mapping out organizational response to customer actions in the service industry (Bitner, Ostrom and Morgan, 2007). ● It helps design teams to quickly map out the implementation outline of creative solutions, leveraging the customer journeys they created during the design process and also before they develop a business model canvas. ● We use Value Fulfillment Blueprint instead of Service Blueprint because our focus is on value delivery and it is easier to model it for use for Products as well. The key feature of the VFB is the customer journey map (customer actions): This is the journey map of how the user uses the solution that the team has developed. In other words, the ideal experience that the user goes through to know about the solution, decide to use it, use it and then whatever the user does after use. Hence, it might be slightly different from the journey map that was created during analysis in the design process but will definitely be strongly connected to it. (We often encourage the team to redo/adapt their design journey to fit the solution experience). ● Since the VFB is based on the journey map of solution experience and the journey map is focused on the before during and after of the solution experience, the VFB also outlines the actions the team needs to take to ensure that they are fulfilling the value touch points in the user journey for maximum impact on the user. ● It is important to incorporate the Requirements Definition in the VFB to optimize on value delivery. Requirements definition comprises the functional and non-functional requirements. Functional requirements need to be identified by the team for each experience point and nonfunctional requirements identified to meet the functional requirement. ● Also, since the VFB was originally created for service value, it can be difficult to apply to products. Students often struggle with what a ‘before’ and ‘after’ of a product experience is. Note to make is that for products, the ‘before’ is the steps the user goes through to learn about the product and make a choice (the typical production adoption process/cycle). The ‘after’ is what the user does to ‘keep in 149 touch’ with the product use experience (e.g., of a question for team is ‘should they develop a user community for the product so that the users will share stories on use?’). ● The Physical Evidence line in the VFB can be a distraction for value modelling and should be avoided if possible, at this early stage. However, physical evidence is incredibly valuable if ambience influences the value. ● Support services make more sense if explained as infrastructure, user database, order processing system, logistics system or any implemented system. ● The VFB is an important step before the business model canvas (BMC). It forces the team to think about what they need to do to acquire customers, fulfill the need they found and sustain the customer lifetime value as much as possible. After successfully developing VFB, the BMC is typically a breeze because some BMC components are identified in the VFB. Trying to identify the employee actions also helps the team come to terms with how to build capacity (e.g., what to do in-house and what to outsource (all of which affects the cost/revenue equation components on the BMC)). 150 Image 11:2: Example of a Blueprint22 Requirements Definition According to Coley Consulting (2019), a requirement aids in specifying what you 22 Source: https://core.ac.uk/download/pdf/96948121.pdf want or desire from a system. For example, when running a business, look at, “what do customers want or look out for from my system, which I believe will deliver me a 151 business advantage". The advantages of this are a reduction in costs and time for processing. Classification of requirements 1. Functional Requirements This refers to characteristics you require the system to portray. Functional requirements are focused on the “WHAT, not the HOW. That is, WHAT the system will deliver, not HOW it will be delivered” (Coley Consulting, 2019). For example, the functional requirements for designing washing machines for a business can be: ● The capacity of the machine; should be holding a specific number of clothes at the same time. ● The time it takes to finish washing. 2. Non-Functional Requirements Imagine having a washing machine that can also serve as a cooker. Sounds weird right. Nonfunctional requirements are the restrictions or constraints to be placed on the system and how to build it. Their purpose is to restrict the number of solutions that will meet a set of defined requirements. There are two types of Nonfunctional requirements: Performance constraints and development constraints (Watt, 2012). Performance Constraints This refers to constraints of “how the system should perform when it is delivered”. The washing machine example, without any constraints, might result in solutions being offered for everything from drying, ironing, folding. To restrict the types of solutions you might include these performance constraints: ● It should take a laundry load of 5kg. ● The drum must always be covered before washing. Development Constraints These are constraints done by mainly project managers to restrict the types of solutions offered. Development constraints can be classified in three types (Coley Consulting, 2019). Resource - The amount of money available to develop the system. Time - Period taken to deliver the system. Quality - The standards based on to develop the system like project development methods. 152 Image 11:3: Differences between Functional and Non-functional requirements23 Tips for writing a good requirement A good requirement should be necessary, attainable, verifiable, and have clarity (Hooks, 1993). Necessity: Ask yourself “What is the worst thing that could happen if this requirement were not included? If you fail to answer this question, then that requirement is not necessary. Verification: Determine how you will verify a requirement. Decide on the criteria for acceptance. This will show whether that requirement is verifiable or not. Attainable: The requirement should fit within the budget, schedule, and other constraints. It should be feasible. You need to carry out a feasibility study if uncertain of the feasibility of the requirement. 23 Source: https://theappsolutions.com/blog/development/functional-vs-non-functional-requirements/ 153 Clarity: The requirement should be simple, concise and easily understandable. It should be easily expressed in a single thought. Dark Pattern Design A report released by Norwegian Consumer Council (Forburkerrådet) reveals that some tech companies are using dark patterns to discourage us from exercising our rights to privacy. Dark pattern design appears to be innocent but are they ethical? Are you using dark pattern design in the name of offering a great user experience? Definition Dark Patterns are interfaces that are carefully designed to intentionally confuse users to follow a path different from the one they wanted to take. They are deliberately designed to neglect the user’s needs and rather reach a company’s objectives (Cieplinska, 2019). For instance, clicking fake buttons or unwittingly extending payment. Apart from these, tech companies design their product in a way that its users easily become addicted to it. According to Fagerstrom (2018), businesses that are using dark pattern design are only concerned with designing their products to 24 Source:https://medium.com/beautiful-code-smart-design-by10clouds/5-common-ux-dark-patterns-interfaces-designed-totrick-you-61fdede9718c make profits. They use their dark pattern design as a bait to their users. Dark pattern design examples by Fagerstrom (2019)24 1. Credit card-required free trial “Most sites give you the option to do a free trial before subscribing to their sites. Using the free trial requires you to again give them your credit card details, how then is it free? During the account setup process, you’re asked to provide your credit card info. You don’t think it’s a problem as the sign-up form has a big text saying, “FREE TRIAL”. You willingly offer your credit card details and created a trial account. After the free trial, the company secretly converts your trial account to a regular paid account and deducts a fee every month from your bank account. Most of us can certainly relate to this. Companies use this to convert their leads to paying customers. They make it so easy to sign up for an account, make the fine prints unnoticeable. Everything is aligned to the laws. The worst part is — they make it difficult for their users to terminate the subscription.” 154 Image 11:4: Example Credit card-required free trial 2. Signing you up for promotion emails automatically “If you check the promotion part of your mails after signing up to Jumia or Amazon, you will understand this well. The new European GDPR requires that businesses must obtain their users’ explicit consent Image 11:5: Example automatic email sign up before sending them any marketing material. Customers can uncheck the box and reject such mails but most times the text is so small, most customers would not notice their option and once they click on Check Out, the company would get one more email on their ever-growing mailing list.” 155 3. Misleading Popup Sometimes, while surfing through the web, a phone advert may just pop up on your screen. It requires you to “Sign Up” but the “No, thanks button” is rarely visible. In order to get rid of this pop-up message, most visitors give in their email addresses. A better and ethical design should have a clearly visible “No, thanks” button right next to the “Sign-Up” button. your solution is void of any form of dark pattern design. From the above examples of dark design patterns, you have seen how bad those designs are to users. What can you do to make your design ethical? Put this question at the back of your mind when trying to design a product for your users. As an ethical designer, you should focus on a product that gives your users a better experience. Conclusion Key words In conclusion, VFB is useful in providing instructions for developing your projects. It will also help to provide information about your product. This will enable other people coming into contact with the project to understand it. Furthermore, with the knowledge you have obtained about user requirements, you can go ahead to specify the set of deliverables you want for your system. Remember to let your users prioritize their requirements so that you do not design something they will not value. This will also be a great time to ensure that Requirements, Dark pattern design, Value fulfillment Blueprint, Personal Journey Problem sets 1. Create a VFB for your project? 