Understanding the behaviour of design thinking
in complex environments
A thesis submitted for the degree of Doctor of Philosophy
Stefanie Di Russo
2016
Abstract
Design thinking is a term widely used outside of the design industry to describe the
innovative and human-centered approach used by designers in their practice. Within the
design industry, the term is both embraced and rejected. Design thinking has erupted
outside of design practice as a new approach for innovation and transformation, piquing
the interest of leaders from business, education, government, through to not-for-profit
organisations. Design thinking is rapidly spreading through industries, increasing the
spectrum of what is traditionally considered as design practice. Its most recent influence
finds design thinking trending towards highly complex environments situated on a much
broader and systemic scale. Yet, the wave of design thinking carries a sea of doubt over its
success, applicability outside of traditional design practices, and above all, its definition. In
order to sustain its credibility, research is required to investigate the behavior and
effectiveness of design thinking applied in this emerging area of complex practice.
The primary research question that will direct this research investigation is, What is the
behavior of design thinking in complex environments? The nature of this thesis is
exploratory. The objective of the research is to contribute empirical evidence on the
behavior and effectiveness of design thinking for tackling problems in complex
environments. This thesis aims to make three contributions: first, it seeks to identify and
explore the history and evolution of design thinking to date, synthesizing common
definitions. Second, it seeks to contribute empirical evidence on the behavior of design
thinking in highly complex environments. Third, the investigation aims to explain the
underlying mechanisms that enable emergent behaviors to occur in the design process,
contributing knowledge and understanding on how to apply design thinking in complex
environments. Research into the practical implications on the way a designerly approach
addresses, manages and shapes problems in complex environments is crucial to advancing
both design thinking and society. This research will explore the behavior of design
thinking as it tackles complex problems and examine how design thinking shapes, and is
being shaped, by complex environments.
Acknowledgements
What an exhausting three years. This PhD has had an impact on my life beyond that of just
research. It taught me valuable life lessons that have shaped me into a stronger person
through throwing me to the edge of emotion, fear and doubt.
Of course, no person can journey through unknown terrain without stopping for directions
along the way. First, I would like to thank my primary supervisor, Dan Huppatz, for
allowing me to travel in any direction I dreamed to go. I could not imagine any other
supervisor allowing me the freedom that he granted for myself and my thesis. Because of
this, I was able to explore what truly made me happy, and in the process, produce a thesis
that satisfied my interest academically and contributed to my career. His easy-going
guidance was what I needed to become more independent and confident and I thank him
for never doubting my abilities in my moments of insecurity.
Second, I would like to thank my associate supervisor, Ken Friedman, for his support
through both academic and personal ups and downs. From day one he eased doubt with
his fervent belief in myself whilst offering boosts of confidence and humbling anecdotes on
life and a PhD. In addition, I would like to thank Dierdre Barron for pumping me full of
“girl power”. I admired Dierdre’s strength and hope one day to become as strong of a
woman as she is.
The PhD would be unbearably isolating without the friends and colleagues I have spent
days and nights laughing, eating and studying with. Similarly, my “virtual” friends and
colleagues scattered across the world on Twitter: Sharon S., Chris B., Chris R., Mark B., and
Frederik M, to name a few. No matter what time of day or night, I always had a friend to
provide immediate support, encouragement and help when I needed it.
Lastly, to my Mum, Dad and brother, Adam. Their immovable and infinite support, belief
and encouragement throughout my life and PhD has given me the strength to be where I
am today. This thesis is dedicated to my family.
Declaration by student
This thesis contains no material that has been accepted for award of any other degree or
diploma. To the best of my knowledge, this thesis contains no material previously
published or written by another person except where due reference is made in the text.
Where the work is based on joint research or publications I have disclosed the relative
contributions of the respective authors.
Signed ____________________________________________________________________________ Date: ______/______/_______
Contents
1. Introduction
1.
2. Literature Review
10.
3. Research Framework
59.
4. Case Study I: Service Design Agency
99.
5. Case Study II: The Australian Taxation Office
136.
6. Case Study III: OpenIDEO
169.
7. Cross-comparison Analysis
210.
8. Discussion
254.
9. Conclusion
276.
References
282.
Appendix
311.
List of Figures
Figure 1. The function complex
17.
Figure 2. Triad of limitations
18
Figure 3. User-centered design versus designing for service
32.
Figure 4. Service journey map
34.
Figure 5. Typology of design thinking
42.
Figure 6. Flach Model of complexity in problem spaces
49.
Figure 7. Junginger’s position of design thinking practice relative to an organization 54.
Figure 8. Stratification of reality
69.
Figure 9. Framework for analysis
87.
Figure 10. Research design quintain
97.
Figure 11. Example of low-fi materials
121
Figure 12. Case Study 1 sketch
125.
Figure 13. The ATO design wheel
142.
Figure 14. OpenIDEO structure
203.
Figure 15. Framework for cross-comparison analysis
211.
Figure 16. Position of case studies to project ecosystem
212.
Figure 17. Holistic perspective
224.
Figure 18. Vision framing
232.
Figure 19. De-centralisation of the designer
239.
Figure 20. Disrupting perceptions
245.
Figure 21. Design thinking in a constant state of flux
252.
Figure 22. Kimbell table of design thinking
257.
Figure 23. Hassi & Laakso table of design thinking
257.
Figure 24. Carlgren, Elmquist & Rauth table of design thinking
258.
Figure 25. Common design thinking processes
269.
Figure 26. Effect of positioning in implementation for each case study
271.
List of Tables
Table 1. Commonly cited characteristics of design thinking
34.
Table 2. Pro-active archetypes on OpenIDEO
190.
Table 3. Passive archetypes on OpenIDEO
191.
Table 4. Evidence of ambiguity in each case
214.
Table 5. Evidence of large community networks in each case
215.
Table 6. Evidence of a focus on intangible solutions
216.
Table 7. Themes in case 1 and 2 that led to emergent behaviours
218.
Table 8. Holistic perspective
220.
Table 9. Underlying mechanism for a holistic perspective
223.
Table 10. Vision Framing
227.
Table 11. Underlying mechanism for vision framing
230.
Table 12. De-centralisation of the designer
235.
Table 13. Underlying mechanism for decentralization of the designer
238.
Table 14. Disrupting perceptions through design thinking
241.
Table 15. Underlying mechanism for disrupting perceptions
244.
Table 16. Design thinking in a constant state of flux
247.
Table 17. Underlying mechanism for design thinking in a constant state of flux
251.
Table 18. Summary of emergent behaviours
266.
1.
Introduction
An interest in design thinking has grown since the establishment of the Design Thinking
Research Symposium in 1991 (Cross, Dorst, & Roozenburg, 1992). Since then, design
thinking has remained at the forefront of discussions in design research and practice.
Today, design thinking has become a marketable process for increasing efficiency and
innovation in industries outside of traditional design practice. The popularity and
adoption of design thinking has expanded traditional notions of design practice. However,
the evolution of design practice is fuelling debate over how to identify design thinking.
Arguments over whether design thinking is a set of mindsets, methods, or composition of
the two, persist in both industry and academia. Debates over the definition of design
thinking is stirring confusion and skepticism over its usefulness and effectiveness in
dealing with complex and wicked problems (Nussbaum, 2011; Norman, 2010). This
debate will persist until more empirical knowledge is contributed on the nature and
application of design thinking. The goal of the research question, What is the behavior of
design thinking in complex environments? is to investigate and contribute much needed
empirical research on design thinking in complex practice. This introduction serves to
signpost critical topics explored in this dissertation, alerting the reader to fundamental
developments and ideas. This introductory overview presents a summary of the research
question, background, objective, methodology and contribution.
1
1.1 Research Background
Understanding the behavior of design thinking in complex environments
Driving design thinking is the capability to innovate. This feature has seen design thinking
spread from conventional practices in graphic and product engineering to service,
systemic and policy innovation (Design for Growth and Prosperity 2012; APS Innovation
Action Plan 2011; DESIS Network 2012; Social Design Futures, 2014). Innovation has
become integral to the force and identity driving design thinking across industries and
towards higher and more complex project environments. The rapid rise in the adoption of
design thinking in highly complex environments has surpassed current knowledge on how
to apply a design approach in these contexts. In order to substantiate the proposed value
of design thinking, research understanding the behavior, impact and application of design
thinking in complex practice is needed and is the focus of this thesis.
The main research question, What is the behavior of design thinking in complex
environments? seeks to contribute much needed empirical research and analysis on design
thinking applied in complex practice. This research question will be supplemented with
two sub-questions:
1. What effect does the position of design thinking to the project context have on
designing in and for complex environments?
2. What are the underlying mechanisms that enable or disable designerly behaviours
to emerge in complex environments?
The first sub-question seeks to understand if the position of design thinking relative to the
project ecosystem affects the behavior of designing in and for complex environments. This
analysis will focus on projects situated within complex environments that have different
degrees of interaction and relationship to the project ecosystem. This question is inspired
by, and builds upon, hypotheses presented by Sabine Junginger on the position of design
practice relative to an organization (Junginger, 2011).
The second sub-question will investigate the underlying mechanisms that enable or
disable design attributes to emerge when design is applied in a complex environment. This
question aims to delve beneath “thick descriptions” of design activity to provide causal
explanations for why particular behaviors emerge and what may hinder their emergence.
2
The analysis of the second sub-question is directed by a critical realist theoretical
perspective in conjunction with a systems theory approach. Examining underlying
mechanisms will provide a deeper analytical explanation on the behaviors outlined
through discussion of the main research question.
1.2 Identification of key terms
1.2.1 What is design thinking?
Design thinking is heralded by some individuals as a new and innovative process for
tackling complex problems (Brown & Wyatt, 2010; Äijälä & Karjalainen, 2012; Graham,
2013). Design thinking is commonly described as a mindset (Laakso & Hassi, 2011, p.4;
Leinonen & Durall, 2014, p.108), method (Beckman & Barry, 2007; Lockwood, 2010),
process (Benson & Dresdow, 2013, p.7; Von Thienen et. al., 2014, p.101) and attitude
(Brown, 2008; Jones, 2010, p.226; Gloppen, 2009), that is unique to designers and design
practice.
Design thinking is a title that has been used widely outside of the design industry to
describe the way designers work, with emphasis on the cognitive aspects that direct a
design approach. Yet, the process and definition of designing, and design thinking, is
elusive. In an attempt to define design thinking, practitioners, including scholars, have
attributed the origin and development of design thinking with Peter Rowe’s book titled,
Design Thinking (Rowe, 1987; Dorst, 2010; Kimbell, 2011) and its methodology from
design consultancy IDEO (Brown, 2010; Badke-Schaub, 2010; Blizzard, 2013; Terrey,
2012) or the Stanford D.School (“Institute of Design at Stanford”, 2015). In contrast, other
professionals have asserted that design thinking is an amalgamation of methods borrowed
from practices such as business, marketing and the creative arts (Martin, 2009). This has
spurred confusion over the definition and origin of design thinking, including speculation
over whether the phenomenon is in fact intimately linked to design practice (Dorst, 2011,
p.531). The definition, origin and development of design thinking will be addressed in the
literature review. The literature review chapter will establish a brief theoretical
foundation behind design thinking and conclude whether this ‘new’ and innovative
process is in fact embedded within design history and practice. Furthermore, the literature
review provides a consolidated view of contemporary descriptions of design thinking.
3
Through an analysis and synthesis of the history, development and contemporary
descriptions, it is proposed that design thinking may be considered synonymous with the
term designing.
1.2.2 What is a complex environment?
Complexity has been a topic of discussion throughout the history of design theory. Seminal
design scholars such as Rittel & Webber, Richard Buchanan and Bruce Archer refer to
complexity as part of design practice (Archer, 1965, pp.58-62; Buchanan, 1992, p.9; Rittel
& Webber, 1973, p.162). However, there is little consensus in the design field over what
defines complexity, or constitutes complex design practice; complexity in design literature
is only vaguely sketched out.
Since Rittel & Webber (1973) coined the term wicked problems, complexity has become
part of the characteristic repertoire of design thinking. Rittel and Webber established
what has become the most notable and widely adopted reference to a definition of
complexity in design, with their writing on wicked problems. Broadly, a wicked problem
is inherently complex, and one that is “unique” and “ill-defined” (Rittel & Webber, 1973,
p.163). A wicked problem has no definitive formula for resolution, but rather, can only be
satisfied under current conditions, because “there are no ends to the causal chains that
link interacting open systems” (Rittel & Webber, 1973, p.162). A complex environment
contains ‘wicked’ problems. However, the term environment has been chosen in this thesis
instead of problems as a complex environment may contain tame problems made
complicated by wicked systems.
Systems are often referred to in conjunction with complexity “the process must be holistic
and consider the artifact in a wider system” (Archer, 1965, p.58). It is this connection
between complexity and systems which provides fertile soil to build a concrete definition
of complexity for design theory and practice. References to complexity in design are not
inspired by, or borrowed from, definitions of complexity established in other disciplines
such as cybernetics, micro-economics or mathematics. Yet, complex design practice is
often referred to as working within open systems. Thus, systems theory may lend a clearer
definition of complexity that can be adopted for descriptions of complex design practice
and environments.
4
This thesis has chosen to define complexity, and thus complex environments, using Peter
Jones’ description of systemic design (2014):
A complex system refers to domains where it is nearly inconceivable that any
single expert or manager can understand the entire system or operation. Typical
systemic design problems are complex service systems, socially organized, largescale, multi-organizational, with significant emergent properties, rendering it
impossible to make design or management decisions based on sufficient individual
knowledge. These include services and systems such as healthcare systems and
disease management, mega-city urban planning and management, natural
resource governance and allocation, and large enterprise strategy and operations.
None of these are isolated “domains,” as each of these are affected by unknowable
dynamics in population and regional demographics, climate and natural ecology
effects, political and regulatory influences, and technology impacts.
Hence, complex environments have been defined for this thesis as large scale, open and
adaptive systems that require multidisciplinary collaboration for design development.
This is because systems can be perceived as complex from both a structural
(organisational) or cognitive (social) perspective where a high degree of uncertain
variables are present. It is important to highlight that this thesis does not focus solely on
organizational institutions, as commonly discussed in design management literature. The
term complex environment has been chosen to allow for a broader context of study into
new emerging areas of practice which fall within 3rd and 4th order domains of practice
(explained in chapter 2. Literature Review) but may not be distinctively situated within the
context of an organizational institution. Instead, the word organization is used in this
thesis to denote the arrangement of elements to a whole. Hence, this thesis is not focusing
on design capability or design thinking adoption in organizational institutions, but rather,
exploring and documenting the adoption and application of design thinking in complex
environments.
Complex environments enable changes in design thinking practice as the design approach
adapts to this new context. Design thinking is in a constant flux of adaptive
transformation; in re-designing the nature of the system where it is applied, design
thinking shifts to adapt to the system it has changed. Designers are increasingly faced with
complex issues beyond conventional practice. Design for complex environments is still a
5
practice in its infancy and solutions may not adequately satisfy the needs of complex
systems without sufficient research supporting the value of adopting a designerly
approach for the resolution of complex problems (Jones, 2014). This dissertation aims to
contribute exploratory research on design thinking in complex environments to aid the
needs of both designers and professionals seeking assistance from the designerly way.
1.3 An alternative theoretical perspective for design
research
This thesis utilizes and proposes an unconventional theoretical framework to guide
research on design practice. Perspectives commonly prescribed for design researchers
stem from subjectivist and positivist theory. It is proposed that these epistemological and
ontological positions are inadequate for the investigation of wicked problems in complex
environments. This thesis argues for, and utilizes, the adoption of critical realism for
researching design thinking in complex environments.
Critical realism presents a theoretical position that ontologically acknowledges both social
and natural realities (Dickens, 2003). This allows research to engage with subject matter
that is inherently constructivist as well as positivist. The epistemological position of
critical realism accepts a view of reality that is stratified, generating knowledge through
causal analysis (Wuisman, 2005). Knowledge is produced via the vehicle of retroduction: a
logical framework that translates the ontological position of critical realism into an
epistemological theory (Oliver, 2011). Knowledge is generated by stratifying levels of
reality, to ‘dig’ through observable and unobservable events in order to uncover
underlying causal mechanisms that influence and affect the object of phenomena (Elder
Vass, 2012). The aim of critical realism is not to provide “thick descriptions” of
phenomena, but uncover causal mechanisms that allow for explanatory analysis.
Causal analysis takes place using a grounded theory methodology. As the research
question is explorative, grounded theory affords the discovery of categories that describe
and reflect the behavior of design thinking in complex environments. In order to
6
comprehensively design for complexity, an understanding of the interconnected causal
mechanisms affecting the design process, problem and outcome is imperative. As such,
critical realist grounded theory has been used for uncovering causal mechanisms in order
to understand how we can improve design thinking practice for complex environments.
1.4 Thesis structure
This thesis is divided into nine chapters. The first chapter, Introduction, outlines the
research objective and structure of the thesis. The second chapter establishes a literature
review tracing the history and evolution of design thinking, including current
developments and definitions. This chapter guides the reader through fundamental
movements in design theory, relating current research on design thinking to design
history and methodological development. Historical references have been deliberately
drawn from the design field in order to investigate if design thinking is derived from
design theory and practice. This evolution is discussed in light of recent literature outlined
within 2.3 Current Practice. The chapter will then conclude with 2.4 Research Direction,
highlighting the need for empirical research on design thinking applied in complex
environments before presenting the research question that will guide the focus of this
thesis.
The third chapter is devoted to outlining the research framework. This chapter outlines
the theoretical position, methodology, methods, research design and framework for data
analysis that will guide the investigation of this dissertation. In this chapter an alternative
theoretical perspective, critical realism, is proposed for academic research investigating
complex design practices. The fourth chapter presents the first case study collected for
this thesis. This case study focuses on design thinking practice in a service and strategic
design agency where design thinking activity is conducted external to the project
organization system. The fifth chapter follows with a case study on design thinking
situated internal to an organizational system, The Australian Taxation Office. The sixth
chapter presents a new perspective on design thinking practice in complex environments,
with design thinking applied in an open-source, decentralized online environment that is
OpenIDEO.
7
The seventh chapter is dedicated to a cross-comparative analysis of each case study. This
chapter will present emergent themes common to each case and cross-compare the
emergence of these themes in light of the effect that the position and relationship design
thinking practice has to the project system. In addition, this chapter will propose
underlying mechanisms that enable or disable themes to emerge. The eighth chapter,
Discussion, will analyze the broader impact and perspective from the knowledge obtained
in this dissertation. Finally, a summary of contributions and limitations in this thesis will
be presented in the final chapter, Conclusion.
1.5 Research Contribution
The research aims to investigate the behavior of design thinking in complex environments,
understanding how design thinking is used and whether it is an appropriate framework
for complex ‘wicked’ problems. To answer the research aim, a three case studies have
been collected from projects that have utilized design thinking in complex environments.
These case studies have been selected for their representation of complex environments
from three domains: public, private and open source projects. Furthermore, each case
presents design thinking activity under three different conditions: design thinking
operating on the periphery to the project and organized system, design thinking applied
internally to the project and organised system and design thinking applied in a decentralized system.
This dissertation makes four fundamental contributions. First, it has contributed
knowledge and clarification on the history, development and definition of design thinking.
Second, empirical knowledge has been generated on the behavior of design thinking
specific to complexities of third and fourth order design practice. Third, it has contributed
new knowledge on the effects that positioning plays on design thinking practice in
complex environments. Finally, this thesis articulates underlying mechanisms that may be
enabling or disabling effective design in and for complex environments.
This thesis improves our understanding of design thinking in complex environments. The
knowledge generated in this thesis will help establish design thinking as fundamental to
8
design practice through identifying the evolution and history of design thinking to date. In
addition, this dissertation improves upon our understanding of the behavior of design
thinking in complex practice; to further educate and support design researchers and
practitioners when designing in and for complex environments. Furthermore, this thesis
provides a unique and original contribution to our understanding on design thinking
practice in complex environments with identification of potential underlying mechanisms
that enable and disable designerly behaviours to emerge in these contexts.
9
2.
The Evolution of Design Thinking
Design thinking is not a new concept. The aim of this literature review is to uncover and
trace the historical lineage of design thinking within design theory and practice. In doing
so, this review will be structured in three parts: first, a brief history of design thinking;
its evolution throughout design theory, highlighting key theorists and trends. Second, the
development of design methods and new forms of practice, and third; a discussion of the
common definitions and methods associated with a contemporary understanding of
design thinking, including a critical analysis of its transformation and approach in
current practice. Identification of the history, evolution and current definitions of design
thinking is required in order to solidify and evolve its theory and practice.
Design thinking has gained sudden popularity in a relatively short period of time.
Investigating the historical roots of this phenomenon is necessary in order to
contextualize the success and definition of contemporary design thinking practice. The
first section of the literature review, which covers the beginnings of design thinking, has
been split into two sections: a critique on “first generation” design theory, in the period
of the 1960s-1980s, followed by “second generation” theories from the 1980s to the mid
1990s. This brief outline on the fundamental movements in design theory is necessary in
order to establish and develop a more informed understanding of where and how design
thinking arose and where it may lead in the future.
10
The second section of this literature review will focus on the evolution and emergence of
new design practices; how and why these sub-disciplines were constructed. The purpose
of this second section is to develop a deeper understanding of the influence first and
second generation theories had on the development of new design disciplines,
distinguishing how the methods of these sub-disciplines differ whilst analyzing how this
development has contributed to contemporary design thinking practice. The third
section brings together current characteristics and definitions of design thinking in light
of historical development. This chapter will conclude with an argument for further
research on design thinking in complex environments and present the research question
that will guide the focus for this thesis.
11
2.1 A Brief History of Design Thinking
1960s-1980s: Establishing Design Practice
The design methods movement of the 1960s marked the beginning of an ongoing
debate over the process, theory and methodology of design practice. Scholars such as
Bruce Archer, John Chris Jones, Peter Slann and Horst Rittel initiated a conference titled,
The Conference on Systematic and Intuitive Methods in Engineering, Industrial Design,
Architecture and Communications, in London in 1962, which later inspired the
development of the Design Research Society (Jones, 2002). This conference sparked the
beginning of a movement that aimed to define design on its own terms, theorizing
proposals to professionalize and systematically distinguish design practice from art and
craft. During this period, Herbert Simon pioneered research on a design science, whilst
Horst Rittel and Melvin Webber argued against the rigid scientific lens through which to
view design problems. Rittel and Webber claimed design problems are not fixed and
introduced the famous term wicked problems.
Taking a different perspective, Victor Papanek introduced an argument for socially
conscious design, advocating the need for innovative sustainable solutions that answer
to fundamental human needs, whilst Bruce Archer championed for design to be seen as a
third form of knowledge distinct from science and humanities. The focus of this section
has been restricted to highlighting the fundamental theories of these writers, who each
represent different ideologies on design during the first generation of design theory.
These writers have been chosen for the impact their research has had on contemporary
design theory today.
The history of design thinking can be traced through many different disciplines and subdisciplines of design. In particular, design’s closest cousin, engineering, may present its
own lineage of the history of design and design thinking. For example, developments
from figures such as Robert McKim and Rolf Faste who made contributions within the
engineering discipline and resided at Stanford University. Similarly, fields external to
design theory, such as business management, have gained traction towards providing
knowledge on the history and development of design practice in managerial and
organizational contexts. This literature review has explicitly chosen to trace the history
of design thinking through fundamental papers and profiles from within design
literature. In doing so, this review acknowledges the presence and potential influence of
12
engineering and business management literature on the history and development of
design thinking, but in the interest of scope, it has excluded deeper investigations into
engineering and management theory. The focus on design theory provides a manageable
boundary for the literature review and presents a lineage of evidence that suggests
design thinking is in fact intimately linked to design practice.
2.1.1 Design is artificial
In his book, The Sciences of the Artificial, Herbert Simon describes design as a systematic
process aiming to improve artificial environments into ‘preferred’ outcomes (Simon,
1996, p.111). In his description of the artificial, Simon (1996) draws on technical
disciplines such as engineering, policy science and medicine; all of which he believes
exhibit processes concerned with improving the artificial world:
The intellectual activity that produces material artifacts is no different
fundamentally from one that prescribes remedies for a sick patient
[...] schools of engineering, as well as architecture, business,
education law and medicine, are all centrally concerned with the
process of design (p. 111).
Our world, as Simon sees it, is not natural but constructed from man-made artifice
(Simon, 1996, p. 2). Simon’s (1996) definition of the artificial represents objects created
by man. This gave Simon reason to believe the professions that aim to produce or
reconstruct the artificial reflect the act of designing “The proper study of those who are
concerned with the artificial is the way in which that adaptation of means to
environments is brought about-and central to that is the process of design itself” (1996,
p.113). Simon’s scientific perspective on the nature of design led him to evaluate the
human brain, an object he views as the ultimate ‘artifice’.
Simon draws comparisons between the processes of a computer and cognition (Simon,
1996, p. 74). He extends his theory into in-depth descriptions on the ‘limitations’ of both
mechanisms (Simon, 1996, p. 59). The computer is a product of human cognition, and as
such, its limitations reflect the limitations of the human brain. Simon argues that human
thought is artificial (Simon, 1996, p. 76), using psychology and mathematical
13
experiments to illustrate the limitations of computing (thought) processes of the brain
(Simon, 1996, p. 66; Huppatz, 2015). This train of thought led Simon to believe that in
designing solutions, cognitive limitations will construct boundaries that hinder our
understanding of the complexity of our external environment requiring resolution. As a
result, Simon proposes a theory of optimization through which one can only ‘satisfy’ than
resolve problems (Simon, 1996, p. 27-119). Simon approaches what he describes as
poorly understood systems (a reflection of Rittel & Webber’s ‘wicked problems’) with
scientific methods of prototyping (Simon, 1996, p. 18). Simon (1996) believes “To
understand them, the systems had to be constructed, and their behavior observed” (p.
20). He describes simulation as an optimal method for creating solutions that satisfy,
signaling prototyping as a source for generating new knowledge.
In a different argument, Simon approaches societal design with a unique perspective.
Working with project problems of a large scale, such as social planning, Simon stresses
the importance of representation and conceptualization of a common problem that is
understood by all stakeholders. This method, he argues “Would facilitate action rather
than paralyze it” (Simon, 1996, p. 143). In this instance, a correct representation was not
the most appropriate approach. Understanding amongst all individuals is key to the
cooperation and ultimate success of large-scale societal solutions. Simon (1996)
addresses feasibility when defining limitations (boundaries) of the problem “Design
problems often involve setting one or more parameters at values that will be neither too
high nor too low” (p. 144). Simon’s (1996) approach is pragmatic, arguing the
importance of “Configuring organisations [and] our social interactions with others in our
society”, whilst designing for the future and making loose predictions on alternative
scenarios to “Motivate activity which in turn will generate new goals” (p. 154). For
Simon, large-scale problems, whether societal or environmental, require an evolving
design process, one that is without final goals (Simon, 1996, p. 165). As a result, Simon
concluded that the complex artificial environment we have created requires a design
science that utilizes simulation techniques and a theory grounded in logic.
2.1.2 Design is complex
In one of the most influential papers in design theory, Dilemmas in a General Theory of
Planning, Rittel and Webber (1973) identify ‘wicked’ problems through an examination
of policy planning practice. When working with ambiguous and wicked problems, the
14
designer can only resolve rather than solve the problem at hand. Solutions are instead
determined as either good or bad “Assessments of proposed solutions are expressed as
“good” or “bad” or, more likely, as “better or worse” or “satisfying” or “good enough””
(Rittel & Webber, 1973, p. 163). A wicked problem is unique, ambiguous and has no
definite solution (Rittel & Webber, 1973, p. 161). Wicked problems are broad and cannot
achieve finite true/false outcomes. Rittel & Webber justify their position, arguing that
resolving an open-ended ‘wicked’ problem will introduce a new, complex problem and
thus never finding a complete resolution.
Rittel & Webber argue that science cannot resolve problems that have open and evolving
variables. The rigidity of science fails when attacking and resolving ‘wicked’, ambiguous
problems (Rittel & Webber, 1973, p. 160). Their justification is that science is only
equipped to deal with ‘tame’ problems “The problems that scientists and engineers have
usually focused upon are mostly “tame” or “benign” ones...Wicked problems, in contrast,
have neither of these clarifying traits” (Rittel & Webber, 1973, p. 160). A ‘tame’ problem
is an issue that can be resolved with a definite solution, under finite, localized
circumstances and could come to be resolved through trial and error.
This idea is similar to Herbert Simon’s theory of satisficing through optimization. All
three writers confess ‘wicked problems’ cannot come to any kind of true/false
agreement, but designers can only ‘satisfice’ or resolve to the best of the solutions
available. The ambiguity surrounding wicked environments led Rittel, Webber and
Simon to highlight the importance of understanding the design process. These three
theorists understood that the process of design aims to resolve problems “Between the
state of affairs as it is and the state as it ought to be” (Rittel & Webber, 1973, p. 165).
Furthermore, all theorists acknowledge the complex nature of designing for open,
‘wicked’ (evolving) problems that are often found within large-scale complex
environments. There is no room for trial and error when implementing a solution for a
wicked problem. It is for this reason that Rittel & Webber (1973) argue each wicked
problem is unique, and therefore, so too is the process “Part of the art of dealing with
wicked problems is the art of not knowing too early which type of solution to apply” (p.
164). Like Simon, Rittel & Webber (1973) discuss the significance of analyzing process
methods for solution optimization “The information needed to understand the problem
depends upon one’s idea for solving it… since every specification of the problem is a
specification of the direction in which a treatment is considered” (p. 161). This topic of
design process and co-development of problem and solution is still at the forefront of
15
debate to this day.
Through descriptions of policy planning problems, Rittel & Webber articulated the
messy, ambiguous problems faced by designers in complex design projects. Their theory
on wicked problems was embraced within the design community as it articulated the
ambiguous nature of design practice (Buchanan, 1992; Coyne, 2005; Jonas 2009; Kimbell,
2009). Rittel & Webber’s writing provided a method of reasoning and perspective on
problem solving that supports the justification of design processes for tackling ‘wicked’
problems, setting the theoretical groundwork for contemporary design scholars.
2.1.3 Design is human
Concurrent with a movement that was concerned with the establishment of a design
science, Victor Papanek released a book that introduced a moral perspective on the
responsibilities of the designer. Focused on industrial design, Papanek first released
Design for the Real World: Human Ecology and Social Change in 1972, with mixed
reactions from his peers (Papanek, 1985, p. xvi-39). Papanek makes a statement
throughout his book that the social and moral responsibilities of design stretch beyond
product and profit reports. Much of Papanek’s standpoint is in response to evidence that
“Recent design has satisfied only evanescent wants and desires, while the genuine needs
of man have often been neglected” (Papanek, 1985, p.15). Papanek’s primary concern is
drawing attention to fundamental societal needs and he advocates that designers need
take into account wider moral responsibilities.
Reflecting Simon’s idea that everyone designs, Papanek wrote “Any attempt to separate
design, to make it a thing by itself, works counter to the fact that design is the primary
underlying matrix of life” (Papanek, 1985, p.12). However, unlike Rittel, Webber and
Simon, Papanek does not concern himself with extrapolating the details in process
theories, methods, or definitions of design. Instead, Papanek frequently refers to
innovation, a solution he believes to be the result of simplifying complexity “When we
speak of an elegant solution, we refer to something that reduced the complex to the
simple” (Papanek, 1985, p.26). Where Simon aims to ‘satisfy’ and ‘optimize’ solutions
derived from a complex simulation of external environments, Papanek sources
16
experience, knowledge and intuition for the resolution of problems in as simple a way as
possible (Papanek, 1985, p. 151-186). In contrast to Simon and Rittel, Papanek highlights
the intuitive nature of design “Design is the conscious and intuitive effort to impose
meaningful order” (Papanek, 1985, p.4), but understands the impracticality of trying to
tangibly describe intuition for the purpose of innovation. Instead, Papanek refers to
traditional and practical process models, such as the function complex (Fig.1) as a
method to measure the balance of tangible design products, whilst offering a list of
innovative-idea-triggering techniques. These methods include brainstorming and
prototyping methods, with emphasis on analogical thinking.
Fig.1 The Function Complex (Papanek, 1985, p.7)
17
Fig.2 Triad of Limitations (Papanek, 1985, p.73)
Revising methods in light of human needs, Papanek proposes the use of a more
theoretical model, the triad of limitations (Fig.2) (Papanek, 1984, p. 73). To measure
innovative design solutions against complex human structures, Papanek states “We can
now use the triad of limitations and see it as a primary filter to establish the social value
of the design act” (Papanek, 1985, p. 74). In contrast to constrictive perspectives from
Simon, Rittel & Webber, Papanek argues design must elevate beyond process
methodologies and standard models of best practice, to concern itself with moral
responsibilities and innovative simplicity.
18
2.1.4 Design is a third way
Bruce Archer, a co-creator of the Design Methods Movement, championed for a
revolution in art and design education. Archer believed that there existed a third area in
education and of knowledge, one that was distinct from the sciences and humanities
(Archer, 1979). For Archer this third area was design, and he subsequently spent 25
years devoted to developing design into an academic discipline at the Royal College of
Arts in London.
Archer’s contribution to design was holistic. He did not focus on any one particular
characteristic in design practice but instead emphasized the nature of design
methodology. Archer’s ideas and discussions on design are innovative for they reflect the
nature of contemporary design practice as it stands today.
In one of his earliest articles on design, Systematic Method for Designers, originally
published in 1965, Archer provides one of the earliest accounts of the term design
thinking. Archer, commenting on the changing landscape of industrial design, states:
In the face of this situation there has been a world-wide shift in emphasis from
the sculptural to the technological. Ways had to be found to incorporate the
knowledge of ergonomics, cybernetics, marketing and management science into
design thinking (p.57).
In this article, Archer attempts to present the design process through the scientific lens
that influenced the first generation of design theory. Echoing Papanek, Archer (1967)
articulates that design is “a goal-directed activity and the designer is trying to proceed in
a direction called good” (p.50). In elaboration, Archer (1965) provides his own definition
of design:
Before we can look at the systematic methods of designers, we must know what
we mean by ‘design’. An architect preparing plans for a house is clearly designing.
So is a typographer preparing a layout for a page of print. But a sculptor shaping
a figure is not. What is the difference? A key element in the act of designing is the
formulation of a prescription or model for a finished work in advance of its
embodiment. When a sculptor produces a cartoon for his proposed work, only
then can he be said to be designing it (p.58).
19
Throughout his article, Systematic Method for Designers, Archer builds upon
characteristics that distinguish design from other related practices, concluding that
design should be defined by 10 core elements:
1. A design must be based on the formulation of a model
2. The model must be embodied in/as an artifact
3. There must be a creative step in the design process
4. The process must be based on a purpose and favor intent over exploration
5. The process must be intuitive but not spontaneous
6. The process must begin with a need
7. The process must reconcile conflicting variables
8. The process must be holistic and consider the artifact in a wider system
9. Design problems are complex
10. Design must optimize between solutions (Archer, 1965, pp.58-62)
Archer suggests that design is human-centered, arguing for the account of “human
values” (Archer, 1965, p.75; Archer, 1967, p.48) yet approaches problems through a
theory of optimization four years prior to Herbert Simon’s infamous design approach
(Archer, 1965, p.62; Archer, 1967, p.50). In this list, Archer also acknowledged that
design problems are complex; highlighting the concept of complexity in design practice
eight years prior to Rittel and Webber’s infamous article on wicked problems.
Furthermore, Archer makes statements that have only recently come to light in design
theory and practice. Archer (1967) predicts that “time is rapidly approaching when
design decision making and management decision making techniques will have so much
in common that the one will become no more than the extension of the other” (p.51).
Design management has recently come to the forefront of design thinking and, as Archer
predicted, design thinking has become intertwined with management discourse in the
design for organizational transformation today (Martin 2009; Liedtka 2000; Beckman,
2007),
In later years, Archer (1976) revised his perspective on design, candidly stating “In
retrospect, I can see that I wasted an awful lot of time trying to bend the methods of
operational research and management techniques to design purposes” (p.17) reframing
his perspective and definition of design from that of a systematic process to one
20
embedded in artistic behavior (1976, p.19). In the article titled The Three R’s, Archer
(1976) makes explicit that we need a third area of education, one that focuses on the
making and doing behind human practice. This, he argues should be called Design:
Thus Design, in its most general educational sense, where it is equated with
Science and the Humanities, is defined as the area of human experience, skill and
understanding that reflects man's concern with the appreciation and adaption of
his surroundings in the light of his material and spiritual needs. In particular,
though not exclusively, it relates with configuration, composition, meaning, value
and purpose man-made phenomena (p.19).
In stark contrast to Simon’s justification for a design science, but echoing the ideology of
satisficing, Archer (1967) argues that a design methodology is grounded in
approximation and “plausible reasoning” than upon “exact reasoning producing an
answer which is logically seen to be the only or the best answer” (p.50). Bruce Archer
discusses the problem-solution space in design practice, arguing that parameters must
be defined whilst, at the same time, a description of the design solution must be
calculated based on competing requirements (Archer, 1967, p.49). Archer (1979)
suggests that during formative phases of design activity, design thinking is in a state of
flux:
The designer's attention oscillating between the emerging requirement ideas
and the developing provision ideas, as he illuminates obscurity on both sides
and reduces misfit between them (p.17).
In a poignant premonition of the current disruption in design thinking, Archer (1965)
states that design is yet to reach the “use of an agreed terminology” (p.64). Furthermore,
he adds that design is scattered with theorists who “each have their own favorite models,
techniques and jargon” as has been presented in the first generation of design theory,
and which persists in design theory to date (Archer, 1965, p.64). However, Archer (1965)
also anticipates that a “certain amount of common ground is emerging” (p.64), common
ground that this review aims to synthesize and present.
21
2.1.5 Conclusion
It is clear through investigation of the fundamental theories laid by Simon, Rittel &
Webber, Papanek and Archer, that all five, albeit from distinctively different
perspectives, understood the ambiguous complexity and inherent ‘wickedness’ in design
practice. The combined knowledge of these theorists conclude that in light of our
complex, ‘wicked’ and uncertain world, problems could at best only ‘satisfy’ rather than
be definitively and logically resolved. The ambiguity and uncertainty underlying the
question of what to solve, led to investigation of how we solve in order to attain success
in design practice. After the breakthrough of first generation design theories introduced
in the 1960s and 1970s, the focus in design theory began to shift towards reflection on
cognitive design practices, as opposed to professionalising design as a subset of the
sciences.
1980s-1990s: Understanding design cognition
After the inception of the design methods movement, design research underwent a
revival in the mid 1980s to 1990s. Theorists in this period focused on re-evaluating the
scientific-centric groundwork laid during the first generation of design theory (Cross,
2007, p. 2). This second generation of design theory brought forth an appreciation of
design cognition, including the first formal account of the phrase design thinking through
Peter Rowe’s 1987 book titled, Design Thinking. At the forefront of discussions in this
period was Nigel Cross, Donald Schön and Richard Buchanan. These key figures
advocated for interpretations of design methodology that shift away from the formulaic
logic behind a science of design established during the first generation of design theory.
Instead, these theorists explored the cognitive aspects of the design process: the
ambiguous, intuitive and human characteristics. These discussions lead to an analysis of
the tacit intuition unique to a designer, or as Nigel Cross describes it, a designerly way of
knowing (Cross 2001, p. 49).
22
2.1.6 Design is intuitive
Nigel Cross, with Norbert Roozenburg and Kees Dorst, initiated the first formal
symposium dedicated to research on design thinking in 1991. This event solidified the
significance of design thinking in design research and practice (The Design Group, 2012).
Since its establishment in 1991, the design thinking research symposia continues as the
leading conference on research into design thinking.
The Design Thinking Research Symposium aimed to unify both experimental and
scientific research on the cognitive aspects that underlie design practice. Thus, the term
‘design thinking’ was used to denote tacit reasoning as designers proceed through a
design process (Cross, Dorst & Roozenburg, 1992, p.1). Following this initial symposium
at Delft University, proceedings were collated into a book titled, Research in Design
Thinking. In this book, Cross discusses the relationship between design and design
thinking, implying that design thinking is design:
Therefore it seems natural that a major part of design research should be
concerned with trying to understand just how it is that people do design. This
kind of research is what we are calling "research in design thinking" (Cross, Dorst
& Roozenburg, 1992, p.3).
Nigel Cross states that the process of design is intuitive. For Cross, this intuition was
unique to design practice and need not build on historical theories from the arts or
sciences (Cross, 2001, p. 55). Cross highlights that “Expert designers tend to emphasise
the role of "intuition" in the generation of solutions, and "creativity" is regarded as an
essential element in design thinking” (Cross, Dorst & Roozenburg, 1992, p.6). It was in
this realization that Cross (1999) was able to establish a new theory of design.
Supporting arguments laid by Archer, Cross (1992) claimed that design history and
processes could stand independently from art and science:
We have come to realize that we do not have to turn design into an
imitation of science, nor do we have to treat design as a mysterious,
ineffable art. We recognize that design has its own distinct intellectual
culture; its own designerly ‘things to know, ways of knowing them, and
ways of finding out about them’ (p. 7).
23
Cross placed the designer at the center of his theory, leading him to focus on the
cognitive aspects of design practice. Cross’ (1999) discourse of design focuses on
understanding the intuition inherent in the designer “One immediate subject of design
research, therefore, is the investigation of this human ability-of how people design” (p.
6). Cross’ interest in intuition inspired him to investigate the mystery behind the
‘creative leap’.
Conventional impressions of design practice assumed that spontaneous bursts of
creativity, otherwise known as the ‘creative leap’, dominated the problem-solving
process in design practice. Cross’ investigation into intuition lead to a realization that the
mysterious ‘creative leap’ is not so elusive after all. Cross (1997) conducted empirical
research into the process of design and discovered “In creative design, it is not necessary
that such a radical shift of perspective has to occur in order to identify a ‘creative leap’”
(p. 427). Cross (1997) elaborates that part of the design process is about building
“creative bridges” connecting ideas to form solutions “The sudden illumination that
occurs in creative design is therefore more like building a ‘creative bridge’ than taking a
‘creative leap’” (p.428). Cross states that this process relies heavily on analogical thinking
and abductive leaps; thought processes that connect ideas from unrelated domains.
Cross comments on the complexity of design thinking, referring to discussions on design
presented during the first generation of design theory:
At the moment, we seem to have a fairly rich picture of design thinking, but we
lack a successful, simplifying paradigm of design thinking. Those simplifying
paradigms which have been attempted in the past - such as viewing design
simply as problem-solving, or information-processing, or decision-making, or
pattern-recognition - have failed to capture the full complexity of design thinking
(Cross, Dorst & Roozenburg, 1992, p.9).
Cross emphasises the human-centeredness underpinning the act of design, stating
“Designing is something that people do. Animals do not do it, and machines (so far) do
not do it. The ability to design is a part of human intelligence, and that ability is natural
and widespread amongst the human population (Cross, Dorst & Roozenburg, 1992, p.3).
In Research in Design thinking Cross (1992) acknowledges the contributions of design
theorists towards developing design theory during the second generation (p.8). Donald
Schön, Bryan Lawson, Peter Rowe and Bruce Archer are all cited as having influence on
24
design thinking research, with Schön contributing to both the research symposium and
the book’s proceedings.
2.1.6 Design is introspective
In his 1982 book, The Reflective Practitioner, Donald Schön aggressively challenges
Simon’s justification of a design science. Schön (1982) defends Rittel & Webber’s theory
of ‘tame’ problems, adding in his words, that Simon “Proposes to fill the gap between
natural science and design practice with a science of design. His science can be applied
only to well-formed problems already extracted from situations of practice” (p. 47).
Schön contextualizes Simon’s argument explaining that, during this period, professions
seeking a higher status such as design felt the need to ground their practice in science
(Schön, 1982, pp. 21-51). Schön (1982) drills his argument further, adding “It wasn’t
until early 60s that society began to realize the pitfalls of a scientific driven society and
that it didn’t live up to expectations” (pp. 6-14).
Schön argues the importance of understanding the problem solving process of design.
However, Schön’s focus on problem solving is directed towards setting and framing the
problem rather than analyzing the process. Schön describes problem setting as not just
part of the process, but a way to frame and contextualize problems to inform the way
designers approach their process. Schön (1982) justifies his position by stating “When
ends are fixed and clear, then the decision to act can present itself as an instrumental
problem. But when ends are confused and conflicting, there is yet no ‘problem’ to solve”
(p.41) echoing Rittel & Webber’s theory of wicked problems.
Schön extends on Rittel & Webber’s theory, describing wicked problems as swampy
lowlands. He defines in his own terms that the designers who involve themselves in these
lowlands “Deliberately involve themselves in messy but crucially important problems
and, when asked to describe their methods of inquiry, they speak of experience, trial and
error, intuition, and muddling through” (Schön, 1982, p. 43). It is clear that Schön’s
theory of problem ‘setting’ is emphasized due to the intuitive and tacit nature of design.
Schön elaborates by proposing the use of divergent thinking to tackle the swampy
lowlands in design practice (Schön, 1982, p. 62).
25
It is evident that Schön (1982) is preserving the intuitive nature of design by focusing on
framing problems as opposed to clinically dissecting the design process:
Let us search, instead, for an epistemology of practice implicit in
the artistic, intuitive processes which some practitioners do bring to
situations of uncertainty, instability, uniqueness and value conflict (p. 49)
The design process for Schön is a personal and internal conversation between the object
designed and the designer. This examination directed him to discuss the ‘reflective’
nature of designing. Schön (1982) argues that the personal and uncertain process of
reflection in design is a crucial conversation to master and one that can be elevated to a
status equal to that of rigorous scientific research “If we can develop an epistemology of
practice which […] shows how reflection-in-action may be rigorous in its own right, and
links the art of practice in uncertainty and uniqueness to the scientists art of research”
(p.69). For Schön, the process of reflection-in-action is the ‘art’ of tackling problemsituations of complex uncertainty.
2.1.7 Design is innovative
Richard Buchanan discusses the concept of design thinking in his widely influential
1992 paper, Wicked Problems in Design Thinking. Buchanan describes design thinking as
a liberal art with a uniquely flexible practice (Buchanan, 1992, p. 5). He addresses the
interdisciplinary nature of design thinking and the importance of integrating disciplines
for the purpose of “enriching human life” (Buchanan 1992, p. 6). Buchanan builds upon
Rittel & Webber’s description of ‘wicked’ problems, but rejects proposals from first
generation theorists such as Simon who address design as a science. Instead, Buchanan
predicts that design is transforming into a profession that is “Exploring concrete
integrations of knowledge that will combine theory with practice for new productive
purposes” (Buchanan, 1992, p. 6). Buchanan believes contemporary culture is turning to
design thinking for insight to resolve (Rittel & Webber’s) ‘wicked’ problems.
26
Like Simon, Papanek and Archer, Buchanan acknowledges that design is a process
exhibited in daily life. Rather than stating everyone is a designer – or design thinker –
Buchanan (1992) argues design and design thinking is a skill that is only “Mastered by a
few people who practise the discipline with distinctive insight and sometimes advance it
to new areas of innovative application” (p. 8). Buchanan connects design thinking to
innovation, explaining that the creation of innovation is when “The initial selection is
repositioned at another point in the framework, raising new questions and ideas”
(Buchanan, 1992, p. 11). This proposition of re-contextualizing reflects Cross’ analogical
‘creative leap’ and Schön’s description of framing as methods to generate innovative
solutions.
Buchanan’s biggest impact was his theory on the expansion of design practice. He
suggests four primary ‘orders’ where design thinking inhabits, regardless of whether
design is at the core of its discipline. These orders are:
1. Symbolic and visual communication
2. The design of material objects
3. Activities and organized services
4. The design of complex systems or environments for living, working, playing
and learning (Buchanan, 1992, p. 9).
This list represents one of the first accounts of explicitly identifying design thinking
as a typology of practice. Buchanan’s theory of the four orders of design practice
provided a revolutionary framework that has guided the expansion of design thinking
and design practice.
27
2.1.8 Conclusion
The first and second generation of design theory outlined thus far highlight fundamental
ideas that have provided the foundation for design thinking and practice. Despite
divergent perspectives presented by scholars throughout this history, three common
themes have emerged. The first theme is the understanding that design is humancentered; it is created by humans and its purpose is to improve upon human needs.
Furthermore, design is fundamental to human activity and is a process that is exhibited
in every day life. Second, the argument for design as a discipline distinct from arts and
sciences was established during the first and second generation of design theory. It has
been made clear that design is a unique way of working and proven justifiable for
owning and creating its own distinct history and practice. Finally, design practice deals
with problems and issues that are complex and ambiguous. It has been made evident
that each theorist acknowledged the inherent complexity that underlies design
problems, and that the purpose of design practice is to satisfy evolving constraints as
opposed to determining finite solutions.
28
2.2 The Evolution of Design Methodologies
Following the first and second generation of design theory was a focus on the
development of new design methodologies. Grounded in practice, new design disciplines
began to emerge and design practice and thinking evolved into new sub-disciplines.
Concurrent to debates focusing on design cognition that dominated academic circles
during the second generation of design theory was the development and evolution of
design practices that would cement Buchanan’s four orders of design as established
design disciplines. Before continuing with this section, it must be noted that multiple
accounts and contexts of design methods and practices have been recorded throughout
history, and across many diverse disciplines (Sless, 1997). To account for all diverse
interpretations is beyond the scope of this review. Outlined here are fundamental design
methodologies articulated across multiple sources: participatory design, user-centered,
service and human-centered design. These fundamental methodologies have been
chosen for their evolution towards contemporary design thinking practice.
2.1.1 Participatory Design
Community participation in the development of political policies, urban societies and
grass roots democracy is an established ideology for the creation of a civil and
harmonious society that traces back to Plato’s Republic (Sanoff, 2006, p.131).
Developments in user participation have long been used as a method to resolve conflicts
that affect communities, such as urban planning (Steinø, 2003, p. 190). The origin of
participatory design is widely acknowledged as the result of Scandinavian research into
design methods during the methods movement of the 1960s (Sanoff, 2006, p. 140;
Holmlid, 2009, p. 3). Also known as the ‘Scandinavian Approach’ (Asaro, 2000, p. 257),
participatory design methods aimed at integrating end-users into development phases of
projects (Asaro, 2000, p. 257) ranging from computer systems in the workplace to adult
education and rural development (Sanoff, 2006, p. 132; 140). In addition, participatory
practice was further fuelled by social movements (Sanoff, 2006, p. 131) and was also
referred to as belonging to broader co-operative design practice (Holmlid, 2009, p.4).
29
System design and technical advancements in computing during the late 1960’s formed a
major platform for participatory design thinking (Asaro, 2000, p. 260). Prior to
participation, system design was the main methodology for technological development.
Peter Asaro (2000) argues that participatory methods “Sought to reform or replace”
(p.260) basic methods of system design during this era. During the development of new
technologies, participatory design focused on including the user in the creation and
development of specified products. Participants were invited to offer insights into the
particulars and functionality of artifacts (Holmlid, 2009, p. 7).
Participatory design had developed as a mainstream methodology used in ergonomics
and socio-technical systems at the peak of digital development in the 1980s (Love,
2011). Methods included: prototyping, mock-ups, role plays and most importantly,
usability testing methods borrowed from science methodologies (Johnson, Salvo &
Zoetewey 2007, pp. 330- 321). These methods aimed to uncover the problems faced by a
‘user’ (Asaro, 2000, p. 260) to enhance efficiency and usability of a product or product
system.
Many pitfalls of traditional participatory user-testing methods were encountered.