2. What are user requirements? 3. How will you practice ethical design in your business venture? 4. Differentiate between functional and nonfunctional user requirements? 156 CHAPTER 12: WIREFRAMING AND PROTOTYPING At the end of this chapter, one should be able to define prototyping, understand the prototyping process, gain insights on how they can design a prototype, understand why it is important to come out with a prototype for the final product and, be able to differentiate between a wireframe and a prototype. Additionally, one will learn and get to explore the various tools used for wireframing either manually or using online apps/tools. Also, one will understand what to keep in mind while wireframing or prototyping. How can team members in different locations prototype or wireframe? This chapter introduces the topic of remote prototyping which is suitable for such team members. Finally, one will understand which kind of venture or project needs a prototype or wireframe. And which tools will be favorable in developing such a prototype or wireframe. design thinking process. Prototyping is the fourth stage of the design thinking process. After the ideation stage, you have a lot of ideas and you may like to pursue some of these ideas. Prototyping is the process of producing an early, less expensive, and simpler version of the product in order to reveal any problems with the current design. Closely linked to prototyping; wireframing. A wireframe creates the structure and backbone of your entire project making it easier to, later on, build individual parts. In simple terms, a wireframe is a low-fidelity, simplified outline of your product stripped of any visual design or branding features. Wireframes can be compared to skeletons; they loosely shape the final product thereby giving you a fair idea of how the final product will be. A wireframe is like a blueprint in the design process that should not be skipped, just as you would not build a house without a blueprint (Yadav, 2019). Introduction Prototype Imagine after your intensive research process, you design an amazing product and send it to the market absolutely positive that it is going to satisfy the needs of your users only to realize that they do not like the product features. That will be a lot of time and resources wasted! This loss would have been avoided by Prototyping. Remember we saw prototyping in the A prototype is a simple experimental model of a proposed solution used to test or validate ideas, design assumptions and other aspects of its conceptualization quickly and cheaply so that the designer/s involved can make appropriate refinements or possible changes in direction. A common characteristic of most prototypes is tangibility. They can take so many different forms. They can be just Chapter Description 157 about anything. Examples could be simple sketches or storyboards used to illustrate a proposed experiential solution, rough paper prototypes of digital interfaces, and even role-playing to act out a service offering an idea. They need not to be complete products: You can choose a part of your solution and prototype it (like testing the steering wheel of a car alone) to test that specific part of your solution. Prototyping comes in here to provide a set of tools and approaches for properly testing and exploring ideas before too many resources get used. Most people can trace the art of prototyping back to childhood, we replicated real-world objects with simple materials such as paper, card, and modelling clay or just about anything else we could get our hands-on. This is the same as the early rough prototypes we come up with at the early stages of testing (Dam & Siang, 2019). “If a picture is worth a thousand words, then a prototype is worth a thousand meetings.” (Kelley, 2018). Prototypes can take two dimensions: 1. Quick and rough - Usually used for early-stage testing. 2. Fully formed and detailed- This is commonly used for pilot trials or testing towards the end of the project (Dam & Siang, 2019). Importance of Prototyping 1. To back up early research You may be wondering why you need to do a prototype when you already did research at the early stages of design thinking. The truth is research carried out at the early stages of your Design Thinking project does not inform you enough in order to create the optimal solution. Irrespective of whether you have researched thoroughly and gathered a large body of information, or whether your ideation sessions have resulted in what many perceive as a mindblowing solution, testing is still important for success. Design teams may become too focused on the research artefacts they have gathered during the earlier phases of exploration thereby creating a bias towards their ideas. Creating and testing your prototypes can reveal assumptions and biases you have towards your ideas and uncover insights about your users that you can use to improve your solutions or create new ones (Dam & Siang, 2019). 2. Test To Empathise, Define, Ideate, and You can and should prototype at various stages of the design thinking process. Prototyping can serve as an ideation method since it allows you, as well as users, to explore alternative solutions. This is because prototypes are physical representations of your solutions, and thus prototyping allows you to think by doing. 158 “Thinking by doing” helps in deriving more value from research, ideation, testing among others (Dam & Siang, 2019). Purposes of prototypes: ● Exploring and Experimentation Prototypes can be used to explore problems, ideas, and opportunities within a specific area of focus and test out the impact of little and progressive or radical changes (Dam & Siang, 2019). ● Inspiring and Motivating Prototypes help you to sell new ideas, motivate internal or external stakeholders to buy-in or agree with your idea, or inspire markets toward radical new ways of thinking and doing (Dam & Siang, 2019). ● Engaging, Testing, and Experiencing You can use prototypes to engage with endusers or stakeholders, in a manner that opens you up to deeper revelations, insights and more valuable experiences, to inform design decisions going forward (Dam & Siang, 2019). ● Learning and Understanding Prototypes can help you better understand the complexities of a problem, product, or system by physically engaging with them and identifying what makes them work or fail (Dam & Siang, 2019). How Prototyping Works Bias Towards Action Design Thinking Bootcamp Bootleg Toolkit lists bias towards action as one of the essential mindsets for Design Thinking. “Design thinking is a misnomer; it is more about doing than thinking. Bias toward doing and making over-thinking and meeting.”– d. school With design thinking, you cannot over analyze or over think the problem because it requires that you investigate each assumption through active testing, instead of theoretically thinking it through. Controlled experiments help to prove or disprove your assumptions (Dam & Siang, 2019). Creative Serendipity In their book Creative Confidence, David and Tom Kelley, founders of international design firm IDEO discuss the importance of cultivating creative serendipity. They encourage the adoption of approaches that help create an epiphany-friendly environment within oneself. What happens is this: when you deeply immerse yourself within your subject of interest, you open up opportunities for happy accidents. The Kelleys bring out instances of people who made breakthroughs not by thinking through solutions but by trying things and figuring them out. One of the best ways to learn about the positive and negative dynamics of your solution is to take physical action, by experimenting with and exploring components of the potential solutions. Prototyping helps you bring your ideas into 159 a tangible plane, which will help you and your team to see and discuss the advantages and disadvantages, to learn from users’ feedback, and to create opportunities for creative serendipity (Kelley & Kelley, 2013). the form of sketches on a napkin, roleplaying or anything that allows turning your ideas into tangible and testable (Dam & Siang, 2019). Learning by Doing According to Dam & Siang (2019), Design Thinking allows you to explore unknown possibilities and uncover unknown insights. As a result, design thinking emphasizes the importance of learning using activities that increase the learning potential of the team. It will help you boost action-oriented learning by experimenting and exploring the proposed solutions in order to understand what problems may exist with the assumptions behind those solutions. As such, your team can iterate rapidly, modifying your test models and moving you closer and closer to the goal. There are basically two types of prototyping. Types of Prototyping Low Fidelity Prototyping This involves using an incomplete model of the final product with just a few features that will be found in the final product. It may be made out of materials not intended for the finished product like wood or paper. Examples of low fidelity prototypes are storyboarding, Sketching, card sorting, and wizard of Oz. Low fidelity prototyping has the following advantages ● It is easy to make. ● It is inexpensive. ● The Take-Away Sometimes we forget to establish a connection between our ideas and the user and only focus on brainstorming, planning and implementing our ideas. We then realize that the assumptions upon which we based our solutions might have been wrong. This leads to significant wastes of time and resources. Prototyping helps prevent this. Prototyping quickly, and frequently, is the best way to test your assumptions, learn about users, and improve on your ideas. Prototypes can be in Enables the designer to get an overall view of the product using minimal time and effort. ● Users find it easier to interact with a low fidelity prototype. Disadvantage Since Low fidelity prototyping lacks more features of the final product, it may not properly inform the designer (Dam & Siang, 2019). High Fidelity Prototyping High fidelity prototyping involves using a prototype that has most of the features and 160 functionality of the final product. It allows users to interact with the prototype in a similar way they will interact with the final model. An example of a high-fidelity prototype could be creating a 3D model of a car (Dam & Siang, 2019). High fidelity prototyping is advantageous in that ● It is engaging because users can have a feel of exactly what the final product will look like, and the designer will be able to judge how well it meets the wants, needs, and expectations of the user. ● It also allows the designer to get feedback with a high level of validity and applicability. High fidelity prototyping is disadvantageous in that ● It is expensive to create. ● Coming up with a high-fidelity prototype is time-consuming (Dam & Siang, 2019). What to Avoid During Prototyping? Avoid diving into the first promising idea you come up with during prototyping. Test many options within your idea, do not throw away any ideas until you have tested them. This gives you room and inspiration to create more ideas or merge a few solutions into a better and more successful one, by testing alternative ideas and making quick and dirty prototypes. Avoid getting too attached to your prototype. Do not place too much value on your prototype so that it becomes difficult to change its features or discard it when necessary. Remember it is just a prototype and not a final version of the product. It is subject to changes and even thrashing. To avoid this, it will be better to start with cheap and fast prototypes. Preferably low fidelity prototypes. This reduces the chances of you putting a lot of value on the prototype. Avoid wasting time on pitching your prototype Avoid explaining a lot when presenting your prototype. If you have to explain a lot of things about your prototype, your user will not be interacting well with the product because you will be interrupting their interaction. As a result, you will not be able to get the insights that you had to get from the user's interaction with the prototype. If you find out that you have a lot of explaining to do about your prototype, then that should already tell you that the prototype has issues. Have a bias towards action, instead of telling them what to do, create a prototype that allows them to do what they want to do. Avoid Prototyping without a purpose Even though the overall objective of prototyping is to test the viability of a product when it is important to ask yourself “Why am I creating this prototype” during prototyping. Have a purpose. It may be to test an assumption, test the usability of 161 your product or some other purpose. Having a purpose for your prototype informs you about what kind of prototype you will be making. Stages of Prototyping Now that you are all warmed up to build your prototype, find below some steps you can follow to help you come up with a good prototype Create a sketch of your concept on paper Sometimes, you may get amazing ideas but because you failed to write them down, you realize that you later forget what you had in mind or maybe you will not be able to remember all about it at a later date. It is therefore important to visualize your ideas on paper. It gives you room to put down as many ideas as you want and at a faster pace. Develop a virtual prototype Now that you have your paper prototype, transfer and create a digital sketch of the same concept. A digital representation of your prototype makes it look more real and makes it easier for you to have a better view of what the final prototype will look like. You could do this by sketching your prototype on the computer or creating a 3D print of it. Build a physical prototype Now you are ready to build your physical prototype. This is the most exciting part of the process because it gives you the opportunity to see exactly what your final product will look like. If you cannot build your prototype on your own, you may seek professional help to do it. Remember it is okay to make mistakes and correct them along the way. Remote Prototyping This refers to creating prototypes by teams who are in different locations and are not able to meet physically. Working remotely has become the new norm because of the COVID19 pandemic. Team members who are in their respective homes because of situations like COVID19 can prototype by following the steps below. ● After coming up with the idea for your prototype. Discuss and assign among team members who will be responsible for building the various parts of the prototype. ● Each team member should physically build the assigned part of the prototype and take pictures to share with the group. ● Photoshop all the images of the different parts of the prototype together to create a complete design. Use platforms like; online collaborative tools like Google Slides, Mural and Miro, design online tools like SolidWorks and AutoCAD and also, remote applications like TensorFlow for JavaScript using Lego Mindstorms and TechViz. These platforms can both be used on laptops and mobile phones if given 162 access to the camera, accelerometer and other sensors. WIREFRAMES Similarly, to a prototype, a wireframe is a low-fidelity, simplified outline of your product stripped of any visual design or branding features. The three main Purposes of Wireframes ● Presents the information that will be expected on the page ● Gives an outline of the structure and layout of the page ● Conveys overall direction and description of the user interface (Fanguy,2018). Examples of Wireframes It will be helpful to look at some examples of wireframes before you start designing your own wireframe. This will give you some inspiration for your own wireframes and also open you up to a variety of ways of creating them. Some people draw their wireframes by hand, others feel more comfortable using software like InvisionApp, or Balsamiq. You should choose whichever works for you. However, keep the following in mind when deciding on your wireframe creation process (Allabarton, 2019): ● If you want to easily make changes to your wireframe, then it is advisable to draw it with paper and a pencil, or at a whiteboard. This helps you to make early adjustments after feedback is given. ● Paper-prototypes can help you test with end-users at every stage of ideation and design because it is easier and cheaper to make changes at this stage than changes whose necessity is first discovered after coding is underway. ● After using paper wireframes, progressing to software wireframes enables you to keep track of more detailed actions (Allabarton, 2019). Deciding on your Wireframe Process Different UX designers approach the task of wireframing in different ways. Some use online apps or tools while others draw by hand. Most times, the decision to either use hand or online apps and tools depends on requirements of a particular approach and not the UX designer’s individual preference (Allabarton, 2019). Below are steps different designers structure the wireframing process from design to implementation (Allabarton, 2019): 1. Wireframe - Interactive Prototype Visual – Design 2. Sketch – Code 3. Sketch - Wireframe - Hi-Def Wireframe - Visual – Code 163 4. Sketch - Wireframe - Visual -Code Which Tools Are Best for Wireframing? According to Allabarton (2019), there are so many free tools for creating wireframes and prototypes. Try out as many as you can to find the ones that will work for you. Remember you can also use a pen and paper. Below are examples of these tools UXPin It has a wide range of functionalities and facilitates the creation of responsive clickable wireframes directly in your browser. InVision It allows you to get feedback straight from your team and users through clickable mock-ups of your site design. Wireframe.cc Provides you with the technology to create wireframes quickly within your browser, the online version of pen and paper. ● The intended user and business goals when interacting with this page? ● How can the content be organized to support these goals? ● Where should your main message and logo go? ● What should the user see first when arriving at the page? ● Where is the call to action? ● What will the user expect to see in certain areas of the page? (Allabarton, 2019). Filling in The Details Now that you have got blocks of your wireframe in place, it’s time to key in the details. We would advise working from top to bottom and then left to right. It is also important to define the following elements in your wireframe: ● Usability conventions, such as putting the navigation at the top next to your logo, having a search box on the top right, and so on. ● Spacing and layout. ● Building the Blocks of Your Wireframe If you are wireframing with an online tool, the same principle applies, get the blocks of your wireframe on the page first before thinking about anything else. To do this, think about: The hierarchy of the information: What’s more important than what? ● What are your calls to action? ● ● Images: Where and what size? Trust-building elements: What do you need to build trust in your customers and where would be the best place to put these elements? (Allabarton, 2019). 164 Key principles of wireframing ● The wireframe should provide clarity on what the what that site page is about, what the user can do there, and if it satisfies their needs. ● Easy navigation through the wireframe. The calls to actions should be clear on your wireframe as it will help users build confidence about your brand. ● Avoid too much noise on your wireframe. It can be distracting to have too much information, copy, links among others (Allabarton, 2019). Difference between a wireframe and a prototype If you have already done prototyping, you might be tempted to think that there is no difference between a wireframe and a prototype. Both of them are parts of the design process but they are not the same. They both serve unique and distinctive purposes in the design thinking process. The difference often stems from how much they resemble the final product (Fanguy, 2018). A wireframe is a skeleton of your final product. It is the base that provides you with a general idea of what you are building. A wireframe makes it easier to transition to a prototype. Prototypes, on the other hand, are a more visual representation of your final product. Think of them as nearly formed bodies with moldable skin and facial features. They are not the final product but may be shown to the public, unlike the wireframe which is most often used by the designer (Hannah, 2019). Conclusion How you prototype/wireframe or what you choose as your prototype/wireframe depends largely on the kind of venture you are operating or on the kind of project you are working on. Most times, your prototype/wireframe will provide you with valuable insights which will go a long way to inform the features of the final product. When in doubt about any feature of your desired final product, make it part of the prototype/wireframe to test it. Remember not to limit yourself to any tools, try as many as possible to achieve a good prototype/wireframe for your idea. While doing this, keep in mind the needs of your user. Key Words Prototyping, Prototype, Low-fidelity, Highfidelity, wireframing, wireframes, Problem Sets 1. What do you understand by the terms prototyping and wireframing? 2. Do you think prototyping and wireframing are important or not and why? 3. What do you understand by the phrase “If a picture is worth a thousand words, a prototype is worth a thousand pictures?” 