Neglecting user experience and stakeholder input, (Steinø, 2003, p. 187; Krippendorff,
2006, p. 228) emotional responses to a system or product (Holmlid, 2009, p.5), battles
between authorities, selection of participants and stakeholder disapproval of user
decisions (Steinø, 2003, p. 188) all contributed to failed outcomes or even the
abandonment of user input. Furthermore, at its core, participatory design’s aim was to be
used as an emancipatory framework. The socio-technical fields that widely adopted
participatory design resulted in a trend where “the cooperative and participative nature
have been reduced and institutionalized under a logic of technology development”
(Holmlid, 2009, p.5).
In response, discussions about user-collaboration, or ‘co-design’ (Holmlid, 2009, p. 9)
began to emerge (Sless, 1997). Co-design had been developed with a more emphatic
approach in mind, “The early research interests in interaction design and usability were
widened with studies that considered design for experiences and tried to capture a more
holistic picture of the ‘user’” (Mattelmäki & Visser, 2011) and aimed to change passive
users into co-operative designers (Sanders & Stappers, 2008, p. 6). However, the most
significant shift in user development was put forth by design theorist, Donald Norman.
30
2.1.2 User-Centered Design
Donald Norman re-contextualized user testing into a methodology aimed at
understanding the needs and interests of the user (Norman, 1988, p. 188). Drawing from
his research in cognitive science, Norman addresses design issues through the user’s
perspective and coined the term ‘user-centered design’. He argues in his book, The
Design of Everyday Things, (originally published in 1988 under the title The Psychology of
Everyday Things), that all design should be based on a simple conceptual model that is
“Appropriate for the user” (Norman, 2002, p. 189). Central to his argument is the belief
that “Much of our everyday knowledge resides in the world, not in the head” (Norman,
2002, p. 189). Norman humanized the more socio-technically focused participatory
design methods to favor user needs and control. Additionally, he aimed to deliberately
“Make things visible” (Norman, 2002, p. 206) to enable users to discover errors and take
action towards resolving them (Norman, 2002, p. 216). Placing the user at the center of
the development process (Buur & Ylirisku, 2007, p. 6) was core to the user-centered
design process. Norman’s ideology of user-centered design opened up a new perspective
that discovered the benefit of user experience over user testing. Focusing on user
experience rather than just efficiency and functionality of an artifact (Holmlid, 2009, p. 2;
9) user-centered design was refined through methods borrowed from behavioral science
disciplines (Sless, 1997).
User-centered design evolved on its humanistic approach to user testing to include
users throughout the development of a product or system. In other disciplines, usercentered design moved from designing artifacts sympathetic to users needs (Johnson,
Salvo & Zoetewey, 2007, p. 324) to resolving wider societal needs (Buur & Ylirisku,
2007,p.7). This developed ideas where innovation that could be discovered by elevating
users from ‘helpers’ to ‘co-developers’ in broader social contexts (Buur & Ylirisku, 2007,
p. 7).
31
2.1.3 Service Design
The attention on user experience helped shape an emerging design methodology and
discipline titled service design. Lucy Kimbell explains that service design “Draws on
several traditions including product, environment, experience and interaction design”
(Kimbell, 2009, p. 250). This shift occurred when businesses began to consider their
products and services ‘in use’ as opposed to traditionally closing the value chain once
transactions had been established (Kimbell, 2010, p. 3). This process focuses on what the
user does with a good or service, including their journey and experience. Kimbell adds
that the distinction between a service and product becomes irrelevant, for everything is a
type of service that plays a role in ‘value creation’ (Kimbell, 2010, p.3). This perspective
evolves from user-centered design, which emphasised users needs and wants. The
meaning of a service, that encompasses both product and system, opens up a new and
holistic approach to design practice that focuses on resolving service problems (Kimbell,
2009; Kimbell, 2010). Kimbell outlines the fundamental differences between usercentered and service design in the table below:
Fig.3 (Kimbell, 2010, p. 7)
Fabian Segelström’s (2010) research thesis on service design traces the practice to the
1970s. As discussed by Kimbell, Segelström argues the divorce of goods from services
marked the beginning of a new business attitude (Segelström, 2010, p. 6). Prior to this
movement, services were thought to be inferior to goods (Segelström, 2010, p.6). The
development of service design gained momentum in the 1990s, owing much of its
recognition to service marketing and meta design developed by Ezio Manzini (Kimbell
2010, p. 2; Segelström, 2010, p. 15).
32
Similar to service design philosophy, Manzini’s meta-design focuses on resolving service
issues for sustainability. Manzini takes a holistic perspective on society, utilizing “people
power” to create socially innovative solutions. His methods focus on designing for
complex networks, using peer-to-peer and open-source platforms to allow localized
communities take control in the creation of sustainable solutions (Manzini, 2006, p.1). As
such, systems are created that are multidisciplinary and enable all actors to become
designers. Traditionally, meta-design was defined as “The design of a set of tools,
methodologies and ways of doing capable to support designers in a variety of design
processes” (Manzini, 2006, p. 2). Today, Manzini has extended this definition to include
all users and stakeholders as ‘designers’ of a service in order to enable participants to
evolve with outcomes, echoing the practice and ideology of co-design.
It is unanimous throughout all accounts on service design that methods take a holistic
approach. The service design process includes designers, users and stakeholders who all
either manage, influence or are affected by a service outcome. Visual tools (Fig.4) also
play a central role in service design practice, such as journey maps, scenarios,
storyboarding, posters and cognitive walkthroughs (Diana, Pacent & Tassi, 2009). These
visual methods are employed to gather insights on the interactive life cycle of a service
from the user’s perspective and to communicate user insights (Service Design Tools,
2010; Segelström, 2009). This practice departs from participatory methods that focus on
a specific interaction between an artifact or technical system. The ‘user’ in service design
practice can range from a financial stakeholder, employee or customer. A large
proportion of service design methods have been developed or borrowed from
anthropology (Kimbell, 2010, p. 9; Friess, 2009, p.41). The service design process shifted
from tacit ‘designerly ways of knowing’ to utilizing ethnographic methods of inquiry in
order to better understand humans and their experiences. As such, methodologies aim to
generate a better understanding of all variables and personas involved with a service.
[IMAGE REMOVED]
Fig.4 Service Journey Map (Service Design Tools, 2010)
It is a holistic and visual perspective that is key to service design. The narrow view of
participatory and user-centered design methodology blinkered insights for innovation.
The service design approach includes stakeholders as part of the process and all other
users interacting with the service throughout, rather than just the end user. The strength
33
of adopting a broader perspective towards products and services increases
understanding on the connections between stakeholders and users and allows for the
collaboration and exchange of knowledge from all key participants to make better
informed and innovative design outcomes (Holmlid, 2009, p.7). These developments lead
towards a more humanized attitude towards design practice, which in turn, influenced
the emergence of human-centered design.
2.1.4 Human-Centered Design
From the early 1990s, user-centered and human-centered were often interchangeable
terms used for methods that integrated end users into the design process. In its early
stages, much like with previous methodologies described, human-centered design began
its rounds within technological and product systems circles (Friess, 2009, p.40-43).
During this period, human-centered design was acknowledged as human-centered
interaction (Gasson, 2003). The methodology started to evolve in the late 1990s (Sanders
& Stappers, 2008, p. 10), changing context from a techno-driven process to one with a
human(itarian) focus.
In an early book on the subject, Design for Success: A Human-Centered Approach to
Designing Successful Products and Systems, William B. Rouse (1991) defines humancentered design beyond the idea of humans as ‘cogs’ and prescribes an alternative
philosophy. Rouse (1991) argues human-centered design as a mindset that incorporates
the “Roles of humans in complex systems, enhancing human abilities, aid to overcome
human limitations and foster user acceptance” (pp.6-123). Similar to existing
participatory and user-centered philosophies, Rouse describes the human-centered
design process to include users such as stakeholders who are involved or affected. Rouse
situates his book within the discourse of systems and product engineering, however, it
highlights an important step towards broadening the narrow perspective of users
previously discussed in user-centered design methodologies whilst also building on
empathic design practice developed through early co-design approaches. Yet, the
reliance on human-centered data for decision making and process innovation can erode
authority in design practice. Design thinking runs the risk of not being guided by user
34
data, but instead basing decisions on quantified user information (Friess, 2009, p. 40).
Friess (2009) argues that the consequences of human-centered design is its empirical
reliability, stripping designers of their ‘rhetoric’ and reducing designers to little more
than a passive bystander (p.45). Ironically, the emphasis on empirical data may strip
human-centered design of its humanistic ethos, where “Bracketing emotion and
character for the sake of user data does not make a design process ‘more’ humancentered” (Friess, 2009, p.48). Taken to its extreme, the empathetic characteristic of a
human-centered methodology may be lost beneath a detached process of collecting
quantitative and qualitative data from participants with no responsibility given to
designer intuition. Friess (2009) claims that human-centered design (and indirectly
design thinking) lacks distinction from other methodologies:
Although it appears on the surface that no two definitions of HCD are
exactly the same, sometimes differentiation between two supposedly
distinctive definitions of HCD is highly difficult. (p. 42).
It may be difficult to differentiate human-centered design from other user-centered and
collaborative design practices. However, human-centered design changed direction
when designers realized the wider impact design practice could have on societal
problems. Service design allowed for human-centered design to redefine its meaning and
develop into what is now understood as the foundation of design thinking.
2.1.5 Conclusion
The first and second generation of design theory enabled evaluations and improvements
in the way designers think and work. This led to the development of new design
methodologies, introducing emerging design disciplines that have now been accepted as
part of the repertoire of design practice. The theories and methodologies identified in
this brief history have contributed to the evolving practice of design and what is now
known as design thinking. This brief history of design thinking has traced fundamental
developments within the design field to illustrate that our contemporary design thinking
practice is grounded in the design field and has a historical genealogy in both design
academia and practice. Understanding the past has provided a foundation for
synthesizing and clarifying definitions on design thinking that are presented to date.
35
3. Current Practice
Today, design thinking is fraught with confusion over its position and definition within
design. Its increasing popularity over the past ten years has appeared as though sudden
and without substance. The term ‘design thinking’ as opposed to ‘design’ appeared to be
new and innovative, and as a result, sparked confusion over whether design thinking was
a newly evolved design discipline distinct from other design practices. Thus,
contemporary definitions of design thinking varied and sometimes appeared detached
from the history that has been identified in this review. Hence, the aim of this section is
to investigate and critically deconstruct dominant characteristics that constitute
contemporary theories on design thinking. This section is required in order to identify if
contemporary descriptions of design thinking reflect or differ from theoretical
foundations outlined in this review. This clarification is constructed in light of current
and historical perspectives and developments on design theory and methodology. This
section will first identify what is the contemporary understanding of design thinking
before presenting possible future directions for design thinking practice. This section
will conclude with the research question, and in doing so, sew together key ideologies
discussed throughout the literature review, proposing potential research gaps and future
opportunities for design thinking research in complex environments.
3.1 What is Design Thinking?
Contemporary design thinking is described as both a mindset and a method. Design
thinking owes much of its recent popularity to consultancy agency IDEO and the
Stanford Design School. These institutions have inspired large businesses to adopt
design thinking as a new method to tackle complex ‘wicked’ problems in the hope
of creating innovative solutions (Carlgren, 2013; Brown, 2009). Current controversy on
design thinking has increased confusion over its definition, fuelling skepticism over who
is deemed a design thinker, if methodologies are unique and, most of all, if the process is
creating innovative outcomes.
Design thinking methods are tangible representations of the design mindset. Holistic,
human-centered methods of inquiry are fundamental to the process of design thinking.
The most commonly known resource for design thinking methods comes from
consultancy agency IDEO. Founded by Tim Brown in 1991, IDEO have developed toolkits
tailored towards business innovation (Methods Cards, 2010), education (Toolkit for
36
Educators, 2011) and social innovation (Human-Centered Design Toolkit, 2010). All kits
use methods that invite stakeholders and users to participate in the design-development
process. Design thinking methods are often used as tangible representations of, and to
enable, the mindset. As a methodology, current design thinking draws heavily from
internal practices as well as external, such as research methods from anthropology and
behavioural science (Shluzas, Steinert & Katila, 2014, p.136; Lockwood, 2010, p. xi).
Fundamental to this trend is the adoption of a human-centered, multidisciplinary
practice that re-contextualises problems in a more empathetic way in order to discover
innovative possibilities.
The “mindset” camp of design thinking advocates believe a creative, non-linear and
human-centered perspective is the driving force behind design thinking. Design thinkers
possess intuitive and divergent thinking skills, using both creative and pragmatic
thinking to create innovative yet practical solutions. On the surface, a human-centered
philosophy is what sets a design thinking process apart from its methodological
predecessors (Mootee 2011; Brown 2008; Leavy 2010; Davis 2010; Jahnke 2009). A
human-centered approach is reviewed as one of the most important aspects of design
thinking (Design Thinking and the Big Society 2011, p.07), with Stanford University’s
Design School focusing heavily on the human-centered design process for design
thinking innovation. Norman and Verganti argue that human-centered design is not a
precise set of methods but a philosophy (Norman & Verganti, 2012). It is more about
storytelling and re-interpreting meaning through collaboration, empathy and
understanding of the user and society, than using data on society (Design Thinking and
the Big Society, 2011, p. 08). Tim Brown believes the innovative ideas that result from
design thinking prove the movement to be a new and innovative process, justifying “The
emphasis on fundamental human needs-as distinct from fleeting or artificially
manipulated desires- is what drives design thinking to depart from the status quo” (Tim
Brown urges designers to think big, 2009). Design thinking “Favors the perspective of
the user and context” (Jahnke, 2009, p. 10). This focus is consistent across all types of
projects that design thinking is applied to, from business to social innovation.
These characteristics do not represent the process but the attitude towards processing
‘wicked’ problems. Designers such as Mauro Porcini (2009) argue that the design
thinking mindset is trained unconsciously as much as it is consciously during design
school. He believes design thinkers are those that possess an attitude which “Surfs
comfortably on the fine edge between the feasible and unfeasible- because that’s the only
37
geography where innovation likes to lie down and rest” (Porcini, 2009, p.13). However,
describing the design mindset has opened up ground for debate, with some practitioners
disputing that design thinking is not a talent unique to a designer, but a perspective
exemplified by all visionaries who dare to break out of the boundaries (Norman, 2010).
Descriptions of design thinking can be attributed to non-designers, creating confusion
over who should be privileged with the title of ‘design thinker’. Porcini and Norman both
discuss the idea that a design thinker is not necessarily a designer, and that not all
designers are design thinkers (Porcini, 2009; Norman, 2010). Adding to the ideology that
design thinking is representative of more a mindset and philosophy as it is a
methodological process, Lawson (2006) points out in his book, How Designers Think, that
this unique way of thinking is a learned skill “We are less ready to recognize that
thinking might need similar attention. The book as a whole is devoted to developing the
idea that design thinking is a skill” (p.15). Lawson argues that in today’s society, the act
of designing represents more of a mentality than a craft, proving a division between
those who design and those who make (Lawson, 2006, p.21).
At a fundamental level, design is about process. Many contemporary theorists have
made attempts at re-evaluating the design thinking process. Reinterpretations of design
thinking emphasize abductive thinking, pragmatic theory and the interplay between
problem-solution spaces also known as the “fuzzy front end” (Dorst, 2010, p.133;
Gumienny et. al., 2010, p.245; Lundberg & Pitsis, 2010, p.281). Discussions surrounding
divergent and convergent thinking remain popular, albeit not an entirely new concept
“Design thinking aspires divergence instead of representativeness in order to develop a
broad inspirational understanding about a situation” (Gumienny et. al., 2010, p.244).
Richard Coyne (2005) argues that design thinking is an understanding between theory
and practice, where the “Designer explores concrete integrations of knowledge that will
combine theory with practice for new productive purpose” (p. 7). Wolfgang Jonas (2007)
illustrates that the design process is embedded in the “Socio-cultural phenomenon” and
follows “Evolutionary patterns with no final goals” (p. 1365). Tim Brown (2009) argues
that the design thinking process is non linear and fundamentally exploratory.
Charles Owen (2006) outlines six primary characteristics of design thinking “Humancentered focus, environment centered concern, bias for adaptivity, predisposition toward
multifunctionality, systemic vision and ability to work systematically with qualitative
information” (pp. 23-25). Mauro Porcini (2009) sums up all individual assumptions
stating “Different definitions, but most have similar processes defining what the inputs
38
and outputs will be for each phase” (p.10). Each designer will have his or her own
process of design thinking but common ground can be found in the mindset and method
of a design thinker. Contemporary scholars agree that there exists no current formal
consensus over what defines design thinking. Yet, reviewing the literature, major themes
emerge and remain consistent across contemporary definitions [See Table. 1].
Empathy
Abductive
Prototyping
Problem –
solution framing
Optimistic
Fuzzy front end
Wicked problems
Inventive and
innovative
Human-centered
Visualisation
collaborative
multidisciplinary
Iterative
Intuitive
Ethnographic
(Brown, 2008), (Clark & Smith, 2008), (Dunne & Martin, 2006), (Holloway, 2009),
(Junginger, 2007), (Lockwood, 2009), (Lockwood, 2010), (Porcini, 2009), (Von Thienen
et. al., 2014, p.101)
(Brown, 2009), (Lockwood, 2009), (Fraser, 2009), (Martin, 2009, p.65), (Dew, 2007),
(Jones 2008, p.219), (Dorst, 2010, p.136)
(Rittel 1987, p.1), (Benson & Dresdow 2013, p.7), (Lockwood, 2010, p. xi), (Rylander
2009, p.5), (Drews, 2009), (Fraser, 2007, 2009), (Holloway 2009), (Bevan et al., 2007,
p.140), (Kimbell, 2011, p.287), (Seidel & Fixson, 2013, P.1), (Liedtka, 2013), (Von
Thienen et. al., 2014, p.102), (Lindberg, Noweski & Meinel, 2010, p. 33), (Brown &
Wyatt, 2010, p.32), (Shluzas, Steinert & Katila, 2014, p.136)
(Farrell & Hooker, 2013, p.689), (Bevan et al., 2007, p.143), (Friedland & Yamauchi,
2011, p.70), (Lindberg, Noweski & Meinel, 2010, p. 33), (English, 2006, p.5), (Dorst,
2010, p.136)
(Rittel 1987, p.8), (Owen 2005, p.13), (Gloppen, 2009), (Owen, 2006, p.24), (Leinonen &
Durall, 2014, p.108), (Brown & Wyatt, 2010, p.32)
(Porcini, 2009), (Löwgre & Stolterman 1999, p.17), (Ranjan 2012, p.31), (Drews 2009,
p.41), (Le Masson et al., 2011, p.219), (Young 2010, p. 15), (Blyth & Kimbell 2011, p.12),
(Jahnke 2013) in (Carlgen 2013, p.22), (Smulders & Subrahmanian, 2013, p.362)
(Benson & Dresdow 2013, p.6), (Gharajedagi 2010, p.108), (Bharathi 2013. p.83),
(Farrell & Hooker, 2013, p.686), (Westcott et. al, 2013, p.4), (Dorst 2011, p.522)
(Owen 2005, p.5), (Brown, 2009), (Gharajedagi 2010, p.108), (Bevan et al., 2007,
p.140), (Kimbell, 2011, p.287), (Benson & Dresdow 2013, p.7), (Lockwood, 2010, p. xi),
(Westcott et. al, 2013, p.3), (Plattner, Meinel & Leifer, 2011, xiii) in (Laakso & Hassi
2011, p.2), (Owen, 2006, p.24)
(Owen 2005, p.12), (Lockwood, 2010, p. xi), (Brown, 2008), (Porcini, 2009), (Ward et
al., 2009), (Sato 2009), (Buchanan, 2001, p. 9), (Owen, 2006, p.24), (Kimbell, 2011,
p.287), (Liedtka, 2013), (Leinonen & Durall, 2014, p.108), (Von Thienen et. al., 2014,
p.101), (English, 2006, p.5), (Brown & Wyatt, 2010, p.32)
(Owen 2005, p.13), (Lockwood, 2010, p. xi), (Brown, 2009), (Carr et al., 2010), (Drews,
2009), (Lockwood, 2010), (Jones 2008, p.219), (Owen, 2006, p.24), (Kimbell, 2011,
p.287), (Liedtka, 2013), (Von Thienen et. al., 2014, p.102)
(Owen 2005, p.14), (Gloppen, 2009), (Dunne & Martin, 2006), (Boland & Collopy, 2004),
(Jones 2008, p.226), (Herrmann & Goldschmidt, 2014, p.33), (Owen, 2006, p.24),
(Liedtka, 2013)
(Owen 2005, p.14), (Brown, 2009), (Benson & Dresdow 2013, p.11), (Westcott et. al,
2013, p.2), (Clark & Smith, 2008), (Dunne & Martin, 2006), (Holloway, 2009),
(Lockwood, 2010), (Sato et al., 2010), (Kimbell, 2011, p.287), (Von Thienen et. al., 2014,
p.102), (Lindberg, Noweski & Meinel, 2010, p. 35)
(Benson & Dresdow 2013, p.11), (Rylander 2009, p.7), (Herrmann & Goldschmidt, 2014,
p.33), (Kimbell, 2011, p.287), (Von Thienen et. al., 2014, p.102), (Friedland & Yamauchi,
2011, p.68), (Lindberg, Noweski & Meinel, 2010, p. 33), (Shluzas, Steinert & Katila, 2014,
p.136)
(Rylander 2009, p.5), (Porcini, 2009), (Jones 2008, p.219), (Lindberg, Noweski &
Meinel, 2010, p. 33), (Brown & Wyatt, 2010, p.32)
(Beckman & Barry, 2007), (Brown, 2008), (Carr et al., 2010), (Dunne & Martin, 2006),
39
Systemic thinking
Rapid
(Lockwood, 2010), (Owen 2005, p.14)
(Owen 2005, p.14), (Dunne & Martin, 2006), (Jones 2008, p.219), (Owen, 2006, p.24),
(Brown & Wyatt, 2010, p.32)
(Lockwood, 2010, p. xi), (Carr et al., 2010), (Holloway, 2009), (Lockwood, 2010), (Brown,
2009), (Herrmann & Goldschmidt, 2014, p.33), (Liedtka, 2013), (Brown & Wyatt, 2010,
p.32)
Table 1. Commonly cited characteristics of design thinking
Design thinking is the accumulated history of design theory, process methods, mindsets
and tools. Contemporary definitions of design thinking, whether conscious or not, have
articulated characteristics that have been identified in the brief history outlined in this
review. Thus, in light of the brief history outlined in this review, design thinking is not a
new type of practice, but rather, a new perspective for fields outside of the design
industry wanting to capitalize on its innovative potential (Dorst, 2010, p. 131). It may be
proposed that design thinking is simply a broad term used by professionals outside of
the design industry to describe the activity involved in design practice. In this sense,
design thinking may be synonymous with the term “design” but places emphasis on the
mindset behind design practice.
This brief history outlined in this literature review focused on the theory and
methodologies from within the design industry, in order to establish that the
contemporary confusion over design thinking is rooted in a history that has evolved from
design practice. Recent discussions over the trend and applications of design thinking
have provided literature on the impressions of design practice and design thinking from
authors and professionals external to the design field. Analysing literature from authors
external to design is beyond the scope of this review, but major authors outside of design
have been recognized for their aid, adoption, development and expansion of design
thinking (See Liedtka 2000, 2011; Martin, 2009; Lundberg & Pitsis, 2010).
3.2 A Likely Future for Design Thinking
To those external to design, design thinking is a term for communicating how designers
work. This has in turn reinvigorated discussions within the design industry that
challenge the very nature of what it is to design and be a designer. Of interest to this
research are the new sub-disciplines of design practice that have evolved through the
investigation of design practice and design thinking. Contemporary scholars and
40
practitioners have recognised the transformation taking place in design practice through
re-interpretations and applications of design thinking. This transformation is seeing
design evolve from traditional craft to a new type of practice (Lundberg & Pitsis 2010,
p.278). The design of intangible artifacts signifies this turning point “The key shift is from
the design of tangibles to the ‘design’ of intangibles” (Jones 2010, p.219). The design
field can be seen to have grown and evolved through the inherent multidisciplinary
practice that is found in user-centered design as well as the recent adoption of design
thinking from industries outside of the design field. A stratification of design visualises
this evolution [See Fig .5].
Economic and environmental pressures also played a force in the evolution of design
practice, pushing industries to reconsider traditional product-centric business models to
people and service-centric models. The rise of people-powered social media meant
industries required new approaches that focused on meaning, people and loyalty
(Kimbell in Engine, 2012). Contemporary design thinking evolved from “traditional”
artifact-based practice, indicated through the brief history of design thinking outlined in
this literature review. The evolution of the design industry combined with the
appreciation of design thinking from non-design professionals helped expand what is
considered to be design practice. This development has seen design evolve to more
complex environments.
41
Fig.5 Typology of Design Thinking
42
Current descriptions and applications of design thinking reflect a peak in the maturation
of the design industry. Buchanan (1992) was the first to make an attempt towards
defining the different areas, known as ‘orders’, of design thinking practice. Using
Buchanan’s dissection of design as a framework, contemporary design thinking can be
analysed according to levels of complexity and tangibility. The current consensus of
design thinking, favoring human-centered, intangible and complex problems, reflects the
‘fourth order’ of design described by Buchanan (Buchanan 1992, p.9) [see Fig.5].
Similarly, Rittel & Webber’s articulation of wicked problems reflects the complexity that
is understood to be inherent in contemporary definitions of design thinking practice. Yet,
third and fourth orders of design practice were not widely recognized as conventional to
design until the emergence and trend of design thinking. A typology of design thinking
highlights current sub-disciplines of design practice operating on different levels of
complexity [see Fig 5.].
Yet, design thinking does not have definitive traits or relate to specific sub-disciplines of
design expertise. Instead, descriptions of design thinking, both contemporary and
historical outlined in this review, depict foundational characteristics; methods, processes
and mindsets that have been acknowledged as fundamental to a design approach. This
has been documented in Table.1, where the most common contemporary characteristics
of design thinking have been identified in design academia and practice. In addition, the
historical developments of design outlined in this literature review have provided
evidence that design thinking is not a brand new field or sub-discipline of design, but
instead, is seen as a new approach for fields outside of design practice. In addition, the
history presented has shown that design is an adaptive field and one that is continually
expanding and evolving:
Design thinking process [...] struggle twofold: firstly, they must
depict context-sensitivity and situational adaptability of workflows
without losing conceptual clarity; and secondly, when they propose
instructions for real-life projects, they have to make clear that they
offer ‘only’ guidance and no definite means for design problem
solving. In sum, design thinking process models have to deal with the
fact that design thinking is originally no process, but that it shapes
processes. (Gumienny et al. 2010, p.246)
43
As such, design thinking has crossed many boundaries and industries, spreading the
fundamentals of a designerly approach to areas unfamiliar to traditional design practice
(Gumienny et al 2010, p.243). As a result, design thinking is not foundational to any one
field, but rather, underpins the art of design, shaping and guiding multidisciplinary fields
of practice.
3.3 Conclusion
In review, many contemporary descriptions and definitions of design thinking have been
proposed. Amidst these discussions persist complaints over a lack of consensus as to
what exactly defines design thinking. The adaptive nature of design thinking and its
applicability in new disciplines and contexts contributes towards confusion over where
and how to classify design thinking “No stable consensus about the term has emerged
yet. This ambiguity is (in part) the consequence of using ‘design thinking’ for an
emerging discipline and for traditional design” (Jones, 2010, p. 219). Lawson highlights
this problem that has plagued design theory for decades “If knowledge is about the
known and designers can’t explain the known, then what do they know?” (Lawson, 2006,
p. 43). Confusion still surrounds whether to define design thinking as a mindset and an
attitude, a process methodology and method or a new field of design practice. It appears
that the popular global spokesman for design thinking, Tim Brown, cannot decide
whether design thinking is a mindset or a method. In his 2010 book, Change by Design,
Brown uses broad and ambiguous keywords such as ‘foggy spaces’ and ‘attitudes of
experimentation’ before continuing his definition to describe tangible methods of design
thinking that lie in the power of brainstorming and prototyping (Brown, 2010, p. 68).
Ironically, when attempting to describe the designerly approach, the definition of design
thinking becomes a wicked problem in itself, where answers seeking to describe the
process, mindset and practice can only ‘satisfy’ rather than definitively resolve:
In particular those normative interpretations of design thinking have
led to a vast variety of conceptions and intentions of use, which make it
sometimes complicated to see the common traits (Gumienny et al 2010, p.243).
44
Yet, it has been presented in this review that a consensus over common characteristics
that underpin design thinking can be found from descriptions proposed by practitioners
and academics [See Table.17]. The issue of definition has persisted since the first
generation of design theory, where attempting to definitively establish a design thinking
definition may be counter-intuitive to the very nature of design thinking. Instead,
building knowledge on the behavior, application and adoption of design thinking in new
and emerging contexts will result in a greater understanding of the phenomenon of
design thinking.
3.4 Complexity
Wicked, complex problems have become a part of the identity of design thinking.
Complexity has remained a fundamental aspect of design practice as exemplified
throughout the brief history in this review. In particular, the impact Rittel and Webber’s
paper had on the design research community has shaped contemporary definitions of
design thinking, with current definitions drawing examples from higher orders of design
practice. It is higher orders of design that the thinking and practice is most conceptual,
intangible, strategic and complex, and where the design thinking term has most value
(Jones, 2010, p. 219; Gumienny et al, 2010, p.245). It has been suggested in this review
that complexity and ‘wickedness’ is inherent in design practice, but complexity varies
depending on the design discipline and order. Complex environments have been defined
in this thesis as 3rd and 4th order domains where projects involve and affect a systemic
network of individuals and where formative phases of design development focus on
intangible ideas rather than physical artefacts.
Due to the association with complexity influenced by Rittel and Webber, design thinking
as a way to resolve highly complex problems has filtered into areas such as business
management, organizational and policy design practice. Scholars and practitioners are
turning to design thinking for innovation advantage for resolving ‘wicked’ problems in
complex environments such as service and policy design (Gero, 2010). Additionally,
sustainable (environmental) issues are pressuring professionals in all fields to create
innovative, financially viable yet environmentally sustainable solutions using a design
approach (Kimbell in Engine, 2012, p.21).
45
In 2012, the European Commission commissioned a report titled, Design for Growth and
Prosperity: Report and Recommendations of the European Design Leadership Board, that
comprised of 26 key proposals for introducing, enabling and sustaining a designerly
approach across the European Union. This report highlights a significant advancement in
design thinking and practice, proving its worth and value in tackling large scale societal
problems:
And for complex societal problems, design offers people-centered
approaches that can achieve better solutions. A number of European
studies and reports written during the past three years have explored
and communicated design’s power to make a difference
(Design for Growth and Prosperity, 2012, p.19)
In a similar fashion, the Australian Government commissioned a report titled, APS
Innovation Action Plan, in 2010. Having applied design thinking in the Australian
Taxation Department (as well as establishing a design lab for taxation policy), the
Australian Government has extended its interest in design thinking through the
development of a new innovation initiative (the Innovation Action Plan) that includes a
newly developed design center. Like the European Union, the Australian Government is
realising the value and potential of design thinking in tackling complex problems:
It could help practitioners to adopt new perspectives in thinking about a
problem. Such an approach would facilitate cross-agency interaction
involving public servants, academics, citizens and businesses to create
solutions for societal problems (APS Innovation Action Plan, 2010, p.22)
Design thinking and complexity have also made waves for sustainability and social
innovation. At the forefront of design driven sustainable innovation, Ezio Manzini has
championed the designerly approach for complex social and sustainable innovation.
Operating under the practice of meta-design, Manzini has for over a decade extended his
research on the designerly approach for the resolution of social and sustainable
problems. Manzini boasts an array of social initiatives such as Changing the Change,
Sustainable Everyday Project and Sustainable Consumption Research Exchanges (SCORE),
(Manzini, 2009). Manzini has proven the worth of applying a design methodology for the
creation of innovative projects that address complex social and sustainable needs:
46
A meta-design approach to the world’s situation that calls dramatically for
sustainability is having people with both qualities, the ‘either/or’ and the
‘and/and’ in a well balanced collaborative mix.
(Smulders & Subrahmanian, 2010, p.365).
The initiatives exemplified by the European Union, Australian Government and Ezio
Manzini emphasise the value of the designerly approach for innovation in complex
environments ranging from service to policy and sustainability issues. These initiatives
signify the evolution of design practice. With roots in traditional craft based practice,
design thinking has moved forward from the aesthetic ‘styling’ practice with which it was
traditionally associated, to applying its methodology as a strategy for larger and more
systemic complex problems.
With the concept of complex problems and complexity only sketched out in design
theory and practice, further clarification is needed over what constitutes complexity in
design; both as an object of research and context of practice. Highlighted above, complex
problems have been referred to as issues situated within large scale, open and adaptive
systems that require multidisciplinary collaboration for their resolution. As such,
complex environments have been defined in this thesis as the large scale, systemic and
ambiguous contexts for which design problems lie. As design tackles broader and more
systemic problems, design theory requires a more structured definition of complexity in
order to identify complex environments for research and practice.
This dissertation has addressed the topic of complexity by supporting theories on
complex design problems which have been sketched throughout design history, with
systems theory. Systems can be perceived as complex from both a structural
(organisational) or cognitive (social) perspective where a high degree of variables are
present, “Systems can be described as emergent or designed networks of interconnected
functions that achieve an intended outcome” (Jones, 2014). Yet, in discussing systems, it
must be noted that this thesis aims to remain focused on design theory and
acknowledges, but does not include, a deep examination of the divergent positions and
theories outside of design field discussing design, such as organizational (institutional),
complexity and design management theory.
The subject of complexity has been historically tackled through three main perspectives:
chaos theory, adaptive systems and social behavior (Warfield, 1996, p.48). However,
47
design practice should not need to rely on or reinterpret itself as a science in order to
effectively address complexity. A definition of complexity in design requires a balance
between preserving the tacit ambiguity of design thinking with formalized approaches to
complexity. Rather, an appreciation is required from design to acknowledge the formal
contributions made towards clarifying complexity in fields external to design theory.
Warfield & Staley (1996) discuss complexity, stating that “Illustrative examples from the
practice of interactive management (a system of management that supports the
development and interpretation of structural models of complex situations, and design of
improved systems) show the significance of structural thinking as the primary
intellectual mode required to manage or cope with complexity” (p.47). For Warfield and
Staley, complexity resides in semiotics which is processed, and limited by, social
understanding and interpretations on what may be classified as complex. Echoing this
sentiment towards systems, Peter Jones (2014) states:
Today we must conceive of all systems as social systems, or at least socially
implicated systems of systems. Researchers have accepted a consensus
(Stockholm Memorandum, 2011) that human intervention has intervened in all
aspects of the planetary ecology, rendering even natural and ecological systems
socially influenced (p.3)
In another perspective, organised systems and complexity can be viewed from a more
objective approach. John Flach (2011) discusses the fuzzy concept that is complexity in
his paper, Complexity: learning to muddle through. Flach (2011) acknowledges that “the
term “complexity” is “notoriously difficult to define”” and that there is an “explicit
connection between complexity and uncertainty” (p.188) further supporting the
propositions made by design theorists who state that “wicked” problems are a sign of
complex design practice.
In proposing a structured model for identifying complexity [Fig.6], Flach describes the
dimensionality of the problem space. Dimensionality is a reflection of the “number
variables, parameters, degrees of freedom, or states that contribute to shaping the field
of possibilities” (Flach, 2011, p.189). In design theory, this is what would be described as
problem framing or the “fuzzy front end” but this process undergoes a more tacit and
intuitive effort at imposing order and constraint.
48
*Large-scale
systems (4)
*Artefacts and
Experience (2)
*Systems and
Behaviour (3)
*Artefacts (1)
Fig. 6 Flach (2011) model of complexity in problem spaces.
(Design domains added in red)
Flach explains that as interdependence between dimension increase, so too does
uncertainty and thus complexity, “When the interdependence is high, progress through
the state space will depend on interactions among the dimensions, such that the
behavior of any specific variable might change as a function of the behavior or state of
other variables (Flach, 2011, p.189). We can use Flach’s model as a basis for which to
determine complex environments in design practice. Combining Flach’s model with
Buchanan’s four orders of design practice (adapted in Fig.6) we can see how complexity
increases in higher orders of design practice, and make this assessment using Flach’s
theory of dimensionality and interdependence.
In line with a critical realist perspective used in this thesis, a definition of complexity in
design must acknowledge socially constructed complexity as well as structure and scale
of complexity. Complex environments have been defined at the intersection of systems
and design theory, to accommodate both cognitive and structural variables that
49
constitute a complex environment:
We require a broad crossover of principles between systems and design theory
for the purposes of expanding design practice to higher levels of complexity
(Design 3.0 and 4.0). (Jones, 2014)
This definition respects the social construction behind the concept of complexity
outlined by Warfield, with the attempt to objectively identify complex problem spaces
through using Flach’s model of dimensionality versus interdependence. These two
authors support the groundwork proposed by design theorists on complex, wicked
design practice.
Design thinking and its core characteristics; multidisciplinary, iterative, rapid
prototyping, human-centered, collaborative, visual and divergent thinking, are now seen
as suitable for working with problems where the future is tangled and uncertain.
Similarly, services are beginning to understand the long-term impact that economic
uncertainty can have on business (Kimbell in Engine 2012); significantly, the impact
from environmental change. Design practitioners have taken steps towards applying
their methodology to the issue of sustainability, utilising a human-centered and
collaborative approach most evidently through meta-design practice. This holistic
perspective introduced an understanding of the interdisciplinary connectedness of
complex systems and artifacts. As professionals deal with larger and more complex
problems, the concern for breaking down boundaries and increasing “The interaction of
many participants from different disciplines” (Du, Jing & Liu 2011, p.111) calls for more
research into design thinking in complex environments.
50
3.4 Innovation through design
A driver for the adoption of design thinking in new and complex contexts is the promise
and demand for innovation. Innovation and design thinking have become inseparable
concepts. Innovation has been attributed to the success of design thinking, with Stanford
acknowledging the process as a source of innovation in their educational programs “We
focus on the design process because we seek to equip our students with a methodology
for producing reliably innovative results in any field” (Stanford Design School, 2010). In
a report published by the European Commission (2012) titled Design for Growth and
Prosperity, design is described as linking creativity and innovation and a driver of usercentered innovation. In discussing the defining characteristics of design thinking
innovation, Brooke Davis (2010) states “A defining attribute of design thinkers is their
ability to constantly make new connections. They are able to do this because they are
well versed in a process that promotes this kind of activity” (p. 6535). How design
inspires innovative thinking has been postulated by many professionals and academics.
The most common speculations point towards a social focus, collaboration, problem reframing and re-interpreting meaning.
What makes design thinking innovation different to other practices and processes for
innovation? Dorst attempts to answer this question by stating that design goes beyond
adopting conventional frameworks in order to ‘break away’ from current work ethic
(Dorst, 2010, p.138). Dorst describes this phenomenon as re-framing and believes this
habit, integral to design thinking and design process, is what distinguishes design
thinking innovation from other strategies. Ironically, Dorst’s justification is a ‘re-framing’
of Schön’s theory of problem setting. The process of reframing allows the designer and
creative team to re-interpret meaning; another factor that leads to innovation. Brian
Lawson and Kees Dorst (2009) have described design thinking innovation as “Actively
imagine[ing] and create[ing] solutions to complex problems in an improvised and also
co-created way”. Lundberg & Pitsis (2010) claim that design thinking is a form of
‘enhancing’ innovation through methods of co-creation (Lundberg & Pitsis, 2010, p.284).
Buchanan, Gupta & Simon (2011) echo others by concluding that design firms engaging
with higher orders of design thinking operate differently, for higher conceptual levels of
design thinking rely on models of:
51
Radical collaboration by teams, knowledge sharing, wide reaching cross
pollination and the habit of gaining early insights through tangible expressions
of ideas in order to foster continual and rapid innovation (p.301).
Donald Norman and Roberto Verganti (2012) published a paper on innovation titled,
Incremental and Radical Innovation: Design Research Versus Technology and Meaning
Change. Norman and Verganti discuss the differences between incremental and radical
innovation, arguing that radical innovation is a process that relies on technological and
meaning driven change. Alternatively, incremental innovation is a slow ‘hill climbing’
process involving human-centered methods:
Under this view, human-centered design methods are a form of hill climbing,
extremely well suited for continuous incremental improvements but incapable
of radical innovation. Radical innovation requires finding a different hill,
and this comes about only through meaning or technology change.
(Norman & Verganti, 2012, p.2).
Norman and Verganti observe that the design community is generally more interested in
radical innovation over incremental, and as such, design thinking has been characterised
as a form of radical innovation (Norman & Verganti, 2012, p.6). However, Norman points
out that no radical innovations have been created through human-centered processes
and thus design thinking is not a process for radical innovation (Norman & Verganti,
2012, p. 6). Norman explains that this is largely due to the fact that human-centered
design is a form of ‘hill climbing’. This is not necessarily a negative contention as
“Successful radical innovation occurs infrequently within any particular area, perhaps
once every 5 – 10 years” (Norman & Verganti, 2012, p. 6). This implies that design
thinking is a useful process for constant, incremental innovation in industry (The Open
Book of Social Innovation, 2010, p.108). Norman adds that the value of incremental
innovation is “Necessary to transform the radical idea into a form that is acceptable to
those beyond early adopters” (Norman & Verganti, 2012, p.6). Incremental innovation is
especially important for adaptivity, continual improvement and practical
implementation of a product or service.
Design thinking invites stakeholders to participate in the creation of innovative
solutions. Collaborative creativity is one factor that connects design thinking to
innovation. Lundberg & Pitsis (2010) describe that it is the “Collaborative creating
52
together which should be seen as crucial both to innovative processes and to process
innovation.” Co-creation as innovation is now understood across business, academia and
government, with the European Commission adding “Collaborate in open networks that
drive innovation into Europe’s whole industrial ecosystem” (Design for Growth and
Prosperity, 2012, p.8). Hence, it makes sense that in order to increase innovation in
complex practice, a process is required that is social, collaborative and multidisciplinary.
Design thinking and its emphasis on human, empathetic and collaborative creativity
provides a fertile process for innovation in complex environments.
Sabine Junginger (2006) has investigated the topic of human-centered design innovation
in large organisations in her PhD dissertation, Change in the Making. Following her
doctoral research was a focus on the position of design thinking development in relation
to the project organization. Junginger has presented a new perspective on innovation
and design thinking by introducing the concept of how the position of design thinking
impacts an organization.
Junginger refers to the Danish Design Council’s Design Ladder as a way of assessing the
position and impact of design within an organization, including the way design is used as
a management tool. In her critique of the Design Ladder, Junginger (2009) notes that the
model does not “accommodate general organizational problems that might be addressed
by design thinking and design methods. These organizational problems often fall into the
category of “wicked problems”” and discusses how design is being explored in a wider
organizational context, or “third” and “fourth” order problems. The Danish Design
Council’s Design Ladder, although a model to assess design capability within
organisations, mirrors the different orders of design practice that has been modeled in
Fig.5.
53
Building upon this research, Junginger (2009) explored the locations that design thinking
may “take place” in relation to an organisation [Fig.7].
Fig.7. Junginger’s position of design thinking practice relative to an organisation
Junginger (2009) describes design as an external resource that is an “add on: a resource
that can be called upon or dismissed”. Often the design expertise called upon relate to
artefacts, graphic and product design, and where the design work conducted is treated
“like a contract” (Junginger, 2009). Design as part of the organization describes
departments within an organization that may house designers or a designerly process. In
this context, design is usually limited to marketing, product and service departments.
Design at the core of an organization has the ability to affect change in its operations,
whereas design integral to an organization is formed and shaped by a design approach,
where organizing and managing is part of the design process and not distinct from it
(Junginer. 2009). Junginger (2009) argues for further research investigation into a series
of key questions:
One may ask if an external design location is always less influential and less likely
to instill, generate and implement change within the organization? It might well
be that there are cases in which design “on the fringe” enjoys more freedom to
explore, envision and invent that within a stubborn organizational construct.
(p.10)
54
Junginger refers to an institutional organization, but this thesis has chosen to use the
term ‘organisation’ to denote an organized system, which may or may not be represented
as an institution. Nevertheless, the questions proposed by Junginger have provided
framework and inspiration which guides both research and analysis in this dissertation
into the exploration of the behavior of design thinking in complex environments, which
is outlined in more detail in Chapter 3. Research Framework.
4. Research direction
One of the fundamental weaknesses in the publicity that surrounds design thinking today
is the lack of evidence supporting claims of its effectiveness. Nigel Cross flagged
awareness of the need of empirical research into design methodology since the mid 90s
“We suggest that these observations are relevant to the analysis of design activity, and
important to the design methodology of teamwork” (Cross N & Cross A, 1995, p.170).
Norman (2010) adds to the design thinking critique suggesting “This [design thinking]
myth is nonsense, but like all myths, it has a certain ring of plausibility although lacking
any evidence.” Design thinking is only a good as its implementation, and can only be
measured by its outcomes and applications. Lundberg & Pitsis (2010) echo the
transparency of design thinking, stating “In spite of the attention being paid to the
concept there seems to be little if any research on how Design Thinking is applied in
practice as a form of process innovation” (p.278). Research is lacking in the analysis and
critique of current design thinking applications and outcomes, with contemporary
professionals demanding proof from the process “The practical implications of an
instrumental meeting or merging of epistemologies have rarely been studied
empirically” (Jahnke, 2009, p. 6). This is a significant obstacle in the evolution and
adoption of design thinking. If process methods and subsequent outcomes are not
documented and critically analysed, skepticism will fuel negative, ill-informed critiques
that will ultimately damage the design discourse. It has become clear that design
thinking is still in need of empirical evidence to justify self-proclaimed innovation,
particularly from design practice in complex environments.
55
Concurrent with support for the designerly approach, many researchers and
practitioners argue for more efficient answers to complex challenges. The justification
for design thinking is partly in response to the need for adaptable and innovative
solutions to new and emerging complex environments. As discussed in this review,
design thinking is now recognised by society as a force for “breaking down silos” in order
to “work across disciplines and change our perspectives” (Blizzard & Klotz, 2012, p.457).
Many professionals are turning to design thinking despite its fuzzy and ill-defined nature.
Kimbell (2012) suggests an alternative solution for filling this problem-gap. By focusing
on the “Material and discursive practices in which designers of particular kinds do, know,
and say” (Kimbell, 2012, p.130) we may begin to establish elements that combine to
define design thinking. In a similar stance, Dorst (2010) argues that some activities in
design are universal but have been combined to create a unique discipline that is worthy
of study (Dorst, 2010, p.133). Much to Dorst’s dismay, research is reinterpreting design
thinking; focusing on design thinking as a form of collective activity instead of
phenomena associated with the designer (Kimbell, 2012, p.141). Attempting to provide
a definitive definition of design thinking may be counter intuitive, but adding knowledge
to the rich repertoire of design thinking will deepen our understanding on what design
thinking is. Thus, the aim of this thesis is not to establish a finite description of design
thinking, but to observe and understand its behavior as it moves through different
disciplines and contexts.
A description of the fundamental characteristics behind design thinking has been
established in this review. This is used as a point of reference and consistency when
observing the application of design thinking in emerging practices, specifically in
complex environments. It has been established in this review that design thinking is
gaining momentum in complex third and fourth order environments. Providing much
needed knowledge on the behavior of design thinking in this emerging context will help
professionals better understand, manage and apply design thinking in similar contexts.
In addition, it will add depth to our understanding and theory of what design thinking is,
how it works and what kind of impact it has in practice.
56
4.1 The research question
What is the behavior of design thinking in complex environments?
As the adoption of a designerly approach increases in complex environments, so too does
the responsibility of design thinking. Disturbingly, even though design thinking is
defined as tackling ‘wicked’ problems, not enough research has been performed on
exactly how design thinkers are able to design for highly complex problems. Current
design practice is still developing competency in handling the complexity of large,
multidisciplinary and integrated environments, as Kimbell points out “There hasn’t been
much work on how you design complex service systems” (Kimbell in Engine, 2012, p.24).
Junginger (2009) also adds, “While more and more organizations are picking up on the
possibilities of design’s broader role within an organization, there are still few tools for
managers and designers to develop, assess and appropriate design thinking and design
methods to organizational problems” (Junginger, 2009). This thesis seeks to answer this
need with critical observations on how design thinking is adopted for the design of
complex environments. In doing so, evidence will be provided that will enable
practitioners and researchers to deepen their understanding of design thinking and
design thinking in complex environments.
4.1.1 Does location affect the design process in complex environments?
In order to better understand the behavior and effect of design thinking in complex
environments, the position of design thinking will be a focus for consideration and
analysis. Positioning relates to the relationship between design activity and the problem
or organizational system context. This question seeks to build upon the concept of
positioning design practice introduced by Sabine Junginger (2009). Acknowledging the
position of design thinking activity provides a richer understanding of the behaviour of a
designerly approach in complex environments. This understanding will be further
enriched through a causal analysis of the underlying mechanisms that enable designerly
behaviours to emerge in complex environments.
57
4.1.2 What are the underlying mechanisms that enable or disable designerly
behaviors to emerge in complex environments?
This sub question aims to deepen analysis on the behavior of design thinking by
understanding how and why certain behaviours emerge when design is applied in
complex environments. Analysis on emergent behaviours will be guided by a critical
realist perspective. The purpose of this question is to identify and postulate causal
mechanisms that will provide not only descriptions of design thinking, but explanations
driving the behavior of design thinking in complex environments. These explanations
serve to act as seeds towards the development of a theoretical foundation on the
behaviour of design thinking in complex environments.
4.2 Conclusion
Contemporary research and practice have focused heavily on the design thinking
process; identifying methods and attitudes that drive innovation. However, limited
attention has been paid to understanding the behavior of design thinking specific to
complex environments. Additionally, with an increasing demand for design thinking in
complex environments, designers and researchers will benefit from knowledge
generated on how best to manage the application of design thinking in this new context.
By providing knowledge in response to the research question outlined in this review,
descriptions and explanations will be presented that aim to advance both design thinking
theory and practice. The knowledge presented in this thesis aims to offer a richer
understanding of design thinking so that practitioners and researchers may improve
upon their practice specific to third and fourth order (complex) environments. The
longevity of design thinking depends on the critical analysis of empirical research. This is
required not only to increase credibility but to improve and evolve design thinking into
new and emerging contexts.
58
3.
Research Framework
The thesis has been designed to investigate the question, what is the behavior of design
thinking in complex environments? First, a foundation of knowledge has been established
through a literature review on current and historical research on design thinking. From
this review, a research gap emerged; there is limited empirical research on innovation
through design thinking particular to emerging practice in complex environments. The
primary focus of this dissertation is to collect empirical case study evidence on design
thinking applied in complex environments and to investigate causal phenomena that
support or inhibit emergent design behaviours and outcomes. Knowledge generated in
this thesis will be directed through a critical realist ontological and epistemological
perspective, using grounded theory as a primary vehicle for methodological inquiry.
Critical realism bridges the methodological gap between qualitative and quantitative
research. This approach attempts to break down limitations from traditional research
paradigms that explore phenomena in isolation, falsely creating closed systems (Dickens,
2003, p.100). Research into complex design environments can be explored in a more
holistic and critical manner using a grounded theory methodology positioned within a
critical realist framework (Bergene, 2007, p.8). Grounded theory provides a
methodological foundation for analysing complex, multidisciplinary environments. As
the research direction is exploratory, grounded theory provides methodological freedom
to adapt research methods as categories unfold. Additionally, critical realist grounded
59
theory aims to unify both internal and external validity. This aim aids in the analysis of
interactions between both internal design processes (social) and external (systemic)
outcomes. The ontological position of a critical realist framework allows for a range of
qualitative and quantitative data collection methods and perspectives.