165 CHAPTER 13: BUSINESS MODEL CANVAS (BMC) AND MINIMUM VIABLE PRODUCT (MVP). Introduction By this stage, you have developed a BMC and have been able to or trying to figure out if it makes money (or is sustainable if it is a social venture) or not. If not, you have been able to innovate your business to find the optimum revenue over cost. Now, you are ready to test the underlying assumptions for your VFB and the BMC you have made from the start. Here, the emphasis is on identifying assumptions across the VFB and canvas and developing a set of hypotheses for the assumptions. This is relevant because bringing a new product to the market is always risky. You do not want to waste time and money building a product no one will want to buy. So, to reduce the risk, you can first develop a minimum viable product (MVP) to test your assumptions. The process of developing an MVP and testing it to reduce risk is couched in a broader concept of Customer Development developed by Steve Blank, Silicon Valley educator and serial entrepreneur. Blank realized how, not just start-ups, but big companies with a lot of funding and wellestablished identities also failed at launching products because they used wrong approaches in taking new products to the market (Blank, 2005). Business Model The Business Model refers to how firms create/deliver/capture value. Imagine you start growing tomatoes and you want to innovate a business model selling tomatoes directly to consumers bypassing retailers or wholesalers. Which of the business models will you be able to apply to yourself from other businesses? There are several business models like; Direct sales model, Loyalty business models, Monopolistic business model, Multi-level marketing business model, Bricks and Click Business model, Online auction business model, Professional open-source model, Subscription business model among others. The concept of Business model focuses on “how” How will you sell your tomatoes? Which of the business models or combination of business models are you going to acquire to the selling of tomatoes? 166 How will you differentiate yourself from others? The mission- why The model- how The plan- what? You have to step outside the box and bring the how that creates value for your customers. Steven Blank came up with the Business model. According to Blank, (2005), when you’re a startup you have a lot of unknowns, you can run straight to business plan, you need to develop a business model, test it, validate the unknowns about Image 13:1: Hausa Koko customer needs, future services and the model itself. You do this by iteration. Example Taking an example of Koko King in Ghana. From having Hausa koko in a normal rubber bag, Koko King brought a new packaging to Hausa koko. It helped to target a different set of customers who would not consume the one in the rubber bag. For example, the guy in the picture below would most likely not buy the one in the rubber bag because it would be disastrous if it spills on him. 167 Image 13:2: Business Model Canvas25 The Business model Canvas has 9 building blocks as seen in the above image. These 9 Building blocks were developed by Alex Osterwalder. These blocks can help you design any business model. A good BMC is one where the revenue streams are higher 25 Source: https://diytoolkit.org/tools/business-model-canvas/ than the cost structure. After validating your BMC, you now have the data to develop the Business plan. The Business plan structure is provided by Business Model Canvas (Cowan, 2017). 168 Image 13:3: Business Model Canvas for Social Impact 26 Innovating the Business Model Canvas Talking about the business model canvas, it is important to look at the 10 types of innovation related to the business model canvas. Usually, what comes to mind when most people hear about innovation is changing the features of a product or service to fit current market trends. 26 Source: https://www.slideshare.net/suneesermsiri/social-businessmodelcanvasexample 169 However, it goes way beyond that. There are several aspects of an organization that needs innovation as the organization progresses. Focus on innovating only some core parts of the business may lead to business failure. In response to this, Doblin consultancy came up with the teninnovation framework. This framework helps to ensure that innovation cuts across all aspects of the business and not just some of its core elements. These ten innovations can be divided into three which include ● Configuration ● Offering ● Experience Configuration This type of innovation is related to the core activities of the business. Elements of configuration makeup the backend of the innovation process and act like the foundation of the business. It involves innovating the internal elements of the business and its business model. There are four types of innovation under configuration. ● Profit Model This is one of the most important components of an innovation especially forprofit making companies. Usually, firms acquire a cost when providing goods and services to customers. Also, innovation requires that a business incurs certain costs. It is therefore important for small businesses to innovate its business models to be able to make profit to sustain the business and also to innovate all other aspects of the business. ● Network The focus here is on the business creating connections that can help the company take advantage of some resources that other firms or partners can offer. Globalization and the internet have made it possible for people and businesses to collaborate beyond barriers of distance and time. Now, firms can tap into the processes, technologies, channels, products and brands of other firms to improve on their innovations. ● Structure Another important aspect of the organization that needs innovation is the organizational structure. Organizational structure involves everything from organizational design, competencies and assets to incentives and management structures. A business has to continually improve on its internal assets and human resources to create more value. The way a business will innovate its organizational structure will depend on the nature of the business and the goal the business seeks to achieve. ● Process This type of innovation focuses on improving the internal processes of the 170 company to create more value. Such processes may include activities relating to supply chain and logistics. Improving a firm's internal processes helps to speed up the flow of activities within the firm. This will improve the firm's ability to provide better goods and services and also help the firm scale up and grow faster. Image 13:4: Types of innovation under configuration27 Offering There are two types of innovation under offering. This type of innovation has to do with the products or services the business is offering. ● 27 Image10:4,10:5,10:6 Source: Visual capitalist.com Product Performance 171 This is what comes to mind first when people hear about innovation. It involves improving the ability of a product or service to provide value to its target market. ● Product system This type of innovation is mostly for products that cannot be used alone. That is, complimentary products and services. The focus of this type of innovation will be to continually improve the businesses’ offerings, so that products that are complementary to one another work well together to provide value to the customer. Image 12:5: The types of innovation under offering Experience The innovation types under experience, have to do with the customer experience. A business has to pay careful attention to innovations that involve customer experience because the experience of each customer will be subjective hence the business has to make sure that they are satisfying every member of the target market when innovating. There are four types of innovation under experience. ● Service A service refers to the non-visible components of an offering. A business may be focused on offering a product service or a tangible product. Even if the business is offering a tangible product, it will require that the business offers some kind of service to ease the customer's engagement with the product. Whatever the kind of service may be, it will be important for the business to continually improve on their service offering to guarantee satisfaction in the customer experience. Chances are that, if a business offers a mediocre product but with a better customer experience, the 172 customer is likely to be satisfied. Some service innovations include free trials or after sales services. ● Channel Channel has to do with how the product or service will get to the final consumer. It is part of the innovation process that will connect the final product or service to the final consumer. It may be physical channels like wholesalers and retailers or maybe digital channels. The channel type will depend on the product or service being offered. Businesses have to continually improve their channels to make sure that consumers receive the final products or service through the best possible means. ● Brand This has to do with the perceptions customers or consumers have about a company or its products relative to that of Image 13:6: Types of Innovation under experience competitors. Innovating a brand means looking for ways to position a company and its products as the best in the consumer's mind relative to that of the competitors. A business can improve its brand through advertising, design, corporate social responsibility, co-branding among others. ● Customer Engagement Customer engagement has to do with how customers feel about using a product or service. What customers want from a product may go beyond just functional needs. The focus here will be on finding ways on making the user experience memorable. For example, a business may decide to customize a product feature to suit a particular kind of customer. This may leave the customer happy after using the product and they may want to use it the next time they need it. 173 The ten types of innovation prove that innovation in a business goes way beyond improving just the core product or service the business is offering. Innovation has to cut across every part of the organization to ensure sustainability and also provision of maximum value to consumers. What does the Minimum Viable Product Test on the Business Model Canvas? As we would see subsequently, A Minimum Viable Product is “that product which has just those features and no more which allow you to ship a product that early adopters see and at least resonates with a number of them, sometimes pay you money for, and start to give you feedback on.” A minimum viable product allows the business to test some of the assumptions it made on its BMC. In effect, a minimum viable product can serve as a type of prototyping. The MVP tests for the following on the BMC. Feasibility The MVP allows the business to test if the current capabilities of the business allow the business to develop and roll out a new product or idea into the market. Feasibility tests if the business idea adds value to the business or if it will strain the resources of the business to develop. If the solution adds 174 more value to the business then it is feasible but if it requires that there be a strain on the resources of the business, then the solution is not feasible. Desirability Here, you ask yourself the question, is this what my customer really needs? Here the MVP tests if the product or service or solution you are offering really solves their problems. Most times, people develop solutions that they feel are nice for the customer to have or that they think people will like. However, people are looking for solutions that meet a particular need and if that need is not met, then the solution the business is providing is not desirable. Viability Viability tests if the solution or business idea is sustainable. A viable solution has to be sustainable the moment it is developed and in the nearest future. The MVP gives the business an opportunity to test if the solution being developed will still have the same impact it has now and in the future. It is not enough to test only one of these components. The sweet spot exists at the intersection between these three points. An MVP must validate all these three components of the BMC. MVP testing Protocol There are four steps involved in testing the MVP Identify assumptions on the BMC (a minimum of 9 as there are 9 blocks) Remember that all the building blocks of the BMC are based on assumptions. It is therefore important to identify the key assumptions embedded in each block of the BMC. After identifying these key assumptions then you can proceed to the next stage of the MVP testing protocol. Develop hypothesis on the assumptions After identifying the key assumptions on the BMC, the next step is to develop hypotheses on assumptions for MVP testing. This involves identifying specific hypotheses for testing those assumptions (better if it's one to one). This will help validate the key assumptions made in the BMC. Develop metrics for testing the hypothesis After developing a hypothesis, the next step is to test the hypothesis and validate assumptions. This step involves developing metrics that will validate or invalidate the hypothesis. This can be done by developing key performance indicators based on the assumptions tested and the hypothesis developed. Develop the MVP for conducting the test The last stage of the MVP testing protocol will be to develop the actual MVP and take it out to the customer to validate all assumptions about the solution on the BMC. 175 Customer Development and The Flow of Thought Customer development allows a business to discover and validate the right market for a business idea or solution. It is a four-step process that enables the business to build the right product features that solve customers’ needs, test the correct model and tactics for acquiring and converting customers, and deploy the right organization and resources to scale the business. Under the Customer Development model are what Blank outlines as the four steps to Epiphany. These include Customer Discovery, Customer Validation, Customer Creation and Company Building. In this chapter, we will briefly discuss the Customer Development model, what an MVP is, why we use it, how to build one, the various kinds there are, and then learn from great examples on how MVPs have been used by reputable companies to validate business concepts. 176 Image 13:7: Example 1 Auntie Muni Waakye Auntie Muni’s product, Waakye (brown rice and beans), is a staple for the country. Although the product consists of boiling rice and beans, some variants may include tomatoes, chilli pepper, other spicy ingredients and fish, prawn or meat. As Auntie Muni described her product: “I tried the white rice for about three months, but it did not sell well. The customers complained that they ate white rice in their homes and, therefore, did not patronize that.” From the above, it is evident that Waakye is a popular Ghanaian food not particularly often eaten at home, as it requires some special preparation. Indeed, Waakye can be eaten anytime of the day – either as breakfast or lunch and sold by vendors on the streets in big and small cities alike in Ghana. It has been hailed by the United Nations (African Foods.com), as a combination that can help stamp out malnutrition from the world! Waakye is rich in protein, essential vitamins, magnesium, and other micronutrients for a healthy lifestyle. It is also a lowfat meal, too much oil is not included during preparation. Like any other food, if prepared in a clean environment and eaten within minutes or a few hours of preparation, it will remain a healthy choice in terms of bacterial contamination. The example above is an excerpt from research conducted on Auntie Muni, the famous Ghanaian Waakye seller. The research found that, despite her popularity, Auntie Muni could not sell her white rice as much as she sold her waakye. She probably assumed that her popularity with waakye could be transferred to white rice - which was not the case. She only found out it was not a good idea after selling the rice and stew for three months. She could have run a smaller and less involving experiment to test her assumptions about white rice before starting to sell in large quantities. 177 Image 13:8: Example 2 Adinkra Pastries; Barima Osei Mensah Barima Osei Mensah explained that his initial plan was to produce class rings, graduation rings engraved with one’s school, graduation year, name, and other information. He indicated that they were popular in the US, something he felt he could replicate in Ghana, “but it did not take off”. “I made a lot of effort but because it’s not our culture, it was difficult for people to buy into the idea,” he said of the failed ring business. According to him, his next option was “to try something else, which was a restaurant in 2011 at Kumasi, but it was not doing so well so I decided to start a pastries outlet in front of it with the hope that it would be able to attract people to the restaurant”, adding: “When we started with the pastries, I used to go to the market to sell myself with some boys. During that stage people were laughing at me, some family members did not support the idea because I was going to the market to sell. It really didn’t bother me because I knew what I was aiming at. I was focused.” Mr. Mensah has aspirations of establishing assorted pastries outlets across the country in the next few years. The article above depicts the journey of Mr. Barima Osei, which includes instances where he may have used the customer development process and instances where he did not. Osei wanted to start by making graduation rings. He was at the first stage of the development process, where there was no market for his product. He attempted a restaurant business, which also failed. Neglecting the customer development process, he mostly jumped right into the company building when he got a new idea. His current business, which is the Adinkra Pastries was aimed at attracting people to his restaurant. Adinkra Pastries is now a successful business, not as a product in a restaurant but one sold at almost every traffic light to people in traffic. One can say that if Osei had taken advantage of the customer development model it might have saved him from some of the losses involved in starting the previous businesses which did not flourish. Building a Minimum Viable Product The proposed right approach when it comes to validating products or testing assumptions about a business model is usually to build a Minimum Viable Product. According to Thompson. T. (2013), in an article on Building Your Minimum Viable 178 Product, when creating an MVP, entrepreneurs choose between experiments that can validate or invalidate their assumptions about a business model. Thompson further explains that, if the entrepreneur’s MVP is a worse version as compared to the final product, success validates the idea. However, failure does not necessarily invalidate it. On the contrary, if the MVP offers a better experience, then failure invalidates the business model and success does not necessarily validate it. Unfortunately, entrepreneurs usually pick the wrong kind of MVP. They tend to choose validating MVPs, even though most businesses fail because they spend too much time solving the wrong problem, which is what MVPs are designed to prevent. The Two Kinds of MVPs The first approach employs validating MVPs with a worse product than what the final version will be, such that success proves the model, but failure is inconclusive.28 28 https://hbr.org/2013/09/building-a-minimumviable-prod Selling a product even before it has been built is the classic of validating MVPs. This involves selling the idea to potential customers to see if they would be willing to pay for the product. If customers pay the entrepreneur today to deliver a solution a month from now, and they can build a profitable business from that revenue, according to Thompson, the company has been validated. However, the failure of this test does not invalidate the business model. This is a great way to check if the product has any real demand. For the second approach, Invalidating MVPs, involves the use of a better product than the final business model, so failure means the business model is doomed but success is inconclusive (Thompson, 2013). This category includes many “concierge MVP” approaches, where the entrepreneur builds a better product at an unsustainably high cost by customizing it for every customer. Where its potential customers are unable or unwilling to pay a realistic long-term price for the improved product, this means the business model has failed and it is time to move on. 179 Image 13:8: Example 3 #1 Concierge MVP Instead of providing a product, you start with a manual service. But not just any service! The service should consist of exactly the same steps people would go through with your product. Koko King; Albert Osei “Hausa koko caught my eye because it was a basic thing to cook and deliver to customers. It was also something that I loved, and I used to buy it every morning, just like everyone else. So it struck me that this was something that we could do. We could change it and make it better. I am sure I was not the first or only person to think that. I