This chapter will proceed as follows: first, a brief introduction to current design research
practice is reviewed before proposing the adoption of critical realism as a theoretical
framework for research into complex design practices. Second, the critical realist
ontology and epistemology is presented and discussed in light of the research focus.
Third, a discussion of the methodology that will guide the research design is presented
before concluding with an outline of the research design and analytical framework.
3.1 Research into design practice
Knowledge generated in this thesis has been constructed using a critical realist
perspective. Academic research into design practice has relied heavily on subjective
epistemological and ontological theories borrowed from the social sciences, most
common of which are constructivism and pragmatism (Scheer, Noweski & Meinel, 2011;
Lande, 2012, p.22; Jones, 2010, p.71; Oxman, 1999, p.111; Dalsgaard, 2014; Bousbaci,
2008, p.44; Feast & Melles, 2010). However, these theories may not be most appropriate
to accommodate the scope of complexity that is inherent in third and fourth order design
practice. The research objective of this thesis tackles the issue of complexity in design
practice and as such, proposes an alternative theoretical framework. This thesis argues
that design research is in need of a new epistemological and ontological position that is
more suitable for investigating new and expanding varieties of complex, interdisciplinary
environments faced by design practitioners today.
Epistemologies employed in design research generally sit at one end of two extremes:
subjective interpretation and objective (positivist) analysis. The theoretical gap between
subjective (postmodern) and positivist theory is not only evident in social science but
reflects a fundamental power struggle between qualitative and quantitative research.
This dichotomy does not accommodate research that requires the construction of
60
knowledge using a collection of data from both ends of the epistemological spectrum.
Design research that investigates complex, multidisciplinary problems may not
adequately provide holistic examinations within the current divide. Furthermore,
fundamental flaws arise when justifying the use of subjective or objective theories;
especially in research on design thinking for complex environments such as the focus of
this thesis. A brief analysis highlights why conventional epistemological approaches
applied in design research are unsuitable for research into complex design practice.
A designerly approach is no longer limited to traditional craft-based practice. Today,
design thinking interacts with and shapes social, technological and environmental
systems. Friedman (2003) considers the shift in design practice, stating “Design now
plays a role in the general evolution of the environment, and the design process takes on
new meaning” (p.509). A positivist approach to design research may reject tacit
knowledge that is inherent in practice; that is the designerly way of knowing (Cross,
1999) understood to be design thinking. Alternatively, a positivist approach applied in
human-centered contexts may miss fundamental ethnographic insights that could aid in
the development of strategic outcomes. Furthermore, a purely objective framework
alienates inter-subjective cultural and social cues “Reducing society to nothing more
than a group or loose aggregate of individuals” (Sayer, 2010, p.16). Research in design
cannot quantify judgment, emotion and intent; the heart of the design process (Archer,
2007, p.3). Furthermore, a positivist approach strips research into design of its
creativity, resulting in formulas that are void of intuition, purpose and ultimately, design.
However, analysing design problems with a subjectivist approach excludes a wealth of
knowledge that exists externally to the researcher’s interpretive position. A purely
subjectivist perspective in design research is a precarious methodology particularly in
the face of economic and climate instability. Subjectivist research generates theory
through social judgment, construction and interpretation. The epistemological position
of the subjectivist approach is often ontologically conflicting with research on naturally
occuring (objective) phenomena. This may exclude a rich world of research such as
environmental science and behavioural economics “Interpretivists deny the possibility of
knowing what is real and reject the possibility of discerning causality. They can only
provide their own interpretation. What is not clear in the interpretivist approach is by
what standards one interpretation is judged to be better than another” (Easton, 2010,
p.118). Subjectivist research places tight boundaries on knowledge creation, inhibiting
objective investigations into wider complex systems. Proposed theories of how to
61
develop and improve upon complex social systems cannot be created solely using a
subjectivist approach. Furthermore, measurement and replication of subjectivist
theories is near impossible as there are no variables by which other investigators can
test or verify (Crouch & Pearce, 2012, p.59). All knowledge can be said to be social as its
realisation depends on the mind, however, what is lacking in mind-dependent
epistemologies is space for causal analysis on and between social and naturally occurring
phenomena. Discerning causality is key to improving research on complex design
practice.
Design practice is goal orientated. Herbert Simon (1996) eloquently described design as
“concerned with how things ought to be”, with Bruce Archer (2007) describing design as
“The third great defining characteristic of humankind” (p.2). This third knowledge
combines practices from both art and science into a discipline that “Meets particular
needs, producing a practicable result and embodying a set of technological, economic,
marketing, aesthetic, ecological, cultural and ethical values determined by its functional,
commercial and social context” (Archer, 2007, p.3). As such, design research requires a
methodology and epistemology that unifies this knowledge to create a ‘third’ theory of
knowledge generation. As the research aims to investigate the complex design thinking
practice, it requires a new approach to design research that argues away from traditional
research models and towards adopting a new approach that explores trans-disciplinary
research through a critical realist perspective.
62
3.1.1 An alternative theoretical perspective
Designers are endlessly confronted with design problems that emerge
from ideas situated on this continuum from the objective to the subjective
(Crouch & Pearce, 2012, p. 34)
In response to the epistemological dichotomies, developments in the social sciences have
begun to favor a critical realist approach. Critical realism is appropriate for academic
research in design, as it argues for “A unitary, but non-positivist conception of scientific
knowledge” (Baehr, 1990, p.766). As highlighted in the introduction to this chapter,
design research that aims to construct pro-active models for social change require an
epistemology that respects cultural context whilst allowing for the inclusion of objective,
quantifiable data and causal analysis. Design is an inter-subjective, collaborative and
trans-disciplinary field, which relies as much on social and cultural construction as it
does on naturally occurring, factual phenomena including causalities from mechanical
(technological) systems.
Furthermore, design is evaluated on its usefulness of results (Archer, 2007, p. 4). As
described through the literature review, over the history of research investigations into
design practice, little empirical research has been conducted on many facets of design
thinking, particularly the impact that complex environments exhibit on the shape,
evolution and innovation of design thinking. Bruce Archer (2007) distinguishes design
from the sciences and humanities, proposing:
Design is described as productive to distinguish it both from Science, which, as
we have seen, is explanatory, and from Humanities, which are reflective, and to
place Design in the world of action. (p. 3)
A causal framework is needed to account for the scope and complexity of information
when analysing design thinking in complex environments. Critical realism has been
proposed as a solution to this dilemma.
63
3.2 Critical realism
Contrary to traditional realism, critical realism is based on an ontology
that is deep, differentiated and stratified. And contrary to empiricism, critical
realism is based on an assumption of natural necessity.
(Bergene, 2007, p.12)
Critical realism presents an ontology that respects both socially constructed and
naturally occurring realities. Critical realism has been proposed as a way of
“coordinating the disciplines” (Dickens, 2003, p. 95) of art and science. Critical realism
describes a world that exists external to our consciousness, but at the same time, in a
dimension that relies on a socially constructed knowledge of reality (Danermark &
Ekström, 2001, p.5, Mingers, Mutch & Willcocks, 2013). Phenomena observed, whether
natural or social, factually exist prior to our conception and prescription of meaning and
reality; it is this unique ontological position behind critical realism that allows for an
objective reality to exist and be integrated within social design research (Sayer, 2010, p.
33). Social objects are both socially defined but also a part of an objective reality, as
Danermark and Ekström (2001) describe:
Natural science ‘facts’, just like social science ‘facts’ are thus theoretically and
ideologically conditioned. The important difference is that whereas the objects of
natural science are indeed socially defined but still naturally produced, the
objects of social science are both socially defined and socially produced but they
are nevertheless just as real (p. 22)
This perspective understands that abstractions from social data are just as real as data
from natural sciences, for both abstractions are an extract from reality (Danermark &
Ekström, 2001, p. 48). Roy Bhaskar (1979), the creator of critical realist ontology,
previously described this theory as transcendental realism. Bhaskar penned the theory
in the 1970’s in response to extreme positivist and post-modern ontologies. Bhaskar
writes that socially constructed reality is ‘transitive’; that is, socially produced methods
and theories used to describe real structures. Material (real and/or natural) processes
are ‘intransitive’ (Baehr, 1990, p. 767).
A key contemporary critical realist, Andrew Sayer (2010), describes critical realism as
utilising pragmatic, constructivist and positivist epistemologies but explanations are
64
fundamentally constructivist. He attempts to explain Bhasker’s theory through
hermeneutic deconstruction. Sayer explains that the study of real subjects, or natural
objects, only involves a ‘single’ hermeneutic; that is, there can only be prescribed one
direction of meaning as naturally occurring phenomena do not interact or construct a
relationship of meaning with the observer (Sayer, 2010, p.21). Subjects that are
culturally dependent, such as ideologies and concepts conceived via social construction,
require a ‘double’ hermeneutic as engagement with meaning is two-way and depends on
the relationship of knowledge construction between people (Sayer, 2010, p. 24). Most
importantly in critical realism is the understanding that the single hermeneutic (natural
phenomena) does not embody concepts or cultural meanings; they exist whether or not
we prescribe ideas or labels to them and are thus not socially produced (Sayer, 2010,
p.18). For a critical realist researcher, it is thus imperative that he or she is critically
rigorous in his or her acknowledgement of concepts that are prescribed to the social but
particularly to the natural world (Sayer, 2010, p. 26).
In his seminal book, Society and Nature, Peter Dickens criticizes contemporary research.
He argues that both the arts and sciences are guilty of epistemological ‘imperialism’ and
depart from common sense (Dickens, 2004, p.19). His criticisms reflect the problems
faced by design researchers and advocates for an alternative approach to understanding
society-nature relations (Dickens, 2004, p.19). Peter Dickens (2004) outlines the key
elements of critical realism:
1. Knowledge is a product of society, but knowledge is not only a product of
society. It can refer to real processes and mechanisms in the world.
2. Science is about establishing the causes underlying phenomena of interest.
Real, relatively enduring structures and causal mechanisms in the physical,
biological and social worlds underlie what we observe and experience.
They do so in combination with one another and often in combination with
contingent circumstance. ‘Closed systems’ are created artificially to develop
understandings of causal mechanisms, but these are rare in society and nature.
3. The world is envisaged as hierarchically stratified. At the most general
level are physical mechanisms (e.g. Gravity). At ‘higher’ level are chemical
structures and mechanisms. Higher still are biological mechanisms (e.g
those generating an organisms growth). Finally, there are psychological and
social mechanisms. Mechanisms at each level of reality are rooted in- but not
reducible to- those operating at lower levels.
65
4. The nature of these structures and mechanisms is subject to constant
critique and scientific development. This critique and development can also
stem from practical, everyday experience (p.20)
The elements outlined by Dickens argue for a new hybrid of knowledge that allows for
strategic theories that are open and built from both social experiences and scientific
knowledge. Dickens (2003) justifies this approach by returning to basic evolutionary
ideas; we are part of nature and “Subject to many of the same mechanisms of growth,
development, illness and death as other species” (p.95). For Dickens, the current climate
crisis is forcing a re-connection with our natural environment. This is in turn abolishing
prevailing philosophies of nature and the natural sciences as the other, which we have
become ideologically estranged from for too long (Dickens, 2003, p.98). It is Dickens’
opinion that critical realism offers a balanced recognition of both social and external
(natural) realities (Dickens, 2004, p.20) that is needed for design to deepen its
understand on the increasing complexity between environment, society and design.
3.2.1 Critical realism and complex environments
Critical realism offers an epistemological framework for research and evaluation into
complex design processes. For the purpose of this thesis, critical realism provides a
sound epistemological foundation appropriate for the research question: what is the
behaviour of design thinking in complex environments? As investigations and analysis will
surround complex ‘wicked’ problems, critical realism provides a guiding ontology and
epistemology towards sense-making through its theory on causal relationships within
and between complex (wicked) environments:
Epistemologically, the aim of Critical Realism is to explain the
relationship between experiences, events and mechanisms. The
perspective emphasises questions of ‘how and why’ a particular
phenomenon came into being, got its specific character and so on.
The emphasis is on the explanation of the constitution of empirical
phenomenon and not to give predictions (Jeppsen, 2005, p.5)
66
As described in the previous chapter, complex environments are defined as open
systems that are complex from both a cognitive and structural perspective. An open
system may include an organisation of individuals whether they be represented through
business institutions or as a self-organised aggregate of individuals. This definition of
complexity in design allows for analysis on contexts beyond business management and
organizational (institutional) design, to integrating a holistic ecosystem of contexts or
emerging patterns of organized behavior, such as open source innovation. Critical
realism supports analysis on complex environments because it aims not for ‘thick
descriptions’ of data but conceptual theories that dig deeper into causal relations and
explanations behind complex systems. This is achieved through analysis of causal
mechanisms in transitive and intransitive domains using the vehicle of retroduction.
Retroduction is the process which transforms critical realism from an ontology into an
epistemology. Retroductive reasoning is the first step in the critical realist process of
logic and knowledge production. Retroduction is described as “A mode of inference in
which events are explained by postulating (and identifying) mechanisms which are
capable of producing them” (Oliver, 2011, P.380). Retroduction is a process of logic that
operates in reverse, using both abductive reasoning and inductive logic to postulate
causal mechanisms. It identifies causes that are then substantiated through evidence
(Bhaskar, 1986). The relevance and usefulness of the retroduction technique is explained
in more detail in section 3.5.
3.2.1 Open and closed systems
Pivotal to the critical realist construction of knowledge and analysis is the distinction
between closed and open systems. Complex systems in both the natural and social
worlds share similarities and are distinguished as having intrinsic or extrinsic
conditions, existing in intransitive and transitive domains (Baehr, 1990, p.767). All
complex systems exist in an intransitive realm. The intransitive realm is the objective
reality that does not depend on social constructions (Barrett et. al., 2010, p.6). It is not
until we attempt to comprehend complexity and prescribe theories to complex systems
and structures that they exist in the transitive realm; the realm of socially constructed
knowledge (Baehr, 1990, p.768). Reality, for both transitive and intransitive realms,
operates through causality:
67
For critical realists the scientific project is to understand and explain phenomena.
Reality is seen as a result of causal powers. Some powers are transitive (for
example language and ideas) and others intransitive (like gravity)
(Kempster & Parry, 2011, p.107)
Bhaskar describes open systems as having extrinsic properties, with closed systems
holding intrinsic conditions. The distinction between intrinsic (closed) and extrinsic
(open) systems echo’s Simon’s description of ‘tame’ and Rittel and Webber’s writings on
wicked problems. Sayer (2010) elaborates on social systems, stating that they “Can only
be quasi-closed, producing regularities that are only approximate and spatially and
temporally restricted” (p. 84). This means that predictions cannot be made on social
systems as can be done for natural systems as they have extrinsic (open) properties, but
conceptual theories based on emergence and causality of social structures can be
produced to enable change.
Social systems, like natural ones, can be analysed through their causality and emergent
properties. However, social mechanisms have the power and agency to change their
structure (Easton, 2004, p.121). A key tenet behind critical realist theory is discovering
the emerging causalities embedded within systems in order to enable new and improved
theories and outcomes. This emancipation is not achieved without digging through
layers of reality, a process also known as stratification.
Stratification outlines the layers of reality from the empirical (observable) to the
unobservable. Stratification provides foundation for critical realist analysis into
structure, agency and emergence, and is the framework for retroductive analysis.
Bhaskar explains that social or natural realities can be stratified into three levels:
Empirical: observable by human beings
Events: existing in time and space
Real or Deep: powers that are often unobserved yet causally efficacious
(Bhaskar, 1979 in Kempster & Parry 2011, p.110)
68
Fig.8 Stratification of Reality (Wuisman, 2005, p.368)
Causal powers exist in both the social and natural world. Critical realism provides a view
of reality that is stratified, with causal mechanisms affecting all levels of reality, from the
physical, biological to social levels that combine to create the world that we experience
(Dickens, 2003, p. 95). This theory of causality can be applied to investigate the causal
mechanisms of social systems alone or combined with the natural world in order to
understand our relationship and effect on our natural environment. This understanding
is achieved through investigations into structure, agents and causal mechanisms
operating in complex systems.
The aim of focusing on causal mechanisms is to understand how they work, all the while
with the question in mind “What makes this possible?” (Oliver, 2011, p.380). This
analysis takes into account both internal and external web of interacting forces (Oliver,
2011, p. 374) that may have influenced change in a system. This process breaks down
phenomena observed into more basic stratified layers (Oliver, 2011, p.374).
Furthermore, the tenet of causal investigation is to understand and uncover the
existence of unobservable mechanisms that may casually interact with and influence
observable events (Barrett et. al., 2010, p.6).
The research design of this thesis devotes much attention to the structure and agency of
design thinking in socially constructed environments. A primary vehicle for interpreting
69
causality in social systems is through analysing agents of change. An agent of change is a
conceptual differentiator from natural systems. Social systems comprise of people
(agents) who interact in and are influenced by the system yet have the ability to
influence and change the structure of that system. Due to the individualistic and
complicated nature of agents, social structures are inherently open. However, there are
some systems that can be described as ‘quasi-closed’ (Barrett et. al., 2010, p.9). A quasiclosed system can be identified through the nature of habit. Habit restricts a system from
evolving; it disables agents (people) within and thus inhibits changing the nature of the
system.
Kempster & Parry (2011) explain the importance of structures and agents. Structures are
“A nexus of embedded meanings, practices and relationships that pre-exist agents,” while
agents are individuals who “Sustain and elaborate meanings, practices and relationships”
within the structure of a system (p.111). This knowledge aids in the complex
understanding between agents (people) and structured systems; that is structures and
agents interact, affect, and in turn can change their agency or structure. Furthermore,
when a system is identified as ‘quasi-closed’ this signals a need for actionable change to
improve and evolve its social structure for the benefit of both the agents within and
across the system as a whole. Thus, this perspective provides an analytical framework
for understanding the relationship between design agents to discern the unobservable
causal mechanisms that influence or inhibit design processes, innovations and outcomes.
A causal analysis of design agency may also provide a broader understanding of the
position of designers in the wider network of inter connected complex systems.
Causality is not an interpretive exercise. It seeks to understand why events happen
rather than subjectively describe what has happened. It is a pragmatic practice into
theory conception, by using causal language and retroductive logic to describe and
explain complex systems. Easton (2004) notes:
However there is no way that such an assumption can ever be
proved or disproved, as social constructivists, pragmatists and
even positivists are ready to argue. But this assumption is surely
performative. In other words we behave as if it was true, as if the
world was real. In general this supposition works, especially for
the physical world. (p.119)
70
Critical realist ontology is a pragmatic approximation of real world events that aims to
provide a practical research methodology for emancipating social structures governed
by causal mechanisms, in order to enable change and also new theory development. This
provides a working methodology for research in this thesis for it guides critical analysis
into the nature of complex structures and mechanisms operating in the organic and
social worlds, whilst questioning the relationships and process governing them (Dickens,
2003, p. 99). This theoretical model provided by critical realism is appropriate for
supporting research and analysis into a complex design practice such as design thinking.
A critical realist framework presupposes the complexity of open and adaptive social
systems. Its ontological position allows for a more informed and holistic evaluation into
complex process, structure and environments. The primary purpose of investigating
causal categories behind complex systems is to emancipate society and enable change
(Barrett et. al., 2010, p. 6; Oliver, 2011, p.375). It is crucial for critical realist researchers
to constantly question why events occur and what causal mechanisms create and
influence particular outcomes. Easton, along with many other contemporary critical
realists, argue that causal investigations must be carried out in real time generating
grounded theories that evolve with data (Easton, 2004, p.127). It is for this reason that
contemporary critical realism has embraced grounded theory methodology.
71
3.3 Methodology
3.3.1 Grounded theory
Grounded theory is a common methodology adopted in social science research. It is a
framework that aims to develop theory simultaneously with data collection, thus
grounding theory in the data described (Strauss & Corbin, 1994, p. 273). Grounded
theory is a rigorous and critical exercise in data collection and analysis, as it requires
researchers to consistently reflect and compare hypotheses that develop against the
opinions of individuals, in order to validate the reality of the theory in development
(Strauss & Corbin, 1994, p. 280).
Grounded theory was created by two sociologists, Barney Glaser and Anselm Strauss.
Glaser and Strauss developed grounded theory in reaction to criticism against social
science research methods. Previous to this technique, social science methodologies were
often regarded as ‘journalistic’ and lacking the “Rigor of good scientific research”
(Silverman, 2001, p.26). In their seminal book titled, The Discovery of Grounded Theory:
Strategies for Qualitative Research, Glaser & Strauss assert that current methodologies in
social science have been preoccupied with verifying theory rather than creating it
(Glaser & Strauss, 1967, p.1).
Traditionally, qualitative research was seen as inferior to quantitative data and served
merely to ‘set up’ theories for formal quantitative research. Glaser & Strauss reconceptualised this approach, asserting that there is no hierarchy between qualitative
and quantitative methods of data collection for both offer valid approaches for grounding
theory (Glaser & Strauss, 1967, p.18). The fundamental characteristic of grounded theory
is the method of comparative analysis. Comparative analysis functions to develop and
validate hypotheses as they evolve through data analysis. Glaser & Strauss firmly believe
that adequacy of a theory “Cannot be divorced from the process by which it is generated”
(Glaser & Strauss, 1967, p.5). Comparative analysis may be conducted across different
data collection methods and theory strengthened when qualitative and quantitative
methods are applied.
Akin to testing hypotheses in science, comparative analysis performs as replication for
validating facts (Glaser & Strauss, 1967, p.23). Validation does not equal accuracy, as
72
grounded theories aim to create general concepts that depict general phenomena.
Verification is assumed through the comparative process, as evidence from the data is
used to illustrate the theory developed (Glaser & Strauss, 1967, p.28).
A focal point during comparative analysis is discerning emergence. Emergence is the
concept that “Structures or behaviors can be found in a system that were not
intentionally put there, i.e., they emerged” (Gero, 2010, p. 178). Diversity between
categories of emergence is fundamental in developing a well grounded theory. The
process of ‘digging deeper’ into underlying emergent categories reflects the critical
realist approach of causal conceptualisation through stratification.
Grounded theory methodology is open and iterative. It requires researchers to reevaluate assumptions and conduct analysis as data progresses; evolving theory in
conjunction with the changing structure of social phenomena observed. Its process
methodology allows analysis and synthesis of data from a wide range of qualitative
and quantitative methods required for the investigation of the research question. This
methodology reflects the inherent focus behind critical realism; to conceptualise
observed and unobservable causal mechanisms. This makes the grounded theory
approach an appropriate framework to guide methodology under a critical realist
perspective when so little is available on how to apply critical realism in research
(Carlsson, 2003, p.6).
3.3.2 A critical realist grounded theory
Grounded theory functions harmoniously within a critical realist framework. The
usefulness of a grounded theory methodology in critical realism has been promoted
heavily amongst contemporary researchers (Rennie, 2000; Parry, 1998; Bergene, 2007;
Porter, 1997; Downward & Finch, 2002; Kempster & Parry, 2011; Easton, 2010), but
none of whom have conducted critical realist grounded theory research in the design
discipline. Two writers who have had the most significant impact on the development of
contemporary critical realist methodology are Carolyn Oliver and Ken Parry.
73
Oliver (2011) has adopted a critical realist grounded theory approach in her social work
research and has published a paper on the topic titled, Critical Realist Grounded Theory: A
new Approach for social work research. In this paper, Oliver (2011) acknowledges the
popularity of grounded theory methodology in the social sciences but highlights the
inclusion of critical realist theory to “Marry the positivists search for evidence of a reality
external to human consciousness with the insistence that all meaning to be made of that
reality is socially constructed” (p.371). Oliver describes the compatibility of grounded
theory and critical realism through hermeneutical inquiry, pursuing emancipatory
conceptualisation through emergence and generative mechanisms; ambitions that are
inherent in both critical realist and grounded theory process. Echoing Glaser & Strauss’
original methodology, Oliver’s approach to critical realist grounded theory focuses on
mixed methods. Oliver advocates utilising both qualitative and quantitative data in
triangulation, a process she understands was once contradictory within traditional
paradigms but under a critical realist perspective has become coherent (Oliver, 2011,
p.379).
For Oliver, grounded theory under a critical realist ontology and epistemology ties
research more firmly to practice (Oliver, 2011, p.373). This position strengthens
relationships between design thinking research with practice, producing theories that
are pragmatic and relevant to professionals. Critical realist grounded theory emancipates
not just social phenomena under study, but the research conducted in academia. A
critical realist grounded theory methodology produces knowledge that is relevant and
practical to practitioners by “Grounding findings in the experiences of those it seeks to
inform” (Oliver, 2011, p.384). As such, research and theory on the relationship between
design thinking and complex environments will emphasise practicality, and as a result,
strengthen academic research with professional practice. Most importantly for Oliver,
and for this thesis, critical realist grounded methodology offers an opportunity to engage
and build relationships with practitioners. This aim is to strengthen the connection
between academic research and design practice (Oliver, 2011, p.384). This methodology
fulfills a central goal of this thesis: to expand on and contribute original knowledge on
design thinking in complex environments that is useful and applicable in practice.
In his 1998 paper, Grounded Theory and Social Process: A New Direction for Leadership
Research, Ken Parry argues for a grounded theory methodology in response to
quantitative methodologies that have dominated research on leadership practice. In
contrast to sentiments described by Glaser & Strauss, Parry explains that using
74
qualitative methodology is too subjective as it aims to merely describe phenomena
rather than interpret and generate theory (Parry, 1988, p. 88). For Parry, critical realist
grounded theory fills an empirical gap between qualitative and quantitative research for
theory generation.
In his most recent paper on the subject, Parry extends his argument on grounded theory
to critical realism. In a paper co-authored with Stephen Kempster, Grounded Theory and
Leadership Research: A Critical Realist Perspective, Parry and Kempster justify a critical
realist approach to grounded theory, stating “Grounded theory adopts a contextual
examination of social processes in organizations and such a focus will be argued to be in
close accord with the underlying philosophy of critical realism” (Kempster & Parry,
2011, p.109). Central to Parry’s advocation of critical realist grounded theory is the
ability to research non-observable phenomena (Kempster & Parry, 2011, p.107).
Understanding non-observable phenomena is central to comprehending the complexity
of both design process and multidisciplinary project practices. For Parry, the qualities
and characteristics of leadership are manifested in intangible conditions, resulting in
research that requires investigation into abstraction and analysis of underlying causal
mechanisms. Design thinking serves to produce tangible solutions to complex problems,
whilst also operating in an intangible and cognitive realm. Akin to descriptions of
leadership practice, research into design thinking also needs abstraction and analysis of
underlying causal mechanisms. For Parry, and this thesis, grounded theory provides a
methodological way forward (Kempster & Parry, 2011, p.109) for research into new
practices in design.
3.3.3 Methodological limitations
The objective of the research question is to investigate design thinking in complex
environments. This investigation requires multiple case studies to compare findings
across diverse and complex design thinking project contexts. Grounded theory
methodology situated within a critical realist perspective has been chosen as the
framework for conducting comparative analysis across case studies. This research
strategy requires collecting qualitative research from complex design projects, whilst
remaining open to the use of quantitative methods and data to support grounded
75
theories of the phenomena under study (Danermark & Ekstrom, 2001, p.153). Results of
this research will then be used to create general causal conclusions on the behaviour of
design thinking in complex environments.
Adopting a new theoretical perspective for the research design introduces both
opportunities and limitations. A primary limitation of using a critical realist theoretical
framework is that evidence of its usefulness and application in research practice is
limited (Wuisman, 2005, p.367). Research conducted using critical realist grounded
theory is sparse, and as such, few examples can be drawn from existing research to guide
the research design (Carlsson, 2003, p.6), with scholars arguing that the critical realist
perspective needs refinement (Jeppsen, 2004, p. 7). Critical realist grounded theory is
under published in the context of design research. This less than established approach
leaves rogue researchers open to criticism as research designs vary according to
interpretations and applications of the theory. This proves difficult for the novice and
experienced researcher alike to apply a critical realist framework for research
methodology, particularly for design research. This thesis maintains transparency
towards the limitations of this position.
Critical realism’s ambiguous process of deriving causality is open for debate. Downward
et al. (2002) describe the insecurities that arise when adopting a critical realist approach
“How will I know whether the characteristics I have identified are ‘essential’? How will I
be able to tell when I have successfully identified a cause? How can I be sure that the
process description is ‘thick enough’ to permit causal explanation?” (p.491). These
writers assert the importance of answering such limitations so that researchers gain
confidence in the reliability of their results. Perhaps the greatest difficulty of being a
critical realist researcher is balancing context with generalizability (Bergene, 2007, p.6).
Arguments have erupted against adopting a critical realist grounded theory methodology
to extract causality and infer generalisations from a single case. Rebuttals claim that
critical realism cannot seek to describe generalisations beyond the case at hand because
no two contexts are the same (Kempster & Parry, 2011, p.117). Following this
perspective, it can be argued that case studies are a poor method of generalisation due to
the unique history that affects each case. This drives researchers to adopt a multi-case
study, to increase potential for deriving general propositions. Stake (2005, p.12) argues
that a multi-case study is for illustrating diverse contexts rather than commonalities,
concluding that a few cases are not sufficient for generalisations. Bergene (2007) also
76
recognises this limitation, proposing an extreme solution, that “Every relevant case be
studied,” (p.10) in order to arrive at causal explanations. This problem of discerning
general causal validity is prevalent in social systems, where agents (people) have the
ability to constantly adapt and re-structure their environment. However, this problem is
not unique to critical realism but all social sciences that attempt to imply general (and
causal) theories on a social phenomenon.
In response to this limitation, a causal analysis on social structures can become less
problematic when habits are identified. Habitual practice creates quasi-closed systems
that share common characteristics across differing contexts. Selecting cases that are
contextually diverse yet habitually similar may alleviate the dilemma of contextual
causality and provide contextual similarities shared across all cases. The contextual
limitations of using case study research can be addressed using a clear ‘quintain’ (Stake,
2005), that is used as criterion for selecting relevant yet diverse cases.
However, what is considered a strength in case study research (deep contextual
analysis) is branded as a limitation in grounded theory research. Grounded theory is
often criticised for being fixated on micro phenomena (Carlsson, 2003, p. 2). Critics
suggest that researchers using the grounded theory method will overlook unobservable
influences (Kempster & Parry, 2011, p.117), focusing on interpersonal relationships and
individual actions, while missing broader, structural and systemic powers (Carlsson,
2003, p. 2). Yet, positioned within a critical realist perspective, grounded theory critical
realists retort that the aim in a critical realist framework is not to seek grand theoretical
generalisations, but to examine regularities across cases to gain deeper knowledge and
analysis of causal influences (Bergene, 2007, p.14; Stake, 1995, p. 8).
In response to the collective consensus that critical realism has not been adequately
defined for research practice, this thesis has modeled both analysis and design from the
recent scholars whom have adopted a grounded theory critical realist approach in their
research. Many scholars have acknowledged the need to move forward from critical
realist ontology and prove its epistemological usefulness in research practice
(Downward et al, 2002, p. 491; Carlsson, 2003, p.6; Wuisman, 2005, p. 376). The
limitations of critical realist grounded theory offer an opportunity; researchers have
creative freedom to design their research plan and build upon existing literature on the
subject. This opportunity continues the tradition of Glaser & Strauss, whose principal
aim was to “Stimulate other theorists to codify and publish their own methods for
generating theory” (Glaser & Strauss, 1967, p.8).
77
A critical realist grounded theory methodology has been chosen for the research
question, What is the behavior of design thinking in complex environments? as it provides
a framework for exploration into an under researched field of design practice.
Furthermore, this methodology allows the researcher to contribute depth to existing
literature on the topic of complex design practices, by adding an analysis of underlying
causal mechanisms driving design behaviours in complex environments.
3.4 Methods
Grounded theory’s iterative methodology allows for theory to unfold as research is
collected, following an explorative manner. As such, case studies have been designed
with an explorative purpose whilst being open to evolving explanatory analysis. In any
new research field such as design thinking, an explorative research approach is favored
(Jeppsen, 2005, p.2).
A critical realist methodology for theory generation requires both an internal and
external understanding of the phenomena under study. Investigations in a new field of
study adopt an intrinsic approach, one that aims for a ‘deep’ analysis over ‘thick’
descriptions of a case or phenomena. A critical realist epistemology seeks to understand
causal relationships at play within observed phenomena, thus allowing for intrinsic and
extrinsic knowledge generation (Wuisman, 2005, p.393). This implies that qualitative
and quantitative data and methods are often used together in order to conduct causal
study.
A critical realist researcher often takes full advantage of both qualitative and quantitative
methods and data. The epistemological position of critical realism advocates the use of
mixed methods in order to validate and strengthen casual analysis (Danermark &
Ekstrom, 2001, p.153). Contemporary critical realists have rallied for the adoption of
mixed methods research in order to break down traditional paradigms (Teddlie &
Tashakkori, 2012, p.779). Under a critical realist ontology, qualitative and quantitative
information are used together to support the generation of new theory.
78
Also dubbed a multi-strategic approach, mixed methods offers strength in validation,
triangulation and the freedom to explore a wider variety of methods for the research
question and direction. This is supported in critical realist research practice, as
epistemological and ontological dualisms are broken down to allow different methods
appropriate for different situations (Bergene, 2007, p.6). Traditionally, qualitative
methods were applied purely to ‘set up’ data for proper analysis using quantitative
methods. Today it has been acknowledged that both methods have merits, that when
used in conjunction, offer strengthened validity and theory development (Danermark &
Ekstrom, 2001, p.153).
Critical realist grounded theory methodology allows the use of qualitative and
quantitative methods and data for theory generation; particularly to validate hypotheses
inferred from data. As the research design involves predominantly qualitative methods,
it reserves the option of including quantitative research and data through archival
documentation to support findings and theory development. The following section
covers methods that are fundamental to the research design.
3.4.1 Case study
Case study research is a fundamental method adopted for data collection in qualitative
research. Yin (2009) advises that the “Distinctive need for case studies arises out of the
desire to understand complex social phenomena” (p.4). Yin also advocates the case study
method for its usefulness in ‘how’ and ‘why’ research objectives; that is explanatory and
exploratory research (Yin, 2009, p.2). Exploring complexity in design thinking practice is
the focus of this thesis, thus, case study has been chosen as an appropriate data
collection method.
Eisenhart (1989) extends on the benefit of case study research, arguing that it is a useful
method for theory generation. Similar to the grounded theory approach, Eisenhart
(1989) explains that building theories from case studies is “Highly iterative and tightly
linked to data” (p.535). Echoing Yin, Eisenhart adds that it is particularly appropriate for
new areas of research (Eisenhart, 1989, p.532). Eisenhart’s paper, Building Theories
From Case Study Research, supports the methodological approach of grounded theory. It
79
is for this reason that this research design has used the case study method with a
grounded theory methodology.
Stake (2005) explores the topic of multiple case study research in his book, Multiple
Case Study Analysis. Of fundamental importance for Stake is defining the quintain.
Stake describes the quintain as the umbrella for case study research (Stake, 2005, p.6)
belonging to a particular group of cases (Stake, 2005, p.4). The quintain is the wider
boundary in which the study is situated and selected. Stake places more emphasis on the
importance of understanding context in case study research, but allows for
generalisations to be made through cause and effect- reflecting the position of critical
realist theory (Stake, 2005, p.12). In contrast to Yin’s opinion that multiple cases should
be of similar context and outcome, Stake (2005) argues:
An important reason for doing multi-case study is to examine how the program
or phenomenon performs in different environments. This often means that cases
in both typical and atypical settings should be selected (p. 23).
The research design of this thesis condones the selection of variable cases unified
beneath the boundary of an allocated quintain, and as such, has chosen three diverse
case studies for analysis. The quintain is defined in the following section, 3.6. Research
Design.
This approach is also supported by Cecil Bergene (2007) “The chief merit of comparative
case studies is often said to be that it allows for an examination of patterns of similarities
and differences across a moderate number of cases, thus combining depth with a more
extensive approach” (p.8). In order to adequately comprehend the under-theorised
practice of design thinking in complex environments, an explorative, multiple case study
design that exhibits a variety of contexts and outcomes is essential.
Geoff Easton advocates the appropriateness of case study research for critical realist
theory. However, for rigorous critical realist investigations, Easton (2004) advises that
one study is more beneficial than many. Explanations are thus more thorough, credible
and “Incorporate a number of different emergent levels (individual, group and
organisation) and a number of different entities” (p.127). Easton concludes that
thoughtful critical realist analysis is more deep than broad. As the research design
incorporates multiple case studies, application of a coherent and rigorous critical and
80
causal analysis is not implemented until after grounded theory analysis surfaces core
categories. Critical realist grounded theory has been utilised as a framework for theory
generation filling a methodological gap in grounded theory; the transformation of
categories into theory.
3.4.2 Participant observation
Participant observation is a method of field research that aims to immerse the researcher
in direct observation of the phenomena under study. There are varying degrees of
observation that may be conducted, from non-participant to complete participation
(Emerson et. al., 2001, p.101). This research design adopts a passive participant
perspective, allowing phenomena to remain unobstructed by the researcher to preserve
objectivity. Stake (2005) praises the use of direct observation stating “The most
meaningful data gathering methods are often observational — both direct observation
and learning from the observations of others” (p.4). Limitations of this approach often
surround the inability to interrupt participants as information unfolds (clarifying
concepts, asking questions) and the restricted research experience due to inability to
interact within the case context. However, these limitations also serve to counteract
more inclusive participant observational methods and their limitations, such as issues of
researcher bias and influence over the phenomena when the researcher is participating
in the case. This research design has chosen to adopt a passive and non-participant
approach to data collection, to ensure complete objectivity and reduce the risk of
personal bias that would cloud data analysis. Non-participant observation allows the
researcher to detect both spoken and unspoken action through body language,
intonation and tacit inferences between workers.
3.4.3 Semi structured interviews
Interviews are one of the most common and insightful methods used in qualitative
research. Seidman (2006) articulates that the goal of interviews is to “Encourage
participants to have the time and opportunity to reconstruct their own experiences and
reality in their own words” (pp. 15-19). Interviews are particularly useful when relying
81
on archival data in case study research. Stake (1995) adds “The purpose for the most
part is not to get simple yes and no answers but description of an episode, a linkage, an
explanation”(p. 65). Interviews commonly follow ethnographic aims; to understand
social meaning and culture (Warren, 2001, p.85). For this thesis, the semi-structured
interview method offers the researcher freedom to focus on the primary research subject
(design thinking practice in complex environments) whilst remaining open to
investigating causal factors that may be cultural and symbolic. The research design has
favored a semi-structured interview approach to aim for more fluid and flexible data
collection under an explorative context. An additional benefit of using this method is the
ability to perform interviews with individuals that are not geographically accessible to
the researcher. This allows researchers to collect case studies that are otherwise
unavailable due to geographical constraints. The advancement in tele-conferencing
technology such as Google Hangout and Skype allow for primary interviews using both
video and audio be conducted; strengthening data analysis and most importantly,
allowing the researcher to conduct interviews with participants across diverse
geographical locations.
Interviews are often conducted after project completion. This situation presents an issue
surrounding selective memory and hindsight bias. Respondents may not consciously be
able to reiterate aspects of the project, especially finer details of conversational meetings
amongst members or specific actions undertaken during the design process. Re-collected
accounts are usually broad and often generalised. This limitation can be reduced through
intensive analysis of archival documents, to remind interviewees of specific
circumstances in the project or process. Furthermore, cross-checking project
perspectives individually with other participants according to the comparative method,
serves to validate accounts from a group of participants.
3.4.4 Field notes and recordings
In both observation and interviews, the process of data recording needs to be addressed.
Field notes can take many forms, from hand written notes to video recordings. This
research design has chosen to take advantage of new technology, the Echo smart pen.
This instrument has been the primary medium for taking field notes as it provides the
ability to audio record simultaneously as information is scribed. For ethical reasons
82
video recordings have not been utilised, but mobile technology has been used to record
images of research phenomena to support data collected. For field notes, recordings and
photos obtained during observation, participants signed consent and were informed
prior to performing any recorded action. Reflexive thoughts and opinions were noted as
data is documented during observation, without referring to theoretical analysis. This
process has been chosen to keep a clean “theoretical slate” (Strauss & Corbin, 1998) as
instructed by grounded theorists. The limitations of recording field notes is researcher
dependent. Not being able to write fast enough or collect the correct information are
limitations of this method. Stake (1995, p. 66) suggests that a field researcher should
listen and take only a few notes rather than write detailed accounts. Depending on the
objective of the research, understanding the meaning behind the data is more important
than collecting descriptions of phenomena observed. These limitations require practice
and experience from the researcher to overcome. Furthermore data collected using
physical documents such as journals, instruments and cameras have potential to go
missing. Rigorous back ups using hard drives and physical filing cabinets ensure that
immediately after each observation and interview, data is stored securely.
3.4.5 Archival evidence
In conjunction with observation and interviews, archival evidence plays an important
role in the research and collection of cases in this dissertation. Archival data has been
chosen for conducting extensive comparative studies across diverse geographical
locations. Participant observation methods are time intensive and difficult to achieve for
many factors, primarily location. For the purpose of this study, archival evidence has also
been adopted for it reduces time required for data collection, allowing more time to be
devoted to analysis and conducting follow up interviews.
Archival evidence has the benefit of reducing researcher reflexivity and bias (Yin, 2010,
p. 149). However, limitations around organisational motives and bias must be challenged
throughout archival analysis (Yin, 2010, p. 149). Archival evidence is often sent to the
researcher in the form of images, video, audio recordings and digital documents via the
internet.
83
3.4.7 Conclusion
An initial and intensive observational study was conducted for the purpose of
strengthening literature outlined on the topic of design thinking, whilst instrumentally
providing a foundation and direction for the following case studies. Justified in more
detail under 3.6. Research Design, cases after the first instrumental case study had been
collected using archival evidence on pre-existing projects, delivered to the researcher
from various design and institutional agencies.
The use of quantitative methods in the research design of this thesis is tentative. As the
exploration and evaluation of the designerly approach for innovation in complex
environments is highly tacit, empathetic and iterative, qualitative research will dominate
the methods employed in data gathering. However, a critical realist approach has been
adopted not just for its ontological stance on causation and objective reality, but for the
inclusion of quantitative as well as qualitative methods for the research design. This
freedom allows the research plan to explore the most appropriate methods of data
gathering as themes and insights evolve using the grounded theory approach.
Quantitative data will be collected when required for analysis and theory generation.
An increasing number of contemporary researchers are advocating for an eclectic mix of
methods in research (Teddlie & Tashakkori 2012, p.778). This signifies the rejection of
epistemological dualism, as more researchers investigate frameworks for mixed method
investigation. This approach has been chosen for its rigor and thoroughness that is
required when investigating complex phenomena.
84
3.5 Analysis
The data collection and analysis of the research question is an exploratory adventure.
Since the methods movement of the 1960s, design research published across academia
and in practice has focused intensely on the unique process and methods of design and
design thinking. It became apparent through collating material for the literature review
that minimal empirical research has been conducted towards collecting evidence on how
design and design thinkers innovate and how designerly behaviours emerge in complex
environments. Furthermore, how this design process shifts and influences highly
complex and multidisciplinary design environments is in need of more empirical
analysis.
A critical realist grounded methodology has been chosen as the framework for data
collection and analysis (see fig.7). A fundamental objective of critical realist analysis is to
‘dig’ through superficial details to uncover underlying processes (Downward et al., 2002,
p.491). The analysis of underlying processes is conducted in an open and reflective
framework, using the flexibility of grounded theory to evolve insights with theoretical
frameworks, and to guide analysis on underlying causal mechanisms. Critical realists
understand that empirical data is just ‘the tip of the iceberg’ and exploring underlying
causal relations is key to emancipating complex social structures bound by habit
(Bergene, 2007, p.12). As the analysis of this research is exploratory, findings will focus
on generating the foundations for a theory that seeks to analyse and explain the
underlying causalities that may be influencing the phenomena studied.
The researcher’s position in this thesis takes on many roles. The primary objective is to
be investigative and exploratory, developing new knowledge through a research design
that utilises qualitative methods and quantitative data if required. The primary purpose
of the researcher under the critical realist perspective is to maintain transparency.
Throughout investigation and analysis, the researchers position and perspectives on the
context of the case is reflected on. As a result, the research journey and exploration of
data is documented, highlighting insights that direct new avenues for interpretation
(Crouch & Pearce, 2012, p.65). A critical realist researcher is often referred to as a
‘disruptive investigator’ as analysis aims to deconstruct existing ideologies (Crouch &
Pearce, 2012, p.142) whilst re-interpreting how individuals relate to larger, changing,
social contexts. In this instance, how designers and multidisciplinary teams relate to
85
complex social contexts through design thinking. The critical realist lens provides a
theoretical framework that forces researchers to acknowledge their position and
influence throughout investigation and analysis, thus reducing bias through their
transparency.
The analysis of data collected in this thesis follows a semi-structured framework. The
framework for analysis follows three broad phases: developing codes and memos,
constant comparison method and theory generation [Fig.9].
86
Fig.9 Framework for Analysis
87
3.5.1 1 s t phase: developing codes and memos
The first phase of analysis is dedicated to developing codes and memos as case data is
collected and transcribed. As field notes and interview audio are collected, data from the
case is transferred to software Excel; audio transcriptions, field notes and images taken
are all recorded in the same document. References to archival documents relevant to
sections of audio are also included. This ensures a clear, chronological spreadsheet
outlining the process behind the case study. The chronological documentation of data (as
opposed to themes) has been chosen to provide maximum clarity for causal analysis [See
Appendix. 1].
This phase begins by memoing initial insights and impressions from the data whilst
transcribing and collating audio, documents and notes. A second iteration of analysis is
then conducted in qualitative analysis software, Nvivo, this time producing categories
and codes (also referred to as ‘tags’) from memos and insights recorded in Excel during
initial round of analysis [See Appendix. A]. This process follows the Glaserian approach
to grounded theory analysis. The Glaserian approach favors substantive coding (basic
observations) of data that are then grouped under ‘coding families’ (tag themes) (Kelle,
2007, p.192). This grouping is conducted in qualitative synthesis software, Mural.ly;
codes conducted in Nvivo are exported (including direct data from which the code
relates) [See Appendix. B] and then clustered in a Mural.ly “board”. Each case study has
its own board to cluster the codes that were established in Nvivo, using an affinity
diagramming technique [See Appendix. C]. From these basic coding families do
theoretical codes develop, marking the beginning of developing theory. It is at
substantive coding where analysis may influence theoretical sampling and direct the
focus of follow up interviews and data analysis for theory development. This process is
replicated for all other cases collected.
88
3.5.2 2 n d phase: constant comparison method
Once initial memos and codes are established, the second phase of analysis begins.
This phase introduces the constant comparison method. Initial codes and category
families from the first phase are compared across cases. Patterns and coding similarities
are analysed and established until a core category emerges. Establishing a core category
(through cross-case comparison of categories created in all cases) strengthens the
reliability of the core category becoming a valid basis for theory development. This also
implies that the category is nearing saturation; where no more cross (and individual)
case analysis yields fundamentally new insights (Dey, 2007, p.167).
The process of cross comparative analysis during this phase involves two stages: internal
and external validation of the core category. Titled the comparative method in grounded
theory, this process aims to strengthen and validate concepts by pattern-matching (Yin,
2009, p.139). The comparative method is used to confirm insights present across a
number of cases (Glaser & Strauss, 1967, p. 23). This ‘replication’ of facts and concepts is
one of the strongest methods for developing reliable theory in qualitative research [See
Chapter 8. Cross-comparative analysis]. Empirical evidence from the case is used to
illustrate theoretical concepts; that is used to strengthen theoretical generalisations
(Glaser & Strauss, 1967, p.24).
Internal validity is achieved through in depth (contextual) analysis of the phenomena in
each case, using grounded theory to guide theoretical categories before triangulating
findings across cases. This process is carried out through all cases, exploring concepts
unique to each project whilst keeping an eye open for causal patterns signifying ‘quasi
closed’ systems and relationships (Downward et. al., 2002, p.485). Bergene (2007)
articulates the objective of this phase stating “Researchers need to conduct an internal
analysis of each case. Instead of standardising for, or factoring out, factors common to all
cases, internal analysis might reveal how the common factors manifest themselves
differently in different contexts” (p.19). Understanding how causal categories manifest in
different cases adds insight and knowledge to the developing theory.
Triangulation of categorical insights is a critical component in this phase as categories
developed within each individual case are compared with participants for verification
and validity (Yin, 2009, p.42). Triangulation is a robust and repetitious addition to
internal and cross case study analysis. It serves to confirm whether observations are
89
manifested in different contexts (Stake ,1995, p. 113). It is fundamentally exercised to
compare views amongst different sources of data and agents to achieve consistency and
reliability of theory developed from data (Stake, 2005, p. 77).
External validity is critically analysed after categories and patterns become evident
through cross-case, comparative analysis. Bergene (2007) emphasises the importance of
conducting both internal and external analysis of cases for theory generation under a
grounded theory critical realist framework, arguing that both internal and external
analysis needs to be conducted on each case (p.21). This process ensures that the core
category described is contextual yet applicable to a broader understanding of the
research question. This method also ensures that the category uncovered has enough
internal and external validity to proceed to the next and final phase of analysis.
As stated earlier, theory generation in grounded theory does not aim to provide a perfect
or predictable account of phenomena; accuracy is not imperative, either. For analysis and
theory development in this thesis, importance is placed on explanatory power. The aim
of grounded theory and of this research design is to explore and explain causal
relationships between the design thinking process in complex and multidisciplinary
environments, in order to deduce generalisable insights that can be used as the
foundations for a pragmatic theory for complex design practice.
3.5.3 3 r d phase: theory generation
The third and final phase of analysis is the construction of theory. Critical realism is
emphasised in this phase for its role in transforming grounded categories into
foundations for the formulation of theory. The purpose of applying critical realist
analysis during this phase is to bridge a gap in grounded theory methodology (Hood,
2007, p.162). Mentioned in 3.4.5 Methodological limitations, grounded theory is heavily
criticised for its methodological ambiguity during theory creation (Scott, 2004, p.113).
The process of conducting memos and creating core categories has been refined by both
Glaser and Strauss, however, both authors share little insight on how to develop theory
from categories.
90
In response to this limitation, a causal analytic framework has been adopted during the
final phase of data analysis, bridging coding categories to theory generation using critical
realism. In this framework, analysis and theory generation is guided by conceptual
principles from critical realist theory [See Chapter 8. Cross-comparative analysis]. The
most important principle is exhibited through the question “What caused those events to
happen?” (Easton, 2004, p.121). In explorative analysis, the aim is to explain why events
occurred and what caused the events to occur, or more pragmatically, why certain
decisions lead to certain outcomes (Easton, 2004, p.127).
The second conceptual framework for critical realist analysis is the notion of open
systems. The idea that social systems are open and contain agents of change requires the
researcher to pay mindful attention to the idea that societies and social groups transform
their structures and as such can never approach closure (Dickens, 2003, p.97). The
implications on analysis and theory generation is that grand generalisations or
predictions cannot be made on social systems. The aim of this thesis is not to submit
grand generalisations, but to explore conceptual theoretical foundations that may
present themselves under similar ‘quasi-closed’ conditions (Baehr, 1990, p.768). Quasiclosed conditions are present within bounded systems where agents perform repeated,
habitual tasks in daily practice, for example, through the adoption of a design process
framework. Constructing a research boundary (otherwise referred to as the quintain) is
necessary for research design and analysis in explorative contexts as it provides
manageability for the researcher to investigate large and complex ‘quasi-closed’ social
practices.