believe thousands of people have looked at Hausa koko and thought that the delivery could be improved. So, I think the most important thing I did, was to try it; it was to have a go and see whether the market was ready.” In October 2007, Koko King was registered. November to January 2008 was spent on market and production research. A firm believer in standards, Mr. Osei had to be sure that he would be available to deliver and exceed the current standards in the market. The result was the assembling of a three-man team – a cook, a driver/salesman and the King himself operating out of a backyard that they had fitted out to fit the required health and safety standards. Soon, it was time to actually hit the market. “We did a trial at Millicom from an ice chest in an open car booth. We didn’t have branded cups, then. We did that for a month, selling at a cedi for a cup and some bread. We saw the interest in Tigo. People were buying it. We’d sell 20-30 cups a day. From there we moved to Amal Bank [now Bank of Africa] at Adabraka. That took off, too and they referred us to other companies, and we moved on from there.” Koko King was born and it has never looked back. Naturally, the early years were challenging. Mr. Osei says the company only broke even sometime into its third year. This has required perseverance that he believes is critical to the survival of not only his business but businesses, generally. “There is a strong desire to make it work so we find solutions to all the issues. Our mission is to build a brand. We didn’t come to it with the view to just sell koko; we knew we were building a complete brand. Which approach should you use first? It makes business sense for start-ups with significant market risk to run an invalidating MVP first, to test whether customers will buy a better product. An invalidating MVP is a better version of the final product. This gives the business the opportunity to test all the features of the solution and more. If the idea is not accepted in the market, it means doom. If you are currently offering something better than the final product and people do not want it means the solution will not survive in the market. However, if people approve of an invalidating MVP, then it means there is hope for that solution or business idea in the market. In some cases, especially when product performance results from scale, as in multisided platforms, where the value 180 proposition depends entirely on network effects, it becomes nearly impossible to run an invalidating MVP first. In this case, it is critical to define failure from the outset. Thompson explains failure as the entrepreneur’s inability to convince early adopters to buy the product, which is a reasonably good product yet an inferior version. This process usually takes much more time than an equally effective invalidating MVP. Testing a Minimum Viable Product Christopher Bank, a Growth Lead at UXPin, the UX Design App, writes about the 15 ways to test your minimum viable product29. In this article, he explains that, though the MVP provides a means to test hypotheses as a starting point, it does not imply that it is easy to build. The idea behind this exercise is not to see if the product can be built in terms of technical feasibility, rather, it is to see whether the 29 Accessed Nov 21st, 2017 https://thenextweb.com/dd/2014/11/12/15-ways-testminimum-viable-product/ entrepreneur should be building it in the first place, and, more importantly, whether it is solving a problem other people find worth paying for. He further points out that MVP tests are designed not only with the aim of answering technical questions about the product, but also to test basic business hypotheses about the viability of the market it exists in. For example, a company wants to see if unmanned drones would be valuable for collecting data on crop health. This may be considered as a technically viable project, but the MVP could ultimately fail because it does not test the viability of the business by verifying the market and company capabilities (Bank, 2014). Depending on the type of product the entrepreneur is building, the MVP could be complex or simple, ranging from vague tests (For example, AdWords tests) to early prototypes. Testing begins once hypotheses are ready. 181 Ways of testing your MVP 1. Customer Interviews Customer interviews are a good way of testing and validating your MVP. It involves getting customer views on the problem your product is trying to solve through a series of unscripted interviews with your customers (Blank, 2005). Image 13:8: Search Execution Diagram30 2. Landing Pages When visitors and potential customers interact with a product for the first time, the first thing they set eyes on is the landing page. It is a means through which the business can offer explanations about product features to potential customers and have them sign up. Usually, people mistake a landing page for email sign up 30 Source: Steve Blank (2005) pages. However, they can be used to test a product. For example, Joel Gascoigne, a successful entrepreneur and CEO of Buffer, fleshed out his first landing page and used that to gauge demand for various features and price plans, rather than to build up a mailing list. This was as easy to do as adding an extra page between the features page 182 and the signup form; the interstitial page showed a pricing table, and the visitors could select the plan that appealed to them. These extra clicks not only showed the visitor’s interest in the product, but also gave the team real-world data on what kind of pricing would be appropriate for the market. Image 13:9: Buffer Landing page The objective of testing an MVP is validated learning, so collecting visitor analytics with tools like Google Analytics, Kissmetrics or CrazyEgg is the most important part of operating a landing page. Also, an effective value-proposition and call to action contribute towards attaining this objective (Bank, 2014). 183 3. A/B Tests When changes are made to a product, it is important for the business to find out if these changes were effective. This is exactly what A/B tests do. It is also used to compare and contrast the results of versions of your product. Analytics tools can be used to test how potential customers react to the changes made to the MVP. This helps the business make customer-desired improvement to the product or service (Bank, 2014). Image 13:10: A/B Tests 31 4. Ad Campaigns These can be used to run market validation surveys. Social media platforms like Facebook can aid in narrowing down the demographics of your target customers. With this, you can find out the most appealing features of your products 31 Source: Smashing Magazine through running low-fidelity tests on your target customers. This will help in gathering data and testing your hypothesis (Bank, 2014). 184 5. Fundraising. 6. Explainer videos Kickstarter and Indiegogo are some of the Crowdfunding websites that provide a great platform for running MVP tests. The contributions to the campaigns show the interest the people have toward that particular product/service. This does not only help in validating your MVP, but it also helps with fundraising for product development (Bank, 2014). “If a picture is worth a thousand words, then a video demonstrating your products user experience is worth a million.” Dropbox used an explainer video to validate the market and sell their MVP. The 3minute video explained Dropbox’s intended functionality. This resulted in having 70,000 sign ups overnight (Bank, 2014). Image 13:11: Explainer video32 7. Concierge MVPs This involves delivering a customized product or service to a selected group of customers. An example of this is illustrated below. Rent the Runway tested its online dress rental business model by providing an in- person service to female college students where anyone could try the dress on before renting them. This validated its riskiest hypothesis that women would rent dresses and served as a great concierge MVP that 32 Source: https://thenextweb.com/wp-content/blogs.dir/1/files/2014/11/dropbox-video.png 185 put the business in front of customers and got the feedback. Image 13:12: Rent the Runway 8. Digital Prototypes This involves demonstrating the user experience digitally. Digital prototype MVPs can either be screenshot previews, lowfidelity sketches or “dummy” applications. Platforms like UXPin allow you to digitally collaborate with your team on building ideas. 9. Paper Prototypes. Paper Prototypes are similar to Digital Prototypes, except these are physical. These are sometimes in the form of sketches on paper or paper cut-outs. These can be used by anyone however for advanced product development, this technique may not be the best. 186 Image 13:13: Paper prototypes33 Application: Let's Apply the concept Developing assumptions from VFB and BMC for MVP testing As noted at the beginning of this chapter, you have built a VFB and a BMC and they both look good. However, all of your building blocks and the connections between them are assumptions! Some backstage employee actions in the VFB might be assumptions that you may find are not feasible or could be done differently. The channels you identified in your BMC may actually not effectively help you reach the customer segments identified. Hence these assumptions do need to be tested. They need to be tested. The variety of MVP tests show us that we can be very successful in creating and running great experiments for the test. In the following section, we provide practical steps to help you get started in applying these concepts. Developing hypothesis on Assumptions for MVP testing Once assumptions have been developed, the team needs to identify specific hypotheses for testing those assumptions (better if it’s one to one). Doing this will help the team validate the key assumptions. 