Collecting cases studies that fulfill core criteria required to answer the research question
allows the researcher to investigate habits or patterns across cases that are diverse and
thus explore conditions of quasi-closure that may affect design process, innovation and
outcomes in differing contexts. Friedman (2003) states that a theory “Describes dynamic
flows with contours that trace relatively closed loops as well as relatively open links”
(p.515). As causal explorations are also interpretive, they do not attempt to depict actual
processes closely (Sayer, 2010, p.90). Rather, through a grounded theory approach,
processes can be conceptually general as causes are evident across cases for they all
share the same core category and categorical patterns. Conceptual cues from critical
realism guide the researcher to reflect holistically during causal analysis, triggering
greater insights into the core category; broadly, the behavior of design thinking in
complex environments.
91
Once a category has been compared across cases and is established as a core category,
critical realist analysis deconstructs the category and investigates causal mechanisms
that affect that category of investigation. This process is guided by the method of
retroduction. This method guides deep, stratified analysis of causal mechanisms that
underlie the core category and that operate on all levels of reality: the empirical, events
and unobservable mechanisms.
Retroduction is a form of abductive reasoning. Retroduction is a logical process towards
discovering answers to insights obtained from data during analysis. It allows logical
movement beyond the surface phenomenon using abductive inference to identify
underlying structures from empirical data (Bergene, 2007, p.15). The depth and
complexity of analysis into underlying mechanisms of the phenomena under study is
subject to theoretical insights that emerge during data collection and analysis. On a
superficial level, critical realism offers conceptual frameworks to trigger data analysis in
new theoretical directions that may not be directly observed empirically.
The critical realist framework allows the researcher to adopt a more thorough and
holistic analysis of case study phenomena, particularly for the analysis of complex
environments and systems. The critical realist method of analysis used in this phase is
not detached from grounded theory methodology, as it echoes the Strausserian approach
for knowledge generation. The Strausserian grounded theory approach dictates that a
core category be analysed for causation (Dey, 2007, p.178). This process is a rigorous
causal analysis of the core category in relation to both the context of the case and across
cases. The result aims for a holistic, yet grounded theory, that addresses the complexity
of design thinking in new and complex environments. This process of analysis works
within the methodology of grounded theory and is one of the reasons why grounded
theory is the favored methodology for critical realist research. Grounded theory
methodology is prescribed when the formulation of new empirical knowledge is
required in under-theorised topics such as design thinking. Thus, it provides an
appropriate methodology not just within a critical realist ontology and epistemology but
for explorative studies such as the research objective of this thesis.
92
3.5.4 Criteria
Research designed to investigate the question, What is the behaviour of design
thinking in complex environments? follows an iterative and exploratory process. Using
critical realist grounded theory as a methodology allows the researcher to explore causal
themes and evolve research directions as data unfolds. Analysing multidisciplinary
design practice in complex environments calls for a critical and intensive case study
analysis, for critical realism favours intensive research designs (Bergene, 2007, p.16).
Intensive case study research is designed under an explanatory umbrella. For emerging
fields such as design thinking, explanatory research is an appropriate framework for
multiple case study analysis:
An explanatory research project can be conducted in a new field, if the study is
well defined, and focused on selected aspects of a phenomenon etc. Such
project(s) can be complemented by other projects that further expand
knowledge on the subject; deepen the complexity of our understanding and the
dynamics involved, and add to knowledge creation (Jeppsen, 2005, p.2).
As such, a strict plan was not developed for case collection and analysis, but instead, a
framework has been created to guide case exploration and data analysis. This framework
includes structures for analysis and the development of criteria to guide case study
selection for the research design.
Cases selected for the research design fulfill broad categories of criteria to ensure
appropriate data has been collected to investigate the research question. Criteria has
been constructed for defining and establishing boundaries (the quintain) on the research
design whilst remaining general to ensure diversity of contexts. This provides the
research design with focus yet freedom to explore diverse contexts of applied design
thinking in complex environments. The criteria for case study selection has been devised
as follows:
93
Process and Approach: Design Thinking
Context: complex environments (classified as ‘Third’ and ‘fourth order’ design
practice) and situated in the second and fourth quadrant in the Flach (2011)
[Fig.6] model of complexity in problem spaces.
Outcome and direction: a focus on systems and intangible designs
(the process is not product-centric)
Process and Approach
The methodology of the project process must reflect a designerly approach. The
characteristics that define design thinking have been critically atomized throughout the
literature review. In each case study selected, the project must be holistically directed by
and through a design process and/or methodology.
Context
Cases collected for research have been chosen from the context of complex
environments. A complex environment has been classified as projects that involve
multiple stakeholders throughout the process, whose outcome affects a large number of
individuals (both internal and external to the project/client) and where results never
resolve but can only satisfy current conditions (Simon, 1996, p.27). A complex (wicked)
environment is constantly evolving; it is an open system that can change from individual
agents operating within the system and whose system can change the operation of
agents within it (Baehr, 1990, p.768). As such, results and solutions are never final and
reflect an ongoing process between agency and structure. Designed solutions can only
‘satisfy’ current conditions, whilst remaining open and flexible to future iteration and
evolution.
Returning to the typology of the design thinking, complexity differs at each level of
design practice (Fig 5.) As portrayed in the literature review, the diagram shows many
variables that operate within different stratified layers of design thinking practice.
Design thinking for complex environments is reflected in the upper levels of design
thinking (3rd and 4th orders) and are found in the context of medium to large enterprises,
local, state or federal government, or deal with uncontrollable externalities such as
94
environmental and social innovation and systems. Furthermore, a complex environment
has also been defined using Flach’s (2011) [Fig.6] model of complexity; projects that
have high interdependence and/or high dimensionality are considered complex. In
defining design thinking in this way, the research design is able to set clear criteria for
case study selection.
Outcome
Cases collected for analysis focus on project problems that exist on a ‘high level’ of design
complexity, where tangible (product orientated) solutions are not the sole focus of
formative design developments. This means that whilst a product can be a part of a
larger solution (such as a service) it is not the emphasis behind the initial project design.
Cases are socially orientated and conceptual solutions such as services, strategies,
policies, plans and initiatives, events or collaborative ideas may be designed for an
actionable outcome. Intangible ideas may be manifested through material methods but
the process revolves around an ongoing purpose or intent than a finite product. These
results often reflect wicked environments that require adaptable and evolving solutions
and signify a higher and more conceptual level of design thinking.
3.6 Research design
Investigation into the research question, What is the behaviour of design thinking
in complex environments? requires a multiple case study research design. The aim is to
conduct exploratory investigations on complex design innovation; to provide empirical
evidence for if, how and why design thinking is a useful and valuable platform for
complex environments and its problems.
Three project case studies have been selected that fulfill criteria for the research design.
Criteria consists of three categories: the application of a designerly process and
approach, in complex environments involving multiple interdependence and
dimensionality (Flach, 2011) (3rd and 4th order design practice) and driven by intangible
concepts and not product-centered outcomes. Case studies that adhere to this criteria
95
will provide rich data on whether the designerly approach is a valuable platform for
design innovation dealing with wicked problems in complex environments.
The research plan designed for this thesis utilises multiple case studies. Stake (2005)
offers advice on selecting cases that are adequate for the research design:
As a general rule, there are three main criteria for
selecting cases:
1. Is the case relevant to the quintain?
2. Do the cases provide diversity across contexts?
3. Do the cases provide good opportunities to learn about complexity and
contexts? (p. 23)
The questions outlined by Stake are appropriate for the research direction and question
in this dissertation, as complex environments is a primary focus of investigation.
Answering the questions proposed by Stake aid the design of research.
3.6.1 Is the case relevant to the quintain?
The quintain (conceptual research boundary) is directed by the research question but
also refined through the construction of criteria for case study selection. Case studies in
the research design have been chosen for fulfilling a criterion for analysis, explained in
3.5.4 Criteria.
96
Fig.10 Research Design quintain
3.6.2 Do the cases provide diversity across contexts?
The case studies in this thesis each satisfy the selection criteria outlined above. However,
an additional layer of consideration has been taken into account when deciding between
possible cases; to ensure that each case portrays varying positions of design activity
relative to the organizational system, inspired by Sabine Junginer’s (2009) analysis.
The research design has deliberately considered three professional contexts that fulfill
the case study criteria whilst offering project diversity. One case study from service,
public policy and social innovation, all provide fundamentally diverse project
97
environments yet depict complex, third and fourth order design thinking. Furthermore,
each case study offers diverse positions of design thinking activity relative to the project
context following Junginger’s (2009) theory on the position of design thinking relative to
an organizational system. These positions include: design thinking situated on the
periphery to an institutional organizational system, design situated internal to an
organizational system and design situated in an external, open and unstructured system.
3.6.3 Do the cases provide good opportunities to learn about
complex contexts?
Each case represents major design practices currently tackling problems in complex
environments. Service, policy and social innovation are three fields that have major
impact in the way we shape and transform complex systems. In addition, each case study
has been selected based on complexity in relation to size; projects that include or affect a
large number of individuals. The inherent complexity in practice, coupled with different
disciplinary contexts driven by design thinking, are what makes the research design a
satisfactory framework for investigating the research question.
3.6.4 Conclusion
In order to investigate the question, What is the behavior of design thinking in complex
environments? critical realist grounded theory has been chosen as the most effective
research framework and perspective. Critical realism affords the opportunity to analyse
causal mechanisms to provide a deeper analysis of the research question beyond
descriptions of data conventionally tackled to date. Furthermore, critical realist
grounded theory enables data analysis to frame new theory generation on the subject.
98
4.
Case Study 1
A service design agency was selected as the first case study for this dissertation. Based in
Australia, the agency addresses client briefs with a design thinking mindset,
collaboratively resolving problems with the aim of co-creating solutions. Established in
2000, the agency’s priority has remained unchanged; to conduct meaningful work that
has a positive effect on society. As such, the agency has a pro-bono program to give back
to the community, applying service and design thinking for social and sustainable
solutions.
The case available from this agency presented itself as an opportunity to conduct in
depth observation on a complex project with a large media communications client. Using
Junginger’s (2009) guide on the position of design thinking, this case was selected as it
represents design as a resource external to an institutionalized organizational system.
The study allowed for intensive and thorough data collection with the opportunity to
document a project holistically from brief through to implementation. The flexibility of
the design agency allowed for regular and consistent visits for data collection. Research
on this case consisted of 14 days of non-participant observations over a three-month
period. Observational visits to the agency were recorded using audio equipment,
resulting in a total of approximately 32 hours of recorded data observation.
Observational research conducted at this agency provided the research design with a
thorough foundation for initiating data analysis that would later be supported through
follow up interviews.
99
4.1 Data collection
Observational research commenced in September 2011 and ceased in early December of
the same year. The focus of this case study was to observe and collect empirical evidence
on the process and behaviour of design thinking applied as a peripheral resource to
resolve a problem situated in an organised complex system. Direct, non-participant
observation was chosen as the primary method for data collection for this case. This
allows the researcher to reflect with objectivity on the process; on the position of each
designer and the relationships between team members. Non-participant observation
ensures that the researcher’s reflective bias is minimised as the researcher has no
personal involvement or motive in the project (Bernard, 2006, p.342). Data was
documented using recordings and field notes captured on a Livescribe Echo pen and
booklet. Images of design methods were captured using a mobile (iPhone) camera. No
additional data was collected other than through the mediums described. Audio was
recorded simultaneously with written field notes.
This case study acted as an instrumental investigation on design thinking in complex
project environments. In conjunction with direct observational data collection, semistructured interviews were performed during initial rounds of analysis, including a
follow up interview with a project lead to triangulate insights and strengthen the validity
of analysis and accounts of evidence collected. The comparative method was used to
construct robust validations on hypotheses proposed from initial interpretations from
evidence (Eisenhardt, 1989, p.545) as outlined in detail in the previous chapter, 3.
Research Framework.
100
4.1.1 Analysis
Preliminary data analysis began with creating memos of ideas and impressions on
conversations as data was transcribed. This ‘first round’ analysis captured initial
impressions from the data in line with the grounded theory method, outlined in 3.5,
Research Design. Codes were later assigned to the memos documented and the audio
transcribed [See Appendix A]. Rounds of iterative coding continued until a level of
saturation was achieved. Codes were then grouped under themes in preparation for
cross-case comparative analysis [See Appendix C]. Saturation was established when
iterative analysis of the data did not yield new coding insights. 384 codes were created
on the project case. The codes and their references were exported in preparation for
contextual mapping using the affinity diagramming technique. Using an online mapping
software, Mural.ly, the codes were mapped according to relationship and context
between each code’s reference and meaning [Appendix C]. This contextual mapping
phase, coupled with memos noted during rounds of coding analysis, provided the
foundation for emerging theoretical themes and relationships described in this chapter.
Consistent with the boundary of the literature presented in the literature review,
references presented within these findings are selected from design literature and have
been chosen for their impact, discussion or relationship to design thinking theory. The
purpose of the references presented within the findings is to contextualize the findings
discussed on design thinking in this case study. The references are used as a point of
contrast and triangulation.
101
4.1.2 Project Background
In August 2011, the design agency was commissioned by a large telecommunications
client to design a solution for a new service to be rolled out in the following year. The
project had two components: the client required both a service delivery focusing on
customer experience and an internal organisational re-design to support the service
solution. Thus, the project was split in two; with one design team working on customer
research specific to the product-service, and another team working on developing the
internal organisational capability to ensure the new service would be a success. The
project and teams are henceforth referred to as phases, with phase 1 depicting research
and design for the service delivery and phase 2 following work established by the team
in phase 1 in developing organizational capability.
4.1.2 Phase 1
The project began with investigating the nature of the service to be designed. The design
agency assigned four primary investigators for this task, including a design intern to
assist. Central to the case was the issue of designing around the unknown. The project
assigned by the client involved developing a product-service Australia-wide that did not
currently exist. In essence, the product on offer to the public by the client was brand new
- in that no other product or service of this kind had been established in Australia. This
added an additional level of uncertainty for both the client and designers; the designers
found little relatable information and the client could not clearly describe in full detail
the nature of the brief or the product-service offering:
Central to this case was design for the unknown, which you describe then as a
brand new service offering which it is and was. It’s very true, that particular thing
[the service], but that happens in every single thing we do. The fuzzy front end,
the fuzzyness piece is always around not knowing what the problem is. That’s
why the emerging piece in the beginning, the exploration piece, is vital. But yes
because this was a brand new service offering there was nothing to start off,
there was no baseline. (Interview, Phase 2 Designer, 2014).
102
The design team explored secondary research on existing services and products from
competitors that seemed similar, whilst reviewing user-research reports previously
conducted by the client. During this preliminary phase, the designers collected
documents and reports about the new product-service from the client to help clarify
what they needed to design. The design team spent roughly 2 weeks on secondary
research. Following this initial research phase, the design team chose to conduct their
own foundational user research to help clarify what service scenarios they will need to
design for. The designers contracted a future forecasting agency to develop workshops
with users on future states related to product and technology from the client. The design
team collaborated with a team from the future forecasting agency and volunteered
‘users’ to co-create ideal future states around the product-service. These workshops ran
over a three-week period.
The purpose of conducting future forecasting workshops with users was for the
designers to propose hypothetical scenarios as a result of this new product-service
introduced by the client. Using hypothetical scenarios, the design team collected
information on preferred states from users. These workshops helped the design team
contextualise what future states they may be dealing with, and what scenarios are
preferred by the general public. Once the workshops had concluded, the design team
wrote their insights on post it notes and began rounds of analysis, sensemaking and
synthesis. This knowledge provided a foundation for the design team to formulate a
preferred state (service scenario) from which to conduct user journey research.
The next step involved the design team developing tentative hypothetical service
journeys around the product-service to prototype on users. User testing ran “over 2-3
days with 25 sessions in total” (Interview, Phase 2 Designer, 2014). The testing took
place at the client’s user research facility, and was based on a role-playing method. The
design team consciously decided to have ‘breather days’ in between the days of user
testing, in order to reflect on the findings gathered thus far and iterate ideas. Iteration
focused on refining details, fixing common misunderstandings and adding or subtracting
steps in the user journey scenario.
103
At the end of user testing, the design team initiated a phase of synthesis. The insights
gained from user testing were loosely structured beneath a rough user journey outline
that was developed and refined as user scenarios were refined. From this point on, the
group focused on sensemaking, interpreting insights and refining the ideal customer
journey for this new product-service.
The outcome of this process resulted in an ideal customer journey and service delivery
for the client’s product-service. The knowledge and findings generated by the design
team was detailed in a report format. Two documents were submitted to the client; one
that contained significant insights from their user research and another that described in
depth the service journey and steps required to make the journey a success. The
recommendations in this document and the findings from this research phase were then
passed on to another design team who then focused on developing the organisational
capability for this ideal service delivery.
4.1.3 Phase 2
Nearing the completion of phase 1, the design agency assigned a second group of
designers to work on the organisational capability for this product-service. This team
consisted of four designers; three new designers and one designer from the previous
team in phase 1. The three new designers became the primary investigators and were
briefed on the work conducted by the previous design team. The fourth team member,
involved in both phase 1 and 2, was the design intern. His role was to again assist with
props and tasks. Phase 2 commenced in September 2011 and ran through to November
2011 when the entire project was completed:
Theirs [phase 1 team] was very specific because they did all this research about
finding out what it could be before hand. They had scripts and they had […]
prototypes of pages and mobile app pages and stuff like that almost to the point
they would call it UX design. That was the intention- of finding out how the
experience would play out from a physical standpoint, and you describe it as
customer journey but it’s a customer journey in action. Whereas the purpose of
the enactments we [phase 2 team] ran was to illustrate to the stakeholders “is
104
this is the ideal experience that customers want to have? How are you set up to
deliver this? How are you going to work together to make sure this is going to
happen” (Interview, Phase 2 Designer, 2014).
Focusing on organisational capability, phase 2 of the project was much more complex
and holistic. Central to this phase was brainstorming, which took up much of the design
process. The design team began by looking at the ideal customer journey from phase 1
and figuring out what organisational departments were critical to the success of the
journey. This phase was much more client inclusive, as the design team relied heavily on
information about what client departments did, what departments would be affected by
the journey and how departments currently communicate with each other.
Time constraint was a central issue in this phase and to the project as a whole. The
design team in phase 2 were limited in depth, scope and complexity as they did not have
enough time to holistically investigate the organisational ecosystem in detail “the timing
it was really tight, and one of the tightest projects we ever had to date at that point”
(Interview, Phase 2 Designer, 2014). Due to this time constraint, the client chose only
two main service features out of the report submitted in phase 1 to be implemented. The
design team in this phase had just four weeks to design an organizational strategy that
focused on the selected two areas of the service delivery.
In contrast to phase 1, primary user research was not conducted but instead, user
personas were created from the research collected in phase 1. These personas guided the
design team through the creation of an ideal service journey that would later become the
basis of an enactment workshop. The personas were used as a vehicle to portray the
ideal user journey service scenario researched in phase 1. An enactment was chosen as
the primary method of delivering the ideal service journey. The emphasis on the
enactment workshop was to empower the client towards co-creating organizational
capability:
It was never meant to be a very detailed piece of work. It was supposed to
remain at high level and kind of just give people an insight into what a customer
experience is and what it could be, and so now that you know what that is you
have the expertise to talk amongst yourselves to work it out
(Interview, Phase 2 Designer, 2014).
105
The design team in this phase chose to create a workshop in order to trigger and
transform the client’s mode of thinking to embed a design perspective in the
organisation’s culture. Four main departments were chosen to participate in the
enactment workshop, which ran over one full day in November, 2011.
This overview of the design process is to provide contextual details on this case study.
This description is intended to emphasize transparency of findings and analysis. A
detailed account of the case study processes and events allows for a more transparent
and objective reading of the findings presented.
4.2 Findings
Analysis of empirical observations presented in this instrumental case study has
revealed insights about the nature of design thinking in complex environments. The
analysis focuses on the emergent patterns, impact and behavior of a designerly approach
operating as a pheripheral resource to the project organization and ecosystem
(Junginger, 2009).
4.2.1 Navigating uncertainty and the unknown
Uncertainty and ambiguity were dominant drivers behind process development in this
case. Feelings of uncertainty recurred in both project phases and throughout the project
process. The nature of the design problem described in 4.1.2 Phase 1, portrays a highly
ambiguous brief. As such, the complexity and uncertainty embedded in the project was
significant. Comments by the designers encapsulate this issue:
It’s really hard for us to nail it because they [the client] haven’t decided it [the
problem] themselves so its you know we can design something but when they
change the whole thing…
(Observation, Phase 1, 2011)
106
A lot of stuff we came to [the client] with the questions they didn’t know the
answers yet because they are still figuring it out themselves
(Observation, Phase 1, 2011)
Both design teams had to navigate their way through complex and ambiguous terrain,
working towards an outcome for a brief that is subject to change. A key indicator of the
sense of uncertainty experienced throughout the project was observed in the language
used between designers during sensemaking, synthesis and brainstorming sessions. The
language expressed amongst the design team was often undeveloped and rarely
definitive. Repetitive comments such as “might be this” and “I don’t know” reflected the
uncertainty both design teams felt throughout the process of the project:
Yeah and all those that might not be that, I don’t know…
(Observation, Phase 1, 2011)
I don’t know, I think that this is how it is working?
(Observation, Phase 2, 2011)
The development of a design outcome in response to an unknown and ill-determined
future state amplified modes of thinking such as: envisioning, anticipation, abduction and
holistic reasoning. The uncertainty and complex ambiguity of the project problem led
both teams to envisage ideal future scenarios. Attempts to frame a problem solution
early in the process could not adequately account for all of the necessary number of
variables that would impact the project. Envisioning future states was observed as a
fundamental driver in the development of insights and ideas in this case study.
Envisioning future states in this case study had two primary functions; to predict the
ideal service delivery from user research and provide a way of navigating and taming the
complex ambiguity presented in the brief. To develop this vision, co-creation with users,
user workshops, background research and intuition became invaluable drivers.
Thus, an intuitive and qualitative approach dominated research for development of
preferred future states:
107
We refer to it as an experience vision. It wasn’t to the detail of physical
customer journey steps, it’s like the high-level strategic vision for how
people would engage with the service.
(Interview, Phase 2 Designer, 2014)
Enabling a vision for a future state required the design team to release control and
constraint over the complex environment that they were dealing with. The uncertainty in
the brief enabled the design teams to relinquish control whilst envisaging ideal states
and holistic frameworks; keeping the project open and adaptable. This holistic
perspective served to restrict both design teams from converging on ideas early on in the
process, allowing the designers to work organically and evolve with emerging insights.
Surrendering to the unknown amidst uncertainty was an attitude both design teams
expressed. Designers working in the first phase of the project reflected on the open and
adaptive process that they took:
9 out of 10 people all said something. So towards the end [of the user
enactments] we had emails that were obvious were not needed, so cutting it out.
So it’s kind of like…an iterative and evolving kind of thing
(Observation, Phase 1, 2011)
The uncertainty of the design brief created an attitude towards managing the process
that focused on forfeiting control. Resigning control also affected discussions around the
outcome of the project. Attitudes over the outcome are expressed in an open, adaptive
and also indefinite way:
If they [emerging insights] kind of align they will be aligned. We don’t know yet
(Observation, Phase 1, 2011)
I’ll design it maybe this way or this way depending…
(Observation, Phase 1, 2011)
The complex ambiguity of the brief created an adaptive attitude towards the design
problem that increased detachment to early ideas in the design process. Restraint played
a significant factor in the designers’ management of the complex, rapidly evolving and
uncertain project brief. In reaction to this uncertainty, both teams envisioned future
scenarios that facilitated the establishment of a vision framework.
108
4.2.2 Vision Framing
The development of an overarching intent was observed in this case. Intent centered on
an ideal state preferred by the customer. Thus, the overarching vision and goal for the
project did not emerge until preliminary user research was conducted. To maintain a
holistic approach, the team focused on core ‘higher level’ insights from user research to
create an overarching vision which later became a framework that guided project
development. The vision frame was not a solution and did not aim to address an
identified problem, but instead, identify an ideal goal. It is focused on achieving an
experience over a tangible outcome. Driven by empathy, a vision is not necessarily an
definitive objective, but the intent towards creating an ideal emotive experience:
So the ideal customer journey is like the backbone of what we are creating
and then we are providing kind of information around that.
(Observation, Phase 1, 2011)
This vision framing process appears to be a symptomatic reaction towards grasping
uncertainty. Problem framing too early in the design process may narrow perspectives. It
was observed that a vision frame enabled the designers to work towards a goal, whilst
alleviating themselves from infinite variables hidden in the complexity of identifying
problems in order to reach an end solution.
Observed in this case, complex scenarios change the way design teams process and
frame information. An overarching vision framework facilitated an open and adaptive
response to dealing with the uncertain and complex scenarios in this case, which in turn,
enabled a more organic design process. However, vision framing in this case presented a
limitation; a holistic “vision” framework established in the formative stages of the design
process answered to the goals and intent behind the project, but provided little direction
towards practical solutions. As a result of this, it was observed in both phases that the
design teams explored solutions much later in the process.
Both design teams expressed that the ambiguous brief was problematic. This did not
imply that this was a problem that the teams needed to resolve and reframe in order to
complete the brief. In the formative stages of the project, the design team did not refer to
an established issue to be realized as a problem for re-framing, but rather, stepped
beyond problematic details to conceptualise and focus design development on an ideal,
109
overarching future state. The vision was not created in direct response to a problem
identified in context of the solution, but rather, the problem of designing in a broad and
ambiguous environment.
So even though they [the client] came to us with the landscape strategy and work
out the best way to provide services within this changing landscape, we still want
to connect with why are we going to be working together in the first place and to
achieve what higher outcome?
(Interview, Design Manager, 2014)
The observation of framing in this case conflicts with practice commonly observed
by design researchers. Commenting on research conducted in his 1997 thesis, Kees
Dorst (2007) explains “empirical studies have shown that designers spend quite some
time at the beginning of a design assignment to consider what kind of problem they had
to deal with” (p.6). The empirical studies conducted by Dorst focused on observational
research on industrial design engineering practice. The nature of the research task
presented in Dorst’s thesis concerned designers creating an artifact in response to a
prescribed design brief (the development of a new litter system). The problem to be reframed was identifiable and tangible (an artifact). Compared with the application of
design thinking in this case study (a complex service delivery) it can be argued that the
nature of both problem and framing departs from conventional practice. Thus, it is
observed in this case study that design framing in higher orders of intangibly-focused
complex practice may favor a vision framework prior to problem and solution
identification.
110
4.2.3 The fuzzy end-to-end
Conventionally, uncertainty in the design process is associated with formative stages of
project development. Dubbed, the “fuzzy front end”, this phase is often depicted as
ambiguous, uncertain and an interaction between the strategic problem and solution
space (Blyth & Kimbell, 2011, p.12; Drews, 2009, p.41; Le Masson et al., 2011, p.219;
Löwgre & Stolterman, 1999, p.17; Porcini, 2009; Ranjan, 2012, p.31; Smulders &
Subrahmanian, 2013, p.362; Young, 2010, p.15). Compared with literature available on
the design process and design thinking, few authors make reference to the fuzzy front
end. The dance between framing problems and formulating solutions as a result of
uncertain future states and project objectives was observed to exist throughout the
design process, and in this case, was not isolated to the front end. Both design teams
experienced uncertainty over the outcome of the project. This uncertainty occurred in
both phases and persisted through to the final stages of project development. The
uncertainty observed over both the design problem and solution throughout project
development in this case indicated that the fuzzy front end was not isolated to the ‘front’
end of the design process. This observation portrays the fuzzy front end as a consistent
feedback loop; where the design process unfolds through many fuzzy iterations. In a
complex project which requires a high degree of assumptions over future states, such as
this case, the fuzzy front end is observed as a fuzzy end-to-end process:
That is kind of the hardest part of our project. We don’t know
what the end result will be
(Observation, Phase 1, 2011)
It’s actually one thing I was thinking about, especially in the beginning.
There were a lot of questions- we didn’t know and how it was going to work
(Observation, Phase 1, 2011)
I don’t know…I think that this is how it is working. And then the other service
elements will expand on these other ones…I don’t know?
(Observation, Phase 2, 2011)
The uncertainty observed over the outcome and the problem-solution space throughout
the project case provided evidence for a fuzzy end-to-end process. The nature of such an
ambiguous and complex brief forced the design team to focus on and remain in a
111
divergent and holistic mindset. The practicality of remaining in a divergent space
allowed the team to adapt and evolve solutions rapidly as detailed user insights emerged.
A change in focus and perspective on the design solution (often due to problem-framing
informed by user insights) would then restart the ‘fuzzy’ phase as the designers reiterated on the outcome.
As a way of managing complex and uncertain future states, anticipation over complexity
was also observed. Anticipation became another coping mechanism for both design
teams when faced with complex and ambiguous information. Assuming and anticipating
future states is defined in this analysis as performing different cognitive processing
functions to vision framing. In contrast to vision framing, which focuses on positive and
ideal future scenarios, anticipating future states was observed as a thought-method to
mentally prepare the team for practical and feasible solutions. These scenarios may be
positive or negative:
The knowledge is like this at the moment and we are trying to structure it a bit
more because we know we have three deliverables and they are kind of like this,
but they could be more like this, and we don’t know the complexity yet as well
(Observation, Phase 1, 2011)
They don’t have it [the solution] yet, but it’s a tool that they [the client] would
make to help them [the customer] determine and recommend the ideals
(Observation, Phase 2, 2011)
In contrast to the fuzzy front end, with its focus on problem and solution framing,
anticipating future states did not seek to identify a single problem to resolve, but rather,
a variety of potential states that may affect the vision framework. This thought-method
was used as an aid in designing around unknowns in the complex and ambiguous brief.
Thus, this abductive form of reasoning was also used to substitute for gaps in knowledge
and concrete information; a hurdle in both phases of project development. This
phenomenon may indicate that methods used to facilitate design thinking may not
always be tangible. Rather than tangible methods, thought experiments may be just as
practical for managing and designing around complex problems.
112
4.2.4 Design feeling not thinking
Emerging from complex uncertainty was an increase in intuition. Both design teams ‘felt’
their way through unknown and conflicting terrain. Knowledge gaps and unknown
future states proved to increase the level of intuitive language in both design teams,
influencing the designers to abductively “guesstimate” future scenarios and ideal user
outcomes. Envisioning preferred future states manifested through the process of
abductive reasoning, and requires hypothetical thinking and imagination to create
scenarios that are both ideal and realistic. An increase in abductive reasoning is observed
in this context, as designers guesstimate, hypothesize and anticipate the future state of
the project brief:
It is kind of conflicting- how it was going to really work.
That’s why we eventually had to go with what is our idea of the ideal
(Observation, Phase 1, 2011)
Abductive reasoning is central to design practice (Brown, 2009; Fraser, 2009; Lockwood,
2009; Martin, 2009, p.65). Abductive reasoning is defined as a logical process that
utilizes a hypothesis in place of observable data. As John Kolko (2010) writes, abduction
is “the hypothesis that makes the most sense given observed phenomenon or data and
based on prior experience. Abduction is a logical way of considering inference or ‘best
guess’ leaps” (p. 20). Abductive reasoning proved to be a major force behind the
navigation around complex and ambiguous project briefs such as this case.
Rationalization through anecdotal experiences was observed as secondary to the
reliance on intuition and abductive reasoning. Where there was a crossroad between
relying on user feedback or intuition to fill in for gaps in knowledge, the design teams
often chose to trust their own ideas and instincts. Designers ‘filled in’ for missing
information using intuition and gut instinct:
[It was from] our personal insight, but also from talking to [the client].
You know there were people there [at the client] that had mapped out things
as well. So some of it was from talking to them, some of it was from our instinct
(Observation, Phase 1, 2011)
I think that might happen as a result, because you probably say, you know, go to
this link or… (Observation, Phase 2, 2011)
113
The uncertainty and complexity of the project brief amplified design intuition.
Another key indicator of intuition observed in both design teams was the use of sensory
language. Phrases such as “I feel” dominated discussions, showing that instinctive
reactions to uncertainty dominated the design process:
I feel like it needs to be like that
(Observation, Phase 2, 2011)
I feel like the theme that is popping out here is this
(Observation, Phase 2, 2011)
The complex, ambiguous project brief significantly influenced the attitude, mindset and
approach that both design teams took towards the design process. Intuitive and
abductive reasoning was observed as a fundamental driver for both design teams when
faced with complex and ambiguous environments.
4.2.5 Balancing opposing states
Balancing opposing states emerged as a dominant pattern in both phases of the project
and throughout the design process. It was observed that designers in this case study
operated on a cognitive continuum that fluctuated between often conflicting cognitive
extremes.
This tension was observed predominantly as an internal state that manifested through
five main areas: balancing holistic and detailed perspectives, balancing initial insights
and emerging information, balancing between broad knowledge and sharp focus,
balancing intuition and needs and balancing between clarity and complexity. Balancing
opposing states also includes divergent or convergent thinking.
Convergent and divergent thinking was most evident during phases of synthesis.
Concurrent with the design thinking literature, this polarity assisted in the development
of refining the problem solution space (Brown, 2008, p.68; Pauwels et al., 2013, p.45) as
114
insights emerged. Most importantly, convergent and divergent thinking assisted in the
development of high-level insights that overarched and enabled direction towards the
overall project focus:
We should look at the big ideas first before getting sucked into the details
because we might miss something, if you go into the details too quickly
(Observation, Phase 1, 2011)
The tension between diving into detailed analysis and preserving a holistic perspective
portrayed a fine tightrope that both design teams had to balance. The ambiguity and
complexity of the project brief amplified this tension; pushing for a need to rapidly
converge and diverge thought throughout all developmental phases in order to grapple
with the uncertainty and variable information that persisted in this context:
I guess that we started off quite high level and then kind of went in deep
but not consistently. I think it’s just, the level of deepness is more like this,
…sometimes something needs to be well developed
(Observation, Phase 1, 2011)
The tension between detailed and holistic thinking affected the unfolding design process.
The fluctuation between open and adaptive iteration (holistic thinking) and focus for
implementation (problem framing) added evidence to the persistence of ‘fuzzy’ end-toend phases.
Another detail observed was the balance between the amount of knowledge required on
the complex task at hand and the ability to move forward and focus on an emerging
theme. This directly affected the decision making process during design development.
Deciding how much information is needed in order to move forward with an insight
forced the team to critically analyse how much holistic and detailed user data they
required in order to move forward:
And yesterday we went our separate ways and thought “Ok. What is the level of
detail we can go into and how much knowledge do we have”
(Observation, Phase 1, 2011)
115
Sometimes we might have one or two little “oh that’s a good idea” but it’s kind of,
wait until it comes to a theme. Don’t just focus on one person. We had 5 different
[user] profiles so you want to really make sure what you’re changing is what
most people are saying and not just one [person]
(Observation, Phase 1, 2011)
Balance between conflicting states was also observed to exist in project management.
Deciding whether to structure a plan for user research and development, or release
control and allow for a more organic and adaptable process, proved to be a source of
confliction for both design teams. However, ultimately, both teams preferred organic and
adaptable processes:
See you can try and bring it down and use it according to systems, but in the
end it just came out- we had to just play it as the customer did as well
(Observation, Phase 1, 2011)
During synthesis, balancing also occurred between clarity and complexity. Both design
teams grappled with presenting and clarifying the inherent complexity in the problem
whilst not over simplifying or complicating the project:
This is part of what I’m asking. if you are looking at that [the diagram] without
knowing, would you understand that? Or is it making it more complicated?
(Observation, Phase 2, 2011)
Similarly, the design team were constantly fighting to balance customer and
organisational needs. During customer research, the design team faced the task of
balancing insights between what the customer says versus what the customer does:
Before the enactment, after the first workshops, the idea of the customer journey
that was built, we were like “of course this idea! Why don’t we test it?” and then it
changed. It’s the same thing in the customer workshops, they say something they
think they’d do but they don’t actually do in the workshops
(Observation, Phase 1, 2011)
116
Concurrent with this issue was the task of balancing client desires versus what the
design team intuitively felt should be done. Tossing between the ideal and preferred
state flung designers across realms of idealism and feasibility:
We wanted to get into the ideal, where we are like “what’s the ideal?” but not of
falling into the trap of “but we can’t do this. This isn’t good”- the realities and
stuff (Observation, Phase 1, 2011)
The uncertainty around the brief over how the client’s product service will unfold added
to the amplification of design intuition. When at a crossroad between ideal and real
states, the designers most often chose to be directed by their gut feeling. Design intuition
appeared to be amplified in complex environments such as this project case. Intuition
proved to be a fundamental driver and tool, not just for direction in complex ambiguity,
but as a facilitator for managing conflicting information.
This predisposition for balancing two extremes allowed the designers to maintain their
open, adaptive and iterative process whilst keeping a sense of detail and direction when
required. The process and habit of operating on a pendulum between opposing states
kept the project and process adaptive. This flux restricts the process and thinking from
getting ‘caught’ on one extreme, and thus a linear perspective.
4.2.6 Sensemaking and synthesis
Sensemaking and synthesis consumed a significant portion of the design process in this
case. Sensemaking and synthesis is defined according to John Kolko’s description
“Essentially, sensemaking is an internal, personal process, while synthesis can be a
collaborative, external process” (Kolko, 2010, p.18).
As sensemaking is an internal process, it is observed as a manifestation through the use
of both visual and verbal language. Echoing Kolko’s descriptions, synthesis in this thesis
depicts the collaboration of sensemade insights; the arrangement of individual findings
117
that are assembled together as a group to create new knowledge and meaning (Kolko
2010, p.13).
Sensemaking dominated project development in phase 1. Sensemaking in phase 1
focused on grappling with the future state of the product service to be implemented,
including the future users of this service. Data collection in this phase focused on
developing insights from user feedback on a future scenario. Sensemaking was less about
trying to resolve a defined problem or testing a problem-solution space, as it was about
creating a realistic understanding of ideal future scenarios of the product service system.
Sensemaking efforts centered on a thematic grouping of insights. This method reflects
the technique known in academia as the KJ technique (Scupin, 1997), otherwise also
known as affinity diagramming. Low fi tools, such as post it notes and butchers paper,
was all that was needed to enable rapid thematic sensemaking of information using the
affinity diagramming method.
The affinity diagramming method resulted in groups that the designers felt represented
‘higher level’ themes. This method once again depicts and enables a holistic focus, which
in turn, dictates an open and adaptive design process. The thematic grouping of insights
during the sensemaking and synthesis phase allowed both design teams to see broader
relationships; alleviating themselves from the weight in the details of what users said.
The objective with the affinity diagramming method was to find ‘higher’ relationships
from user insights that could apply to both the service journey and the redesign of the
organizational system. This sensemaking method facilitated a holistic and systemic
perspective; one that is necessary for managing ideal states of the whole product service
system.
Hierarchy assisted in the thematic sensemaking of user data. Designers in both phases
made reference to ‘high level’ themes and insights that emerged from user data and
which could not fit directly within detailed development of the service system. Specific to
phase 1, residual insights left over from affinity diagramming were interpreted by the
design team as higher conceptual themes which may apply to the overall project intent:
So like we kind of found that there were some high-level
themes of how a lot of our findings are breaking down
(Observation, Phase 1, 2011)
118
When I was writing the insights that I had, and observations, some of them were
high level- they were less specific. There were more high-level insights
(Observation, Phase 1, 2011)
Synthesis involved a triangulation of data sources; user workshops, enactments, client
reports and secondary case study research. Synthesis and sensemaking stages in the
design process is often depicted as a phase or step that is equal to other phases in the
process. Whilst the order of phases in this study remained in tune with common
convention of the design process, it would portray a fairer picture to distinguish the time
devoted to different phases in different orders, or cases, of design practice. For design
thinking in complex environments such as this case study, sensemaking and synthesis
contributed to well over half of the design process timeline.
4.2.7 Visualisation
Visualisation is an integral part of the design process at any scale and order of design
practice. Visualisation is defined in this thesis as any method or technique that transfers
internal cognitive information into the tangible realm through formats that rely on
organic spatial orientation. Transferring knowledge into words in a linear spreadsheet
would not be classified as a visualisation technique, but positioning words in fluid spatial
context to depict relationships (for example, mind mapping) would classify as an
example of visualisation. Thus, fluidity of spatial positioning is regarded as key for
identifying examples of visualisation in this dissertation. In addition, visualisation is also
acknowledged as an internal action. When in the absence of observable and tangible
visual methods, it is coded through descriptive language cues.
A range of visualisation techniques have been exemplified in this case. Each method and
manifestation of visualisation has a unique facilitatory role that affects the design
process and design thinking. It is observed in this case that visualisation operates as a
core facilitator and enabler of emergent phenomena in design practice, and one that has
consequential effects throughout project development.
119
4.2.7.1 Visualisation as facilitator for co-operation and
collaboration
Visual methods used in the project case included sketching, prototyping and mapping.
Prototyping was employed early on in project development, as a method for obtaining
insights for iteration. Prototyping took the form of user journeys and scenarios carried
through a role playing approach. The purpose of service journey prototypes was to gain
knowledge and insights on user reactions to potential service scenarios. This method of
knowledge inspiration and stimulation has been acknowledged in literature (Seidel &
Fixson, 2013; Keil, 2014).
Prototyping in this project took on two meanings: for the design team in the first phase it
was a method not for testing final designs, but a vehicle for gaining knowledge and
inspiration from users on what the final design should look like. For the design team in
the second phase, service prototyping was employed as a method of enabling
organizational collaboration and focused on how best to transfer knowledge obtained in
phase 1 through user scenarios to client teams.
Using role-playing as a medium for prototyping service scenarios invited users and
clients to step into the designers’ ‘imagination space’. Storytelling was used to facilitate
imaginative user scenarios and journeys to enhance visualisation of the scenario
described via narration. Both design teams had an inclusive attitude towards creative
visualisation and utilised visual methods to support the synchronization of perspectives
between themselves and the stakeholders. Roleplaying, sketches and user journeys were
employed to help sync viewpoints between client, user and designer for the purpose of
sharing the vision of intent.
An observed characteristic of the design process was the impact that playful, ‘primitive’
techniques had on facilitating imagination and collaborative brainstorming. Both design
teams harnessed raw, low-fidelity techniques using basic materials such as butchers
paper, post-it notes and cardboard mock ups [Fig.11]. These raw materials encouraged
unrefined expressions of thought that inspired fluid and uninhibited collaboration and
ideation. Messy, raw materials allowed collaborative teams to ‘play’ and touch on a raw
learning experience; interactive experiences that are basic and second to nature:
120
I had a little desk and props set up. So sometimes we’d have the customer decide
“ok I’m going to go to the store”, you actually need to get up and come visit the
store, and its like “No, no, you need to get up and be the customer like you’ve just
walked into the store” and when you do that they really get it and are like “ooh ok
yeah, yeah” and they see you take it very seriously which helps
(Observation, Phase 1, 2011)
Fig.11 Example of low-fi materials
Externalizing ideas through prototypes and sketches has impact beyond just flushing out
ideas for rapid ideation (Brown, 2009, p.87; Gero et al, 2001, p.274; Liedtka, 2011, p.17).
In collaborative visual activity, as with sketching, low-fi prototypes enable playful
emotive reactions within the team, sparking excitement, interaction and playful
imagination. Playfulness through design has been investigated by Vaajakallio and
Mattelmäki, via a discussion on design games. These authors argue that a “play
framework” exists through design games such as role playing and aim to elicit
empathetic understanding, collaboration and idea generation (Vaajakallio & Mattelmäki,
2014).
121
On the subject of role-playing, Tim Brown (2009) provides a brief justification, stating
“Research suggests that this form of play is not only fun but also helps establish internal
scripts by which we navigate as adults” (p. 96). This argument is supported by Tvesky
(2010, p.500) who suggests that visual communication extends to prehistory; preceding
written language and one of the earliest signs of culture:
There is a stage and we’re creating the sets for it [the service enactment]. The
sets are actually just going to kind of be all set up so you know, there’s the
outside, the garden. So there’s actually movement and there is the real physical
journey on the stage and they can actually see that
(Observation, Phase 2, 2011).
The raw characteristic of the visual tools used in collaborative activity break down
internal barriers for ideation. A primitive approach to visualisation— using rough
sketches, low fi materials and unrefined tools— breaks down expectation and pressure
to provide ‘good’ ideas or refined solutions. As a result of utilising raw, amateur methods,
collaborative visual activity in this case became more playful, open and non-judgmental.
Additionally, for the design team in phase 1, low fi prototypes provided a playful
environment for user role-playing. The playfulness of role playing, coupled with the raw,
low fi material prototypes used, combined to create an environment that fostered
unintimidating interaction enabling communication and imagination between the design
team and the user. Similarly, in phase 2, user scenarios were raw and rough; using hand
drawn images on butchers paper as ‘backdrops’ for scenes in the service scenario [See
Fig.11]. In addition, client teams in phase 2 were provided with post-it notes, butchers
paper and thick textas to express their ideas on the journey performed before them
4.2.7.2 Design thinking calibration
Sketching and mapping was found to be fundamental in the development of processing,
communicating, and transferring complex information; both for collaborative and
individual sensemaking. Sketching was observed to be vital not just for communicating
information and insights, but as a mediator for language and efficiency for decision
making (Lindberg et al. 2008, p.249). Supporting existing research on the topic (Carlgren
122
et al., 2013, p.6; Drews, 2009; Tvesky, 2010, p.500), sketching was also observed to
resolve confusion between participants and externalise internal visions and ideas into a
tangible and communal space. Kees Dorst explains that visual representations of
problems and solutions “allows the designer to develop their ideas in conversation with
these representations” (Dorst, 2011). Similar descriptions have been made on visual
artefacts, exemplified as a form of thinking with your hands, as well as a way of engaging
in conversations with the drawing (Schön in Rylander, 2009, p.5).
Extending on Dorst and others, it was observed that engaging with visual artefacts
develops ideas in a collaborative and communal conversation amongst team members,
and not just as a private consultation with the artifact and its maker (Schön, 1983). In cocreating a holistic user journey (phase 1) and organisational capability (phase2), the
design team calibrated their understanding using various visual cues such as sketching
and mapping. The simultaneous act of cognitive sensemaking through visualisation in a
collaborative group setting provided the fabric for collective thought. This action enables
cognitive calibration; an emergent collective consciousness of the design team engaging
with and building upon the sense makers reflective process through visual language. A
brainstorming session between design members typified this action; with one member
thinking through sketching, and inviting other members into his cognitive process:
You know what I’m actually going to do, at the same time,
I’m going to draw everything out
(Observation, Phase 2, 2011)
I’m just sketching away here,…each of these live on that scale,
but not necessarily be parts of it…
(Observation, Phase 2, 2011)
Sketching was observed as a tool to invite team members to ‘sync’ with an individual’s
perspective. A synchronised conversation emerged from interactions within the visual
realm. The visual artifact provides a central and common focus for facilitating the
‘building upon’ group members thoughts and ideas (Vaajakallio & Mattelmäki, 2014).
This method facilitates a collective design mind:
123
No worries! Draw everywhere! So it looks like you’ve got these two things like
that and then you’ve got these things like this, which, do that…maybe?
(Observation, Phase 2, 2011)
Oh, OK. That’s interesting! [laughs]…this looks like planets to me!
(Observation, Phase 2, 2011)
The synchronization of understanding mediated and enabled through visual cues such as
sketching and mapping increased speed of cognitive processing amongst the team. Visual
methods enable freedom to join in and ‘surf’ another members’ wave, building on ideas
presented in a rapid and iterative way. This ‘building’ upon ideas was an emergent
phenomenon observed when designers collaborate around a central visual cue. The
basic, raw materials used for visualisation together are crucial for facilitating open and
unashamed collaboration. When words and their definitions can confuse and alienate
participants, visualisation served as a language all participants can understand without
risk of alienation.
4.2.7.3 Visualisation for complex practice
Designing for a complex and ambiguous project brief as presented in this case, required
specific visual methods for sensemaking and synthesis. Sensemaking complexity was
observed to exist as a co-creative process between unfolding visualisations and the
design team. Sketching and mapping were primary methods used to ‘co-visualise’ and cocreate sensemaking and synthesis for the clarification of complex ideas. Visualising
complex information aims to transfer dense information at a glance. During both phases
of design development, mapping was a central visual artifact that enhanced not just the
creation of new ideas, but clarifying and evolving complex trains of thought:
Let me print out a couple and put it up so everyone can use this,
in a really visual kind of graphical map
(Observation, Phase 1, 2011)
124
We had a week or two weeks of planning the enactment which was putting
posters on the wall, pieces of paper, seeing…
(Observation, Phase 1, 2011)
I think another next step is tightening up the blueprints, from the value in [the
service] because there are gaps in that first layer of the organisational
journey...but I think...having all of this makes that easier
(Observation, Phase 2, 2011)
Both design teams visualised a system to keep the focus holistic and clear. Blueprinting
and sketching were methods used for managing and directing the design process. In both
teams, blueprinting (mapping) offered a holistic perspective without becoming bogged
down in detail, a structure for direction without focusing on linear problems, and a
framework broad enough to maneuver and maintain an open and adaptive process.
Mapping was a formidable visual tool that encouraged holistic thinking for cognitive
processing of complex information.
Fig.12. Design team in Phase 2 sketching the organisational ecosystem
125
Often referred to as a method utilized in the formative phases of the design process
(Blomkvist & Holmlid, 2010, p.3; Kimbell, 2009, p.251; Ranjan, 2012, p.52) sketching was
observed in the final stages of project development. Needing to synthesize the
organizational ecosystem, the design team in phase 2 used rapid sketching to visualize
their understanding of how the organizational ecosystem was going to work:
Just to visualize, you know, it’s not one area you can fix, you have to keep it
consistent throughout the whole journey (Observation, Phase 1, 2011)
Mapping and sketching used as a tool for managing complexity also influenced holistic
and systemic thinking. Through utilising mapping for clarification of complexity, the
method enhanced overarching perspectives of the designers as well as maintaining a
systemic and holistic design process. Mapping as a method exists in harmony with the
overarching vision framework, strengthening higher cognitive perspectives on the
project. Furthermore, mapping user pathways through to sketching blueprints of the
organisational system was conducted to provide a framework for managing and
accounting for future complex problems.
4.2.7.4 Visualisation for imagination and analogical reasoning
Imagination is described as the “genesis of ideation” (Wylant, 2008, p.7). Thus it can be
proposed that imagination is an underlying driver for the visualisation of tacit
knowledge in this case study. Imagination is what enables design teams to transfer
complex ideas into visual form. The ambiguous nature of the design problem increased
reliance on visual imagery and thus, imagination, as both design teams were forced to
imagine future states and to visualize complex information:
Yeah think about it like…a link to video…
(Observation, Phase 2, 2011)
Bigger the better because the visual that I’ve got in my head is…
(Observation, Phase 1, 2011)
126
During complex sensemaking activity, a high degree of analogical reasoning was
performed. The effect of this form of reasoning in this case was two fold: used as a
vehicle for translating ideas to group members and as a source for collective ideation. In
response to Fig.9, one designer exclaimed, “that’s interesting! This looks like planets to
me!?” (Observation, Phase 2, 2011), then elaborated:
[Focusing on Fig.9] What I’m wondering with those things, are they part of the
loop or do they exist off the orbit of one of those things…so it’s like this, and then
maybe…this whole little thing like that…so you’ve got this thing orbiting and then
this little bit hanging off there…is that how its works?
(Observation, Phase 2, 2011)
The use of conceptual metaphors appeared to occur when the designers were in a
position to synthesise complex insights for solution ideation. Analogical reasoning was
observed in the second phase of the project case where much of the cognitive
sensemaking was focused on synthesizing insights.
4.2.8 Co-creation, collaboration and facilitation
Accounts observed in this project case aim to explore how designers facilitate; what
methods and tools they choose to enable collaboration, the different facilitator roles
that exist, and finally, the impact that both roles and methods have on the design process.
4.2.8.1 Facilitating perspectives
The facilitative process in this case focused on changing perspectives and shifting
existing mindsets. Facilitation in the second phase of the project was focused on ‘framing’
the client’s perspective; to prep and empower the client with the ability to identify
insights and issues for themselves. The design team aimed to facilitate a different way of
thinking; to motivate the client towards a designerly frame of mind. Design literature
emphasises problem framing as an activity central to design practice, yet perspective
framing emerged as an equally important issue for design development in complex
environments:
127
But it was a completely different outcome to this. We knew was going to happen.
But the client is now so thrilled, that there has been so much progression in the
way people are thinking and it actually took place on the day. In the beginning,
the org kept thinking about what they need to give the customer and what we
were asking from them was to think about it from their perspective...not
to say, “oh the customer needs this!” and we were saying “no! we’re telling you,
that this is what the customer wants, can you do it?” So during the day [service
enactment], there was a gradual shift towards the end of the day where the
organisation was actually thinking from within and not projecting what they
think the customer needs. So that’s a massive, massive, massive shift
(Observation, Phase 2, 2011)
The facilitation around shifting perspectives fundamentally aimed to emancipate the
client from engrained attitudes of operation. The effort towards ‘freeing’ the client from
cognitive constraints was supported by design methods geared towards breaking up
internal organizational structures. Thus, the design objective in this phase was equally
that of redesigning mindsets as it was redesigning organizational and service operations.
The team aimed to achieve this through the co-creation of service deliverables; using
methods that aimed to mix up internal organizational channels:
I think it’s about consolidation and not questioning out. We’ve got enough
information on it. And Tuesday [the service enactment] is about consolidating,
It’s about getting them to understand as a collective, as a team, how and what it
is they need to do together to actually tell that
(Observation, Phase 2, 2011)
Facilitating a different mode of thinking is centered around inspiring the client to
generate positive thoughts towards organisational possibilities. This facilitation thus
centered on eradicating linear mindsets and narrow, negative thinking. The design team
hoped to spark open collaboration between internal departments in the organisation.
The design team wanted to empower the client to see and identify problems for
themselves in order to independently frame solutions. The ambition of the design team
was not to preach service solutions but facilitate empowerment and motivation for the
client organization to move forward with a designerly mindset:
128
With these multi-stream teams there is force for collaboration between them.
What [the design agency] will do is we will, there is three of us, and we will help
facilitate these talks amongst these people. Then we will brainstorm sessions by
asking them things like “what’s the overlap? How can we work together? What
gaps are there?
(Observation, Phase 2, 2011)
This stage of the design process embodies a phase of knowledge transfer; the
communication of insights obtained by the design team in phase 1. The organizational
capability defined by the design team in phase 2 is about capability, learning and
teaching. The method for transferring knowledge from phase 1 is more than cultivating a
design culture. Teaching becomes a significant vehicle for facilitating and empowering
organizational capability.
4.2.8.2 Co-creating empowerment
Choosing an appropriate method for client collaboration and co-creation carries
significant pressure for the effect that the method has on both the client and on the
design process. In phase 2, role-playing (service enactment) was an educational vehicle
to communicate key findings from user research to the client. Rather than preach to the
client what needed to be done, the design team aimed to facilitate teaching; prompting
participants to independently analyse and understand the capabilities required to make
the ideal enacted service journey a reality.
The purpose of this service enactment was to break down internal hierarchies by inviting
departments within the organisation who have responsibility in enabling the ideal
journey to happen. The design team chose to ‘tear apart’ the department teams
participating in the workshop. Individuals belonging to different departments were put
in mixed groups; forming interdisciplinary project teams. The design team wanted to
disrupt existing ‘silos’ and force team members to interact between departments that
would not normally communicate, as well as understand the responsibilities each
department holds over the process:
129
This time acting isn’t a description. It’s a vehicle for provoking thought with you
guys [the client] to pull yourself out of your operational streams and interact and
work together in what we’re trying to demonstrate here. We’re not speaking to
detail were speaking to the intention to demonstrate things. Because that
hazyness lets them figure out between themselves “would you do that? Would
you do this? I think we frame it not as a compromise but as a design and useful
way of doing things
(Observation, Phase 2, 2011)
The aim of the service enactment was to allow the client to co-create ideas and solutions
themselves, whilst aiming to realise the dependencies and communication that is needed
to make the ideal journey happen. This method of (forced) collaboration aimed to enable
and empower the organisation to see problems for themselves, in a more holistic and
customer centered manner. This would also empower the client to take responsibility for
their position and for the service outcome.
The design team emphasized their intent to break down hierarchies in order to empower
all employees to participate in service development. This was realized through creating
cross-departmental groups for collaboration during the service enactment workshop.
Additionally, this approach aimed to destroy power hierarchies; relieving employees
from the pressure of needing to ‘perform’ in front of their department manager, and fear
from feeling unable to share ideas.
4.2.8.3 Mediation in co-creation
In addition to facilitating perspectives and empowering individual stakeholders,
mediation played an important role in the design process. Mediation was observed
predominantly in phase 1, where the design team acted as representatives of the
customers they gained insights from. Methods carried out in phase 2 were driven by
empathy obtained from user research collected in phase 1. The enactment method was
used to transfer user knowledge to the client. As such, the designers saw themselves as
the ‘voice’ of the user:
130
So there is a lot of direction involved here to say you know, if you were Phil
what would be your thing? So you’re sitting on the couch, what is the natural
thing? Then people start getting into their own roles, so in this enactment we
need to achieve this
(Observation, Phase 2, 2011)
That’s the thing because we are always talking on behalf of the customer.
People see that as the customer thinking, the customer’s voice.
(Observation, Phase 1, 2011)
Co-creation focused on the user and the co-creation of ideal future scenarios. Client
collaboration focused on inviting internal departments from the organization to
participate in a service enactment that operated as a vehicle for knowledge transfer
rather than co-creation of the organizational strategy.
4.2.9 Relationship with the client
Observation on client collaboration revealed insights into the different perspectives that
the design team and the client hold. An emergent, yet fundamental, part of the project
was for the design teams to ‘teach’ the client how to manage problems from a design
perspective whilst shifting their modes of thinking. An interesting observation showing
subtle differences between the client and design team is through language of expression.
Language used by the design team was consciously inclusive:
We are tailoring our message for our particular audience. This bit here is what
we got together...so this is the [refers to report] so they [the client] know what
they are reading is something they have contributed to creating.
(Observation, Phase 1, 2011)
131
Using an inclusive dialogue did not eradicate client expectations. When synthesizing
insights from the enactment workshop in phase 2, the client team expected the design
team to take control over the final design solution. The designer’s perspective was not in
line with this expectation, as the aim for the team was to highlight the need for internal
collaboration, and most importantly, shifting perspectives, modes of thinking and ideas
around service and organizational delivery. In the end, the design team was pressured to
create a solution from the insights obtained during the enactment, rather than co
creating a solution with the client team as was planned:
Client: Ok so we need to divvy up now. Do we need to talk more in terms of a
group or need to build?
Designer: We need to build
Client: You need to build, yeah..
Client: So is there something we [refers to partner] can be doing?
(Observation, Phase 2, 2011)
The responsibilities over implementation were unclear in this project. What was clear
was the perspective and expectations that the client had on implementation. The client
emphasized the need for practical solutions that could be successfully implemented:
We need to do it as a way that works, not just a service that arrives and falls
(Observation, Phase 2, 2011)
The practical mindset of the client team conflicted with the emotive and idealized visions
of the design team. This difference in perspective was also evident in the way the client
and design team expressed themselves when collaborating. Identified in 1.4, the design
team often expressed themselves in an emotive manner signified by statements
emphasising how they felt about the problem at hand. In contrast, emotive language was
not expressed from the client and logic appeared to dominate:
Designer: I feel like the theme that is popping out here is…
Client: I think it’s just changing it to information management…
(Observation, Phase 2, 2011)
In no recorded observation did the client express their thoughts in an emotive way. The
subtle emphasis on expression is significant for identifying the differences between a
132
predominantly linear and practical mindset held by the client versus the emotive and
inclusive expression from the designers.
The different modes of thinking in relation to dealing with problems was a source of
tension between the client and design team. This difference in communication further
emphasizes the conflicting frames that the client and designer hold. Collaborative and
inclusive language; through dialogue and visual artefacts, alleviated some of this tension,
but still struggled to fully synthesise and harmonise perspectives.
4.2.10 Systems thinking
A holistic, strategic and systemic perspective were mindsets that persisted throughout
the project. Additionally, these mindsets became a coping mechanism for dealing with
complexity and ambiguity. In both phases, the design outcome was not clear. The second
phase of project development most evidently depicted a holistic and systemic approach.
Yet, systemic and strategic solutions did not evolve until final stages of development.
Design in complex practice gravitates towards intangible solutions, but without strategy
for implementation the solutions can lose practical focus. This reason could be attributed
towards why the design team in phase 2 felt the need to visualize the design of the
service system for the client:
I feel as though I myself need to start building a wireframe for this model and um,
just see how this all feeds into each other
(Observation, Phase 2, 2011)
From our findings today, how they [themes] all work together as an ecosystem
(Observation, Phase 2, 2011)
Knowledge played a crucial role in determining whether the design team could shift into
a systemic level of thinking. In particular, the ability to transform holistic insights into
strategic outcomes. Knowledge was pivotal to moving forward:
133
So the strategy is kind of the smaller part of the ideal journey. We can’t say
we are building the strategy because we haven’t done the detailed research
(Observation, Phase 1, 2011)
The question over how much knowledge to obtain in order to move forward into a
strategic mindset proved to be an obstacle in design thinking practice in this case. This
invites the question of whether a designerly approach is enough to adequately address
issues on this level of complexity.
The design team in phase 2 became apprehensive over converging their focus
prematurely. The design team made conscious efforts towards ‘refraining’ from diving
into early insights and ideas. As a result of the methods and mindsets described, the
designers prolonged the divergent phase until late in project development. Thus, shifting
into a phase of transition where insights are translated into practical solutions (that
requires convergent thought) was also delayed.
134
4.2.11 Conclusion
Observing the designerly approach for complex problems in this case revealed
limitations in its approach. A fundamental problem for the design team in this case was
translating insights from customer research into tangible opportunities for
organizational change. Central to this limitation is the lack of strategic insight during
ideation. Furthermore, time constraint restricted the depth for which the design team
could translate insights into articulate solutions.
The findings in this case suggest that the nature of the design brief presented a complex
problem that was ambiguous and ill defined. The complex uncertainty embedded in the
brief influenced the design team to create a vision framework; an overarching ideal
based on user research. This framework served to direct the team towards an (ill
defined) outcome.
The outcome delivered by the design teams was based on two broad aspects: user
research and organizational delivery. The design team in the first phase delivered a
document detailing knowledge obtained from user research on an ideal service scenario.
This information formed the basis of the deliverable in the second phase; an enactment
workshop focusing on organizational capability to implement the service solution. The
second phase is the stage in the design process where insights required a transition from
holistic ideation to tangible and practical implementation. The step from transition into
implementation requires strategic translation. Systemic thinking surfaced throughout
this case through high-level insights and holistic perspectives on the design problem and
outcome, yet little discussion was observed on how to strategically apply the knowledge
created during design development. It can be argued that strategy was a missing
component in the design process that could have enabled the transition from insight into
implementation.
135
5.
Case Study 2
The second case study selected for this dissertation focuses on the Australian Taxation
Office. The Australian Taxation Office has become a global leader in design thinking for
public services and provides an example of how a designerly approach is applied in large
and complex governmental organisations. The Australian Taxation Office has
championed design thinking for nearly 20 years (York, Wicks-Green & Golsby-Smith,
2010). It is the longstanding commitment towards cultivating a design culture that
makes the Australian Taxation Office (henceforth ATO) an appropriate case to examine.
This case study fulfills all three criteria described in chapter, 3. Research Framework.
This case showcases a design thinking approach, operates in a complex environment
(pertaining to “third” and “fourth” order design) and emphasizes intangible outcomes
rather than product-centered solutions. In addition, guided by Junginer’s (2009; 2012)
descriptions on the position of design activity, design thinking activity operates
internally to the ATO and thus organisational system.
The ATO is an exemplar of design thinking in complex environments due to the inherent
wickedness involved in both designing taxation solutions for a nation and designing
within and for a system that houses over 20 thousand employees (Australian Taxation
Office, 2013, p. 5). Additionally, designing with a broad network of inter-disciplinary
stakeholders from various backgrounds and departments provides a challenging and
complex environment for design thinking practice.
136
Herbert Simon (1996) is most famously quoted for stating “everyone designs who
devises courses of action aimed at changing existing situations into preferred ones”
(p.111). This phrase is most commonly referred to as placeholder for a universal
definition of design and design thinking. Simon continues from this iconic statement,
providing an accurate description of where design thinking and design practice has
evolved to today “The intellectual activity that produces material artifacts is no different
fundamentally from the one that prescribes remedies for a sick patient or the one that
devises a new sales plan for a company or a social welfare policy for a state.” (Simon,
1996, p.111). The design industry has extended its practice to include the design of and
for healthcare, large corporations and government policies. The ATO has become a global
leader in applying design thinking in government practice and is an example of how
capabilities can be created to enable a designerly approach in complex environments.
5.1 The development of design thinking in the ATO
Design thinking was introduced to the ATO in the mid 1990s when management realised
the need to streamline services and increase tax compliance amongst Australians. Chief
Commissioner Trevor Boucher initiated a turning point for the ATO in the late 1980s and
established a vision that has since flourished into a global example for design thinking in
complex, governmental organisations (York et. al, 2010). Armed with the aid from a
senior design researcher, a leading Australian university and a consultancy practice, the
ATO began implementing a design thinking culture within its organisation by the turn of
the 90s (York et. al, 2010).
Three key themes defined the change in the ATO: facilitation of strategic conversations,
design of the Australian income tax act and design thinking embedded within the entire
taxation system (York et. al, 2010). Another major turning point for the implementation
of design within the ATO arrived in 1999 with the Australian Review of Business
Taxation (Junginger, 2006, p. 258; Review of Business Taxation, 1999). This review (also
known as the Ralph Review) was the result of lengthy investigations into operations
within the ATO, initiating developments that would see design practice and design
thinking employed holistically throughout the organisation (Terrey, 2012, p.4). The
Australian Review of Business Taxation inspired the creation of the Integrated Tax
137
Design project that aimed to formally acknowledge and implement design practices
within the ATO. The Integrated Tax Design project outlined capabilities for tax policy,
legislation and administrative processes, lead by John Body and directed by a high profile
team including Tony Goldsby-Smith, Richard Buchanan and Jim Faris (Macdonald, 2005,
p.8). The Integrated Tax Design project drew heavily on “insights provided by product
design literature and was mentored by international design experts” (D’Ascenzo, 2004,
p.2). The emphasis was on human-centered design and how this perspective could
improve operations in the ATO (Junginger, 2006, p. 259).
The ATO turned to design thinking to remedy negative associations that Australians held
towards the taxation system. The ATO realised that the Australian public viewed the
taxation system as “bureaucratic and defensive” (Godfrey 1994 in York et. al, 2010). In
response to this realisation, the ATO turned to design thinking to improve efficiency and
compliance. The human-centered mindset underpinning design thinking introduced a
fresh insight into designing for and empowering both users and employees of the ATO
(Junginger, 2006, p. 261). The introduction of design thinking in the ATO required the
organisation to undertake a “paradigm shift” (Terrey, 2012, p.5). This paradigm shift was
lead by design expert, Richard Buchanan. Buchanan was one member of a team of design
mentors who contributed to the development of creating design capability in the ATO.
Buchanan and the ATO team explored three broad categories fundamental to the
function of the Australian tax office system: systems, processes and people (Junginger,
2006, p. 262). These categories are a constant consideration behind design efforts in the
ATO today:
By involving users in the planning, development and implementation of
solutions, successful design ensures that new initiatives deliver on their intent,
are user friendly and reduce compliance costs (Artefact 1, ATO Design Guide,
2008, p.1)
Buchanan had just released his theory on the “four orders” of design in the early 1990s
when Trevor Boucher was sparking interest in utilising design thinking in the ATO. The
four orders of design would provide a conceptual framework underpinning Buchanan’s
contribution in the ATO, but in particular, towards shifting rigid mindsets. The ATO staff
quickly realized that they were now creating interactions for users, rather than
determining laws and regulations (Terrey, 2012, p.5).
138
5.2 Research on the ATO
The ATO’s long-term organisational implementation of design thinking provides an
abundance of information on the nature, culture and implementation of design thinking
in large scale, fourth order design practice. Because of this, the ATO have been the
subject of interest for design researchers. Two researchers in particular have made an
impact with their study on the ATO: Sabine Junginger and Nina Terrey. Junginger (2006)
conducted case study research on the ATO as part of her doctoral thesis, Change in the
Making. Terrey, a former ATO employee, completed her thesis on the ATO in 2012 titled,
Managing By Design. Both researchers provide comments on gaps within design
research, particular to fourth order design “The fourth order is a relatively unexplored
area, as Buchanan expressed in a conference presentation, this ‘could be part of a new
practice of design’” (Terrey, 2012, p.31). Sabine Junginer analysed the impact and
application of the human-centered design approach to enable internal design capability
within the ATO “the design approach continuously moves the project forward and
constantly produced tangible outcomes that could not have been determined up front”
(Junginger, 2006, p.259). Similarly, Terrey focused her thesis on the implementation of
design as a method of management practice in the ATO.
This case study builds on the work of Junginger and Terrey, but instead, focuses on the
current manifestation, application and characteristics of design thinking in complex third
and fourth order practice. The analysis on the ATO will emphasise the nature of fourth
order design thinking and evaluate the current approach to complex problems faced by
governmental institutions.
The results from analysis on this case study will be presented as follows: first, a brief
overview on the process methodology currently employed in the ATO is introduced. This
overview will outline key terms, design phases and personnel that will be referred
throughout this case. Second, the results will then be presented under an analysis of
themes discussed in light of the holistic process and methodology of design practice in
the ATO.
Archival case data and semi-structured interviews were the main methods of data
collection for this case. Archival documents were gathered on two projects related to
improving access and information to superannuation accounts for individual taxpayers:
139
concessional contributions cap and the Supermatch superannuation portal. Along with
documents provided on these two projects, information documents about the design
process at the ATO were provided for analysis. Semi-structured interviews with key
designers and project team members working on the projects supported analysis on
archival documentation. Five core design team members were interviewed: a design
lead, design facilitator, a business lead, project lead and a co-design lead. Analysis of
information followed the same pattern as described in Case Study 1 and outlined in
Chapter 3. Research Framework [See example of analysis from Appendix A, B and C].
The information provided on both of the superannuation projects was not without
limitations; confidentiality restricted coherent end–to-end information to be collected on
each project. This did not impede on analysis, as the focus of this case study was to
obtain an understanding of holistic design operations in the ATO. Thus, detailed
information on both the concessional and Supermatch projects was not necessary; a
combination of documents provided on both design projects allowed a coherent view of
the general nature of design processes adopted in the ATO. It is for this reason that the
details behind these projects will not be discussed and the conversation will remain on
the nature of design thinking applied in the ATO.
5.3 Design thinking practice in the ATO today
This case study focuses on analysing the current use and application of design thinking in
fourth order design practice; understanding the transformation, effect and evolution of
design thinking in a complex governmental institution, the ATO. In 2009, the Australian
Government published the Henry Review. This review provided recommendations on
achieving a vision for Australia’s future tax system (Artefact 2, CC Blueprint, 2011;
Australia’s Future Tax System, 2010). In 2011, a review of the superannuation process
sparked a superannuation reform program aimed at making a “stronger and more
efficient tax system” (Artefact 2, CC blueprint, 2011; Australia’s future tax system: final
report, 2010). This super reform program hosted a number of minor programs aimed at
holistically improving the superannuation system, from business through to individual
taxpayers:
140
The administration system would allow people to engage with the tax and
transfer system through a single, individualised portal that draws on natural
business systems to automate business interactions with government.
Governance arrangements would support a more responsive system and
ensure the benefits of reform are preserved and enhanced over time.
(Australia’s Future Tax System: final report, chapter 3).
Minor programs included the redesign of systems and processes for: data and ecommerce, tax file number and account consolidation, individual taxpayers and self
managed super fund measures (Artefact 2, CC Blueprint, 2011). This case investigates
the end-to-end design approach used to create solutions in response to the individual
taxpayers component of the super reform project under the superannuation review.
5.3.1 The design process
Design in the ATO rests on design principles and a design process framework. Working
within established design principles and process is mandatory. An internal document,
The Design Guide, helps ATO staff navigate through this predetermined design process. In
this guide, it states:
Any proposed change that will have an impact on the community,
the Government, taxpayers, and/or the Tax Office staff, must follow
the design principles. It applies to policy-based changes as well as those that
focus on improving aspects of Tax Office administration.
(Artefact 1, ATO Design Guide, 2008, P.4)
The design principles are overarching philosophies and objectives articulating what
design means in the ATO (Artefact 1, ATO Design Guide, 2008, p.12). The design
principles are outlined as follows:
1. Build a shared understanding of intent
2. Take a user centered approach
141
3. Make the emerging design visible early
4. Work collaboratively in interdisciplinary teams
5. Follow a disciplined yet flexible process
6. Create a coherent blueprint for change
(Artefact 1, ATO Design Guide, 2008, p.13).
A design process framework is the tangible and a practical methodology that acts as a
vehicle for manifesting these design principles. This framework is visualised as a design
wheel, outlining the phases and movement through the design process.
[IMAGE REMOVED]
Fig.13. The Design Wheel
The ATO describe the design methodology as their own unique take on the design
process (Design Facilitator, Interview, 2014; Artefact 1, ATO Design Guide, 2008, p1).
Designing in the ATO involves 5 distinct phases: intent, blueprinting, co-design, build
products and implementation. The first phase is defining the intent. The purpose of this
initial phase is to understand and clarify the strategic vision passed on from
policymakers in the government. The intent is developed between a core design team
and key stakeholders. The core design team is a team of key interdisciplinary individuals
who act as representatives of their respective departments. These individuals are chosen
by a project leader who identifies key personnel from departments that will be either
most affected by the new policy measure or fundamental to its development (Project
Lead, Interview, 2014).
142
User-centered design is fundamental to the design process at the ATO, however, users
are considered but are not the focus of work in the intent phase (Design Facilitator,
Interview, 2014). Instead, emphatic, user-centered design is utilised most during the
second and third phases of the design process. The second phase focuses on blueprinting
and user-centered design. This phase begins with identifying users, the user experience
and expectations, before developing a proposed design outcome. Blueprinting includes
the core design team and two designers; a facilitator and an information designer.
Blueprinting is about developing a high level design whilst brainstorming different
solutions for the user. Thus, the aim at the end of blueprinting sessions is to have
identified a design outcome and an accompanying user pathway and organizational
blueprint that will impact and be impacted by the desired outcome.
The third phase is about co-design. It is this phase where design concepts are refined.
These concepts are shaped by feedback from users; utilising various user-testing
methods that include sending design solutions to the ATO’s Simulation Centre in
Queensland (Co-Designer, Interview, 2014). Following user testing conducted in the
third phase, the fourth phase focuses on design development and building products. In
addition, the wider internal system is engaged during this phase in preparation for
implementation. Broader stakeholders are informed so measures that need to be in place
for implementation are attended to (Design Facilitator, Interview, 2014). Finally, the fifth
phase focuses on implementing the final design.
The evolution of design capability in the ATO resulted in establishing a clear design
process, mandatory for any proposed change. Highlighted in the ATO Design Guide,
designing for complex practice requires a design process that is fluid and not fixed.
Fundamentally, the design approach in the ATO is “not about following steps, but rather
applying principles, tailored as appropriate to the size and/or complexity of the project”
(Artefact 1, ATO Design Guide, 2008, p.13). Here the emphasis is on adaptability and
flexibility; a mindset that is enabled by design thinking, and in turn, shapes design
thinking practice in the ATO.
143
5.3.2 High-level design thinking
Designing in and for a complex system such as the ATO begins in a high-level space
focusing on intangible project visions. High-level design practice in the ATO involves
systemic thinking and a holistic perspective, that avoids details and instead focuses on
conceptual ideas that will overarch the lifecycle of the design project (Design Facilitator,
Interview, 2014):
Understanding what the intent of the measure is, but also in
the back of our minds is what is the strategic end point that this
platform could provide us, so we are running two processes in
our minds when we are going through this.
(Design Lead, Interview, 2014)
Intent is usually the first point of contact with the design process. Intent is “what the
government or tax office wants to achieve as a result of change” (Artefact 1, ATO Design
Guide, 2008, p.13). The intent behind a given project is the framework that guides the
core design team towards a desired outcome. Thus, it provides a grounding point with
which the developing design is evaluated:
That’s why we need to understand intent because it leads us down what we are
actually aiming for in the Design. So that’s our first step in the design process.
(Design Facilitator, Interview, 2014)
Intent is developed in response to a desired change handed down by the government. A
strategic vision is created by policy makers and commissioners and developed into a
statement that is passed to the design team (Design Lead, Interview, 2014). This change
statement may be as short as one sentence or provide general information, much like a
brief. This strategic vision is then transformed into a succinct intent statement, cocreated by the commissioner and select individuals from the core design team. Once this
vision is handed to the core design team it is then analyzed and interpreted in context of
ATO practice (Artefact 1, ATO Design Guide, 2008, p.27). The analysis and interpretation
of the change measure, or problem framing, is what establishes the intent. Occasionally,
intent may follow a preliminary phase of scoping; where core team members will decide
on the scale and complexity of the desired change passed from the government
144
I supposed that’s one of the challenges we have with our design. We usually
just get a one liner with no context behind it…and that’s how we need to
determine what’s the ATO approach going to be with that one liner
(Design Lead, Interview, 2014)
For more complex projects or policy announcements, the ATO design team conducts a
“rapid solution design” (RSD) protocol. Under this instance, RSD is the first point of
departure for the design process that happens prior to intent. The RSD workshop
operates at the highest conceptual level and involves specialised thinking. Senior
officials, a design facilitator and information designer are usually present. Rapid Solution
Design protocols are often employed when problems are very complex and require an
additional step of clarification before moving into scoping and intent (Project Lead,
Interview, 2014). Scoping is used to identify the scale and size of the project before
working on the intent. The guidance and input from the design facilitator and
information designer is invaluable to the project and team during these early stages of
development:
The RSD technique we use for some of these complex policies that are
unannounced or announced shortly. Then we need to come up a high level
sketch. Again we use a facilitator and perhaps the information designer just to
quickly extract the information and again usually you do the user pathway just at
a higher level without going into any details. We use that to help the scoping. In
terms of something that is complex, RSD helps the requirements of scope.
(Project Lead, Interview, 2014).
In establishing the intent for any project in the ATO, understanding the underlying
mechanisms behind the intent is imperative. This means getting to the ‘core’ of the policy
measure that is passed to the ATO design team. As the intent can be established through
many different perspectives, understanding the core of its purpose helps alleviate
ambiguity around diverse viewpoints. Getting to the core of the intent is achieved
through understanding the purpose with respect to the user (Design Facilitator,
Interview, 2014). A user-centered approach is attributed to guiding the core design team
in the right direction:
145
So even though there is an online system, we wouldn’t be looking at engagement
as the primary source of it. We’d be looking at what’s the easiest way for people
to transact through the internet- not display information. That is why we need to
understand intent because it leads us down what we are actually aiming for in
the design. So that’s our first step in the design process
(Design Facilitator, Interview, 2014)
How the user would choose that service is paramount for us developing
what we think it would look like and how the user will try to use it...
because it’s all about them interacting with us
(Project Lead, Interview, 2014)
The intent is a constant in the design process and is frequently reviewed as design
solutions develop. Designs are malleable but changes to the intent “must be escalated
back to the project sponsor who is accountable for delivering the intent” (Artefact 1, ATO
Design Guide, 2008, p.14). The formative phases of the project, intent and blueprinting,
focus on defining and refining the problem solution space. This involves problem framing
through a user-centered perspective (Design Lead, Interview, 2014). Thus, the intent
reflects complex, high-level problem framing. The intent may operate on different levels
and is often balanced with a strategic mindset. It is during this phase that ambiguity is at
its highest (Design Facilitator, Interview, 2014). Intent is seen as one of the most
important aspects in the lifecycle of design in the ATO, for once it is established, it is the
perspective framework that is used to direct teams towards design outcomes (Co-design
lead, Interview, 2014). Because of this, the way the intent is shaped by the core design
team has an effect on the design outcome and implementation.
146
5.3.3 Blueprinting
The blueprinting phase is the next crucial component in the ATO design process. This
phase is unique as it showcases how design thinking can be deeply intertwined within a
design method. The ATO Design Guide (2008) articulates this phase as both a verb and a
noun, stating “A blueprint is a document that outlines the overall high-level design for a
proposed change” followed with “It is created by a core design team through an iterative,
collaborative process known as blueprinting” (p.31). This points to the notion that
blueprinting may be an embodiment and example of how design thinking and methods
can be deeply dependent and often inseparable:
It’s a foundation. So providing a foundation of what we are going to do. And all of
our subsequent processes through to implementation is based off that blueprint
(Design Lead, Interview, 2014)
A blueprint is always created prior to developing and building design products.
Blueprinting accounts for high-level impacts from both the perspective of the user and
on the tax office “the project blueprint is very much the higher-level design” (Project
Lead, Interview, 2014). User-centered design is often termed “outside in” thinking, and
holistic and systemic perspectives are labeled “end-to-end” (Artefact 1, ATO The Design
Guide, 2008, p.19). Blueprinting is reflective of common service design practice; utilising
touch-points and user pathways as methods for mapping the entire design system
(Kimbell, 2009; Design Lead, Interview, 2014). The outcome from a blueprinting session
should see that the impact of the design has been considered across the tax system, and
thus focus on “getting good design outcomes, rather than just producing a blueprint”
(Artefact 1, ATO The Design Guide, 2008, p.31). In doing so, the blueprint relies on the
intent and design (thinking) vision behind the project in order to achieve success “it
needs to be done with design vision in mind. You can take the blueprinting process and
still come up with a bad outcome” (Design Facilitator, Interview, 2014). Thus, the
blueprint is considered an embodiment of best practice, an artefact that “captures the
outcome of good design thinking” (Artefact 1, ATO Design Guide, 2008, p.31).
Blueprinting is also an exercise in holistic, end-to-end and systemic design thinking. This
phase focuses on divergent thinking. Blueprinting is rapid, lasting only a few days
(Artefact 1, ATO Design Guide, 2008, p.36). The purpose of the blueprint is strictly high
level; discussions on details are deliberately omitted from this phase (Artefact 1, ATO
147
Design Guide, 2008, p.39). The blueprint is an embodiment of high-level, holistic, end-toend design thinking, “The second step we call here at the moment is blueprinting. We
work out a high-level design. So this is a full process which we take” (Design Facilitator,
Interview, 2014). To design effectively in the ATO requires not just holistic thinking but a
systemic approach. Systemic considerations are localised to the intent and blueprinting
phases of the design process, and both phases acknowledge and reflect design and
systems thinking:
A clear understanding of the intent depends on a solid understanding of the
system-in-use and the problem that is to be addressed. For very complex
problems, some specialised techniques such as systems or critical thinking may
provide a framework to help understand the problem.
(Artefact 1, ATO Design Guide, 2008, p.28)
Employing a systemic approach is mainly used to aid in the seamless integration of
design thinking and design outcomes. Thus, a systemic perspective may play a crucial
role in successfully implementing design solutions in the ATO. This systemic
consideration is important for enabling successful outcomes as “a good blueprinting
process will come up with what your measures for success are as well” (Design
Facilitator, Interview, 2014). Without a systemic understanding on the functionality of
the ATO, designed solutions may fail upon implementation and it is the implementation
of design solutions that provides evidence of the success of design thinking.
148
5.3.4 Design facilitators
The ATO have two distinct design roles that are crucial during early stages of high-level
design. The first role is a design facilitator and the second an information designer. Both
individuals are employed to work in collaborative brainstorming sessions during the
formative phases of the design process (Design Facilitator, Interview, 2014). Intent and
blueprinting are phases where input from the design facilitator and information designer
are most crucial “blueprinting is the majority of our work of what we do- to design
facilitate. For this project it was what we got mostly involved with” (Design Facilitator,
Interview, 2014). The design facilitator engages with higher levels of authority in
preliminary stages of the design process, specifically around forming the high level intent
that will guide the rest of the project. The primary function of these designers is to
facilitate collaborative conversations. The design facilitators role is to help assemble the
core design team members who will be working through high-level design phases, and to
ensure that all members participate. Design facilitators provide stimulus through design
methods in order to keep conversations focused and flowing. The responsibility of the
design facilitator is to enable conversations and ideas to emerge in focus with the given
intent/brief (Artefact 1, The Design Guide, 2008, p.61):
I guess my main role is about- in the workshop- how do we collaborate and
brainstorm. It’s more, I guess, design facilitation is all about questioning, so
it’s making sure everyone has a say, making sure everyone gets heard, and
being able to manage groups so that they can all get the message across.
(Design Facilitator, Interview, 2014)
So the facilitator makes sure everyone has their say and obviously
makes sure everyone is on track and don’t diverge off into conversation
that is maybe off track
(Project lead, Interview, 2014)
Design facilitators help define the problem and solution (Project Lead, Interview, 2014).
Additionally, the design facilitator is formally recognised as ‘the’ designer, but, rather
than taking on an authoritative role, it is one that is passive and informal. The facilitator
enables design thinking to emerge through team members using participatory and
collaborative methods and it is the function of the group (core design team) that actively
engages in design thinking on the topic at hand:
149
The facilitator’s job is to get information out of the group. It’s not to
dictate anything. So that’s what the people in the room are...they need
to be aware of what they are there for, but the design facilitators are
there to get the information out in a design sense.
(Design Facilitator, Interview, 2014)
The information designer’s role is to visualise ideas created by the core design team.
Once again, the information designer is recognised as a formal figurehead for design, but
plays as role that is more reflective of a passive bystander. The information designer’s
role is to listen and observe conversations from the core design team and to visualise
emerging ideas. The information designer refines his/her sketches before presenting the
visuals back to the core design team:
We also have information designers at the meeting and they will start sketching
out the design, feel when ideas become evolved along the way… and then they
actually come back and show us the design the next day. Of a two day workshop
at the end of the first day they go away with a bit [of a visual] and come up with a
sketch and then we look at the sketch...so one of those key design sessions is very
much interacting with those people [information designers] on the spot
(Project lead, Interview, 2014)
The information designer is responsible for translating complex conversations into
simple visualisations that reflect the solutions and ideas that have emerged during
collaboration (Artefact 1, ATO Design Guide, 2008, p.61). The facilitator and information
designer do not engage with latter parts of the design process, with most of their input
required only during intent and blueprinting (high-level) design stages.
150
5.3.5 Collaboration
Collaboration in the ATO is driven by three principles known as the “3C’s”: collaboration,
consultation and co-design. Collaboration is defined as “the act of working with others”
(Artefact 1, ATO Design Guide, 2008, p.5). Consultation is described as “understanding
the viewpoints of stakeholders” and co-design is “a process of involving the user in the
design of solutions” (Artefact 1, ATO Design Guide, 2008, p.5). Collaboration in the ATO is
inclusive and multidisciplinary. The core design team consists of design leads and
individuals chosen for their relevance to the project context. Individuals on the core
design team operate as representatives to their own respective departments (Business
Lead, Interview, 2014). These team members have authority to approve and enable
design processes to proceed within their represented department.
Co-design and user-centered design are terms that are often interchangeable at the ATO.
User-centered design is the fundamental philosophy that underpins the design process.
The ATO informally adheres to the International Organisation for Standardisation for
Human-Centered Design (ISO 13407) (Artefact 1, ATO Design Guide, 2008, p.44) which
guides their user-centered, co-design practice. Design development is iterative and
always based on evolving user insights through user testing “so I guess broadly we
would normally chunk co-design activity either to user research activity, collaborative
design activity or detailed user testing activity depending on the stage of the project”
(Co-Design Lead, Interview, 2014). The focus during iterative design development is on
the user experience of design outcomes:
Having an opportunity to actually implement the design direction where you
can kind of use the user feedback to make more of the fundamental shift not
the small refinements to it. I think that’s a really critical thing
(Co- Design Lead, Interview, 2014)
Products and services that are designed with a user focus will
improve compliance because it will be easier or cheaper for taxpayers
to meet their obligations or receive their entitlements. Barriers and costs
that are created by poor products and services can obstruct taxpayers
who are otherwise willing to comply
(Artefact 1, ATO Design Guide, 2008, p.15)
151
The design lead emphasises the importance of a user-centered mindset. The defining
purpose of the design approach is its people-centered focus “there is always focus on the
outcome and the user experience. Even when you design a new tax you still consider the
user experience on how to make them comply, in order to make it less obtrusive”
(Project Lead, Interview, 2014). Similarly, the co-design lead also describes a
multidisciplinary user-centered approach as a critical characteristic of design and design
thinking “just having a group of people that are willing to embrace it, that are willing to
listen to the user feedback that you’ve got and act on it and change the design based on
that. So I think that’s really critical” (Co-Design Lead, Interview, 2014). The focus on the
user and usability is understood amongst core design team members as being
paramount to the success of design thinking in the ATO “more or less everything we
deliver should think about user” (Project Lead, Interview, 2014).
Co-design in the ATO is not just about collaborating with internal and external
stakeholders. It is largely about co-responsibility. There are clearly defined roles
and responsibilities for each core design team member. Because each individual is
responsible for managing and representing their own department, discussions around
expectation and responsibility is prevalent:
Different areas of the office have accountability and responsibility for
the information […] so the core design team is responsible with the
design and the business people to develop a high level design
(Design Lead, Interview, 2014)
As design facilitator part of my role with the project manager is to come
up with this core design team and they are made up of some kind of set
criteria, around 8-10 people, that traditionally get blown out by a few more
than that. And these are key stakeholders that are involved in the process.
They need to take responsibility of the design. They need to sign off the
design and they are also gatekeepers to the rest of their area
(Design Facilitator, Interview, 2014)
Core design team members are not only responsible as representatives for their
respective areas, but they also share co-design work. This co-responsibility over design
developments makes the complex process within the ATO more manageable. The shared
understanding towards co-responsibility is often a subject missing from common
152
practices in design thinking. This shared responsibility ensures that all individuals feel
accountable for the implementation and success or failure of design outcomes.
Despite the egalitarian and collaborative approach, a project manager is present, leading
the core design team. A design lead is the manager of the core design team and oversees
the design process as the project unfolds. Unlike the design facilitator and information
designer, design leads are holistic and consistent throughout the design project “they do
have an overarching role in looking at how a solution, I suppose, would be integrated
from an enterprise perspective. So those design leads are generally across the overall
project” (Business Lead, Interview, 2014). Individual team members do not need to be
consistent throughout the project, as long as there is a design lead present in every phase
(Design Facilitator, Interview, 2014).
In addition to the core design team, each phase brings in specialised individuals to
complete the task at hand, “we have the doers working through details” (Project Lead,
Interview, 2014). These individuals also have the responsibility to report on and pass
feedback to project members working in the following phase of design development.
Face-to-face communication with both core design team members and external
stakeholders is considered imperative to the success of collaborative design practice in
complex environments like the ATO:
We try to meet with people face-to-face when its more complex because we
need to be able to engage people properly rather than sitting in a meeting
room by themselves on the other side of Australia, in front of their computer
while they are answering emails at the same time
(Design Facilitator, Interview, 2014)
When collaborating, the design process facilitates positive interactions between people.
However, an interdisciplinary design team is a double-edged sword. The benefit of
utilising a multidisciplinary team is that it provides a variety of perspectives and
mindsets for discussions, which enable progressive problem framing. The pitfall is that
these discussions can end in disagreements, particularly from hard-wired thinking:
At the end of the day the services are their own responsibilities that they
need to sign off on and some see it as a hurdle to their process. So it’s
trying to get that buy in…the value. That they see that there’s value to the
153
process that can help get a better outcome than what they were initially,
or that they could think we’re going to get
(Design Lead, Interview, 2014)
The value of the design facilitator and information designer is evident when tensions
between core design team members surface during high-level collaborative
brainstorming sessions. In these moments, the design facilitator synthesizes differing
perspectives and unifies conflict. The information designer, on the other hand, is the
visual translator for the core design team. A usual high-level collaborative session
involves the design facilitator directing conversations between core design team
members, with the information designer visualising the emerging ideas (Project Lead,
Interview, 2014)
The purpose of a design facilitator is to aid rather than authoritatively direct design
development or design thinking. Designing is a collaborative effort of all stakeholders,
and all stakeholders have a say over the final design outcome. Design managers and
facilitators are responsible for enabling team members to collaboratively ideate, design
and complete the work, and do not authoritatively taking charge over the design.
Stakeholders external to the core design team are heavily engaged during detail design
phases, such as prototyping and building products. In particular, a business
representative is included within the core design team who is the ‘frontline’ to clients,
both internal and external. The business representative is responsible for
communicating developments in the design project to external stakeholders who may be
affected by the designed outcome:
Throughout the entire life of any one particular project we have quite
extensive stakeholders that we work very closely with. So we keep them
updated during the process and alert them to the fact that you know a change
is coming and the impact that may have on their area, whether it is a reduction
of work or an increase in work or a new type of work, or eliminating another
piece of work whatever that might be. So through our consultation to keep staff,
internal staff, updated and they form part of our review process
(Business Lead, Interview, 2014)
154
These external stakeholders are described as a “lower level of stakeholder” (Business
lead, Interview, 2014) implying a clear sense of hierarchy between those directly
involved in the design process and those who are not. The business lead is very
conscious of stakeholder input and response, including the effect decisions made by the
core design team might have on various levels of staff. This representative considers the
rippling effect a design solution might have on the internal system. The focus of the
business lead is holistic and systemic and considers the practical, interconnecting parts
in the ATO (Business Lead, Interview, 2014). The business representative is concerned
with outcomes and implementation. Thus, the business representative describes the
business line as the ‘enabling’ area. The business lead on the core design team liaises
with clients in order to facilitate and enable frontline solutions and services:
I come from a business perspective, where we are a frontline area
to clients, individual clients and external clients…dealing with them
on a day to day basis. So we are what is called, is what they call, an
enabling area. So even though I don’t have direct contact with individual
clients I enable the frontline- I work closely with those frontline services
and then enable our procedures and our processes to manage the issues
that clients may have and come to us for advice about
(Business Lead, Interview, 2014)
Broader stakeholders are considered a part of the design process but a factor that
impedes on development. Feedback from stakeholders is part of the design process,
however the business lead adds that stakeholders “delay the project” (Business Lead,
Interview, 2014) making the overall process run slower.
5.3.6 Design artefacts
Design artefacts play a significant role in design practice within the ATO. Design artefacts
are any form of physical and visual expression of thinking developed during the design
process. Visualisations are crucial during formative stages of design development when
design concepts are still at an ambiguous and intangible level. Design artefacts spur
discussion, communicate knowledge and ideas and enable design thinking:
155
Making the emerging design visible early through documentation and
Prototypes that focus dialogue, sustain energy and facilitate co-design.
This provides a practical and tangible focus for design work and enables
the design process to proceed quickly. It also provides communication products
explaining the design which can be used for consultation with stakeholders
(Artefact 1, ATO Design Guide, 2008, p.16)
Visual artefacts created during design development empower and breed collaborative
design thinking. These artefacts mediate conversation and spur the development of
design thinking amongst core design teams and stakeholders “we just kind of present
that and talk through them and that [the artefact] kind of drives the conversation” (Co
Design Lead, Interview, 2014). In this context, there is no single ‘design thinker’ but a
collaborative activity that collectively represents design thinking. This collaborative
representation is enabled through artefacts that allow thoughts and ideas to be shared
and evolved as a team:
Collaborative design and co-design with users are very difficult
without a shared, visible form of the emerging design
(ATO Design Guide, 2008, p.16).
Intangibility exists predominantly during high-level phases in the design process. Design
facilitators and information designers are used only during these high level phases.
Where concepts are intangible, information designers will translate intangible ideas into
visual artefacts that act as representation of collaborative design thinking. Information
designers aid in the translation of complex, fuzzy design ideas from the core design team
into understandable visual representations. Thus, information designers are translators
of complexity; they are masters of manifesting intangible ideas into concrete realities
that can be shared by the design team:
Our information designer is about making the design presentable
[...] so the fact they can put the ideas together so quickly means we
can review it straight away and firm up and visualise the ideas on the day
(Project Lead, Interview, 2014).
156
However, the physical design of artefacts is out of the hands of the core design team. No
members on the core design team engage with visualising ideas except for the
information designer. In this way, the information designer is the visual arm for team
members. Thus, during formative ‘high level’ phases of the design process, the
information designer becomes a gatekeeper for design visualisations and collaborative
synchronisation. Together with the design facilitator, the information designer is also a
facilitator for collaborative design thinking:
Most of us don’t have design backgrounds. So we got ideas and we can talk, but
we are not good at making things visualised. So I think this is where the design
areas do focus all of the information. Design is about you got good ideas, that’s
good... but also have the sufficient information behind it to make it presentable to
a hearing group so they can make a decision about a certain design option
(Project Lead, Interview, 2014).
It can be argued that if core design team members do not sketch or visualise their own
ideas, this may detach them from engaging in a designerly way of thinking. This context
surfaces the question: does one need to engage with the physical (creative) aspects of
design practice in order to engage in design thinking? Furthermore, if the design
facilitator and information designer are considered representatives of design thinking,
then this raises questions around whether the core design team members consider
themselves as design thinkers as well. In response to this scenario, the idea of
collaborative design thinking may be incorrect, or dependent on the design facilitators to
be present. If design thinking relies on the facilitators presence, then co-design sessions
may only be collaborative brainstorming sessions— where having a design facilitator
present transforms general brainstorming into a design thinking activity, particularly if
the core design team “don’t need to know they are doing it” (Design Facilitator,
Interview, 2014). This brings forth a new idea in collaborative design thinking that
participants do not need to actively engage in sketching, prototyping and/or other
visualisation techniques in order to activate and engage in design thinking. Being present
amongst unfolding visualisations and/or contributing to design representations may be
sufficient in order to engage with design thinking practice.
The creation of design artefacts is not just for enabling collaborative design thinking.
Design visualisations are also knowledge artefacts, with the purpose of transferring
information to stakeholders and team members outside of the core design team.
157
Knowledge is a crucial element in effectively progressing from one design phase to
another. Specifically, the design blueprint is considered the main knowledge artefact that
is passed throughout the design process.
Design artefacts are symbols of transparency. The knowledge that is transferred through
design artefacts allow for a transparent and fair design process to unfold. Transparency
is fundamental when collaborating between internal and external stakeholders in
complex environments, not only to feed updates and information but to maintain
inclusive co-operation:
I guess when you are getting members of the community or even staff as
well to have these conversations, you kind of need to put something in
front of them that helps them to get their head around what you’re trying to
design. So yeah, I think that’s where the kind of high level process or pathway is
really quite good because it just helps to make it a little more real and it is
something that people kind of critique and wot not
(Co-Design lead, Interview, 2014)
Design artefacts in the ATO prove to have an impact on the mediation, conversation and
facilitation of design thinking practice. This adds further evidence to the importance of
visualisation in design thinking practice, particularly in complex design practice.
5.3.7 Design community and expertise
The design community in the ATO are advocates for design thinking. Despite having few
professionally trained designers, the internal design community within the ATO is
strong, with design representatives and facilitators meeting regularly to share ideas,
learnings and fears. The broader ATO community is engaged in order to help spread the
culture of design thinking and to teach staff a way of thinking rather than a way of doing
(Project Lead, Interview, 2014). It is the design community of experts that is at the heart
of design culture within the ATO and who are also responsible for advocating and
converting others to adopt a design mindset:
158
So in a broader way it’s basically about how we as an organisation want design
to be done. Then the individual really follows the process and guidance of the
experts, the people and designers and what they make and the outcome
(Design Facilitator, Interview, 2014)
Design expertise in the ATO is varied. Internal design training is available for design and
non-design graduates. Key external stakeholders (outside of design arm at the ATO) may
be invited to join in on the training. This is often employed to transform individuals who
may be considered as ‘blockers’ in the design process to become ‘enablers’ (Business
Lead, Interview, 2014). Much of the design training in the ATO is about transforming
‘blocking’ individuals to ones who enable design thinking to unfold. In complex practice,
this appears to be important where there are many more people involved in projects
who could potentially disable the design process and outcome:
Some people will, or some stakeholders will, have a greater preference
to get right down into the detail, whereas some of the others will obviously
say ‘don’t tell me what’s about to happen’. But hopefully the idea is that
the involvement is significant enough to identify any blockages or issues
before we actually get to deployment. […] So they for me would be the
blockers that I would be most concerned about. If we’re building something...
without having the right people there we’ve missed something and we
haven’t clearly understood that there’s a downstream impact and it’s
actually causing something not to work for someone else
(Business Lead, Interview, 2014)
The tutors, who are responsible for internally training staff in design, have design
qualifications and experience (Design Facilitator, Interview, 2014). However, within the
ATO, all that is required is one or two designers who act as ‘seeds’. These individuals are
responsible for embedding a design mindset within the internal culture of the ATO
rather than employing designers as authoritative members in a project team. This adds
weight to the hypothesis that design thinking is not a skill possessed by a single head
designer, or formal designers, but is a by-product of collaborative efforts of all team
members working within a design process methodology and philosophy.
Training in the ATO is not just for enabling and teaching non-designers. Designers and
design teams in the ATO also participate in training workshops that focus on business
159
lines of the ATO system “Business Solutions is developing training to help designers
better understand the enterprise business processes and systems” (Artefact 1, ATO
Design Guide, 2008, p.8). To best implement sustainable design thinking capability, it is
important that both non-designers learn about the design process and designers learn
about business processes.
Yet, the design facilitator explains that external stakeholders do not need training or
experience in design. Interestingly, the design facilitator has no tertiary qualifications in
design practice with knowledge earned on the job at the ATO “my background, my
experience in design started at the ATO. So I don’t have the tertiary qualifications or
anything like that, mine was all on the job training and experience that was gathered that
way” (Design Facilitator, Interview, 2014). However, she explains that those external to
the design team often are not even aware that they are engaging with design thinking
practice (Design Facilitator, Interview, 2014). From the facilitator’s perspective, not
everyone involved in the project team is a design thinker or needs to be. The primary
objective with non-designers is to ensure that they end up ‘buying in’ to the design
process. The design lead in the co-design team echoes this sentiment, explaining that the
design lead’s major responsibility is to convince others to buy into a design thinking
philosophy “so one of the questions later on is about ‘is everyone a design thinker in the
process?’ Well the answer is no, but the role of the design lead is to ensure that there is
buy in into the design process— that these people are advocates for the change” (Codesign Lead, Interview, 2014).
5.3.8 Evidence and implementation
Design thinking in complex environments such as the ATO contain all orders of design
thinking and practice. As the design process converges, clarifies and becomes more
defined, designing in fourth order practice moves through lower orders of practice. The
project process in the ATO begins with high level, systemic design thinking (intent)
before identifying a service solution (blueprinting), design products (co-design)
supporting the service, and finally communicative collateral (build products and
implementation). Once an intangible design goal has been defined, tangible artefacts
begin to emerge that are necessary to support the design of the high level solution.
160
As a result, design process and thinking in the ATO operates according to different
hierarchies. The layers behind design practice at the ATO indicate the existence of
hierarchical design processes. Higher orders of design are more complex but less
detailed, with design outcomes moving through lower and more detailed and specific
design practices as designs are implemented.