33 Source: https://thenextweb.com/wp-content/blogs.dir/1/files/2014/11/paper-prototype.png 187 The following are hypothesis formats from Eric Ries who created the Lean Start-up Methodology. Basic hypothesis format: This should be the format used by FDE teams [Specific and repeatable action] will result in [expected measurable outcome] Examples: - More than 60% of the potential users in the identified user group will provide more than average ratings for the extent to which they agree to the way the problem is captured. - Running Speed boat with personal trainers will result in at least 75% identifying client schedule management as their #1 or #2 anchor. - Telecommuters playing Buy a Feature with our MVP feature list will result in free VOIP calling being purchased in all games. Advanced format: This format should be less used by FDE teams We believe that __________________________ We’ll know this is true when __________________________ We’ll know this to be false when _________________________________ Example: We believe amateur multirotor buyers value their drones as camera accessories We will know this to be true when photography features are central to >80% Product Box pitches. We will know this to be false when photography is central to fewer than 50% of Product Boxes or more than 2 Product Boxes do not reference photography at all Developing Metrics for Evaluating Hypotheses Tests on Assumptions for MVP testing After developing hypotheses, it's time to test them. To test them, the team needs to develop metrics that will help validate or invalidate hypotheses. The team can develop their own metrics or key performance indicators based on the hypothesis developed. The appendix following the Summary provides examples and ideas you could pull from to develop your metrics. 188 Summary In summary, according to Thompson’s article on “Building a Minimum Viable Product”, MVPs have two main goals: learning what problems the entrepreneur should be solving and driving risk out of the current (hypothetical) business model by testing fundamental assumptions. The focus here is mostly on the second goal but invalidating MVPs also tends to be more effective at the first, since those “better” initial products tend to resemble concierge MVPs that sacrifice unit cost and scalability for performance and flexibility. These tests substitute human labour for technology, and the human component means we can gather more information from potential customers about their problems and our potential solutions. As a result, you should usually begin your company with an invalidating MVP. Then, if it is inconclusive, you should switch gears and focus on MVPs that validate your business model. Metrics to Inspire you The following are KPIs for sales, not so much for MVP testing, but has a number of examples from which MVP test metrics could be drawn. The top KPIs We Use for Sales ● Conversion rate – the ratio of people who convert from the total number of proposals we sent out. ● New leads per month – how are our lead generation efforts going? Do we need to diversify our lead sources? Are we getting too many unqualified leads? Are our lead prospectors doing a good job? This will help give some insight to questions like that. ● Total bookings or revenue (broken out by “New Business,” “Add-On Business,” or “Renewal Business.”)– sales cures all. How is your sales team doing in terms of meeting quota? How is your upsell process looking? Is your product so good that customers are consistently renewing? ● A common mistake is to use bookings and revenue interchangeably, but they aren’t the same thing. Bookings is the value of a contract between the company and the customer. It reflects a contractual obligation on the part of the customer to pay the company. Revenue is recognized when the service is actually provided over the life of the subscription agreement. How and when revenue is recognized is governed by GAAP. Letters of intent and verbal agreements are neither revenue nor bookings. ● Number of qualified sales opportunities per month – generating leads 189 is nice, but you need to have qualified leads that fit your ideal customer profile. ● Total dollar amount of new qualified pipeline generated – is your prospecting team generating enough revenue potential in the pipeline? ● Gross Profit While top-line bookings growth is super important, investors want to understand how profitable that revenue stream is. Gross profit provides that measure. What’s included in gross profit may vary by company, but in general all costs associated with the manufacturing, delivery, and support of a product/service should be included. So be prepared to break down what’s included in — and excluded — from that gross profit figure. ● Total Contract Value (TCV) vs. Annual Contract Value (ACV) TCV (total contract value) is the total value of the contract and can be shorter or longer in duration. Make sure TCV also includes the value from one-time charges, professional service fees, and recurring charges. ACV (annual contract value), on the other hand, measures the value of the contract over a 12-month period. Questions to ask about ACV: What is the size? Are you getting a few hundred dollars per month from your customers, or are you able to close large deals? Of course, this depends on the market you are targeting (SMB vs. midmarket vs. enterprise). Is it growing (and especially not shrinking)? If it’s growing, it means customers are paying you more on average for your product over time. That implies either your product is fundamentally doing more (adding features and capabilities) to warrant that increase or is delivering so much value to customers (improved functionality over alternatives) that they are willing to pay more for it. The Top KPIs We Use for Operations ● Net promoter score – though there is a lot of debate on the viability of this metric, it’s a good feeler on whether customers are overall satisfied/dissatisfied with our services. Of course, you need to be surveying and talk to your past/current customers to get feedback as well. ● Revenue churn – what % of revenue we lost for the month. Keep in mind that each industry varies so this is very general. There are all kinds of churn — dollar churn, customer churn, net dollar churn — and there are varying definitions for how churn is measured. For example, some companies measure it on a revenue basis annually, which blends upsells with churn. Investors look at it the following way: Monthly unit churn = lost customers/prior month total 190 Retention by cohort Month 1 = 100% of installed base Latest Month = % of original installed base that are still transacting It is also important to differentiate between gross churn and net revenue churn — Gross churn: MRR lost in a given month/MRR at the beginning of the month. Net churn: (MRR lost minus MRR from upsells) in a given month/MRR at the beginning of the month. The difference between the two is significant. Gross churn estimates the actual loss to the business, while net revenue churn understates the losses (as it blends upsells with absolute churn). ● Client churn – what % of clients we lost for the month ● Gross Margins (broken out by “Team” and “Overall”) – what’s our overall margin? What are the margins per team? ● Revenue Growth Rate – calculating revenue growth rate is helpful for any business but it’s not that helpful when you look at things on a month to month/week to week basis because things can be highly variable in such a short amount of time. Instead, we calculate a growth rate over a 6-month period. To do this, we use a formula for calculating compound growth rate. Investors more highly value companies where the majority of total revenue comes from product revenue (vs. from services). Why? Services revenue is non-recurring, has much lower margins, and is less scalable. Product revenue is what you generate from the sale of the software or product itself. ARR (annual recurring revenue) is a measure of revenue components that are recurring in nature. It should exclude onetime (non-recurring) fees and professional service fees. ARR per customer: Is this flat or growing? If you are upselling or cross selling your customers, then it should be growing, which is a positive indicator for a healthy business. MRR (monthly recurring revenue): Often, people will multiply one month’s all-in bookings by 12 to get to ARR. Common mistakes with this method include: (1) counting non-recurring fees such as hardware, setup, installation, professional services/ consulting agreements; (2) counting bookings (see #1). ● Month-on-month (MoM) growth Often this is measured as the simple average of monthly growth rates. But investors often prefer to measure it asCMGR (Compounded Monthly Growth Rate) since CMGR measures the periodic growth, especially for a marketplace. Using CMGR [CMGR = (Latest Month/ First Month) ^ (1/# of Months) -1] also helps you benchmark growth rates with other companies. This would otherwise be difficult to compare due to volatility and other factors. The CMGR will be smaller 191 than the simple average in a growing business. ● Active Users Different companies have almost unlimited definitions for what “active” means. Some charts don’t even define what that activity is, while others include inadvertent activity — such as having a high proportion of firsttime users or accidental one-time users. Be clear on how you define “active.” ● Burn Rate Burn rate is the rate at which cash is decreasing. Especially in early-stage startups, it’s important to know and monitor burn rate as companies fail when they are running out of cash and don’t have enough time left to raise funds or reduce expenses. As a reminder, here’s a simple calculation: Monthly cash burn = cash balance at the beginning of the year minus cash balance end of the year / 12 It’s also important to measure net burn vs. gross burn: Net burn [revenues (including all incoming cash you have a high probability of receiving) – gross burn] is the true measure of amount of cash your company is burning every month. Gross burn on the other hand only looks at your monthly expenses + any other cash outlays. Investors tend to focus on net burn to understand how long the money you have left in the bank will last for you to run the company. They will also take into account the rate at which your revenues and expenses grow as monthly burn may not be a constant number. ● Gross Merchandise Value (GMV) vs. Revenue In marketplace businesses, these are frequently used interchangeably. But GMV does not equal revenue! GMV (gross merchandise volume) is the total sales dollar volume of merchandise transacting through the marketplace in a specific period. It’s the real top line, what the consumer side of the marketplace is spending. It is a useful measure of the size of the marketplace and can be useful as a “current run rate” measure based on annualizing the most recent month or quarter. Revenue is the portion of GMV that the marketplace “takes”. Revenue consists of the various fees that the marketplace gets for providing its services; most typically these are transaction fees based on GMV successfully transacted on the marketplace, but can also include ad revenue, sponsorships, etc. These fees are usually a fraction of GMV. ● Unearned or Deferred Revenue … and Billings In a SaaS business, this is the cash you collect at the time of the booking in advance of when the revenues will actually be realized. As we’ve shared previously, SaaS companies 192 only get to recognize revenue over the term of the deal as the service is delivered — even if a customer signs a huge