The success of design thinking in complex environments such as the ATO is twofold:
successful implementation of designs internal and external to the ATO system. For
internal implementation, design products, services and systems need to be “integrated
within the existing tax system” (Artefact 1, ATO Design Guide, 2008, p.4). Effective
implementation within the ATO system relies on integration. Design at this level is not
about applying a designerly approach towards tackling briefs, but about incorporating
both internal design capability with design solutions. Integration is also about
negotiation and compromise, as “It involves achieving a trade-off between potentially
competing requirements of the user experience, maintaining consistency with the
current revenue system, and cost” (Artefact 1, ATO Design Guide, 2008, p.4).
The intent statement has a direct impact on implementation. Designs are evaluated prior
to implementation and examined on the basis of meeting the original intent:
A shared understanding of intent is critical to the success of any project.
If we don’t know where we’re going, how can we expect to get there and
how can we assess whether or not we have arrived successfully?
(Artefact 1, ATO Design Guide, 2008, p.13)
We have the strategic intent at the beginning of the process. It is always at
the back of our mind that what we are doing along the way doesn’t impede
the capability of that in the future, and do process by process to get there
(Design Lead, Interview, 2014)
Once the final design has been user tested and approved it is then passed to the business
line to be implemented. It is at this point that the project is passed from the hands of the
designers and the core design team to the business team. Despite the transfer, the design
does not transform during the implementation process. Intent provides the theoretical
framework that guides and directs design development and outcomes. The overarching
framework provided by the intent statement is directly reflected in the implemented
161
design solution. The foundation provided by the intent framework ensures that the
design solution does not transform once in the process of implementation. The design
outcome is seen as a representation of the collaborative input from internal core design
team members, external stakeholders and users. Because of this, the integrity of the
design outcome is preserved; no individual has authority to fundamentally tamper or
alter the final designed artefact. There is an underlying importance embedded in the
design artefact beyond just the success of the solution. The designed artefact is the
manifestation and embodiment of teamwork and collaboration “the design is a
culmination of all of those points of views” (Business Lead, Interview, 2014):
We would be expecting to, once the design is established and we’re
going to implement, we would be implementing as per the design
(Business Lead, Interview, 2014)
The design remains true to the collaborative efforts of all core design team members and
stakeholders. It is preserved through constant reflection over the intent. Thus, intent
becomes a base measure for evaluating final implemented design solutions and becomes
a measure of investment:
In the process we go back and review the intent statement; what we’ve done
what we’ve designed…does that relate to the intent? Because what we usually do
is we have an intent statement from the beginning of the process and then you go
through your design, formulate the high level design and then you get to the end
of it and go “ok let’s have a look at the intent statement”
(Design Lead, Interview, 2014)
A post-implementation review is often undertaken after the design has been
implemented by the business line. This post-implementation review is conducted by the
business line and does not involve the design team who created the designed solution. As
a result of this, evaluation measures are quantitative and focus on data points than
qualitative user satisfaction. Website hits and efficiency of the design outcome are
common evaluation measures:
In terms of the testing that we do, immediately after implementation, is more
around does it work or doesn’t it work. If it doesn’t work we are not prepared
to sign off on it or accept it from a business perspective. We would be looking
162
to try and resolve some of those issues or areas with whatever the bugs are
in the system […] generally speaking it would be picked up before its actually
implemented but sometimes you know those issues will not be identified
until we actually go live and have some real life data to test
(Business Lead, Interview, 2014)
No qualitative user evaluation is conducted after implementation. This has been
acknowledged by the project lead as an area for improvement in the design process at
the ATO, “What we didn’t do is we didn’t go back and check with the real user” (Project
Lead, Interview, 2014). This contradicts much of the philosophy behind the design
process – where employees emphasize user satisfaction. Because of this, it appears that
the design process in the ATO is more about providing a way of effectively collaborating
and efficiently iterating through problems than it is about evaluating design solutions.
The design facilitator acknowledges that a design process creates successful outcomes,
yet designers do not have involvement in post-implementation evaluations and are not
briefed on the quantitative measures that are conducted by the business team (Design
Facilitator, Interview, 2014).
5.3.9 Hurdles of design thinking
Of interest to this case study was what constituted complexity. Complexity in this case
study was attributed to client relationships and stakeholders in the design process
where a large network of individuals is required as part of the design process. The codesign lead describes projects at the ATO as “not complex, but complicated” (Co-Design
lead, Interview, 2014). He states that it is “the combination of complicated problems with
complex processes that together makes design practice in the ATO complex” (Co-Design
Lead, Interview, 2014). However, the co-design lead adds that the design process itself
makes the inherent complexity of the ATO more manageable. In his experience as a
designer, he argues that the difference between designing on smaller scale projects and
large complex ones found in the ATO is that large scale design projects are more iterative
and have a higher degree of engagement with stakeholders (Co-Design Lead, Interview,
2014). This engagement requires all parties to participate in the design process and be
informed:
163
The activity itself isn’t more complicated, it’s just the infrastructure and
process around it. Trying to make sure you get from a to b, where you’re
kind of keeping everyone happy with their views and it’s really kind of
getting a balance between views …this goal and the business goal…
and getting the constraints right in the process
(Co-Design Lead, Interview, 2014)
The complexity really more or less tells me that I need to engage
the end user a lot more and really say “does what we build meet
their expectations that is usual to them?”
(Project Lead, Interview, 2014)
Because the nature of design in the ATO is more complex, yet inclusive, the co-design
lead believes that the authority that members of the core design team hold on behalf of
their respective department alleviates much of the complexity in the design process (CoDesign lead, Interview, 2014). This is crucial towards moving forward; when the design
process needs to balance so many people and decisions in its development.
At the core of complexity lies one of the most common complaints around implementing
a design approach: the difficulty in explaining the value of design thinking to
stakeholders. This misunderstanding of value impacts on the degree of ‘buy in’ that
stakeholders hold towards adopting a design approach:
The most common problem that we have, that I have anyway, is the value.
So people don’t understand the value of design, that it’s going to work.
People just want to map out step-by-step what the solution is going to be
without thinking the right process that needs to take place. The biggest hurdle
for me is a combination of value and what I kind of say “I know the answer”.
If you got someone that thinks “I’ve got the answer to this, I’m just going to
design it myself”, you know, that commonly is not going to be a good outcome
(Design Facilitator, Interview, 2014)
164
Another primary obstacle was client’s coming to collaborative meetings with predefined
problems, often accompanied with prescribed solutions. Holding onto an answer to a
design problem was described as the “antithesis” to the empathetic mindset behind
design thinking (Design Facilitator, Interview, 2014). At its worst, a design problem will
be handed down from policy that includes a defined solution. In this instance the design
team cannot change these recommendations and instead need to work within the
problem-solution space given (Design Lead, Interview, 2014).
Transforming hardwired mindsets of stakeholders was an overarching obstacle that
persisted throughout the design process. The design facilitator at the ATO argues that it
is the thinking in design that needs to be improved, not the doing. In doing so, she
believes internal culture and capability will be improved (Design Facilitator, Interview,
2014). However, the Design facilitator adds that the key to achieving this is for clients
and stakeholders to be engaged in the process, through actually ‘doing’ design. Seeing
first hand the innovativeness behind a design approach, will increase advocates for
design thinking thus enhancing and building on the internal design culture:
You are having to go through something to break peoples minds down, typically
in a workshop and you’ve got at least 2 or 3 people there going ‘I don’t know
what I’m doing here because I can tell you what the answer is going to be at the
end of the workshop’. But we get to the end of the workshop and it’s not the same
as what they thought
(Design Facilitation, Interview, 2014)
Those that are new to it are a bit hesitant and a bit reluctant to go there […] some
see it as a hurdle to their process. So it’s trying to get that buy in, the value. They
see that there’s value to the process that can help get a better outcome than what
they were initially, or that they could think we’re going to get
(Design Lead, Interview, 2014)
The differing mindsets between business clients and the design team are pronounced. A
representative from the business line in the core design team explains that “business will
typically say what solutions they want delivered, as opposed to what they want the
solution to do” (Business lead, Interview, 2014). This highlights the dichotomy of
thought between client and designer; the design team sees problems as opportunities to
create solutions that enable end users (taxpayers). In contrast, clients will focus on what
165
the solution should do and thus have a very static ‘end’ thinking approach. External
business stakeholders see solutions in terms of artefacts and numbers where design
teams see solutions in terms of people and values (Business Lead, Interview, 2014). In
contrast to these complaints, the project lead asserted that there are no hurdles in the
design process, but that it is simply hard work “I think it’s not so much hurdles. It’s hard
work. But it’s necessary” (Project Lead, Interview, 2014). Overall, persisting with the
design process, particularly on external stakeholders, is starting to pay off, “I think that’s
probably the big advantage… to really force going to this design, business areas are
becoming more accepting of clearly articulating what it is that is required as opposed to
how it should be achieved” (Business Lead, Interview, 2014).
5.3.10 Conclusions on a design thinking approach
Design in the ATO has a strong theoretical foundation behind its practice. The design
process in the ATO has clear and definite phases, but is also very adaptive and fluid. The
design methodology is rigid, as each phase needs to meet certain requirements, but it is
the thinking that is fluid and adaptable (Project Lead, Interview, 2014). Without a strict
design approach, the projects can become more complex and ‘bogged down’ in details.
“In this regard, it is important to remember the design principle about being disciplined
but flexible; follow a disciplined yet flexible process that stays true to our design
principles and achieves higher quality in less time” (Artefact 1, ATO Design Guide, 2008,
P.7). Design thinking keeps concepts at a high level and holistically pulls ideas together.
Despite the reliance on rigid phases and design methods, it appears that the value of a
designerly approach employed in the ATO is more about enabling adaptive mindsets
than engaging with design methods.
Members of the core design team each hold varying viewpoints on the design process
and on design thinking. The design facilitator argues that design thinking in the ATO is
more about the mindset than the process. She believes one can engage in design thinking
without engaging with the process, but adds that the process enhances the mindset
(Design Facilitator, Interview, 2014). However, this contradicts an earlier statement
166
around improving design engagement; that is, stakeholders need to engage in the
process in order to achieve a designerly mindset. Still, a designerly perspective is very
much a natural attribute of designers, with less experienced collaborators struggling to
grasp its inherent holistic thinking due to over-emphasising on details:
It’s about being able to reduce the complexity of it at the high level design...
you know talking, people often try to get into that detail and that’s a struggle
for facilitators to bring people up to the high level discussion. We need to make
sure what do we need the system to do not how does the system do it
(Design Facilitator, Interview, 2014)
The design lead describes design thinking as a process that considers user experiences
and expectations. Design thinking guides teams to ask specific, user-centered questions
which in turn guides a mindset towards more empathetic solutions. The design
facilitator argues that the value behind a design approach lies in the empathetic
consideration for user experiences:
I think the value add is, in design thinking, the user experience as part of
the process and it’s always throughout our entire design. We always think
about what are the user experiences going to be, what is it going to be in
this interaction, and making sure it is well considered
(Design Lead, Interview, 2014)
In addition, the design facilitator believes that the design process is innovative and able
to unlock successful outcomes. She feels her role is to inspire collaborative teams into a
design mindset. This, she believes, is a journey but also adds that design thinking is not
just a reflection of a process but is also embedded in the outcome, “making sure design
thinking is in the process, but it is in the outcome, it’s also making sure that everyone
else is taken on the journey to get to the right outcome” (Design Facilitator, Interview,
2014). Thus, design thinking is transitory and can adapt and change shape with different
people and problems:
167
That’s what I mean about design thinking. To me it can transition, it can move
around. It’s not just an ATO thing. Our process is an ATO thing. So that’s the way
we do change management and incorporate designers in change management.
Design thinking can be done in private, public and all different enterprises as well
(Design Facilitator, Interview, 2014).
Despite speaking positively about design thinking and its importance, the design
facilitator could not differentiate between a designerly approach from other processes.
Furthermore, no definition could be clearly articulated on what exactly makes design
thinking unique to design practice. When asked about the benefit of design thinking and
a design approach, there was little commentary on its effectiveness in creating
innovative designs and implementation of solutions. Instead, the design process is
spoken of from a more personal space, and less so from a solutions-orientated focus.
Many team members emphasised the benefits of adopting an empathetic and usercentered mindset, and the benefit of a design process for collaborating with
multidisciplinary groups:
I think that shifting to that iterative kind of model and having the
stakeholders engaged right throughout and having people having the
decision has kind of helped us a bit more
(Co-Design Lead, Interview, 2014)
I think design thinking is about the way which we need to come up with our
solutions. The process gets us through it. So like I said, our process is trial and
tested and done over and over again and we know that it works.
(Design Facilitator, Interview, 2014)
It appears that design thinking in the ATO has had greater impact on culture and
collaboration than on the development of innovative solutions. Furthermore, the design
process has proven that there does not need to be a professional designer leading
practice in order to generate design thinking. Designerly process methods such as
visualisation techniques carry an agency to facilitate collaboration and design thinking
amongst a team of untrained design professionals. This raises questions over the role of
the design professional and their impact on the design process beyond that of a
facilitator.
168
6.
Case Study 3
The final case study for this dissertation will focus on the application of design thinking
in an online, collaborative environment. This case study has been selected for it extends
on Junginger’s (2009; 2012) positions of design practice, to provide an example of design
activity that is not situated within, or on the periphery of, an institutionalised
organization. This case may be considered as a fifth element to Junginger’s framework,
that is, an example of external design practice operating without direct relationship to an
existing, institutionalized organizational system, but instead, as a decentralized open
source platform. OpenIDEO was chosen as the subject for the final case study on design
thinking in complex environments. This platform applies the design process in an online
environment that aims to operate as a decentralized design community, free from
traditional hierarchical structures imposed by an organisation or management team.
This case presents a complex, de-centralised system that is an open-source network.
Furthermore, the subject and focus of the website inherently tackles large-scale complex
societal and environmental problems. This chapter will analyse and highlight the
behavior of design thinking on this platform. OpenIDEO has been chosen as it is the first
project that has formally transferred the design process, and design thinking, onto an
open source, de-centralised online network with the aim of tackling complex social
issues. This chapter will analyse and highlight the behavior of design thinking in an
online, open source platform that has no direct engagement with the design problem that
traditionally sits within an organizational ecosystem.
169
6.1 About the OpenIDEO platform
OpenIDEO is an online platform that encourages members to collaboratively tackle social
problems through a design process. Established as a side project by IDEO employees in
2010, today the OpenIDEO platform boasts over 28,000 members (Durst, 2012). The aim
of the platform is to “design better, together for social good” (OpenIDEO, “About Us”,
2014, para.1) and it seeks to achieve design-focused social innovation through
collaborative intelligence.
Solving complex social problems requires depth and breadth of knowledge (Paulini,
2012. p.1). Tim Brown, president of the parent company IDEO, once described his
employees as “T- shaped people” (Brown, 2009). T-shaped people have a broad
knowledge base combined with a deep expertise in one particular profession. With the
OpenIDEO platform, IDEO is able to create a T- shaped community; where, on an
individual level, participants bring specific personal expertise but as a community create
a breadth of shared knowledge.
Online collaborative activity is referred to as “collective intelligence”. According to
Paulini, Murty & Maher (2010) collective intelligence is a term given to collaboration that
exists in an online open source environment. Collective intelligence is similar to
collaboration but with the exception that any individual may participate in the
collaboration process. Paulini, Murty & Maher (2010) distinguish between collective
intelligence and collaboration, stating collective intelligence is “contributions from any
motivated individuals rather than only from a pre-selected team of individuals” (p.2).
Paulini, Murty & Maher (2013) further explains that collective intelligence in design “is a
type of group intelligence, characterised by high levels of collaboration, as opposed to
collected design, which aggregates design solutions” (p.91). OpenIDEO is a platform
harnessing collective intelligence through design practice to generate innovative
solutions to social problems.
Collective intelligence is a common strategy employed by business leaders seeking to
capitalize on open innovation. Open innovation is a term that originated in business
strategy and innovation literature and is defined as firms who crowdsource fresh ideas
outside of the firm, or who publish ideas for evaluation from the community (Seltzer, &
Mahmoudi, 2012, p.3). In private sector innovation, crowdsourcing attracts users to
170
contribute design iterations for solutions that may be used by its contributors.
Crowdsourcing, a “process generally associated with private sector innovation” (Seltzer
& Mahmoudi, 2012, p.9) was originally coined by Wired magazine editor, Jeffrey Howe
(Seltzer & Mahmoudi, 2012, p.7). Yet, according to Seltzer & Mahmoudi (2012),
crowdsourcing differs from user innovation in that “crowdsourcing attempts to draw
from everyone, user and nonuser alike, whereas user innovation is really an effort by
users to better meet their own needs” (p.8). OpenIDEO have introduced a new approach
to crowdsourcing and collective intelligence. By combining private sector companies
with open source, social innovation initiatives, OpenIDEO provide a platform to support
the sponsorship of design for global social issues, tackled by the public using a design
process and design thinking.
6.1.2 Data collection and analysis
The OpenIDEO platform presents social issues as “challenges” (OpenIDEO, n.d,
“Challenges”). The challenges are problems related to or have been chosen out of interest
by a sponsoring organisation. These challenges are accompanied by a brief that has been
problem-framed by OpenIDEO employers and the challenge sponsor (Lakhani et.al,
2013). Sponsors fund the implementation of future design solutions in response to the
social challenge presented. Challenges are posted to the OpenIDEO website and follow a
design process.
The OpenIDEO platform is a dynamic website and in a constant state of development. As
such, content obtained for analysis will focus primarily on the platform at the point in
time of a selected project challenge. Wider insights and comparisons will refer to the
platform as it stands today, however, emphasis is placed upon the analysis and nature of
the OpenIDEO platform at the point in time of the project challenge. Analysis for this case
study on OpenIDEO will focus on the project challenge, How might we better connect food
production and consumption? This project challenge was posted in March 2011
(OpenIDEO, n.d, “How might we better connect food production and consumption”) and
concluded in July, 2011. The project sponsors for this challenge were Arts Queensland
and the IDEAS festival, Queensland.
171
Information about the project challenge, How might we better connect food consumption
and production, initiated analysis on design thinking on OpenIDEO. Information was
gathered about the platform and project challenge at the point in time when the
challenge was published. Analysis on this case study focuses on the presentation,
functionality and social interaction with the design process and design thinking in this
online, de-centralised system. Included in this analysis is the examination of design
developments in response to third and fourth order problems presented on OpenIDEO.
Each phase in the design challenge, How might we better connect food consumption and
production, was holistically analysed to maintain analytical consistency with research
analysis of the design process conducted on the previous two case studies. However, the
large volume of information available on the OpenIDEO platform and project challenge is
beyond the scope of analysis for this case. To manage data overload, limitations on the
scope of analysis for this case study was established.
Analysis on the project challenge, How might we better connect food production and
consumption, focused on archival documentation on the design and development of four
design concepts. Comment threads attached to each design concept page exist as a
timeline of collaborative design activity. The first thirty comments for each design
concept were collected for analysis. Thirty comments is established as the sample size as
it best reflected formative stages of collaborative design development which requires a
high degree of online interaction and thinking. Conversations in the latter stages of the
comment threads for each concept focused on feedback evaluations rather than active
and collaborative thinking.
In addition to information collected on collaborative activity for each design concept,
general information on the OpenIDEO platform and contextual information about the
project challenge were also collected for analysis. Information behind the project
challenge brief, including “mission briefs”, was obtained. Mission briefs are mini-tasks
assigned to the community during the research phase and are part of the OpenIDEO
design process. For the project challenge, How might we better connect food production
and consumption, four missions were presented to inspire the community to conduct,
collect and post research knowledge. Data collected on mission briefs was selected by
filtering content according to the highest number of comments. One community post was
selected for each mission in the project challenge, resulting in a total of four mission
posts for analysis. From the complete data set –that includes comments collected on
172
concepts and mission briefs- a total of 281 comments was obtained for analysis.
In conjunction with archival data collected on the OpenIDEO platform and project
challenge, users and stakeholders were interviewed. Five participants were recruited for
this case study. Four participants were recruited from the project challenge, How might
we better connect food consumption and production: Sarah, David, Rachel and Richard
who worked as a client to the sponsor Arts Queensland. The final participant, Jake,
contributed concepts to a different project challenge that was operating concurrently
with this project. These interview participants were selected based on their interactions
with the project challenge and/or experiences with the OpenIDEO platform and process.
Conversations with participants resulted in over 8 hours of recorded interviews.
The research and analysis conducted for this case study has been designed to maintain
analytical consistency. The data collected for analysis was established through
comparison on the scope and size of data obtained in the previous two case studies.
Coding and analysis followed the same guideline and procedure applied to the previous
two case studies presented in this thesis and outlined within 3. Research Framework
Framework [See example from Appendix A, B and C]. As such, codes were assigned to
content following a critical realist grounded theory methodology. As with previous case
studies, emergent themes will be presented following a chronological outline of the
design process on OpenIDEO.
173
6.2 The project challenge
6.2.1 The Brief
Challenges presented on the OpenIDEO platform are broad. The problem challenge,
How might we better connect food production and consumption, is framed in context of
strengthening relationships between food producers in Queensland, Australia and local
Queensland consumers. This challenge, however, is presented in light of a larger
sustainable objective; framing a problem that implies a broader focus than the local
Queensland community in which it is situated (OpenIDEO, n.d, “How might we better
connect food production and consumption?”). Ambiguity is thus inherent in problem
challenges with a broad scope and focus such as this challenge.
The sponsor for this project challenge was Arts Queensland. Richard, a client of the
project sponsor, was contracted to help develop the project challenge with OpenIDEO. In
addition, Richard was contracted to organise workshops for the co-sponsor of the
challenge, IDEAS festival; a festival aimed to provide Queenslander’s the opportunity to
“connect locally, nationally and globally with innovative and diverse ideas and thinkers”
(Nolan in Queensland Government, 2011) further enhancing the global perspective of the
challenge beyond just the Queensland community. These workshops included key
OpenIDEO employees, facilitators and festival participants. The purpose of these
workshops was to invite key OpenIDEO employees to present design thinking to a select
group of invited individuals. In doing so, concepts developed during and related to the
project challenge, How might we better connect food production and consumption, were
used as ideation activities presented by OpenIDEO for workshop participants. The
OpenIDEO project challenge, How might we better connect food production and
consumption, ran online over three months: from March until June 2011.
174
6.2.2 Problem framing and the fuzzy front end
For the project challenge, How might we better connect food production and consumption,
the sponsor, client and OpenIDEO co-created the project challenge statement and
supporting brief. The community was not involved in this problem-framing process, nor
were they made aware of this process (Interview, Richard, 2014). Thus, the OpenIDEO
community must accept the brief developed and defined by the sponsor and OpenIDEO.
For this project challenge and others, identifying the challenge (problem) is not made
available to the OpenIDEO community. Here exists a “double framing”; where OpenIDEO
help problem frame the brief for the sponsor and then for the online community.
As a consequence, OpenIDEO community members often are not solving the same
problem. Without participation in the briefing and problem definition phase, a
disconnection occurs between the project aim and concept designs. Aiding this
disconnection are broad and ambiguous project challenges defined by OpenIDEO and the
participating sponsors (Interview, Jake, 2014). The brief for the project challenge, How
might we connect food production and consumption, asks the OpenIDEO community to:
Consider issues such as energy use, transportation, biodiversity, food
security, nutrition, obesity, the health of rural economies and the strength
of inter-generational and intercultural knowledge sharing
(OpenIDEO, n.d, “How might we better connect food production and
consumption: the brief”, para.3).
The broad scope of the project challenge forces community members to interpret and
define the problem within the pre-defined project challenge. As a result, members end up
problem-framing different needs and define different problems to solve. The broad and
ambiguous project challenges on OpenIDEO amplify the ‘fuzzy front end’, leaving the
OpenIDEO community to identify and specify their own problem despite framing efforts
by OpenIDEO and the client/stakeholder team. Because of this, OpenIDEO community
members are often not answering the same challenge question: “they are very disparate,
they aren’t solving the same problem” (Interview, Jake, 2014).
The OpenIDEO community do not engage in high-level strategic design thinking and/or
problem framing and thus have no agency towards editing or changing the project
challenge. Because of this, the OpenIDEO community experience similar frustrations that
175
designers often experience with clients. The online community may feel the common
frustration of, in this context, the client (OpenIDEO and the challenge sponsor) bringing a
predefined problem within the brief (the project challenge). Jake expressed a feeling of
disconnection between the briefing phase conducted by OpenIDEO and the challenge
posted, adding that he would have “preferred to have more input in the problem framing
and briefing stage for the project challenge” (Interview, Jake, 2014). Jake also added that
the ambiguity behind the challenge brief provided by OpenIDEO doesn’t “get to the point
where their information is clarifying the problem they are solving” (Interview, Jake,
2014). In order for the online community to effectively engage with the design problem,
and design thinking, the problem must be clearly articulated (Seltzer & Mahmoudi, 2012,
p.7). When the community has no choice over the shape of the problem or brief, framing
the problem correctly becomes a significant challenge for both OpenIDEO and its online
community.
6.2.3 Research and Inspiration
Research is the first phase of the design process on OpenIDEO. The research phase
encourages community members to conduct both primary and secondary user research
(OpenIDEO, n.d “How it works”). For the project challenge, How might we better connect
local food production and consumption, research is conducted under the title of
‘inspiration’ (OpenIDEO, n.d, How might we better connect food production and
consumption?: Inspiration”). Inspiration is a stage where the community conducts
research and shares knowledge in order to increase understanding on the challenge
topic.
Within the inspiration phase OpenIDEO facilitate “missions” in order to guide the
community towards key considerations and perspectives on the project challenge.
Missions encourage the community to engage with formative stages of the design
process and help the community conduct and collect research for the challenge at hand.
Mission statements are tailored to the problem challenge, but broadly speaking,
encourage users to conduct primary and secondary research. Missions direct the
community towards conducting research in preparation for the following phase,
concepting. Missions help the community to gain contextual understanding of the project
176
challenge whilst gathering appropriate insights in order to generate design ideas. With
such general project challenges, missions are required for focus but failed to inspire
members to conduct or post primary research and obtain direct experience with design
research methods.
“ […] If you live in an urban community try visiting or talking to people you know
in rural areas - what are the differences in the way food is consumed (and vice
versa)? If you’ve moved from the city to a rural area or rural to urban - what do
you miss in your food experiences? Try talking to parents, grandparents or other
elderly people you know. What inspires you about the way we used to view food
production and consumption? Are there any other connections between local
communities that are not food related but could provide useful insights? Take
photos, sketch out maps or diagrams of inspiring connections, tell us stories of
how communities come together around food. […]”
(OpenIDEO, n.d, “Mission statement 1, Inspiration: How might we better connect
food production and consumption?”)
Despite encouragement to conduct primary research, the majority of the OpenIDEO
community posted information that was sourced from the internet. For the research
challenge, How might we better connect food production and consumption, an analysis of
the first 50 mission concepts posted (filtered by the highest number of comments)
contained only three accounts of primary research (Artefact 1, Keys, 2011; Artefact 2, Del
Ser, 2011; Artefact 3, Munshi, 2011). In contrast to this observation, interviews with
community participants indicated that for some, primary research in the form of user
testing and interviews were conducted (Interview, Rachel, 2014; Interview, Jake, 2014).
This suggests that more users may have conducted primary research but had not shared
this research online due to time and technological constraints.
The next phase, concepting, focuses on ideation and applying knowledge gained from the
inspiration (research) phase. OpenIDEO’s strength lies in its concepting and refinement
phases. These phases afford the OpenIDEO community with the highest degree of
autonomy and activity towards the project challenge. Text based dialogue in the form of
a chronological comments thread is the main method of communication on OpenIDEO.
Thus, analysis of the brainstorming and ideating behaviors between community
members requires in depth analysis of conversations between users through comments
posted within the concepting phase and phases that follow.
177
6.2.4 Communication and conversation
For the project challenge, How might we better connect food consumption and production,
281 comments recorded from four design concepts and four project missions were
analysed. Analysis of conversations during concepting and refinement phases revealed
that comments could be placed in two main categories: passive and pro-active
participation. Passive participants provide comments that often stand-alone; the aim and
purpose is not to trigger or respond to active conversation threads. Instead, passive
comments provide support, offer subjective and personal opinions, or add general unconstructive banter. Pro-active participants provide comments that require two-way
communication; the aim is to trigger dialogue and actively build upon existing ideas:
I really like the inter-generational quality of this concept! Also, the photo is
awesome. (Comment, passive participant, 2011)
I really like this idea too and Michael Pollan wrote a great article last year
about communities in Italy that have communal hearths that stay lit all day and
night; people bring their unbaked bread, their pizza dough and whatever else
they might fire in the hearth and end up talking, eating and sharing stories too.
Really inspiring-http://www.nytimes.com/2010/10/10/magazine/10dinnert.html. I wonder how this will bring the production aspect closer though - people
are obviously bringing the ingredients to the communal kitchen but where are
the ingredients coming from? How much can be grown, prepared and cooked in
the same place? (Comment, pro-active participant, 2011)
Pro-active comments were identified as comments that critique, question or actively
engage with iterating ideas. Pro-active comments are less common than passive
comments. Of the 281 comments transcribed, 114 were deemed pro-active and 167
passive (which includes 12 comments from facilitators). Included within the comments
transcribed were conversation threads. Comments that contained three or more
respondents was considered to be a collaborative team thread. Comments between only
two respondents may be considered pro-active but are not considered a collaborative
thread. Similarly, not all conversation threads are pro-active or constructive to the
design concept at hand:
178
P1: I have an idea linked to your concept: can we also add fish to the eatclopedia,
and have a ‘virtual chapter’ called ‘fishcopledia’ or something like that? The
reason: overfishing is a major issue around the globe, including Australia. We all
know how healthy it is to eat fish, but we often don’t know where the fish we eat
comes from, what it takes to have it served on our dinner plate, is it from
somewhere close by, etc? I refer to these inspirations: http://bit.ly/glqOlz and
http://bit.ly/ffZ26Q. Let me know what you think. My two cents: for the sake of
simplicity, I believe we can set up a new concept, but I also want to hear your
thoughts…
P2: Yes, good idea. Make it transparent the difference between caught wild fish
and farmed fish (and show what these farmed fish eat) because some areas have
overfishing only because of the hunt for cheap food for farmed luxury fishes
P3: Sorry been sooo absent. My other full-time job (the one that pays) got crazy.
[To P1] I like this a lot! You could totally have add-ons or expansion packs.
However, I think this idea can be an app in and of itself as well. I was thinking
about it some more, and after reading your posting, I could actually see how it
functioned.
(Example of pro-active comment thread, 2011)
The characteristics of conversation threads mirrors characteristics found in face-to-face
design ideation sessions. Face-to-face collaboration is “best done in small groups of five
to eight participants” (Junginger, 2007, p.62) as small design teams create more focused
and efficient conversations. Of the 281 comments recorded from the project challenge,
the highest number of comments within a thread was 7. This thread contained four
active participants. Conversation threads containing fewer individuals appear more fluid.
It appears that face-to-face design issues, such as having too many participants in a
design team, are also problems when co-designing online. Individuals appear more
engaged when conversing directly between few members in a thread. Furthermore, a
smaller group of active commenters appear more engaged with the project at hand and
thus create a more personal, collaborative conversation. However, when online, smaller
conversation threads may create ‘exclusive’ conversations; once a thread evolves
between few individuals it becomes hard for other members to keep up or ‘jump in’ on
the conversation:
179
P1: I’ve been thinking about this a little bit—not just about this app but any of
the services that require some buy-in/interest. At the end of the day, you got to
create something that people want to use (in addition to it being easily usable)
[…] So to build on your awesome question: what other concepts here could be a
“gateway/portal” that might do the job of and fit in well with? *I could use your
help here
P1: Here is Sarah’s idea:
http://openideo.com/open/localfood/concepting/any-ideas-campaign/
Here is Kara’s idea:
http://openideo.com/open/localfood/concepting/make-it-a-maze-ing/
I’m sure there are tons more (if anyone sees them let me know)
P2: here are two of mine, that could work in combination:
Enabling off-line social gaming and other fun things, IRL:
http://openideo.com/open/localfood/concepting/funny-trendy-ironicimprovised-influences-and-inspiration/
Giving monetary incentive, by simply choice of recipes and method of cooking:
http://openideo.com/open/localfood/concepting/-power-diet-2013-economyfocused-home-cooking-manual-wiki-or-app/
P3: I like the three ways you’re describing of getting folks engaged. For me the
most powerful is the third one- how to get people’s interest; what shall be the
trigger? I’m thinking of a trigger like…you get tagged in a photo on Facebook with
very high probability most people would check the picture and see which photo,
who tagged them, etc. Two ideas along these lines: 1) why not have
fruits/vegetables that are associated with certain months? […] 2) you describe in
feature 6, that the consumer can pin a farmer; what about giving a rating to the
farmers produce. Every farmer will be interested to know what customers say
about his/her produce. What are your thoughts?
P1: Your wall of creative logic is solid! Will have to go back to the batcave and
build these out a bit into optional builds- especially rating the farmer! [to p2] ill
take a look at these thanks
180
P4: Amazing concept! I love [P2’s] idea of a rating/review of the product, which
would be an incentive to use the app, and also stimulate demand for the products
deemed by the crowd to be the best”
(Example of a long comment thread, 2011)
In contrast, progress is hindered by long conversation threads. It appears that online codesign and brainstorming discussions are more sensitive to interruptions. Unlike face-toface conversations, a break in online discussions through the introduction of a focused
conversation thread appears to affect the flow of collaboration and emergent, collective
thinking. In addition, progress is hindered by the repetition of ideas. A large network of
members increases the tendency for posts that repeat what has already been said.
Members are aware, and sometimes admit that they did not read earlier comments, “I
must admit that I haven’t read all the comments below, but I just wanted to add
something that might help, on the technical side of things.” (Comment, 2011). Submitting
comments without knowledge of prior iterations slows the ideation and refinement
process. This again reduces the effectiveness of perceived collaboration that is advocated
on OpenIDEO, as members rarely interact as a group and instead comment
independently.
Active conversation threads are few and far between. The majority of the comments
observed are directed either at an individual (usually the owner of a concept) or posted
as a general comment on the project idea. There is a wide variety of individual
commenters interacting in each project challenge, yet, very few ask questions in order to
prompt conversation such as posing questions to the community. Comments that do pose
questions to prompt conversation often are lost amongst the general thread. To eradicate
this issue, commenters hoping to spark conversation will do so directing their questions
to another member. This may initiate an active thread, but it does so at the possible
exclusion of other members. Contrary to research conducted on open source
collaboration (Luther et al 2010; Paulini, Murty & Maher 2011, p.11), there did not exist
a high degree of banter between commenters. However, observations on collective
activity on OpenIDEO proved that there exists a core group of pro-active individuals who
comment regularly across and within different concept threads, corroborating research
conducted by Fuge et. al. (2014). These are considered highly active participants.
181
6.2.5 Language
The language on OpenIDEO is personal and introspective, but not reflective-in-action.
Comments observed describe preference on behalf of oneself rather than of a user group
or community. Expressions such as “I think”, “I like” or “I love” dominate discussions.
There is little consideration given to a team, overarching community, or the community
where the solution will be delivered. Commentary based on personal preference was
often given as means of support. This observation confirms research conducted on open
source collaboration by Paulini, Murty & Maher (2010) who also observed that “voicing
agreement to other’s ideas was high, indicating an emphasis on social support” (p.10):
P.1: I like this idea a lot. I also like Janet’s comment about taste, and I think that a
good approach is to emphasize the good qualities and not call it ‘imperfect’
implying that there is a ‘perfect’ that is better. Maybe even try charging a
premium for ‘high-flavor tomatoes’ or ‘exotic enormous strawberries’.
(Example of supportive comment, 2011)
P.2: Nice I really like this idea. I imagine it could tell you what produce is in
season as well. I also appreciate the mobile device stats though I imagine these
numbers to be growing, which is even better news
(Example of supportive comment, 2011)
Inclusive language is a rare occurrence amongst discussions on OpenIDEO. Very few
members commented using inclusive language, such as “we”. Personal and introspective
comments on an online platform such as OpenIDEO creates a dominating characteristic
within conversation threads that appears to corrode collaborative design thinking
activity. With the majority of individuals offering personal opinions, conversations on
OpenIDEO do not encourage, reflect or inspire feelings of collective collaboration. This
contradicts research referred to in the introduction to this chapter; that online
collaborative activity exudes collective intelligence (Paulini, Murty & Maher 2010; 2013).
Rather, the platform predominantly operates as a mechanism for one-way feedback
directed to an individual’s design idea. Furthermore, the positive culture creates a high
degree of support but low degree of critical thinking. This creates a positive consensus or
collective bias; a characteristic that is counterproductive to generating innovative ideas
(Seltzer & Mahmoudi, 2012, p.8; Fuge et. al., 2014).
182
6.2.6 Divergence and convergence
Convergent thinking dominates discussions during collaborative activity on OpenIDEO.
Conversations during the concepting and refinement phases of the design process
centered on design details. Community members, particularly passive commenters, offer
ideas and improvements that focus on finer details of the concept at hand. Very few
members offer comments that aim to establish the design idea within the overarching
brief, or emphasise holistic and divergent ideas. As a result, conversations often are
“caught up” in the details of ideas. This habit may disable a fundamental characteristic
that is required when design thinking for complex environments: the inclusion of
systemic and/or strategic thinking. The lack of problem definition and framing may be
disabling the community’s ability to refer concepts back to the larger problem challenge
“it doesn’t really have the divergent convergent thing that you would normally have in a
design process. It diverges and converges once. There’s one diamond in the entire
process and in normal ones there’s two or three” (Interview, Jake, 2014). Jake argued for
greater emphasis and interaction with the problem definition phase, with purpose for
better enabling the community to design concepts against the problem to resolve:
I felt there should be another stage where you go back and go “ok all this
information people are collecting, what we are trying to solve is this? The
problem we are trying to solve...here are the things to solve it, here are your
constraints” and I definitely wanted to be involved in that stage
(Interview, Jake, 2014)
Once again, the broad and ambiguous problem challenge may also hinder the ability for
OpenIDEO members to think strategically as there is no engagement with formative
high-level design thinking that exists during problem framing and problem
identification:
Well, I think especially items that combine several ingredients in them could be
good targets. How many miles have the ingredients travelled combined to the site
of production, and then from the site of production to the store. That would mean
that the app would also have a GPS reading in it, so that it can calculate the last
miles. It would be a very good add to the GoodGuide app that already exists as
well. Great thinking! (Example of convergent thinking, comment, 2011)
183
However, divergence was not completely lost. While a few individuals exhibited
divergent thinking, the divergent thinking that was observed was not strategic.
Divergent comments focused on meta-narratives of the concept at hand:
This might also be a great way to begin conversations on a whole range of other
issues surrounding unconventional. Since we can so tangibly touch and feel fruit
and veg, it is a great analogy to get young people thinking about norms and
conventions. Great idea!
(Example of a divergent comment, 2011)
These comments describe philosophical reflections and identified the broader
importance of the idea.
6.2.7 Quality of interaction
A great merit of OpenIDEO is the quality of communication and interaction between
community members. Members are extremely positive and encouraging towards each
other. Almost all comments observed for analysis included a statement of support.
David states that he would have been “demotivated by deteriorating conversations” that
is often prevalent with online social media platforms (Interview, David, 2014). The
nature of the OpenIDEO community emphasises and inspires respectful and positive
interactions. However, quality communication does not equal quality collaboration. As
mentioned, collaboration is more representative of feedback with few active threads
containing conversations that actively and collaboratively build upon ideas.
Collaboration on OpenIDEO is more representative of a mass of individuals offering
advice and opinions than active co-creation through online conversation. This may be
largely attributed to a lack of critical thinking. Comments containing reference links to
inspirations and similar ideas are common, however, of the 281 comments observed,
none posted references to a vetted source. David commented on the lack of evidence
behind ideas and the assumptions posted on the OpenIDEO platform, adding that this
significantly declines the “quality and merit of collaboration on OpenIDEO” (Interview,
184
David, 2014). As a result of low co-creation, user feedback is not constructive. Amidst
passive opinions, Rachel observed that she did not find user feedback useful when
building or refining her idea (Rachel, Interview, 2014). Jake concurred, also describing
conversations as “un-useful”, “lacking merit” and vetted information (Interview, Jake,
2014). With passive, personal opinions dominating discussions there are few
constructive conversations from which to pragmatically co-create ideas.
6.2.8 Visualisation
Visualisation is a vital element in design thinking and design practice. On OpenIDEO,
visualisation is utilised when users present a concept that requires visual imagery to
support, transfer and communicate their idea to the community. Visualisations are
created by owners of concepts, or are contributions sourced from the internet. Yet,
visualization is not highly utilised amidst collaborative discussion threads during
ideation. During these discussions members often share web links to existing examples,
however, of all comments collected for analysis, none posted visual artefacts one would
normally find in face-to-face collaborative design environments during phases of
concepting and ideation; such as iterative sketches, diagrams and maps. In addition,
commentary on the aesthetics of ideas was not a common occurrence.
OpenIDEO highlights the impermanent and ephemeral characteristics of visualisation
activity in the design process. Interestingly, interviews with participants revealed that
visualisation methods were utilised in order to clarify and evolve ideas, but were
conducted offline. Rachel admits to sketching, adding that a downside to participating in
an online design platform like OpenIDEO is “needing to transfer photos of offline work”
(Rachel, Interview, 2014). Echoing sentiments around the research phase, Sarah also
admitted to taking the design process offline, through sketching visualisations, but noted
that these offline visuals were “spur of the moment” and conducted only when required
for communicating ideas to the OpenIDEO community (Sarah, Interview, 2014). These
reflections may signify that the act of visualisation during design activity is best enabled
185
when individuals can immediately connect and reflect over the visual artifact emerging
before them. Thus, visualisation in the design process may depend on immediacy in
order for the act of sketching and visual co-creation to occur. The impulsive nature of
visualisation activity in the design process emphasises the need for immediate and
organic interactions that enable unrefined ideas to evolve within a team.
6.2.9 Knowledge sharing and experience
Multidisciplinary experience is a key characteristic of online collaborative activity on
OpenIDEO. Design thinking is often described as utilising multidisciplinary teams that
combine a mix of professional expertise (Dunne & Martin, 2006; Owen 2005, p.14; Sato
et al., 2010). However, on OpenIDEO, multidisciplinary collaboration is not an example of
professional expertise but of personal experience. Thus, experience levels amongst the
community on OpenIDEO vary; from members new to design practice through to design
professionals. These diverse experiences bring a range of perspectives on complex
problems and design thinking.
Contributing ideas on the OpenIDEO platform does not depend on one’s level of design
experience, but knowledge on the content of the project challenge (Interview, David,
2014). One of the most common forms of knowledge sharing conducted on OpenIDEO is
sharing experiences from one’s own lifestyle. Knowledge shared that is based on
experience often refers to anecdotal or cultural references related to the challenge or
concept idea:
If I didn’t really have a background in it [the project challenge],
it was really difficult for me to then jump in and contribute. That’s
where I really only looked at the ones that I felt I could add value to
(Interview, David, 2014).
186
I really kind of just participated in challenges that I knew the
content about or things like that so I didn’t participate in those
that I didn’t know anything about
(Interview, Sarah, 2014).
As many members do not possess in depth knowledge on the challenge at hand,
subjective opinions based on preference and cultural experience is all many members
can comment with authority (Interview, Sarah, 2014). Contributions of this nature are
heavily influenced by their surroundings (Interview, David, 2014). This may also
influence or explain the many comments expressed using personal language such as “I
think” or “I like”.
In addition, a large proportion of knowledge shared is from recollection. It was observed
that many commenters provided information from memory and provided no formal
source or reference. Compared with more professionally driven design projects
requiring client buy-in, the activity on OpenIDEO lacks rigor, expertise and resources to
validate design ideas:
As a child I used to be terrified of siamese twin bananas, tomatoes with extra
bumps on them […] but I’ve always advocated loving people in all shapes and
sizes. This is the first time I am empathizing with ‘love all vegetables’ at least in
theory. I don’t know if my knee jerk fright will go. But I wouldn’t mind if someone
cut up or juiced it for me. Lol.”
(Example of anecdotal comment, 2011)
Without users explicitly stating so, it is difficult for participants to gauge the level of
expertise and experience of fellow users. This blurs the line between inexperienced
commenters and experienced professionals. Without a sense of intellectual hierarchy,
contributions made to the platform are seen as equal. Contrary to research on online
collaborative forums conducted by Paulini, Murty & Maher (2010, p.10), the OpenIDEO
community rarely signpost personal and professional expertise. Conversations centered
around preference rather than proving authority or expressing professional experience.
The supportive and inclusive attitude of OpenIDEO may deter individuals from posting
authoritative comments of this kind. However, those that did state an authoritative
position became central to discussions. Of the 281 comments observed for this case
187
study, only two individuals explicitly stated professional expertise and knowledge on the
challenge topic at hand.
Authoritative “expert” commenters are central to development and discussions on
project concepts. These individuals are active and display a higher degree of critical
thinking; highlighting gaps and problems in the current design concept. Furthermore,
these individuals are more confident with pushing ideas outside of the “comfort zone”;
discussing sensitive issues and pointing out errors in ideas presented. These individuals
aim to actively challenge the concept rather than passively support ideas. Authoritative
and expert members are more practical and realistic in their support and advice:
I am currently in the middle of building a website which is pretty much doing
exactly what you so excellently propose, only consumer created. […] So, a few
quick notes from someone with several months of research…
(Example of an expert member comment, 2011)
Thank for sharing your expertise and knowledge of this area. Do you think
vertically integrated retailers who run their own farms (such as the Co-op in the
UK), have the detailed product information this concept would require available
internally?
(Example of a response to expert member comment, 2011)
Interestingly, members who make themselves known as experts with authority on the
topic at hand are not questioned over their experience. Professionals are readily
accepted and their advice absorbed by the community without evidence.
Conversations threads also appear more efficient during ideation; with community
members seeking help from perceived experts. This may signal a need for combining
expert mentors to aid with online open source collaboration.
188
6.2.10 Roles and Archetypes
Common archetypes emerged amidst interactions on OpenIDEO. Without clear
hierarchies or pre-determined positions, self-forming roles amongst members on
OpenIDEO have been observed through the identification of archetypes. These
archetypes have been split into two groups pro-active and passive as identified above.
Pro-active archetypes comprise: the pragmatist, the inquirer, the conceptor, the crosspollinator and the expert (Table 2). The pragmatist is practical and critical, focusing on
critiquing ideas for feasibility and implementation. The inquirer stimulates conversation
by posing questions for discussion. The conceptor is an active member by default, as this
person is the creator of a design concept and has a vested interest to actively participate
in feedback from the community. The cross pollinator makes connections between
different challenges and ideas presented on OpenIDEO. Cross pollinators are often active
within a few different project challenges. The expert is an authoritative figure, asserting
their position and expertise to the community. These individuals typically situate the
idea within a wider narrative and discuss its broader importance.
Archetype
Example
The pragmatist
Transparency will be key in a market where many times the
farmer doesn’t know what the final price or final product of what
he produced is. […] I agree with Steve that it would work well
with product that is already certified since they already have
some infrastructure to capture that story (Comment, 2011)
The inquirer
I love this idea, Laura! It not only informs the end consumer, but
also obligates the companies to think about their footprint and
make that information accountable and accessible to the end
user. I wonder who could objectively develop the app for the
companies, trying o be as transparent as possible?
(Comment, 2011)
The conceptor
Sorry for the late rely, Mark! Thanks for the links, I haven’t seen
this before- it’s great! Building on an existing infrastructure is
pretty much essential for this to launch successfully
(Comment, 2011)
189
The cross-pollinator
Great idea, Laura! I just posted a similar idea before I saw this of
create labeling to tell the same stories
(http://openideo.com/open/localfood/concepting/print-theprocess-on-the-packaging/?status_messageSucessfully+Updated) (Comment, 2011)
The expert
Reverse engineering the origin labeling is possible with a simple
routing engine based on estimations. See “on information
availability’ para. This routing-classification data method is used
on http://www.sourcemap.org/ in the short term it’s probably
the most realistic (Comment, 2011)
Table 2: Pro-active archetypes on OpenIDEO
Passive archetypes consist of: the supporter, the filler, the add-on, the promoter, and
finally, the facilitators of the platform including the client (Table 2). The supporter is a
person who offers nothing but encouragement and affirmation on the idea presented.
The filler provides un-constructive information and sometimes engages in banter. The
add-on is an individual who briefly builds upon an idea or provides a reference to a
similar concept. The promoter is an individual whose sole purpose is to spread publicity
and direct conversations to their own concept page. On the more administrative side,
facilitators work on behalf of OpenIDEO including the client. Facilitators have a passive
role and function primarily to provide encouragement.
Archetype
Example
The supporter
Hey Valerie, I really like the inter-generational quality of this
concept. Also the photo is awesome (comment, 2011)
The filler
Strawberries are my #1 favorite fruit. That huge one looks delicious
J (comment, 2011)
The add-on
Nice I really like this idea. I imagine it could tell you what produce is
in season as well. I also appreciate the mobile device stats though I
imagine these numbers to be growing, which is even better news
(comment, 2011)
The promoter
Great idea, louise! (comment, 2011)
The facilitators
lost for words. But there’s 14k of you on OpenIDEO these days who
190
should all have something to add to this exceptional conversation
starter (comment, 2011)
Table 3: Passive archetypes on OpenIDEO
Of all the archetypes described, the conceptor holds the most important position.
Being a conceptor demands active participation and as such, affords the highest level of
interaction with the design process and design thinking on OpenIDEO. The conceptor is
the most engaged individual on the platform and must address ideas and support within
their concept thread. Ultimately, conceptors gain the most out of participating with
OpenIDEO.
Despite the exclusion of problem framing from the OpenIDEO community, conceptors
still try to engage with framing the challenge in order to situate their ideas. The
community also enable the conceptor to shift their perspective on their own designs. The
OpenIDEO community offer feedback that not only provides support but diverse
viewpoints. Through this, the conceptor engages with a form of problem framing and reframing, or at the very least, to shift their own perspective. Thus, the perspective of the
conceptor broadens as feedback from the community is provided, particularly on
differing cultural world-views. However, this act of perspective re-framing seems to exist
as benefit only for the conceptor who has the greatest vested interest in synthesising
feedback:
Thank you for this observation, Aaron! I didn’t notice it, but it’s true. I think it is
easier for people to relate to it that way and I am often inspired by those personal
stories that mostly take place within your most inner social circle (Example of a
conceptor comment, 2011)
Following concepting is the refinement phase. This phase is where the conceptor must
engage with information presented by the community and synthesise feedback into a
refined solution. Thus, conceptors act as synthesisers of information. Throughout
ideation and refinement, a conceptor must pay attention to feedback threads; iterating
and updating their idea as threads evolve. Conceptors are more likely to pull
conversations out of convergent details and direct focus back to the overarching purpose
behind their idea. Thus, they are more likely to see when ideas are becoming too detailed
and complex and aim to keep conversations holistic. For the conceptor, iteration is often
about building a different viewpoint.
191
6.2.11 Facilitation
Facilitation on OpenIDEO focuses on motivation, ensuring all community members have
a say and are actively contributing to the project challenge. Facilitation on OpenIDEO is
conducted through OpenIDEO employees and selected high profile users titled
“community managers” (OpenIDEO, n.d, “Kadri”). These individuals are responsible for
facilitating community involvement throughout the design process.
Facilitation on OpenIDEO is passive. There is little direction from professional designers,
with OpenIDEO employers engaging with the community in an unstructured and unauthoritarian manner. Facilitators motivate the community and provide communication
when required. This context has shifted design collaboration from what was once led by
a design expert (thinker), towards de-centralizing the design expert may be perceived as
the embodiment of design thinking. Fundamental to this decentralisation is for
OpenIDEO managers to “learn how to become effective facilitators of innovation for cocreation initiatives” where “understanding what motivates innovation” is key to
“mastering the facilitator role” (Gibson, 2012, p.62). This provides more autonomy
prescribed to the community, enabling members to better engage with design thinking
as independent designers.
6.2.12 Refinement and evaluation
Refinement and evaluation follow the concepting phase. Once concepting has finished,
OpenIDEO and the challenge sponsor step in to select the top 20 ideas they believe have
potential to move to the refinement phase (Gordon, 2014, p.39). This selection is
conducted privately between OpenIDEO employees and the challenge sponsor.
Community members have no sway in selecting the best concepts for refinement.
Concepts can be self selected by the community through the number of ‘applauses’ that
are given to an idea (OpenIDEO, n.d, “How might we better connect food production and
consumption?: Refinement”). This crowdsourced selection is taken into account when
OpenIDEO and the client decide on final concepts for refinement (Richard, Interview,
2014).
192
Refinement is a phase that emphasises polishing ideas and prototyping concepts.
Members make refinements on their concepts based on community feedback, yet these
iterations are often text based. Offline sketches and refinements conducted by members
are rarely published back online and there is no obvious feedback phases or actions
(either individually or collaboratively) on the OpenIDEO platform besides evaluation
surveys. Jake criticised the platform, stating that he felt there “should be more iteration”
once members began to focus on refinement, to see “if they addressed the problem that
they identified” (Jake, Interview, 2014). David also critiqued OpenIDEO on iteration,
adding that there was “no oversight on the platform and thus no review over ideas”
(David, Interview, 2014). This provides further evidence supporting the claim that
OpenIDEO members may not be holistically interacting with key activities and phases in
the design process. As a result, strategic thinking, reflective iteration and problem
evaluation is not evident amongst conversations on the OpenIDEO platform:
Another update: Included A-Z listing, and some mock-ups with attribution and
explanation of functionality. NEW STUFF includes: 1) Laura and Aaron’s idea
about environmental impact of food, and Richard’s suggestion to include
variations (Example of conceptor iteration, comment, 2011)
Evaluation follows the refinement phase and requires the community to contribute a
more focused effort towards selecting top concepts. This phase includes evaluative
criteria provided by OpenIDEO and the project sponsor to guide the community in their
analysis and evaluation of refined concepts (OpenIDEO, n.d, “How might we better
connect food production and consumption?: Evaluation”). It can be speculated that
OpenIDEO introduce evaluation surveys to direct people towards a consensus, as it is not
possible for such a large community to constructively select a winning concept other
than through superficial applause (Salminen, 2012, p.21). Furthermore, the introduction
of interactive evaluative criteria allows the community to feel that they have made a
contribution towards assessing ideas that will be chosen for implementation.
Once evaluation is finalized, winning concepts are selected by OpenIDEO and the
challenge sponsor. There is no set number of winning concepts; as many as 10 or as few
as four can be announced in a project. Ten winning concepts were selected for the
project challenge, How might we better connect food production and consumption,
(OpenIDEO, n.d, “How might we better connect food production and consumption?:
Winning concepts”). Soon after winning concepts were announced, a realisation phase
193
was introduced in the design process, showcasing concepts that are in the process of
implementation (OpenIDEO, n.d, “How might we better connect food production and
consumption?: Realisation”).
Yet, there is no guarantee that winning concepts will be implemented. Interestingly,
realisation is not exclusive to winning concepts submitted by community members who
have dedicated themselves to this challenge; any idea related to the challenge that is in
the process of implementation can be included as part of the realization phase. This
raises the question over the purpose of the winning concepts phase if none of the
selected ideas are expected to follow through to implementation. The purpose of the
winning concepts phase may simply be an incentive for OpenIDEO members to
contribute ideas and interact with the platform. Surprisingly, the realisation phase for
the project challenge, How might we better connect food production and consumption,
contains no user generated concepts. Six project concepts in this phase have been
created and submitted by either the OpenIDEO team or the project sponsor (OpenIDEO,
n.d, “How might we better connect food production and consumption?: Realisation”).
6.2.13 Implementation, ethics and responsibility
Prior to the project challenge, How might we better connect food production and
consumption, the design process ceased when winning concepts were announced. The
OpenIDEO community were quick to recognise the lack of practical implementation that
had inspired many members to join. Members on OpenIDEO had no information or
assurance that their ideas were to be used and that contributions were not in vain. Due
to public demand, a realisation phase was included shortly after the project challenge,
How might we better connect food production and consumption, to update the public on
the implementation of winning concepts:
In order to address the community’s feedback on the realisation
phase, OpenIDEO revised its definition of what implementation meant
and encouraged users to participate actively in this phase
(Lakhani et al., 2013)
194
The demand for an implementation phase can be attributed to a lack of transparency on
behalf of OpenIDEO, as crowdsourcing requires “a lot of transparency on the part
of the sponsor” for participants to engage positively (Seltzer & Mahmoudi, 2012, p.8)
Basically you come up with this idea and then sometimes it just doesn’t go
anywhere…you came up with the idea or it’s a good idea and that’s where it ends
(Rachel, Interview, 2014)
Furthermore, Lakhani (2013) documented that it was not just community members
demanding transparency and engagement with the realisation phase, but sponsors
were also asking for a way to report on progress. Since the project challenge, How
might we better connect food production and consumption, OpenIDEO have renamed their
realisation phase (dedicated to implemented solutions) to “Impact” (OpenIDEO, n.d,
“How it works”). OpenIDEO have also dedicated a section on its website to showcasing
implemented solutions from past challenges (OpenIDEO, n.d, “Impact”). Not all solutions
are featured in this section, with many challenges omitted. This raises questions over the
practicality and success rate of OpenIDEO and for design thinking in online, open source
collaborative environments.
Implementation on OpenIDEO also raises questions over responsibility and
accountability (Faste, 2012, p.1). Is it the sponsor, IDEO, or the OpenIDEO community
who takes responsibility for implementation and has accountability when concepts fail?
Conversations and comments from OpenIDEO members rarely focus on implementation.
Few individuals on the platform discuss the practicalities of implementation, including
critical evaluations. This signifies that the OpenIDEO community may not see themselves
as responsible for concepts they submit. Instead, the majority of discussions focus on
positive brainstorming and elaboration of design ideas.
Interviews with participants provide an indication of the attitudes that the OpenIDEO
community hold towards implementation, particularly with regards to responsibility.
Jake argued that the motivation for him to join OpenIDEO was partially due to the fact
that he was under the impression design concepts would be implemented:
195
I see the point of design thinking is not to think about it, it is to eventually do
something. The platform is actually going to do something in the end. If not, I
would have never participated if I thought there was no chance of something
actually being done (Interview, Jake, 2014)
Jake contributed a winning concept to another project challenge (operating concurrently
to the How might we better connect food production and consumption challenge) and took
implementation into his own hands. He acknowledged the difficulty in implementation
but wanted to “see things happen” (Jake, Interview, 2014). This participant embarked on
a journey that landed him in the host country of the sponsor backing the project
challenge he participated in. What he discovered was that no individual working for the
sponsor was responsible for implementing winning ideas for the project challenge, let
alone having any idea of their involvement with OpenIDEO:
I was like “have you heard of this? Has anyone?” and he [the sponsor] said “I
don’t know” and he followed up with other people and got back to me and he said
“I’m not sure who said to run this” [project challenge]
(Jake, Interview, 2014).
Jake concluded that sponsor involvement on OpenIDEO was motivated by a desire to
increase corporate social profile and/or utilising “left over budget” from the marketing
department. As a result, Jake stated he felt “deceived” and “disheartened” by the
platform, adding:
I told them [OpenIDEO] if they are going to get people to sponsor this thing
they should probably get the sponsor to do something with it. Because that’s
the assumption participants would have
(Jake, Interview, 2014).
Confirming Jake’s assumptions, other members of the platform felt abandoned and
helpless over implementation. Rachel stated that there was no support for members who
wanted to be pro-active in implementation. Rachel believed bigger impact could be made
elsewhere, and that the platform was a personal “dead end”:
196
So that’s my problem with it [OpenIDEO]. There’s no support system
in place and no real benefit to winning other than passively being noticed
by the people at IDEO if you want a job
(Rachel, Interview, 2014).
Sarah describes a similar story from both online and offline perspectives. Sarah was
involved in workshops hosted by the sponsor, Arts Queensland, in relation to the project
challenge, How might we better connect food production and consumption. She explained
that these workshops were facilitated by OpenIDEO staff and aimed to present winning
concepts from the project challenge as design activities for the workshop participants.
Sarah’s impression of the workshops was not that the sponsor or OpenIDEO were
responsible for implementation, but IDEO had hoped to see participants offering to
implement the concepts presented:
It was basically not for IDEO to implement, it was for, to be able to see the
beginnings of an idea that I guess they hoped someone around the table would
fund or take forward and tried to get stakeholders in the room as the decision
makers- so the people there who’d be able to take the concept forward
(Sarah, Interview, 2014).
In contrast, Sarah admitted that she had no desire to implement her own design solution
(Sarah, Interview, 2014). Sarah believed it was the “sponsor’s responsibility to
implement” her idea, not IDEO’s (Sarah, Interview, 2014). Similarly, Rachel felt that it
should be the “co-responsibility of IDEO and the sponsor” to implement winning
concepts (Rachel, Interview, 2014). Furthering this point, Jake felt that the sponsor
should take full responsibility, but IDEO “should provide aid” during this phase (Jake,
Interview, 2014). Richard also believed that it is the responsibility of the sponsor to fund
and implement ideas (Richard, Interview, 2014). Richard stated that, as the client
assisting the sponsor, he felt that responsibility over implementation was partially his
but ultimately the sponsor should assume full responsibility for implementing solutions:
I felt somewhat responsible in making sure something had happened.
So that was one of the negative feedbacks of the OpenIDEO platform;
that there’s lots of ideas but no real responsibility on the part of the
challenge sponsor to actually do anything with them
(Richard, Interview, 2014)
197
Clarification was required from OpenIDEO over who is responsible for implementing
design solutions. Since the completion of the project challenge, How might we better
connect food production and consumption, the OpenIDEO platform has made some
changes. Today, implementation is described as a joint effort between any active
members on OpenIDEO (OpenIDEO, n.d, “How it works”; OpenIDEO, n.d, “How might
we make low-income urban areas safer and more empowering for women and girls?”:
Impact”). This decision to alter information on implementation may have been a
conscious move to withdraw assumed responsibility from both OpenIDEO and the
sponsor.
Ethics becomes an issue if community members are considered as co-creators and are
expected to share responsibility over implementation. It may be beneficial for members
to actively engage with the implementation of concepts, however, OpenIDEO members
do not abide by legal practicing standards that exist for professional designers and
stakeholders. David notes that “it’s a casual platform but when taking it offline it
becomes professional practice” (David, Interview, 2014). This statement highlights
problems with ethical standards when designing through open source collaborative
environments, particularly ones like OpenIDEO that deal with serious social issues. A
lack of professional expertise may eradicate merit behind the OpenIDEO platform and
raise questions over professional and ethical standards in design practice and design
thinking.
Measures need to be established that better enable and manage the implementation of
design outcomes should the design process and design thinking be enabled through an
online open source platform. Doing so may enable more pragmatic and feasible design
concepts that will facilitate high quality design thinking. Furthermore, transparency over
the implications and responsibilities of implemented concepts requires further
clarification so as not to damage OpenIDEO’s reputation and indirectly, design thinking.
198
6.2.14 Transparency of platform
The remote operations of OpenIDEO brought forth the importance of transparency in
design thinking practice, especially when applied in online open source environments.
The open structure of the platform allows the OpenIDEO community to see each stage of
concept development. This encourages the community to be transparent with each other
throughout ideation. Members provide as much information and credit as they choose to
publish during the development of their ideas. Transparency between members on the
OpenIDEO community is constructive and enables members to learn about design
thinking, particularly from each other.
However, three factors of the OpenIDEO platform are considered opaque:
implementation, iteration and intent. Coincidentally, these three factors are also
fundamental to the structure and success of design thinking practice. Jake was quick to
recognise areas of ambiguity inherent in the OpenIDEO platform, “So it almost seemed
like there was someone trying to use this information as part of a bigger project that I
wasn’t aware of” (Jake, Interview, 2014). A lack of transparency doesn’t just affect
OpenIDEO, but the sponsoring organization as well. On the OpenIDEO platform there is
little information about the process behind selecting final solutions, including where and
how these solutions will be used and implemented. In its early stages of development,
the OpenIDEO platform ceased communication once concept winners were announced.
Community members began to question where and how their solutions were being
implemented, as a lack of transparent information surrounding implementation was
generating negative critiques “if it was basically the same and nothing had been
implemented I would talk heavily badly about the platform and also OpenIDEO and
maybe even IDEO itself.” (Jake, Interview, 2014). As a result, this backlash resulted in
OpenIDEO introducing a “realisation” phase.
Ambiguity surrounding the implementation of solutions introduces questions over
intent. Opinions over the intent and purpose of the OpenIDEO platform are diverse.
Rachel felt that part of the underlying intention of the platform was for IDEO to
crowdsource “work for free” (Rachel, Interview, 2014). Echoing this sentiment, Sarah
stated:
199
Kind of masking it under the umbrella of social good but really it’s a cheap
way for IDEO to service clients and a lot of people do work for them for free
...and yeah, if it wasn’t under the umbrella of social good it wouldn’t have how
many thousand of users that they have
(Sarah, Interview, 2014).
As a result, speculation emerged over OpenIDEO acting as a platform for job recruitment
(Richard, line 62). High profile users who are active on the platform have been selected
to work either for OpenIDEO or professionally with IDEO (Rachel, Interview, 2014). This
was not made explicit on the OpenIDEO platform, but users could see the promotion of
active community members to OpenIDEO facilitator roles. Rachel argued that if this was
the intention of OpenIDEO, then “the platform was a success” (Rachel, Interview, 2014).
However, she added that if the intention of OpenIDEO is for social good and design
implementation, then the platform had failed (Rachel, Interview, 2014).
Large corporations may utilise OpenIDEO to increase their corporate social
responsibility in an attempt to harness a positive image. Richard expressed his
impressions on the motivations behind both users and sponsors interacting with
OpenIDEO. Richard felt that the perceived motivation and function of OpenIDEO, social
good, was not the case (Richard, Interview, 2014). Richard added that he felt the
motivation behind OpenIDEO was about “building brand profiles” and relationships with
sponsors to help “increase the sponsors social corporate responsibility index” (Richard,
Interview, 2014). Perhaps for this reason, major corporations such as Coke have become
involved with the OpenIDEO platform (OpenIDEO, n.d, “How might we establish better
recycling habits at home?”). The question remains whether OpenIDEO, and specifically
large corporations such as Coke, are participating for ‘social good’ or to increase their
public profile as OpenIDEO relies on large companies to fund design project challenges.
Greater transparency around intent of the sponsor, project challenge and the OpenIDEO
platform is required to alleviate negative critique that may also impact perceptions on
design thinking practice.
200
6.2.15 Impact
Personal impact was a motivating factor for joining OpenIDEO. Corroborating research
conducted by Seltzer & Mahmoudi (2012), Takeyama et. al, (2012), Gibson (2012) and
Faste (2012), motivations for joining the OpenIDEO platform were described as intrinsic
(Jake, Interview, 2014; Sarah, Interview, 2014; David, Interview, 2014). From interviews
conducted with OpenIDEO participants, OpenIDEO was seen as a place to learn about
design thinking and to discover what the process and practice is about. Two participants
explicitly stated they were motivated to join in order to discover a new career path (Jake,
Interview, 2014; Sarah, Interview, 2014). Social good was a secondary motive and one
that allowed participants to explore design thinking whilst “feeling good” about their
contribution (Rachel, Interview, 2014).
Social media contributed to the perceived impact of winning challenges on OpenIDEO.
When probed about the impact participants felt they had on OpenIDEO, social media was
quoted as both an enabler and hindrance. Rachel argued that there was “a lot of control”
afforded to members over promoting their idea through social media (Rachel, interview,
2014). She admits her idea would not have been considered as a winning concept “had it
not been recognised by an OpenIDEO employee over twitter” who re-tweeted her
concept to his own audience (Rachel, Interview, 2014). It is for this reason that Rachel
felt there was little impact as a collective, compared to the individual (Rachel, Interview,
2014). David also argued that individuals have more control if using the platform in
conjunction with other social media outlets and thus sees OpenIDEO as a form of social
media (David, Interview, 2014).
201
6.2.16 Feedback vs. collaboration
Despite perceived collaboration advertised on the OpenIDEO platform, community
members are largely independent from one another. Analysis on collaborative activity
revealed interactions on OpenIDEO are individualistic. Of the comments observed, the
nature of interactions was more akin to ‘noise’ and reflected a collection of independent
comments than active collaboration, conversation and co-creation. Jake attributed the
lack of co-creation to the medium “the medium restrains, you don’t see people having a
chit chat or yelling at each other. So to create collaboration online is particularly difficult
and they tried to do it in a fairly traditional manner” (Jake, Interview, 2014). The number
of individuals interacting in an online collaborative environment creates dynamics that
differ from design collaboration in face-to-face contexts. Online, text based conversations
that don’t operate in real time often disable the organic evolution of ideas. The result is a
platform containing few active threads that reflect collaboration amongst key
individuals; threads which are sometimes lost amongst the noise of independent
commenters. Furthermore, as mentioned earlier in 6.2.3 Communication and
conversation, these comments are more reflective of one-way feedback than two-way
collaborations that inspire co-creation. Jake added that OpenIDEO was not reflective of
design thinking as it did not enable the same characteristics that emerge in face-to-face
collaborative brainstorming sessions, “it doesn’t feel like how you’d collaborate in real
life” (Jake, Interview, 2014).
How truly innovative are design-driven collaborative networks like OpenIDEO?
Bonabeau (2009, p.51) argues that ideation and evaluation in online communities is
weak, and decision-making requires specialised expertise. From the analysis conducted,
OpenIDEO is a platform that enables ‘designerly’ brainstorming, rather than design
thinking innovation. With fundamental phases of the design process missing,
interactions on the platform reflect diverse opinions rather than strategic ideas, and
participants are becoming aware of this “it’s not a full design process, but only one part”
(Sarah, Interview, 2014). The design activity afforded to the OpenIDEO community
centers on ideation and evaluation. This creates a community of brainstorming; activity
that offers diverse ideas that are detached from the heart of the project problem. As a
result, practical and implementable solutions are not challenged as participants prefer to
engage with the ‘fun part’ of the design process than deal with the details necessary for
generating feasible design solutions.
202
6.2.17 Innovation, authenticity and the traditional studio model
OpenIDEO is advertised as a de-centralised, open source, social innovation platform led
by design thinking. Superficially, the OpenIDEO platform appears innovative; harnessing
crowdsourcing to resolve complex problems using a design process and design thinking
paradigm. Yet, closer analysis on the OpenIDEO has revealed that the platform reflects a
traditional design studio structure [Fig.14].
Fig.14 Design studio and OpenIDEO structure
OpenIDEO operates like a design firm where a team of employees (OpenIDEO members)
work on client briefs. Facilitators working for OpenIDEO behave as creative directors,
and sponsors represent clients who come to OpenIDEO with problems they would like
resolved. OpenIDEO employees problem-frame and co-create a brief with the sponsor, as
a creative director would with a client. The refined brief is then passed from the creative
director (the OpenIDEO employees) to the design team (OpenIDEO members) to help
ideate and brainstorm design solutions. The creative director (OpenIDEO employees and
facilitators) will provide input during ideation and evaluation, before selecting the most
effective solutions to present to the client (OpenIDEO sponsor). The creative director
(OpenIDEO employees) and the client (sponsor) then discuss the viability of the ideas
created by the design team (OpenIDEO members) before selecting a final solution to be
implemented. Once selected, the creative director passes the final design solution to the
client and concludes business.
Open source environments are sometimes presented as an online utopia. OpenIDEO
appears to offer collaborative freedom but it is not completely open, egalitarian or free.
The lack of transparency and ability around choosing social issues, problem framing and
203
implementation, erodes the freedom that should be accessible within open source
platforms. The OpenIDEO environment is open and structured in a way so that any
individual is free to contribute and take ownership over project challenges. Yet, this
freedom exists only within the guidelines of the phases that OpenIDEO make available to
the community. The OpenIDEO employees and the sponsor are ultimately in control of
the project’s problem, conception and implementation. As a result, the design process is
not made available in its entirety; the design process is restricted to research, concepting
and evaluation. From analysis conducted on this case study, OpenIDEO appears to be
more akin to an idea engine, aimed at brainstorming and crowdsourcing ideas than an
innovative example and implementation of design practice and design thinking on a
digital open source scale.
OpenIDEO identifies itself as “always in beta” to maintain iteration and improvement on
the platform (OpenIDEO, 2014). As such, OpenIDEO is dynamic. However, since the
project challenge, How might we better connect food production and consumption initiated
in 2011, minor improvements have been made on the OpenIDEO platform. A few of the
participants interviewed felt that OpenIDEO should “practice what they preach” (Jake,
Interview, 2014) and iterate on their own platform (Sarah, Interview, 2014; David,
Interview, 2014). Many conversations with interview participants centered around
improving implementation (Jake, Interview, 2014; Rachel, Interview, 2014; Sarah,
Interview, 2014; Richard, Interview, 2014) indicating that a fundamental incentive for
the community to participate is the expectation that concepts will be realised. David
argues that “OpenIDEO should conduct user research on their users to see what
challenges are important to them” and attributes a lack of iteration on behalf of
OpenIDEO as “inauthentic” (David, Interview, 2014).
204
6.2.18 Balance between offline and online interaction
A positive effect from interacting with OpenIDEO is that it enables offline connections.
Contrary to its primary function, OpenIDEO enabled some members to use the medium
as a platform for creating offline interactions. Sarah articulated how OpenIDEO had
created offline networks through enabling conversations with supporters of her idea:
I remember going to New York for a service design drinks and just by
chance one person came up to me and asked me if I had put something
on OpenIDEO. He was one of the students from NYU Polytechnic who
had implemented some big thing there, like an OpenIDEO club or something.
So there’s kind of offline, random connections
(Sarah, Interview, 2014).
Additionally, David also connected with members of OpenIDEO who wished to
collaborate offline on his idea (David, Interview, 2014). Offline interactions seemed to
hold the most value when engaging with OpenIDEO. In conjunction with learning about
the design thinking process, OpenIDEO worked as a medium for connecting individuals
with passions for different social challenges.
Offline interactions had a significant influence on the level of engagement members had
with the OpenIDEO platform. David states that what kept him motivated on OpenIDEO
was the culture of the community he was residing in at the time of the project challenge,
How might we better connect food production and consumption. David commented “offline
I was involved in a lot of different and diverse communities and because of that it helped
me to continue that online. The biggest change was in 2012 I left and the offline
experience was just not the same so I wasn’t involved in anything besides my work”
(David, Interview, 2014). Similarly, Sarah who participated in an offline workshop
related to the project challenge argued that the workshop had the most impact than her
interactions with the platform (Sarah, Interview, 2014 line 23).
205
6.2.19 Conclusion
Professional design practice and design thinking may be leveraged en masse based on
the theory that crowds operate more intelligently than individuals (Seltzer & Mahmoudi,
2012, p.8), The question motivating this analysis is how the OpenIDEO platform
leverages or hinders design thinking.
OpenIDEO describe their design process methodology using a five-step design process
of: research, ideas, applause, evaluation and impact (OpenIDEO, n.d, “How it Works”). In
its formative stages, the OpenIDEO platform defined its design process as simply
inspiration, concepting and evaluation (Makower, 2012). However, the methodology
advertised on OpenIDEO does not display the full design process. Framing the project
challenge and brief is part of design development that is conducted offline between
OpenIDEO staff and the challenge sponsor. Furthermore, engagement in implementation
with the project sponsor is not a phase that is accessible to the OpenIDEO community.
Impact (previously termed “realisation”) is a phase that the OpenIDEO community have
little access to, and was not made available during early challenges posted on the
platform including, How might we better enable food production and consumption? Today,
the impact phase encourages both sponsor and community to upload implemented
solutions (OpenIDEO, n.d, “How it works”).
Utilising a design process methodology in an online community allows for a ‘transfer’ of
formal design knowledge to the layperson en masse. When an open source community is
established as an online design environment, communication is crucial for directing
amateurs towards correctly engaging with the design process (Paulini, Murty & Maher,
2013, p.110). By providing clear goals beneath well defined design phases, amateur
collaborative online communities are better adept at adopting design thinking and thus
“behaving like designers” (Paulini, Murty & Maher, 2013, p.110). Implementing a design
process in an open source platform such as OpenIDEO provides the opportunity for
laypeople to engage with design thinking.
However, design thinking does not appear to be leveraged on OpenIDEO. Three of the
most crucial phases and activities in the design process and design thinking, problem
framing, iteration and implementation, are not directly accessible or visible to the
OpenIDEO community. The community cannot contribute towards framing the challenge,
206
struggle with implementing solutions, and do not showcase evidence of design iterations.
Because of this, the question of whether the community are holistically engaging with the
design process and thus ‘design thinking’ is considered.
Opinions on the success of design thinking on OpenIDEO are mixed. Rachel feels that the
transfer of the design process to an online environment was successful, and adds that the
design process can work in an online environment (Rachel, Interview, 2014).
Contradicting this sentiment, Jake felt that it is not impossible to transfer the design
process to an online environment, but that OpenIDEO had not done so successfully (Jake,
Interview, 2014). David provides a neutral standpoint, stating he is “not sure if the
design process can work online or not” (David, Interview, 2014). However, David, Rachel
and Sarah all agree that regardless of its success or failure, the design process had been
‘dumbed down’ to make it accessible to the masses (Rachel, Interview, 2014; Sarah,
Interview, 2014; David, Interview, 2014).
The simplification of the design process may mislead those new to design thinking. Jake
argued that a non-designer would be “mislead” on design thinking if they were to learn
about design thinking from OpenIDEO (Jake, Interview, 2014). Furthermore, a nondesigner may be misled if not actively participating in a range of human-centered design
methods. Furthermore, Jake stated that the platform “breeds God delusion” and that
many members were designing based on assumption and personal opinion (Jake,
Interview, 2014). This is counter to a fundamental aspect of design thinking; user
(human) centered research. User and human-centered design requires immersing
yourself in the context or activity of the user, than simply considering the user from your
own perspective (Brown, 2008; Lockwood, 2010, p. Xi; Porcini, 2009; Sato 2009). Yet, as
evidenced in this case, many members did not post any information on primary user
research.
The perceived benefits behind crowdsourcing often relies on the theory that “innovative
solutions to problems could be found within diverse, decentralized and independent
crowds, which include acknowledged experts as well as those with no formal expertise”
(Seltzer & Mahmoudi, 2012, p.8) where the group can often be more intelligent than any
one individual. This implies a collective strength, or groupthink, that often emerges
amidst collaborative design teams. Contrary to this phenomenon, analysis revealed that
collaboration and co-creation appeared to be superficial, and conversations on the
platform demonstrated disjointed connections focusing on one-way feedback.
207
Cain (2012) argues that groupthink “excludes rather than elicits good ideas”. This raises
questions over whether applying a design process in a mass online collaborative
environment could potentially devalue the power of design thinking. These questions are
further validated by research conducted by Salminen (2012) who states “analysis of
wisdom of crowds revealed that the crowd is not accurate enough to identify the best
ideas, but could still be used to filter out the very worst” (p. 21). This also directs our
questions to a competing ideology on collective intelligence; that crowds are not
experienced enough to identify the best ideas, thus requiring the knowledge and
experience of a professional designer.
Collective brainstorming on OpenIDEO was not cohesive or efficient. Many comments
were impractical and suffered from “blue sky thinking” (Jake, Interview, 2014). Without
interaction in the problem-framing phase, ideas may lose focus. Furthermore, without
active engagement in iterative prototyping and implementation (two phases that require
offline interaction) the ability to refine not just concept ideas but practicalities that lead
towards feasible implementation may be further disabled. In addition, considering
limitations and constraints may deplete the fun and ease of interacting with OpenIDEO.
Jake observed this problem, arguing that the community were, as a result, not
considering limitations or constraints behind the problem challenge “people weren’t
from a realm of thinking about implementation” (Jake, interview, 2014). Providing
feedback and design concepts is the creative and pleasurable part of the design process.
Members work through the design process but few provide proof of key design
considerations through methods such as sketching and user testing. Furthermore, few
provide evidence of engaging with key cognitive aspects that underpin design thinking,
such as: empathetic, critical and reflective thought. It may be that individuals are in fact
developing or exhibiting design thinking offline but are too busy to relay their process
back online. However, observing activity on the platform as verbatim, there is little
evidence to suggest community members are engaging with a design mindset or
approach in its entirety. Out of all phases afforded to the community, the platform only
allows ideation, refinement and evaluation to be conducted online, with implementation,
user testing and prototyping to exist offline. In addition, there is a clear disconnect
between the OpenIDEO community and the context and place of the problem challenge
(Seltzer & Mahmoudi, 2012, p.12). The remote nature of the platform separates the
community from the problem challenge and can yield solutions that are culturally and
socially misunderstood, and/or superficially resolved (Faste, 2012, p.4):
208
By understanding the capabilities and methods of OpenIDEO, one can
understand how Human-Centred Design can better influence the
innovation process. One of the most acute criticisms of the platform is that
it is a prime example of remote designing.
(Gordon, 2014, p.33).
The evidence presented through conversations show that individuals on OpenIDEO are
not developing a designerly way of thinking, as feedback focuses on design details. Two
of the most fundamental phases of the design process, problem framing and
implementation, are unavailable to the OpenIDEO community. This case study highlights
the importance of interacting with the whole design process that is fundamental for
holistically engaging with, and developing, design thinking.
209
7.
Cross-comparison analysis
This chapter presents a critical, cross-comparison analysis on the nature of design thinking
in complex environments by comparing themes that have emerged across each case study.
The case studies presented in this dissertation will be cross-examined to formulate analyses
guided by a critical realist framework. To thoroughly understand the behavior of design
thinking in complex environments, an investigation of the relationship between three key
areas will establish focus for cross-comparative analysis: the complex environment, design
process and design position. Drawing from Buchanan’s orders of design practice, this thesis
investigates the application of a designerly approach in third and fourth order
environments (Buchanan, 1992)[See Fig.5]. These two orders have been identified as
complex environments as they reflect and encompass large-scale social, systemic and
service issues that are situated in the second quadrant of Flach’s (2011) model of
complexity in problem spaces [See Fig.6]. The word environment has been used to articulate
the context and characteristics of complex problem spaces where the case studies in this
thesis take place.
This chapter exposes the interconnected and interdependent relationships between the
nature of a complex environment, design process and position that influence, affect and
transform the behavior of design thinking. In doing so, this chapter will uncover the
210
emergent behaviors, barriers and enablers to a design approach in complex environments.
Figure.15 visualises this relationship that will be used as a framework for cross-comparison
analysis:
Fig.15 Framework for cross-comparison analysis
Much of the analysis and discussion on design thinking in complex environments, such as
policy and organizational design, have focused on building design capability and culture
(Carlgren, 2013; Terrey, 2012; Junginger, 2014) and increasing innovation (Carlgren, 2013;
D’Ippolito, 2014; Wylant, 2008; Olsen, 2014). Some literature also provides evidence on the
perceptions of complex design practice by professionals in and outside of design practice
(Liedtka, 2013; Goldschmidt & Rogers, 2013). Yet, there is limited discussion on the
behavior of design thinking and the relationship between design practice and the context of
the environment it is applied within.
211
The purpose of discussing the relationship between environment, design process and
design position is to holistically understand how design thinking is affected by the context
and nature of the environment it is applied within. Understanding the impact of the context
of the environment, and identifying causal relationships that may affect design outcomes, is
crucial for effectively analysing how to improve design capability, culture and solutions.
Current knowledge on design thinking in complex environments has provided a “significant
body of evidence marking the emergence of a new kind of designer” yet there remains “little
evidence of any systemic understanding of the methods of this emergent art” (Graham,
2013, pp. iv-7). This analytical discussion contributes a systematic understanding of the
relationship and impact that context (environment), design process and design position
have on shaping design thinking in complex environments [Fig.16].
Fig.16 Position of case studies to project ecosystem
Each case used in cross-comparative analysis for this chapter has been selected following a
set of criteria detailed in 3.5.4 Criteria. To summarise, each case was chosen to fulfill three
broad criteria: application of a design process framework, projects situated in third or
fourth order environments or in the second and third quadrant of Flach’s (2011) model of
complexity in problem spaces, and an emphasis on intangible (non-product centric)
212
outcomes during formative phases of design activity.
Before discussing the emergent behaviors of design thinking in complex environments, it is
necessary to highlight and define the characteristics of complex environments found to be
consistent within and across each case study. Three key characteristics of complex
environments was consistent to each case: a high degree of ambiguity and uncertainty in the
problem and environment ecosystem, large-scale design outputs that affect a large
community of users and/or stakeholders and an emphasis on intangible services and
systems. These characteristics underpin the complex environments that require design
thinking to adapt its approach.
7.1 Characteristics of complex environments
7.1.1 Ambiguity and uncertainty
Designers are recognised as individuals who are adept at dealing with ambiguous and
complex (‘wicked’) problems. Designers embrace ambiguity and display comfort in dealing
with unknown future states (Laakso & Hassi, 2011, p.9; Rylander, 2009, p.7; Brown, 2008;
Cross, 2006). Many authors acknowledge ambiguity as a characteristic of design thinking, as
design thinking is increasingly used as a process to ‘tame’ ambiguous, wicked and uncertain
problem-contexts (Scheer, Noweski & Meinel, 2011; Liedtka, 2000, p.16; Meinel & Leifer,
2011, p. Xix; Klemmer & Carroll, 2014, p.416). This may come as no surprise as design
practice has been associated with taming ‘wicked problems’ since designers affiliated their
work to the seminal paper, Dilemmas in a General Theory of Planning (Rittel & Webber,
1973). This association is attributed to the idea that “design firms [..] proceed from a
different epistemological tradition, in which ambiguity is accepted as a natural part of the
process” (Rylander 2009, p.7). However, few authors have explored in depth how design
thinking tames ambiguity and how ambiguity affects the design thinking process in complex
213
environments. These are best explained through a holistic analysis of the relationships
between design position, design process and environment.
Each case study presented in this thesis portrayed a high degree of uncertainty and
ambiguity in and around the project brief. The core design team in case 1 expressed that
ambiguity was inherent in the ill-defined brief provided by the client. This design team was
faced with uncertainty from both the client and the project environment with which the
outcome was to be situated. The brief in this case required a design solution to a future state
that did not yet exist. In case 2, the project brief provided to the design team was short and
vague, forcing the team to interpret and identify problems, gaps, stakeholders and users. In
case 3, project challenges appeared and briefs proved to be vague, broad and often
encompassing a wide network of variables and problems [See table 4].
Case 1
This is very unusual in terms of the way the project works. We don’t know
what the outcome is, what the tangible output will be…
(Designer, Interview, 2014)
Case 2
I supposed that’s one of the challenges we have with our design, we usually just get
a one-liner with no context behind it. That’s when we need to determine what is the
ATO approach going to be with that one liner. So the Cooper Review was no different,
some paragraphs, but basically that was it.
(Design Lead, Interview, 2014)
The Challenge asks us to consider ways to improve and enhance the relationships
and interactions between producers and consumers, rural and urban communities,
growers and retailers, retailers and consumers. We'd like the community to consider
Case 3
issues such as energy use, transportation, biodiversity, food security, nutrition,
obesity, the health of rural economies and the strength of inter-generational
and intercultural knowledge sharing.
(OpenIDEO, n.d, “How might we better connect food production and consumption: the
brief”)
Table 4. Evidence of ambiguity in each case
214
7.1.2 Large stakeholder and community networks
All three cases consisted of design projects where the process and outcome included and
affected a large community of designers, stakeholders and users. Consistent with literature
on the subject, service and systemic design practice pertaining to third and fourth order
design involve and impact large networks of users and stakeholders (New & Kimbell, 2013,
p.5; Patel, Moore & Blaney, 2014; Armstrong et.al, 2014). The project in case 1 required a
service and organisational design that would impact a large external community of users as
well as internal departments, stakeholders and staff. Thus, the design process needed to
account for the complexity of internal and external relationships.
The design team in case study 2 operated internal to the organizational environment, the
ATO. Team members were required to design for and around the complexity of the ATO
system whilst accounting for design impact on a community of users on a national scale.
Case 3 presented complex design challenges focused on large-scale, socially orientated
issues such as poverty, education and sustainability. In all cases, design development
needed to account for large networks of stakeholders and user communities [See Table 5]
Case 1
The work itself is probably not in different parts of the organization. So we threw
serendipitous conversations that we have in other parts of the organisation. It’s an
organisation of forty thousand people so its like a nation
(Design Manager, Interview, 2014)
Case 2
This is what we’re doing with the community and their compliance to make it a bit easier
to access and manage their super.
(Co-Design Lead, Interview, 2014)
At the heart of this challenge lie issues of global sustainability and local happiness to
Case 3
improve life for rural and urban communities.
(OpenIDEO, n.d, “How might we better connect food production and consumption: The
Brief”, para.3)
Table 5. Evidence of large community networks in each case
215
7.1.3 A focus on intangible solutions
In each case study design thinking focused on high-level intangible concepts during the
formative phases of the design process. Design artefacts were not central to the design
process. The design of intangible and conceptual frameworks is characteristic of design
thinking in complex environments (Dubberly, 2008; Young, 2008; Jones, 2010). The
“artefact” to be designed in case 1 was highly conceptual and centered on an organisational
service. Case 2 also emphasised service solutions and focused on the creation of high-level
strategic and systemic frameworks. Furthermore, case 3 presented a broad project
challenge that required members of the online community to focus on core human values
and social ecosystems. In each case, the project brief did not explicitly dictate or identify an
artefact to be designed. Tangible artefacts may be later designed to support or accompany
overarching, intangible frameworks, but physical artefacts were not the focus during
formative phases of design development in each case [See Table 6.]
Case 1
We are a strategic service design agency. Sometimes we do deep dives but most of our
projects are strategic and high-level and that’s because we are dealing with a different
fractal of the issue from a place that can actually be changed, where real change can
actually happen.
(Designer, Interview, 2014)
Case 2
I guess with that high-level focus in mind, a lot of the current design activities done in the
tax office map into those stages as well
(Co-Design Lead, Interview, 2014)
We hope to cast a wide net for inspirations and concepts that will address the challenge in
a holistic way. Think about new services, campaigns, policies, products, systems that could
Case 3
address these issues.
(OpenIDEO, n.d, “How might we better connect food production and consumption: the
brief”)
Table 6. Evidence of a focus on intangible solutions
216
7.2 The behaviour of design thinking in complex
environments
The focus of this chapter is to answer the main research question, What is the behaviour of
design thinking in complex environments? The purpose is to provide a cross-comparative
analysis of emergent themes supported by causal propositions that may influence the
emergent behaviours, barriers and enablers of design thinking in complex environments.
Two sub-questions will also be addressed: 1) what effect does the position of design
thinking to the project ecosystem have on designing in and for complex environments? and
2) what are the underlying mechanisms that enable design behaviours to emerge in
complex environments?
The emergent behaviours presented in this chapter are the result of a cross-comparative
analysis directed by a critical realist grounded theory methodology [See Fig.12]. These
behaviours are representative of themes that were observed within each case and have
been interpreted as emergent behaviours of design thinking in complex environments.
Evidence of each emergent behaviour will be triangulated using case study data and design
literature. Each case study will be referred to as case 1, 2 and 3 for readability.
However, themes from case 3 proved inconsistent under cross-comparative analysis with
themes from cases 1 and 2, and as such, case 3 will be used as a benchmark for crosscomparative examination on the enablers and barriers of design thinking in complex
environments. In doing so, the abnormality of case 3 helps to answer the second subquestion, what are the underlying mechanisms that enable behaviours to emerge? The
analysis for this sub-question will be guided by a critical realist framework, utilising the
process of retroduction to excavate underlying causal mechanisms. Analysis of case 3
provides a point of differentiation that helps to explain the emergent behaviours of design
thinking found in cases 1 and 2. The table [Table. 7] below outlines the themes in case 1 and
2 that have been grouped to reflect six emergent behaviours of design thinking in complex
environments:
217
Emergent Behaviours
Holistic Perspective
Vision Framing
Case 1 Themes
Systems thinking,
Systems thinking,
divergence, ambiguity,
divergence, adaptive
uncertainty adaptivity
methodology, scoping
Envisioning future states,
Intent statement,
user research, holistic
envisioning ideal
reasoning, abduction, user
states,empathy/user focus,
journey
abduction, blueprinting
Decentralisation of the
Prototyping, sketching, Role
Designer
playing, user journeys
Collaboration, teaching,
Disrupting perceptions
Case 2 Themes
service enactment,
facilitation
Multidisciplinary
collaboration, sketching,
prototyping, visual artefacts
Teaching/training,
visualisation, facilitation
Tension between design
Designers in flux
Balancing opposing states
and user, system,
stakeholder
Table 7. Themes in case 1 and 2 that led to emergent behaviours
Each behavior was identified to have emerged through a combination of design themes
observed in each case. Through the critical realist framework of stratification, these themes
have been identified as being situated on the empirical layer, as they were “observable”
moments [See Fig.8]. Emergent behaviours lie on the “events” layer, for they exist in time
and space and are an emergent result of the interactions between key, observable themes
outlined in the above table. Underlying mechanisms are identified as existing on the “real”
layer. These mechanisms are postulations formed by using the process of retroduction to
identify key unobservable influences that may enable behaviours to manifest and emerge as
observable themes. Thus, as outlined in chapter 3. Research Framework, retroductive
analysis operates backwards; starting with what is observable, interpreting observations
that together formulate an intangible “event” to then proceed towards identifying the
underlying influence that enables each causal layer to emerge.
218
7.2.1 Holistic perspective
One must understand that the main points of design thinking are to enhance
creativity, understand the community, and to think holistically.
(Gordon, 2014, p.23)
A holistic perspective guides designers through broad, ambiguous and complex
environments. A holistic perspective was observed as a key behaviour during formative
stages of the design process in case 1 and 2. This behaviour is dependent on a combination
of interactions between the complexity of the project environment and key design mindsets.
Holistic perspective is an emergent behaviour that is comprised of and enabled by: systemic
thinking, divergent thinking and an adaptive attitude.
A holistic perspective aids in the development of overarching conceptual frameworks in
complex and ambiguous environments, directing teams towards an ideal design outcome.
This emergent behaviour corroborates with literature on design thinking activity in third
and fourth order practice. Holistic thinking is referred to in the descriptive sense, and
without clear explanation on how design thinkers are, or become, holistically minded:
Issues of re-framing a project scope and focus, and its associated fiscal and timepressures are rarely discussed in service design, even though it's a common
complaint conversed around the designer water cooler. Placing an emphasis on
human-centred, experiential, holistic approaches to designing ‘services’ and systems
are ideal models to strive towards
(Akama, 2009, p.5)
A holistic approach has been acknowledged as part of the design thinking repertoire and is
described as a strength (Brown, 2008, p.3; Blizzard, 2013; Bucolo & King, 2014; Martin,
2009, p.88; Gordon & Burns, 2014, p.23). Yet, few articles explain why a holistic approach is
a behavioural quality of design thinking by articulating the reasoning that leads to a holistic
perspective and how this reasoning impacts on the design process. It was observed in case 1
and 2 that systemic, divergent and adaptive thinking are characteristics that enabled a
holistic perspective to emerge [See Table 8].
219
Holistic
Divergent Thinking
Adaptivity
Systems Thinking
Some of the ideas could
It’s kind of like an
There were bits where
be quite broad
iterative and evolving
we were interviewing
(Observation, Phase 1,
kind of thing
stakeholders just getting
2011)
(Observation, Phase 1,
a head around who’s
2011)
who in [the client
Perspective
Case 1
organisation] and also
It goes into more detail
now. First it was more
We did revise some
figuring out who to
holistic in terms of the
things as we did the
workshop and what are
organisation
enactments (Observation,
the workshop activities
(Observation, Phase 1,
Phase 1, 2011)
(Observation, Phase 1,
2011)
Case 2
2011)
Scope document is
We employ a range of
For very complex
created at the beginning
design processes we can
problems, some
of the project and really
utilise and it also depends
specialised techniques
is about limiting what
on […] what the
such as systems or
you want to do now.
appropriate design
critical thinking may
(Project lead, Interview,
process for different
provide a framework to
2014)
things. What’s the best
help understand the
thing for the design of the
problem. (Artefact 1,
final product you are
ATO Design Guide, 2008,
looking for (Project Lead,
p.28)
Interview, 2014)
The level of information
Flexible design
that I’m usually involved
methodology, approaches
in is what we call high
and tools should be
level design […] we don’t
applied, taking into
get involved in the
account the realities of
details of what needs to
delivering change in the
be exact with the details
Tax Office, however
in the system. I think we
through the design work
are saying the system
220
the principles articulated
needs to be able to do
here must be met.
this. (Interview, Design
(Artefact 1, ATO Design
Facilitator, 2014)
Guide, 2008)
Table 8. holistic perspective
Systemic thinking
Systemic thinking is a mindset observed in both case 1 and 2. Systemic thinking observes
the ecosystem around the problem and/or organization, taking into account parts that make
up and affect the whole. This mindset is influenced by complex environments and begets a
holistic perspective. A systemic approach was an initial starting point for projects in both
cases 1 and 2. Both design teams in cases 1 and 2 tackled complexity by conducting an
initial review of the organisational system they were designing within and for. However,
despite similarity between these two cases, the design team in case 2 devoted more time
focusing on the organisational system than the design team in case 1. Case 1 initiated an
understanding of the organisation system through preliminary research gained through
interviews with employees and web-based research. Yet, user research had a greater
emphasis in managing the complexity and ambiguity of the project in case 1. User research
was central to shaping high-level insights that directed the design team towards a holistic
perspective. In contrast, case study 2 initiated design thinking through scoping workshops. A
scoping workshop aims to identify the scale and complexity behind the project brief. As
such, the design team in case 2 spent a greater time focusing on the organisational system
and used this understanding to manage complexity and scale of the brief before diving into
user research.
221
Divergent thinking
Divergent thinking is a cognitive attribute that seeks to generate a broad variety of
concepts. Convergent and divergent thinking are often mentioned amongst depictions of
mindsets that constitute design thinking (Kimbell, 2009; Owen, 2007; Connell 2013, p. 41;
Seidel & Fixson, 2013, p.2; Wang, 2013, p.13; Hatchuel, Le Masson & Weil, 2011, p.78;
Brown, 2008; Blizzard, 2013, p.31; Martelaro, et. al, 2015, p.47; Benson & Dresdow, 2013, p.
7-11). The double diamond is the most concise design model that depicts convergence and
divergence in the design process, particularly during formative design phases (Design
Council, 2005). Observations of divergent thinking in cases 1 and 2 corroborate with this
literature, however, a divergent mindset persisted throughout the design process and
played greater importance to design development than the literature suggests.
The complexity and ambiguity inherent in the project environment influenced design teams
in both case 1 and 2 against converging on details prematurely. This apprehension against
convergence emphasised divergent thinking that contributed towards enabling a holistic
perspective. In case 2, divergent thinking was observed alongside systemic perspectives
during scoping workshops. Similarly, case 1 relied upon user research to tackle ambiguity,
forcing the design team to focus on broader values and insights from users. Design teams in
both case 1 and 2 emphasised overarching ideas. The complexity of the project domain
influenced a need for divergent thinking that contributes towards a holistic perspective.
Adaptivity
Adaptivity is an attitude that requires a malleable approach and is observed as another
mechanism for managing design projects in complex environments. Where an infinite
number of variables and problem-solutions may solve the project at hand, designers remain
open and adaptive to emerging insights and ideas. Similarly, with divergent thinking, an
adaptive attitude prolongs the “fuzzy front end” and restricts premature convergence. In
case 1, adaptivity was observed through iterative rounds of user research. In this case, the
design team changed the project’s frame and focus, adapting their process framework as
user information was obtained. This allowed the design team to remain adaptive towards
emerging insights, further adding to a holistic perspective. Similarly, for case 2, adaptivity
was expressed through the malleable nature of the design methodology and principles that
make up the foundation for design practice at the ATO.
222
Underlying Mechanism
Underlying mechanism driving a holistic perspective: direct involvement with the project
ecosystem encourages a holistic perspective
Layer
Mechanisms
1. Empirical
Systems thinking, Divergent thinking,
Adaptivity
2. Events
3. Real
Holistic perspective
Direct interaction with project
organization and ecosystem
Table 9. Underlying mechanism: holistic perspective
The holistic perspective that emerged in both cases, enabled by systemic thinking,
adaptivity and divergent thinking, ensured that both teams would not settle into a fixed or
linear process. Systems thinking, divergent thinking and adaptivity kept design teams on
the ‘bigger picture’ and restricted premature convergence on false design solutions. By
preserving an open and adaptive process, both design teams were able to maneuver
through and manage complex variables, whilst reducing the risk of converging on a faulty
idea. For both cases 1 and 2, systemic, divergent and adaptive thinking enabled a holistic
perspective that appeared invaluable for managing the formative, fuzzy phases of complex
design projects in complex environments.
A holistic perspective seemed to emerge from direct interaction with the project ecosystem
for which the design solution is required. This supposition has been formulated through an
analysis of the themes that make up a holistic perspective, in conjunction with the position
of design thinking to the project ecosystem. The underlying mechanism for a holistic
perspective is based on analysis of cases 1 and 2. Design activity in case 1 is positioned on
the periphery of the project ecosystem, with case 2 positioned inside of the project
environment [See Fig.16].
In contrast, observations of design activity in case study 3 did not reveal aspects of holistic
perspectives in the formative phases of design activity. Design teams in case 3, operating as
223
a de-centralised network, are not positioned to have direct engagement with either
organisations or communities for which design solutions will be implemented. A
predetermined design challenge means participants have no direct relationship to the
project context and/or ecosystem, and may direct focus away from wider systemic and
contextual behaviours that were observed by design teams in cases 1 and 2. Without direct
engagement with the context of the project ecosystem, community or organisation in which
the project challenge lies, a design team may have less reason to induce a systemic and
divergent mindset and thus disable a holistic perspective during formative phases of the
design process. In addition, the presentation of a linear design methodology in case 3 may
also mislead members into a static and formulaic design process that may disable
adaptivity.
Fig. 17 Holistic Perspective
As a result, formative developments in case 3 focused on convergent design details.
Observations of design activity in case 3 did not show an adaptive attitude as many
members portrayed a fixation on details and lacked divergent attributes associated with
formative phases of the design process, observed in cases 1 and 2. Comparative
observations between case 3 and cases 1 and 2 have led to the conclusion that direct
involvement with the project ecosystem encourages divergent, adaptive and systemic
thinking that combine and create a holistic perspective.
224
7.2.2 Vision framing
Vision framing is the creation of an ideal future state that is used as a framework to guide
design teams through complex and ambiguous project environments. A vision framework is
constructed with the user’s ‘preferred state’ in mind and focuses on envisioning an ideal
end-state or scenario. A vision framework operates as a format for focus and reasoning
throughout the design process. It enables both adaptivity and direction through ambiguity
where the problem-solution space may not be clearly identified. Vision framing operates not
only as a framework, but provides a grounding point for communicating purpose, direction
and intent. Vision framing relies on three design characteristics: mapping, abduction and
user-centered empathy.