up-front deal. So, in most cases, that “booking” goes onto the balance sheet in a liability line item called deferred revenue. (Because the balance sheet has to “balance,” the corresponding entry on the assets side of the balance sheet is “cash” if the customer prepaid for the service or “accounts receivable” if the company expects to bill for and receive it in the future). As the company starts to recognize revenue from the software as service, it reduces its deferred revenue balance and increases revenue: for a 24-month deal, as each month goes by, deferred revenue drops by 1/24th and revenue increases by 1/24th. A good proxy to measure the growth — and ultimately the health — of a SaaS company is to look at billings, which is calculated by taking the revenue in one quarter and adding the change in deferred revenue from the prior quarter to the current quarter. If a SaaS company is growing its bookings (whether through new business or upsells/renewals to existing customers), billings will increase. Billings is a much better forward-looking indicator of the health of a SaaS company than simply looking at revenue because revenue understates the true value of the customer, which gets recognized ratably. But it’s also tricky because of the very nature of recurring revenue itself: A SaaS company could show stable revenue for a long time — just by working off its billing backlog — which would make the business seem healthier than it truly is. This is something we therefore watch out for when evaluating the unit economics of such businesses. ● Downloads Downloads (or number of apps delivered by distribution deals) are really just a vanity metric. Investors want to see engagement, ideally expressed as cohort retention on metrics that matter for that business — for example, DAU (daily active users), MAU (monthly active users), photos shared, photos viewed, and so on. Marketing KPIs ● LTV – the lifetime value of a customer. You’ll want to look at this numbers for all of your marketing channels. Lifetime value is the present value of the future net profit from the customer over the duration of the relationship. It helps determine the long-term value of the customer and how much net value you generate per customer after accounting for customer acquisition costs (CAC). A common mistake is to estimate the LTV as a present value of revenue or even gross margin of the customer instead of calculating it as net profit of the customer over the life of the relationship. Reminder, here’s a way to calculate LTV: Revenue per customer (per month) = 193 average order value multiplied by the number of orders. Contribution margin per customer (per month) = revenue from customer minus variable costs associated with a customer. Variable costs include selling, administrative and any operational costs associated with serving the customer. Avg. lifespan of customer (in months) = 1 / by your monthly churn. LTV = Contribution margin from customer multiplied by the average lifespan of the customer. Note, if you have only a few months of data, the conservative way to measure LTV is to look at historical value to date. Rather than predicting average life span and estimating how the retention curves might look, we prefer to measure 12 month and 24-month LTV. Another important calculation here is LTV as it contributes to margin. This is important because a revenue or gross margin LTV suggests a higher upper limit on what you can spend on customer acquisition. Contribution Margin LTV to CAC ratio is also a good measure to determine CAC payback and manage your advertising and marketing spend accordingly. ● CPA/CAC – the cost to acquire a typical customer (cost per acquisition or customer acquisition cost). Same thing here – look at this number for all of your marketing channels. Customer acquisition cost or CAC should be the full cost of acquiring users, stated on a per user basis. Unfortunately, CAC metrics come in all shapes and sizes. One common problem with CAC metrics is failing to include all the costs incurred in user acquisition such as referral fees, credits, or discounts. Another common problem is to calculate CAC as a “blended” cost (including users acquired organically) rather than isolating users acquired through “paid” marketing. While blended CAC [total acquisition cost / total new customers acquired across all channels] isn’t wrong, it doesn’t inform how well your paid campaigns are working and whether they’re profitable. This is why investors consider paid CAC [total acquisition cost/ new customers acquired through paid marketing] to be more important than blended CAC in evaluating the viability of a business — it informs whether a company can scale up its user acquisition budget profitably. While an argument can be made in some cases that paid acquisition contributes to organic acquisition, one would need to demonstrate proof of that effect to put weight on blended CAC. Many investors do like seeing both, however: the blended number as well as the CAC, broken out by paid/unpaid. We also like seeing the breakdown by dollars of paid customer acquisition channels: for example, how much does a paying customer cost if they were acquired via Facebook? Counterintuitively, it turns out that costs typically go up as you try and reach a larger 194 audience. So, it might cost you $1 to acquire your first 1,000 users, $2 to acquire your next 10,000, and $5 to $10 to acquire your next 100,000. That’s why you can’t afford to ignore the metrics about volume of users acquired via each channel. Individual Teams KPIs Do/say ratio – this is simply the number of things done versus the things we said we would do. So, if we said we would do 10 things and actually completed 8 of them for a client, it would be 80%. Presenting Metrics Generally Cumulative Charts (vs. Growth Metrics) Cumulative charts by definition always go up and to the right for any business that is showing any kind of activity. But they are not a valid measure of growth — they can go up-and-to-the-right even when a business is shrinking. Thus, the metric is not a useful indicator of a company’s health. Investors like to look at monthly GMV, monthly revenue, or new users/customers per month to assess the growth in earlystage businesses. Quarterly charts can be used for later-stage businesses or businesses with a lot of month-to-month volatility in metrics. Chart Tricks There are a number of such tricks, but a few common ones include not labelling the Yaxis; shrinking scale to exaggerate growth; and only presenting percentage gains without presenting the absolute numbers. (This last one is misleading since percentages can sound impressive off a small base but are not an indicator of the future trajectory.) Order of Operations It’s fine to present metrics in any order as you tell your story. When initially evaluating businesses, investors often look at GMV, revenue, and bookings first because they’re an indicator of the size of the business. Once investors have a sense of the size of the business, they’ll want to understand growth to see how well the company is performing. These basic metrics, if interesting, then compel us to look even further. As one of our partners who recently had a baby observes here: It’s almost like doing a health check for your baby at the pediatrician’s office. Check weight and height, and then compare to previous estimates to make sure things look healthy before you go any deeper! Problem Sets Using the hypotheses format from Eric Ries stated above 1. State 2 hypotheses used to test for Problem-Solution fit pulling from what your stated as your POV. 2. State 2 hypotheses used to test your key assumptions during your MVP testing 3. 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Retrieved from https://www.hypeinsight.com/what-is-customer-journeymapping-and-why-is-it-important/ Watt, A. (2012). Non-Functional Requirements. Retrieved from http://www.opentextbooks.org.hk/zh-hant/ditatopic/15809 Verganti, R. (1994). About – Roberto Verganti. (2019). Retrieved from http://www.verganti.com/about/ Wahl, D. (2017). Facing Complexity: Wicked Design Problems. Retrieved 30 August 2019, from https://medium.com/age-of-awareness/facing-complexity-wicked-design-problemsee8c7161896 Wong, V. (2009). Bloomberg - How business is adopting design thinking. Retrieved from https://www.bloomberg.com/news/articles/2009-11-03/how-business-is-adoptingdesign-thinkingbusinessweek-business-news-stock-market-and-financial-advice About the Authors Dr. Gordon Kwesi Adomdza, an Associate Professor of Business Administration at Ashesi University and Adjunct Professor at CEIBS Africa. Dr. Adomdza teaches courses that use designthinking in the development of innovative new idea concepts and business models. His pedagogical philosophy of experiential entrepreneurship leads him to continuously develop learning and teaching materials that support experiential learning. Dr. Adomdza encountered design thinking in 2009 working on projects led by Craig McCarthy at Design Continuum, the inventors of the award-winning Swiffer cleaner. Hence, prior to Ashesi University, Dr. Adomdza taught courses that used the design thinking pedagogy he codeveloped with McCarthy, at the D'Amore-McKim School of Business, Northeastern University in Boston for 7 years. As a researcher, he has written a number of teaching case studies and also published papers in leading journals exploring the nexus between the entrepreneur and opportunity, through the lens of the discovery and exploitation process for new ideas and business models. Craig McCarthy was the Director, Design Strategy Fidelity Investments. Carig is a highly effective Design Strategy and Innovation Leader with extensive multi-industry experience. He has an exceptional record of success leading multi-functional to highly profitable results by focused, actionable consumer-led strategies grounded in consumer insights derived from a deep understanding of the customer. He is recognized as a collaborative and creative business partner with excellent storytelling and problem-solving abilities with executive presence. He is inspired by a curiosity of people to help clients understand the world from their customer’s perspective to drive change in how businesses interact with their customers. Craig is also an adjunct lecturer at the D'Amore-McKim School of Business, Northeastern University where he teaches a course in innovation, that he co-created with Dr. Adomdza, and which has grown from an experimental elective to a requirement of all business majors at the business school. As part of his teaching, he explores design thinking, lean startup and agile approaches to innovation and implementation.
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