Vision framing is not the same as problem-framing or problem identification. Design
thinking is commonly depicted as a process that focuses on problem-framing. Framing was
first proposed as a method unique to design practice by Donald Schön. Schön (1984)
describes framing as “a setting of some problems to be solved” (p.132). Elaborating on this
concept, Kees Dorst echoes that “experienced designers can be seen to engage with a novel
problem situation by searching for the central paradox, asking themselves what it is that
makes the problem so hard to solve” (Dorst, 2011, p.527). Multiple scholars refer to
problem-framing as a purposeful re-conceptualization of a wicked problem viewed through
various perspectives to inspire innovative solutions (Hassi & Laakso, p.8; Kolko, 2010, p.23;
Lindberg et al, 2010, p. 247). Most of these accounts assume that a problem or problemsituation has been explicitly identified in order for the re-framing to occur. Furthermore,
these accounts describe problem framing as unique to the formative phases of design
development. However, problems were not the emphasis during formative phases of design
thinking in case 1 and 2. Rather, the creation of a higher, overarching framework that
embodied an ideal state was observed as central to the early stages of design development
in complex environments. A vision framework acted as a guide through emerging problemsolution spaces.
Hence, the design process observed in case 1 and 2 did not initially focus on problemframing as the brief contained too many unknown and ill-defined variables. The ambiguity
and diversity of variables inherent in the project brief could not holistically be accounted
for, specifically as project briefs in both cases 1 and 2 had little concrete information on
225
which the design teams could ground problems. Thus, problem-framing was not a method
that could dominate design decisions during the fuzzy front end, and was not observed as
integral to early stages of design thinking. Instead, vision framing was observed as a
dominant characteristic for managing complex environments during the early and most
ambiguous stages of project development. The construction of a vision frame allows for
ambiguous and adaptive design activity to remain focused and grounded towards an
optimistic ideal rather than directed by an identified problem.
The phenomenon that is vision framing is related to what Dorst terms “Abduction 2”. In his
paper titled, The Core of Design Thinking, Dorst (2011) defines Abduction 1 as representing
conventional problem solving in which “we know the value we want to create and how”
(p.524). Abduction 2 is another form of reasoning, it is “more complex because at the start
of the problem solving process we only know the end value we want to achieve. This ‘open’
form of reasoning is more closely associated with (conceptual) design” (Dorst, 2011, p.522).
Vision framing reflects the ‘end value’ Dorst describes of Abduction 2 reasoning and is
acknowledged as an appropriate perspective for “the open, complex problems for which
organisations are seeking new approaches” (Dorst, 2011, p.524). Once again, rather than
“identifying the key issues in a problem arena, and the framing of these in a new and
original manner” (Dorst, 2010, p.133), design teams in case 1 and 2 focused on formulating
an overarching goal of intent prior to identifying the problem to be solved.
In cases 1 and 2, holistic perspective provided an end-to-end pre-evaluation on the design
project and its ecosystem. From here, design teams focused on envisioning the ideal state
for the user. A vision framework emerged through mapping, abductive thinking and
empathy for the user during early phases of design development. This framework was then
used as a guide to direct designers towards preferred design outcomes.
226
Vision
Mapping
Abduction
Empathy
Framing
Case 1
We mapped the current
From our personal insight
Point of the journey is to
journey; so what was the
(Observation, Phase 1, 2011)
gain empathy to
journey you had
understand how the
experienced in the past
None of the people we talked to
process works
and we mapped that out
have the [product], that’s where
(Observation, Phase 2,
together, including pain
we have to come in and kind of
2011)
and light points. What are
make that up (Observation,
the things that annoy you
Phase 1, 2011)
constantly be thinking
or are frustrating or that
are working really well
Enactments were created by
about the nuances of
that you enjoy, and then
just putting ideas together that
experience. It’s
we did the future wall
we had that we could try
fundamentally important
(Observation, Phase 1,
(Observation, Phase 1, 2011)
for us to understand the
2011)
customers perspective
It’s kind of conflicting, how it
(Observation, Phase 2,
We are actually physically
was going to really work. That’s
2011)
mapping ideas
why we eventually had to go
(Observation, Phase 1,
with what’s our idea of the ideal
2011)
(Observation, Phase 2, 2011)
Then we took our design
We recognise there is a lot of
It takes two important
principles as a coherent
assumptions made and there is
perspectives – outside-in
for blueprint change. It’s
a lot of gaps in there as well.
and end-to-end – and
providing a foundation of
(Interview, Facilitator, 2014)
considers the implications
what we are going to do
Case 2
It could be that we need to
of the design across the
and all of our subsequent
A key task during blueprinting
Tax Office and the
processes through to
will be to identify additional
community. (Artefact 1,
implementation is based
user research and to
ATO Design Guide, p.6)
off that blueprint
commission or undertake it. If a
(Interview, Co-design
team starts making
“It was all about
Lead, 2014)
assumptions about what they
developing a service we
227
think users might do, more
want them to use and we
discovery or user research is
want them to see it as a
needed to check these
valuable and easy
assumptions.” (Artefact 1, ATO
process” (Interview, Co-
Design Guide, p.12)
design Lead, 2014)
Table 10. Vision Framing
Mapping
Mapping was observed to play a central role in design thinking for complex environments.
Mapping seeks to visualise the end-to-end system or service. In cases 1 and 2, mapping was
used as a method that compliments and aids in the development of a systemic and holistic
perspective and in the refinement of a vision framework:
The user research sessions will produce pages of verbal transcript, hundreds of
pictures, and dozens of artifact examples. Because of the complexity of
comprehending so much data at once, the designer will frequently turn to a large
sheet of paper and a blank wall in order to “map it all out.” (Kolko, 2010, p.16)
Case 1 began with a focus on user research that led to high-level user insights. These
insights were then mapped out as a user journey. Similarly, case 2 initiated design
development through scoping workshops to clarify the formative stages of intent, focusing
heavily on identifying the system and capability in order to achieve the desired intent. As a
result, the system in case 2 was mapped out as a “blueprint”. This blueprint outlined the
anticipated user journey, focusing on how the user’s journey interacts with and impacts on
the organizational system. In contrast to a more user-centered emphasis in case 1, case 2
placed an emphasis on mapping (blueprinting) the system in order to move forward in the
design process. In both cases, these holistic, end-to-end maps and blueprints are carried
throughout the design process, operating as a tangible framework of reference to solidify
and support design development and to achieve the intangible project vision (intent). The
mapping process in case 1 and 2 was observed as a method for solidifying and simplifying
ambiguity around the vision framework.
228
Abduction
In addition to mapping, abductive thinking guided design teams in the creation of a vision
framework during formative stages of the design process in cases 1 and 2. Abductive
thinking:
Can be thought of as the argument to the best explanation. It is the hypothesis that
makes the most sense given observed phenomenon or data and based on prior
experience. Abduction is a logical way of considering inference or “best guess” leaps.
(Kolko, 2010, p.20).
In case study 1, abductive thinking was identified through expressions such as “I feel” and “I
guess”. Case 2 portrayed abductive thinking through interviews, articulating assumptions
around anticipating future states during formulations of intent. In these cases, abductive
thinking was identified as a method for substituting for missing information due to
ambiguity and uncertainty in the complex environment. In harnessing abductive thinking,
“abductive logic allows for the creation of new knowledge and insight” (Kolko, 2010, p.20).
Thus, abduction and intuition acted as mechanisms for enabling foresight and the
generation of an ideal future state.
Empathy
Empathy is a fundamental characteristic of design thinking and an objective for design
teams in the creation of design outcomes (New & Kimbell, 2013; Von Thienen, Meinel &
Nicolai, 2014; Kim & Ryu, 2014; Mattelmaki, Vaajakallio & Koskinen, 2014; Faste, 2011;
Wetter-Edman, 2009). Thus, empathy was observed as a key mindset in the creation of an
ideal future-state and vision framework, “The empathic understanding of everyday life is
triggered by imaginative proposals of alternative futures.” (Mattelmaki, Vaajakallio &
Koskinen, 2014, p.73). In case 1, the formulation of a vision framework began with user
research that guided the design team towards the formulation of a preferred user
experience. Similarly, the design team in case 2 focused on formulating a vision framework
through the generation of an intent statement. Intent in case study 2 required the design
team to think holistically about both the system and the user, focusing on envisioning the
229
desired future state for the user. Like case study 1, the intent statement emphasised
intangible, high level experiences that are grounded in empathy for the user.
Underlying mechanism
Underlying mechanism driving vision framing: direct involvement with the project ecosystem
encourages vision framing
Layer
Mechanisms
1. Empirical
Mapping, abduction, empathy
2. Events
Vision framing
3. Real
Direct interaction with project system
Table 11. Underlying mechanism for vision framing
Vision framing is performed during the formative stages of the design process in case 1 and
2. Vision framing is influenced by a holistic perspective and provides direction through the
ambiguity inherent in complex design practice. Vision framing in case 1 and 2 is enabled by
three key factors: empathy, mapping and abductive thinking. However, vision framing was
not observed in case 3. Instead, it was observed that the design community in case 3
devoted formative stages of the design process to concepting ideas; producing solutions
much sooner than in the previous two case studies.
Individuals in case 3 also relied on a “gut feeling” in order to complete the project challenge
and focused on assumptions based on personal preferences. Guessing was witnessed
through statements such as “I feel”, “I like” and “I think”. The fundamental difference
between assumptions and guesswork in cases 1 and 2 with those in case 3 is that abductive
activity in cases 1 and 2 are educated guesses based on preliminary user research. Both
design teams in cases 1 and 2 conducted preliminary user and/or client research whereas
designers in case 3 were not observed to have conducted in-depth user research. Thus,
assumptive statements may not be an informed or educated guess and may not be classified
as abductive, as statements draw from subjective personal preference. Furthermore, the
“guesstimating” activity in case 3 did not appear to be in light of an overarching vision
framework.
230
Design activity in case 3 operated externally to the project environment, and as such, had no
direct interaction or relationship with the project ecosystem. This weak relationship
between design activity and the context of the project may reduce engagement with the
complexity inherent in third and fourth order environments. Complexity plays a large role
in enabling a holistic perspective and for vision framing to emerge. Without direct
interaction with the complexity of the project ecosystem, the natural emergent qualities of
divergent and systemic thinking may be disabled. As a result, designers in case 3 did not
engage with a holistic perspective and thus did not articulate a vision framework or ideal
end user state. Instead, designers converged on design solutions prematurely. In addition, a
lack of direct interaction with end users may decrease the desire for formulating a vision
framework in light of user preferences and, in turn, increase designs based on personal
preference.
Positioning was observed to have an effect on how each design project is initiated. Design
thinking on the periphery of the organization and/or project ecosystem, as observed in case
1, may influence design teams to initiate design thinking through user research before
focusing on systemic considerations. Designing on the periphery is also observed to hold a
weaker relationship to the day-to-day nuances of systemic operations in an organization, as
opposed to design that is situated internal to an organisation. In contrast, the design team in
case 2 initiated vision framing and design thinking through a systemic perspective. This is
possibly due to design operating internally to the organisational system, thus holding a
stronger relationship to the project and its ecosystem.
231
Figure 18. Vision Framing
Team members in case 3 had no relationship with the ecosystem or project organisation
and thus focused most of the design development on guesswork and/or individual
preference. Based on emergent patterns evident in cases 1 and 2, it is proposed that without
direct interaction with the complexities inherent in the project ecosystem, convergent
thinking will increase and the potential for vision framing during formative phases of design
development will be reduced. It is proposed that a strong relationship with the project
and/or the organisational ecosystem enhances the ability for systemic and strategic
mindsets to emerge, thus enabling a holistic perspective and a vision framing to occur.
7.2.3 Collaboration and Facilitation
Characteristics emerged in case 1 and 2 that provided indicators for describing the
collaborative behaviour of design thinking in complex environments. During formative
phases of design development, collaboration in case 1 appeared less inclusive of external
stakeholder involvement but highly inclusive of user input. Furthermore, as design
development in case 1 occurred primarily within the design agency, collaborative efforts
were mainly isolated to the design team. In comparison, case 2 involved an interdisciplinary
team of professionals with little to no formal training in design. In this design team, the only
232
trained designers involved were dedicated design facilitators. Collaboration in case 2
involved working closely with stakeholders, whom formed part of the core design team.
Collaboration in case 2 was more inclusive and interdisciplinary and emphasised equal coresponsibility over the design solution between members (stakeholders) of the core design
team (Artefact 1, ATO Design Guide, p.37).
Facilitation is a characteristic widely discussed in design literature and a topic well
established outside of design theory. Facilitation in design is commonly attributed to a
design lead whose role is to facilitate trans-disciplinary conversation (Christian Wahl &
Baxter, 2008, p.72; Kajalainen, 2012, p.34; Razzouk & Shute, 2012, p.334) using visual
methods and tools to enable and enhance this facilitation (Donar, 2011, p. 89). In contrast to
the literature, a lead designer did not dictate the design process in either case 1 or 2.
Instead, facilitation was managed collectively by the design team in case 1 and encouraged
by a dedicated design facilitator in case 2 and 3. In each case there was no lead designer,
and professionally trained designers involved in development did not dictate or own the
design process. Three main behaviours emerged from cross-comparative analysis on
collaboration in complex environments. These behaviours are: de-centralisation of the
Designer, perspective shifting and embodiments of design thinking.
7.2.3.1 De-centralisation of the Designer
The de-centralisation of the designer was observed as an emergent phenomenon when
designing in and for complex environments. The ambiguous activity of design is commonly
depicted under the direction of a single, lead designer who embodies and directs design
thinking (Carlgren et. al., 2013, p.12; Gero et. al., 2001, p.271; Martin 2005, p.2; Owen 2007,
p.24; Porcini, 2009, p.7). As design thinking is applied in higher and more complex areas of
professional practice, less emphasis is focused on a single, leading designer.
Instead, design thinking in context of complex environments manifests through
collaborative thinking. This is an effort that is not identified within any one designer but an
emergent and collective consensus in response to the project at hand. Visualisation, passive
facilitation and multidisciplinary collaboration was observed in case 1 and 2 as
characteristics that enabled a de-centralization in complex design practice. These
233
observations provide the basis that support the emergent behaviour that is the decentralisation of the designer [See Table. 12]
De-centralisation
Visualisation
Passive facilitation
of the designer
Case 1
Multidisciplinary
collaboration
Draw everywhere! So
With these multi
Tuesday is about
it looks like you’ve
stream teams there’s
consolidating, it’s
got these two things
force for
about getting them
like that and then
collaboration
to understand as a
you’ve got these
between them. What
collective, as a team,
things like this,which,
we will do is: there’s
how and what it is
do that … maybe?
three of us and we
they need to do
(Observation, Phase
will help facilitate
together to actually
2, 2011)
talks amongst these
tell that
people (Observation,
(Observation, Phase
Phase 2, 2011)
2, 2011)
Sketch out really
My main role is in
The blueprint
rough how it might
the workshop; how
should also be used
work, and then we
do we collaborate,
as the basis for
use that as a starting
brainstorm. It’s more
conversations with
point for the
design facilitation of
other stakeholders
discussions that go
team needs so it’s all
to explain the design
round (Interview, Co-
about questioning.
to them. (Artefact 1,
Design Lead, 2014)
It’s making sure
ATO Design Guide,
everyone has a say
2008, p.13)
Case 2
This principle has
making sure
been referred to as
everyone gets heard
The formation of
‘getting physical fast’.
(Interview, Design
that high level
It means drafting,
Facilitator, 2014)
design with our
sketching,
internal business
prototyping and
The facilitators job is
partners, our core
creating mock-ups or
to get information
design team
other visible
out of the group. It’s
members, each
234
representations of
not to dictate
bringing in their
the design early so
anything. That’s
experience and
that they can be
what the people in
knowledge of those
shared with users
the room need to be
interaction so it’s a
and other
aware of-what they
considered design.
stakeholders.
are there for. But the
(Interview, Design
(Artefact 1, ATO
design facilitators
Lead, 2014)
Design Guide, 2008,
are there to get the
p.15)
information out in a
design sense.
(Interview, Design
Facilitator, 2014)
Table 12. De-centralisation of the designer
Visualisation
Visualisation has long been characterised as the heart of design thinking. It has been
discussed primarily as a process of reasoning (Gero et al., 2001, p.272; Schön, 1983), an aid
for understanding and sensemaking (Rylander, 2009, p.6; Ward et. al., 2009, p.80), a
stimulus for rapid ideation (Boland & Collopy, 2004; Boyer, et.al 2010, p.327; Brown, 2009,
p.89; Laakso & Hassi, 2011, p.7) a tool to make ideas tangible (Blomkvist & Holmlid, 2010,
p.3; Kimbell, 2009, p.251; New & Kimbell, 2013, p.2) and a medium for enabling
conversation (Jones, 2008, p. 226). Thus, visualisation provides a common ground for
communication, ideation, inspiration and mediation within multidisciplinary design teams.
However, for the most part, discussions around visualisation in design largely revolve
around descriptions of its effectiveness in isolation and rarely investigate the deeper,
holistic impact and interaction visualisation methods have on the design process as a whole.
As intangible ideas are central to higher orders of design practice, visualisations play a more
prominent role in the design process. Visual methods have a tremendous influence over
enabling cooperation for collaborative thinking. The facilitation of conversations in design
practice; between designers, designer - client or designer-user, relies heavily on visual tools
(Manzini, 2008, p.8), allowing participants to share ideas using visualisation as a common
235
ground for communication, ideation, inspiration and mediation (Tvesky, 2010, p.500; Ward
et al., 2009, p.80). Corroborating with literature on the topic (Boyer et.al, 2010, p.48;
Murray et. al, 2010, p. 24; Ward et al. 2009, p.80) both design teams in cases 1 and 2 chose
the visual method of mapping and sketching as a support for synchronising understanding
and clarifying complexity during collaboration.
Furthermore, prototyping, sketching and mapping was observed to be central to design
thinking activity instead of the designers themselves. In this instance, members of the
design team become “tools” that enable design thinking to collectively emerge. Visualisation
was observed to be an adaptive and immediate externalisation of “active” thought that
allows other team members to synchronise their thinking as ideas unfold. Visual tools
enhance the collective “brain” of the design team, throwing the focus away from any single
designer. This creates a new perspective on collaborative design thinking activity- that the
sum of the members in a design team is greater than its individual parts.
Passive facilitation
Collaborative activity in case 1 existed mainly amongst members of the design team. Within
this team, no designer emerged as the ‘expert’. Instead, collaboration and ideation evolved
organically and was identified as a representation of unified and collective design
consciousness. Case study 2 utilised visualisations to enable collaborative synchronisation
of design cognition in conjunction with dedicated design facilitators. As members of the core
design team in case 2 do not come from design backgrounds, trained design facilitators
were used to create visual artefacts in response to emerging conversations so as to enable
collaborative design thinking. Most importantly, the design facilitators did not take a leading
role in design activity or design thinking. These facilitators acted as stimulus and visual arm
and their role was deliberately passive. A design facilitator’s role is to inspire and enable
design thinking to emerge within the core design team. It was observed that the role of
design in case 2 is de-centralised. Instead, the emergent collaborative thinking enabled by
visual artefacts that dominated case study 1, and existed through the aid of facilitators in
case study 2, signifies the destruction of the lone or lead designer as an embodiment or
director of design thinking. Instead, design thinking in complex environments is observed as
an emergent process enabled through multidisciplinary collaboration.
236
Multidisciplinary collaboration
In complex environments, the design process becomes the focal point and not the designers
themselves. Large, complex networks that include a wide community of users and
stakeholders creates an ecosystem with problems that are beyond the expertise of an
individual designer. Thus, multidisciplinary design teams are necessary to manage complex
design issues that impact a large network of stakeholders. Through multidisciplinary
collaboration, design thinking is an emergent property enabled by a collection of individuals
applying and interacting with the designerly approach.
A focus on users and a synchronisation of perspectives from multidisciplinary teamwork
creates an environment that prohibits design thinking to emerge and be owned by one
individual. In such complex networks the concept of a lead designer has become obsolete.
This brings the design process, instead of the designer, to the fore and creates a
phenomenon that is less about design thinking attributed to a designer and more about the
emergence of a design thinking process, team and culture. As design activity continues to be
utilized in and for large-scale complex environments, it is sensible that the notion of the
designer shifts from a traditional authoritative position to a passive facilitator. Therefore,
design thinking should be perceived as a manifestation of collaboration under a design
approach in this context.
Underlying mechanism:
Underlying mechanism driving the decentralization of the designer: immediacy from face to
face collaboration encourages a de-centralization of the designer
Layer
Mechanisms
1. Empirical
Multidisciplinary collaboration, Passive
facilitation, Visualisation
2. Events
De-centralisation of designer
3. Real
Immediacy (face to face interaction)
Table. 13 Underlying mechanism for decentralization of the designer
237
Collaboration in case 1 and 2 operated in a de-centralized manner, without a leading
designer directing design activity. Case 2 and case 3 employed dedicated design facilitators
to manage collaborative discussions. In both cases, these facilitators played a very passive
and unobtrusive role.
Case study 3 showed a significant lack of visualisation in the formative phases of the design
process during online collaboration. In contrast to facilitation in case 2, visualisation
methods were not used by online facilitators in case 3 to inspire or stimulate ideas and
conversations. Visuals that were (rarely) provided during design discussions in case 3 were
usually in form of links and were not generated through immediate interactive discussions
or built upon existing visualisations created by contributing members. Case 1 and 2 utilised
visual artefacts to facilitate communication between team members, enabling a
synchronisation of perspectives and decentralization of design collaboration.
In comparison to cases 1 and 2, a lack of visualisation during design discussions may be a
result of design activity positioned outside of the project environment and operating
remotely from stakeholders, users and team members. This position may further disable a
de-centralisation of design activity as there exists no tangible artefact for team members to
focus on, in comparison to visualisations that were central in face-to-face collaborations
conducted in cases 1 and 2. Facilitators of the platform could have alleviated this problem
by visualising design concepts developed by individual members to help enable
collaboration and synchronisation between active individuals.
238
Fig. 19 De-centralisation of the designer
On the surface, it appears that there exists a de-centralisation of the designer in case 3 as a
network of individuals collaborate on design challenges in an online open-source
environment. Additionally, the community collaborated on challenges that are not directed
by a design manager, but rather, facilitated through platform operators. Yet, case 3 did not
exhibit the same degree of collaborative design thinking activity evident in cases 1 and 2.
The contributions made by community members in case 3 were often static and isolated
from engaged conversation. It was observed that community members provided direct
feedback rather than engaging in sustained collaborative discussion. This behaviour is
possibly due to the remote and delayed mode of interaction, as community members
interacted solely through an online network at their own time and pace. Furthermore, as
members are working remotely from one another, each individual designs in isolation,
particularly when it comes to utilising visualisation methods for ideation. Without
immediate interaction between other individuals as conducted in face-to-face collaboration,
the remote designer struggles to remove his or herself from their own worldview. This
results in the individual focusing on their own ideas as ideation exists in their own time and
space and without direct and immediate input from outside sources. This isolation may
explain the emergent characteristic found in case 1 and 2; that immediacy through face-toface collaboration enhances the de-centralisation of the designer.
239
The behaviour of participants in case 3 compared to the collaborative behavior observed in
case 1 and 2 signals that immediacy is a necessary element to enable design thinking and to
de-centralise the designer. Allowing visualisations to manifest in real time during design
discussions strengthens the synchronisation of group interactions allowing for a more
organic iteration and evolution of design concepts. The online, remote position of design
thinking in case 3 reduces immediacy between team members and facilitators which may be
preventing the emergence of the de-centralisation of the designer as design thinker.
7.2.4 Disrupting perceptions through design thinking
Disrupting perceptions has been accepted as part of design thinking practice in complex
environments (Bucolo & King, 2014, p.25; Liedtka, 2014, p.45). The art of disrupting
perceptions through design thinking is conducted with the aim of changing fixed mindsets
(Vetterli et.al, 2013, p.93; Carlgren, Elmquist & Rauth, 2013, p.6). In cases 1 and 2,
perspectives shifted during collaborative design activity. Case study 1 and 2 involved
multidisciplinary stakeholders from fields outside of design and who are foreign to a design
thinking approach. In both case studies, the focus of design thinking is thrown away from
the designer as a leader dictating a design thinking approach, to one that facilitates the
design process as mechanism for shifting perspectives within and beyond the design team.
Disrupting perceptions is observed as a precursor to the development of a design thinking
culture within an organisation. Design thinking activity was not just utilised to resolve
complex problems, but to influence organisational culture. Disrupting perceptions became
as fundamental to design thinking practice as vision framing, as the design team
collaborated with a diverse group of stakeholders.
240
Disrupting
Direct engagement with
Demonstrating design
perceptions
stakeholders
process
We said “ok we can only do
Getting the service acted out
We are not talking in silos
two so choose the ones you
gets them [the client] to start
we are talking risks,
want” and they [the client]
seeing it from a customers
opportunities, as a group.
chose these two and we
perspective. But the crux for
Each dependency as a
thought they were good
this stuff will happen as the
group
choices as well.
stream leads out and actually
(Observation, Phase 2,
(Observation, Phase 2,
narrates and speaks over- what
2011)
2011)
is happening to them in the
Case 1
Diversity of perspectives
organisation during this part of
I think its about
We are capturing the raw
the scenario (Observation,
consolidation and not
data and they [the client]
Phase 2, 2011)
questioning out.[…]
are consolidating theirs and
Tuesdays about
then we will get them to
There was a gradual shift
consolidating, it’s about
give a tutorial and put it all
towards the end of the day
getting them [the client] to
together
where the organization was
understand as a collective
(Observation, Phase 2,
actually thinking from within
as a team, how, what it is
2011)
and not projecting what they
they need to do together to
think the customer needs. So
actually tell that
that’s a massive, massive, shift
(Observation, Phase 2,
in thinking
2011)
(Observation, Phase 2, 2011)
Case 2
The role of the design lead is
Just by experience and
The complexity of most
to ensure that there is buy in
association with the design
current organisational
into the design process that
process they develop this
issues means that it will
these people are advocates
design thinking methodology. It
almost never be the case
for the change (Interview,
just becomes part of their
that one person or one
Design Lead, 2014)
natural way of doing things, so
perspective will be able to
that’s how we try and develop
design an effective change.
this concept of design thinking
An interdisciplinary
It’s good for those to
241
participate and those that
within the ATO. (Interview,
approach reduces the risk
are interested in getting in
Design Lead, 2014)
of poor integration
design or were in design in
between different but
other companies, both Gov
We use advocates. It’s about
related products such as
and private entities, they
doing and showing rather than
transaction systems and
need to know how we do
talking about it. So hopefully a
information products.
design in the ATO
project that gets design
(Artefact 1, ATO Design
(Interview, Design
facilitators and information
Guide, 2008, p.5)
Facilitator, 2014)
designers and user-centered
designers involved they are
Productive design depends
Once we’ve got the
seeing the value out of it.
upon input from a range of
prototype developed for our
(Interview, Design Facilitator,
perspectives. In the design
co-design sessions, they
2014)
world, these perspectives
probably have a reasonable
are often referred to as the
amount of input at that
‘voices of design’. Each
stage as well. Those testing
voice may be represented
scenarios are shared with a
by more than one person;
wide range of stakeholders
and in some cases one
(Interview, Business Lead,
person may represent more
2014)
than one voice. (Artefact 1,
ATO Design Guide, 2008, p.
.6)
Table 14. Disrupting perceptions through design thinking
Direct engagement with stakeholders
The design team in case 2 used the design process as the voice for demonstrating design
thinking to external stakeholders. Direct engagement with stakeholders is defined as
interactions conducted either verbally or in a co-physical location with client stakeholders
during design development. Direct interaction requires the design team to talk directly to
individuals from the client and not to be collecting information through another individual
on behalf of the client. In case 1 the design team conducted workshops to obtain first hand
collaboration with the client. Similarly, the design team in case 2 invited project leads and
stakeholders from areas outside of the design team in order to gather information that will
242
ensure successful implementation of the design solution. In both cases, the design team had
a direct conversation and impact on the client stakeholder.
Demonstrating the design process
Demonstrating the design process did not rely solely on the expertise of a designer or
design team per se, but on collaboratively performing the design process to persuade
stakeholders through design demonstration. The emphasis is on the process itself as an
enabler of and focus of design thinking. Demonstrating the design process was an emergent
characteristic evident in both case 1 and 2. The design team in case 1 invited the client and
their stakeholders to participate in design thinking activities. This was conducted not only
to demonstrate the design process but to demonstrate ideas through a design perspective.
Case 2 also utilized the design process for this purpose, using it as a mechanism for solving
complex problems and also as a way to demonstrate solutions through the usability of
design thinking. The intention behind this effort is to obtain maximum ‘buy in’ from the
client into the design process.
Diversity of perspectives
Diversity of perspectives is represented through multidisciplinary collaborative practice.
The design team in case 1 utilised diversity for their collaborative design workshops by
inviting stakeholders from broader parts of the client organization. The design team in case
2 also adopted this approach, through the understanding that design problems in complex
environments cannot be resolved by just the core design team. For both case 1 and 2,
diversity of perspectives was a method for managing design problems in complex
environments by bringing in diverse experiences and expertise. This was conducted not
only to inspire innovation, but to add diverse knowledge in order to strengthen complex
design decisions.
243
Underlying mechanism
Underlying mechanism driving disrupting perceptions: design inexperience or fear of the
unknown
Layer
Mechanisms
1. Empirical
Diversity of perspectives, direct
engagement with stakeholder,
demonstrating design process
2. Events
3. Real
Disrupting perceptions
Design inexperience or fear of
unknown
Table. 15 Underlying mechanism for disrupting perceptions
Disrupting perceptions was observed to operate for three purposes: to inspire cultural
change, drive client ‘buy in’ to design thinking, and to enhance holistic thinking. Case 1 and
2 showed evidence for disrupting perceptions through the design process in order to
influence innovative work practices. The design team in these two cases engaged directly
with the stakeholder and client. In contrast, designers in case 3 had no direct interaction
with the project system, client or stakeholders. Operating on the periphery to the project
ecosystem (case 1) or internally (case 2) demands interactions with the client and
stakeholders external to the core design team.
In case 3, community members had no direct engagement with clients, users and/or
stakeholders associated with the project challenge. In this case, disrupting perceptions
operated between members. Design facilitators were not observed to influence the
mindsets of the online community. Instead, community members drew from individual
experiences and knowledge, offering diverse personal viewpoints during feedback on
design concepts. The purpose in this situation is not to influence a culture shift within an
organisation or in a client-stakeholder network, as demonstrated in case 1 and 2. The
purpose of disrupting perceptions in case 3 was to help fellow community members see the
project beyond their individual perspective so they may produce more refined and
holistically sensible conclusions. Yet, despite community members providing diverse
viewpoints, the mind shift is primarily of benefit only to the receiver of such feedback.
244
Disrupting perceptions observed in case 3 appeared to have less impact than observations
of this emergent characteristic found in case 1 and 2. In contrast, disrupting perceptions in
case 1 and 2 had a wider impact, affecting the culture of the project ecosystem.
Disrupting perceptions is required when collaborating with internal or external
stakeholders, outside of the design process and core design team. Case 1 conducted
collaborative activity primarily between professional designers in their design agency.
Multidisciplinary collaboration between stakeholders was not as embedded in the design
process as was in case 2. In contrast, collaboration in case 2 comprised of a core design team
with more diverse, multidisciplinary expertise and few professional designers. Both cases 1
and 2 conducted collaboration sessions in person, whereas collaboration in case 3 was
conducted solely online. In case 3, community members were encouraged to collaborate by
interacting on comment threads embedded within each member’s design concept posts.
Superficially, interactions appeared collaborative, but upon closer inspection, the
collaboration between individuals was rarely constructive and instead resembled feedback.
This is a stark contrast to cases 1 and 2 where collaboration took place within the context of
the project ecosystem and amongst a core design team interacting face to face.
Fig.20 Disrupting perceptions
245
Disrupting perceptions appears to emerge if stakeholders are unfamiliar with the design
process and/or are fearful due to the unknown that is prevalent in complex environments.
Without friction from design inexperience or fear for the unknown, there is little need to
convince stakeholders towards an alternative, designerly approach. If there exists no
friction or fear yielding a need to change, disrupting perceptions for design teams internal
or on the periphery of the project ecosystem may simply reflect the behaviour observed of
external design team members in case 3.
7.2.5 Design thinking in a constant state of flux: balancing states
Design thinking in a state of flux depicts design as a balancing act, with mindsets in constant
oscillation between two, often opposing, states. This emergent behaviour was observed as
an effort to balance competing variables evident in complex environments. This observation
correlates with literature on design practice, particularly as described by Adams (2011)
“The experiences in this category illustrate an awareness of design as balancing and
addressing multiple pieces of a larger whole” (Adams et. al, 2011, p. 595). Balancing is
acknowledged, but only in a descriptive way, to articulate a part of the design thinking
process (Lindberg et, al, 2010, p.247; Carlgren, 2013, p.66; Hassi & Laakso, 2011, p.10) or as
an enabler of innovation (Meyer & Marion, 2010, p.26). Many instances referring to
balancing states do not describe design thinking as a process of balancing competing states,
but instead pinpoint individual design characteristics that are sometimes balanced within
the process. Thus, an articulation beyond descriptive accounts is absent from the literature.
Design thinking was observed to exist in a constant state of flux in cases 1 and 2. This
emergent characteristic was portrayed through design teams constantly battling and
balancing states of conflict, bouncing between extreme variables. Many competing
attributes were observed in cases 1 and 2. The main areas of conflict included: balancing a
high-level and detailed focus, balancing an adaptive and a structured process and the
balance between customer and client needs.
Balancing many opposing variables ensures harmony within often conflicting and
ambiguous contexts found in complex design practice. The fluctuations within the design
process aim to reach an equilibrium in order to reduce ambiguity and increase stability.
246
Thus, design thinking in complex environments is observed to exist in a constant state of
fluctuation in order to balance competing variables to reach a practical equilibrium.
Constant state of
Balancing user and
Balancing a high-level and
Balancing adaptivity and
flux
client needs
detailed focus
structure
We’ve mainly
We started off quite high
If I had to do it again: maybe
concentrated on the
level and then kind of went
plan the blueprint and play it
customer journey and the
in deep but not consistently.
out. Do this very natural
customer needs and
The level of deepness is
cycle and actually see what it
wants and pain points,
more like this, sometimes
feels like
but we need to translate
something needs to be well
(Observation, Phase 1, 2011)
that now into the
developed
organisation.
(Observation, Phase 2,
You really need to be
(Observation, Phase 1,
2011)
organised, come up with the
Case 1
2011)
whole system so you know if
This is like a concentrated
they choose this or that kind
version, and that is the
of prop. A lot of the times we
bigger version
would be sitting round going
(Observation, Phase 1,
we don’t have this...so you
2011)
need to be responsible, or
else it can get very unnatural.
(Observation, Phase 1, 2011)
Case 2
It needs to meet a good
As you imagine there is a
I think the ability to be
user design but also needs
number of people in the
flexible throughout the
to meet the ATO’s
room and they can get
design stages and the
administrative role
bogged into details and its
revisiting of the framework
because we need to make
about bringing them up to
of potential solutions even to
sure whatever we are
the right level
the stage where you know,
doing it needs to
(Interview, Design
where there’s a lot of
smoothly run so its a fine
Facilitator, 2014)
prototypes that might be
line between the Gov
user tested (Interview,
intent and the optimal
It is also important to
user experience.
ensure that: the individual
Business Lead, 2014)
247
(Interview, Co-Design
products are tested to
The Design practice
Lead, 2014)
ensure that they meet the
statement says:
business and user
Following a disciplined yet
Good design achieves a
requirements, and the
flexible process that stays
balance between what the
products are tested
true to our design principles
Government or Tax Office
together as a whole to
and achieves higher quality
wants to achieve and
ensure that the system
in less time.
what users need.
works coherently from end-
(Artefact 1, ATO Design
(Artefact 1, ATO Design
to-end.
Guide, 2008, p.5)
Guide, 2008, p.4)
(Artefact 1, ATO Design
Guide, 2008, p.18)
Table 16. Design thinking in a constant state of flux
Balance between high-level and detailed perspectives
Balancing high level and detailed perspectives reflects the process of bouncing between
strategic details whilst considering the effect of details on the end-to-end design.
Convergent and divergent thinking is a common example of balancing high level and
detailed perspectives. Literature commonly refers to convergent and divergent thinking on
a surface level (Lawson, 2006), as part of the design process and approach (Hassi & Laakso,
p.7), relating to phases in the design process (Brown, 2008, p. 68; Le Masson et. al., 2011)
and fundamental to problem and solution exploration (Lindberg et. al., 2010, p.2.44; Owen,
2007, p.23).
Yet, high-level and detailed perspectives are not synonymous with convergent and
divergent thinking. High-level perspectives are holistic, systemic and view the design
process and development end-to-end. Detailed perspectives zoom into smaller and localised
facets of design development. In contrast, divergent and convergent thinking is defined as a
method of thought that is activated during ideation and synthesis and employed for the
creation and clarification of design solutions:
248
Divergent thinking means dealing with a problem by discovering a broad range of its
aspects, such as the divergent perspectives constituting a design problem or the
divergent possibilities that make up the solution space. Convergent thinking, on the
other hand, brings together those divergent aspects to comprehensive frameworks
and concepts (Connell, 2013, p.40)
High-level and detailed perspectives are not identified as modes for problem-solution
generation, but emerge through the need to consider the wider context and system of the
project and keeping the system in harmony with the details that enable emerging design
solutions to be implemented. Furthermore, the tension between convergent and divergent
thinking is often depicted as sequential and specific to individual design phases, rather than
existing simultaneously within each phase. In case 1 and 2, balancing between holistic and
detailed perspectives persisted throughout the design process. In case 1, high-level user
insights that formulated a vision framework was consistently considered throughout the
design process as the design team focused on details to enable the ideal future state to
emerge. Case study 2 maintained both a detailed and systemic focus. This may be attributed
to the multidisciplinary core design team; business leads bring expertise specialised in
providing strategic details needed for high-level design discussions and as such, reduce
ambiguity when shifting from divergent high-level ideas to convergent, detailed designs.
Balancing user insights and client needs
A balance between customer needs and organisational wants was at the core of complex
design practice. This has introduced a balancing act between client objectives and the user
experience, “Design thinking—inherently optimistic, constructive, and experiential—
addresses the needs of the people who will consume a product or service and the
infrastructure that enables it” (Brown & Wyatt, 2010, p.32). Nigel Cross notes that this
confliction breeds creativity, “creative design arises especially when there is a conflict to be
resolved between the [designer’s] high-level problem goals and the [client’s] criteria for an
acceptable solution” (Cross, 2002, p.17). Design teams in case 1 found themselves
consistently balancing customer insights with organisational needs. Similarly, the
organisation in case 2 formally acknowledged how important it is to achieve this balance in
their manual, the ATO Design Guide. Achieving a successful equilibrium between user and
249
client depends upon the creativity from design thinking to ensure the design outcome will
be effectively implemented in practice and be well received by both the organisation and
target market. All design projects that inhabit third and fourth order environments will
ultimately seek to achieve a design solution that unifies user and client polarities.
Balance between adaptivity and structure
Adaptivity emerged as a necessary component of design since the late 1980s, through
emerging computer technology, “Such systems can have a life of their own, adapting to their
own environments, learning from users, changing their behaviour, growing and developing
into product niches, and protecting themselves from misuse.” (Krippendorff, 1989, p.32)
Since then, design has evolved as an adaptive practice, enhanced through prototyping,
intuition and process malleability (Mootee, 2011, p.4). Today, design thinking is recognised
as an adaptive process because of these fundamental traits, and its adaptivity holds value
for complex environments “the adaptive nature of design thinking is at the root of its value
in confronting uncertainty and ambiguity, in confronting the future” (Meinel & Leifer, 2011,
p. Xix).
Adaptivity is considered a valuable asset in design thinking, however, this needs to be
balanced in order to achieve successful outcomes. The balance between adaptiveness and
structure in the design process appeared to generate tension in both case 1 and 2. The
design team in case study 1 found themselves conflicted between keeping the design
process open and adaptive to new information and ideas, and the need for focus and
direction. The design team in case 1 adopted a more organic approach to balancing this
polarity, while the team in case 2 managed this tension by implementing a rigid design
methodology. Design thinking practice in case 2 utilised a strict design methodology that
still allowed for adaptive and fluid thinking.
250
Underlying mechanism:
Underlying mechanism driving a constant state of flux: interaction in formative phases of the
design process and the desire for equilibrium
Layer
Mechanisms
1. Empirical
Client vs. user needs, High level vs.
detailed perspectives, adaptivity vs.
structure
2. Events
Design thinking in constant state of flux
Interaction in formative phases of
3. Real
design process and a desire for equilibrium
to add stability
Table 17. Underlying mechanism for design thinking in a constant state of flux
Mastering the art of balancing opposing states is fundamental to successful design thinking
in complex practice. Balancing opposing states restricts designers from focusing in on a
design direction too early, leading to premature refinements. Design thinking in a constant
state of flux disables linear thinking. This emergent behaviour provides evidence that
design thinking in complex environments exists to oscillate between extremes. When design
thinking finds itself stalled in one extreme, the process may become imbalanced. This may
make it harder to translate and transfer knowledge needed to ideate. Design thinking
operates in a constant state of flux in order to keep competing complexities in a state of
harmony, to increase stability in the design process. In highly complex and ambiguous
environments, design thinking has found itself in a rapid swing between opposites whilst
balancing multiple variables.
251
Fig.21 Design thinking in a constant state of flux
However, fluctuation between opposing states was not observed in case 3. Case 3, operating
externally to the project ecosystem and environment, was not directly involved in the
formative phases of design development. Designers in case 3 are not able to discuss the
complexities and competing variables that may limit and restrict design development with
the client. Furthermore, they are not exposed to the complexities of the project ecosystem
that houses competing variables. Instead, the design community in case 3 are offered a
predefined project challenge in order to direct and frame the problem context. In contrast,
design teams in case 1 and 2 had engagement with the project ecosystem and client which
required formative discussions over competing variables and the project intent. This
formative development exposes competing complexities within the design project to the
project team; the needs of the client and the needs of the user that requires balancing these
opposing states.
252
7.2.6 Conclusion
It has been presented in this cross-comparative chapter that the design process, position
and context of the environment affects and enables emergent behaviours of design thinking,
particular to complex third and fourth order environments. The comparison between
themes in each case study has surfaced key behaviours of design thinking applied in
complex environments. This chapter has demonstrated the similarities between case 1 and
2 and the significant differences that emerge when design is operating externally to the
project ecosystem as in case 3. This chapter demonstrates that design thinking on the
periphery and internal to the project ecosystem affords positives and negative effects on
design thinking in complex practice. However, this chapter concludes that design thinking
operating externally to the project ecosystem and remotely in an open-source online
environment has significant negative effects on the design thinking process. Thus, design
thinking may be not readily or successfully translated to a remote online environment in
order to design in and for complex environments.
253
8.
Discussion
This chapter will discuss the broader implications on design thinking research and
practice in light of the knowledge obtained in this dissertation. It will provide further
clarification of design thinking, focusing on a high-level discussion of what design
thinking is, how it may be identified, what is required for future research and what may
be needed to support the development and application of design thinking in complex
environments.
Many questions have been posed throughout recent literature on the topic of design
thinking, such as: “what is the nature of design thinking? […] What could it bring to
other professions? (Dorst, 2010, p.131), “On what principles is it based? How different is
it to other kinds of professional knowledge? Do all designers exhibit it? What are its
effects within the worlds where design takes place?” (Kimbell, 2011, p.296), and “Is
there a need for a design thinking process?” (Lindberg et. al, 2010). These questions
capture the ambiguity that still surrounds design thinking and indicate a desire for
further clarification. The questions that persist in design theory and practice will be
addressed in this chapter through five key topics:
254
1. What is design thinking?
2. Who is a design thinker?
3. Design thinking shapes and is shaped by its environment
4. Implementation of design thinking in complex environments
5. Design thinking returns to its genesis
This chapter suggests that a consensus on the fundamentals of design thinking has been
established. In addition, this chapter presents the argument that design thinking in
complex environments is not a process exhibited or attributed to one designer, but
instead, an emergent property that is embodied within a design team. This chapter will
also highlight the impact context and positioning has on design thinking; where design
thinking shapes and is shaped by its environment. Finally, this discussion chapter makes
recommendations for future practice in complex environments, arguing for a greater
inclusion of a systemic and holistic approach in designing for complex environments, a
deeper understanding of the impact position has on implementation and a review of
where design thinking stands today.
255
8.1 What is design thinking?
The design community understand the challenge of defining but not oversimplifying
design thinking (Dorst, 2010, p.131). Yet, this has not alleviated demands for a common
consensus of what design thinking is. Kees Dorst (2010, p.138) shares the concern over
defining design thinking, arguing that contemporary definitions often merge many
characteristics and activities causing foggy descriptions. Dorst believes that clarifying
design thinking is imperative to realising its value for design –inside and out of design
practice (Dorst, 2010).
Confusion over design thinking is pinned to clarification and definition. Many authors
have stated that there exists no common definition of design thinking (Kimbell, 2011,
p.296; Yin, 2009, p.6; Von Thienen, Noweski, Meinel & Rauth, 2011, p.82; Aijala &
Karjalainen, 2012, p.25; Hassi & Laakso, 2011, p.1; Herrmann & Goldschmidt, 2013,
p.29). However, despite these complaints, fundamental attributes of design thinking
have been consistently noted in design literature. This indicates that whilst
interpretations of design thinking may vary, the design community is not as inconsistent
as many believe. Attempts have been made at assimilating the knowledge on design
thinking into a succinct and general description. Lucy Kimbell (2011), for example,
summarised knowledge on design thinking, showing that it exists under three guises:
design thinking as a cognitive style, design thinking as a general theory of design and
design thinking as an organisational resource [See Fig.22]. Hassi & Laakso (2011) have
made similar attempts at unifying our understanding on design thinking, identifying it
as a form of practice, thinking style and mentality [See Fig.23]. More recently, Carlgren,
Elmquist & Rauth (2013) summarise design thinking as operating on three levels: on the
first level are principles, the second level practices and mindsets and the third level are
techniques [See Fig.24].
256
Fig. 22 Kimbell (2011)
Fig.23 Hassi & Laakso (2011)
257
Fig.24 Carlgren, Elmquist & Rauth (2013)
The models presented by these authors offer a brief synthesis of our understanding on
design thinking, with references to support each characteristic. Elaborating on these
efforts, a list of common descriptions has been compiled in Table.1, introduce in chapter
2. Literature Review. A random sample of literature was collected across a range of
disciplines through the search term “design thinking”. A total of 70 articles explicitly
discussing design thinking were collected from research databases, sorted by relevance.
These articles have been read and reviewed, with characteristics in each article that
have been associated with design thinking extrapolated into a spreadsheet. The most
commonly cited characteristics of design thinking surfaced based on frequency of
reference from the total number of articles and have been tabled below [Table 1]
Empathy
Abductive
Prototyping
Problem –
solution framing
(Brown, 2008), (Clark & Smith, 2008), (Dunne & Martin, 2006), (Holloway, 2009),
(Junginger, 2007), (Lockwood, 2009), (Lockwood, 2010), (Porcini, 2009), (Von Thienen
et. al., 2014, p.101)
(Brown, 2009), (Lockwood, 2009), (Fraser, 2009), (Martin, 2009, p.65), (Dew, 2007),
(Jones 2008, p.219), (Dorst, 2010, p.136)
(Rittel 1987, p.1), (Benson & Dresdow 2013, p.7), (Lockwood, 2010, p. xi), (Rylander
2009, p.5), (Drews, 2009), (Fraser, 2007, 2009), (Holloway 2009), (Bevan et al., 2007,
p.140), (Kimbell, 2011, p.287), (Seidel & Fixson, 2013, P.1), (Liedtka, 2013), (Von
Thienen et. al., 2014, p.102), (Lindberg, Noweski & Meinel, 2010, p. 33), (Brown &
Wyatt, 2010, p.32), (Shluzas, Steinert & Katila, 2014, p.136)
(Farrell & Hooker, 2013, p.689), (Bevan et al., 2007, p.143), (Friedland & Yamauchi,
2011, p.70), (Lindberg, Noweski & Meinel, 2010, p. 33), (English, 2006, p.5), (Dorst,
2010, p.136)
258
Optimistic
Fuzzy front end
Wicked problems
Inventive and
innovative
Human-centered
Visualisation
collaborative
multidisciplinary
Iterative
Intuitive
Ethnographic
Systemic thinking
Rapid
(Rittel 1987, p.8), (Owen 2005, p.13), (Gloppen, 2009), (Owen, 2006, p.24), (Leinonen &
Durall, 2014, p.108), (Brown & Wyatt, 2010, p.32)
(Porcini, 2009), (Löwgre & Stolterman 1999, p.17), (Ranjan 2012, p.31), (Drews 2009,
p.41), (Le Masson et al., 2011, p.219), (Young 2010, p. 15), (Blyth & Kimbell 2011, p.12),
(Jahnke 2013) in (Carlgen 2013, p.22), (Smulders & Subrahmanian, 2013, p.362)
(Benson & Dresdow 2013, p.6), (Gharajedagi 2010, p.108), (Bharathi 2013. p.83),
(Farrell & Hooker, 2013, p.686), (Westcott et. al, 2013, p.4), (Dorst 2011, p.522)
(Owen 2005, p.5), (Brown, 2009), (Gharajedagi 2010, p.108), (Bevan et al., 2007,
p.140), (Kimbell, 2011, p.287), (Benson & Dresdow 2013, p.7), (Lockwood, 2010, p. xi),
(Westcott et. al, 2013, p.3), (Plattner, Meinel & Leifer, 2011, xiii) in (Laakso & Hassi
2011, p.2), (Owen, 2006, p.24)
(Owen 2005, p.12), (Lockwood, 2010, p. xi), (Brown, 2008), (Porcini, 2009), (Ward et
al., 2009), (Sato 2009), (Buchanan, 2001, p. 9), (Owen, 2006, p.24), (Kimbell, 2011,
p.287), (Liedtka, 2013), (Leinonen & Durall, 2014, p.108), (Von Thienen et. al., 2014,
p.101), (English, 2006, p.5), (Brown & Wyatt, 2010, p.32)
(Owen 2005, p.13), (Lockwood, 2010, p. xi), (Brown, 2009), (Carr et al., 2010), (Drews,
2009), (Lockwood, 2010), (Jones 2008, p.219), (Owen, 2006, p.24), (Kimbell, 2011,
p.287), (Liedtka, 2013), (Von Thienen et. al., 2014, p.102)
(Owen 2005, p.14), (Gloppen, 2009), (Dunne & Martin, 2006), (Boland & Collopy, 2004),
(Jones 2008, p.226), (Herrmann & Goldschmidt, 2014, p.33), (Owen, 2006, p.24),
(Liedtka, 2013)
(Owen 2005, p.14), (Brown, 2009), (Benson & Dresdow 2013, p.11), (Westcott et. al,
2013, p.2), (Clark & Smith, 2008), (Dunne & Martin, 2006), (Holloway, 2009),
(Lockwood, 2010), (Sato et al., 2010), (Kimbell, 2011, p.287), (Von Thienen et. al., 2014,
p.102), (Lindberg, Noweski & Meinel, 2010, p. 35)
(Benson & Dresdow 2013, p.11), (Rylander 2009, p.7), (Herrmann & Goldschmidt, 2014,
p.33), (Kimbell, 2011, p.287), (Von Thienen et. al., 2014, p.102), (Friedland & Yamauchi,
2011, p.68), (Lindberg, Noweski & Meinel, 2010, p. 33), (Shluzas, Steinert & Katila, 2014,
p.136)
(Rylander 2009, p.5), (Porcini, 2009), (Jones 2008, p.219), (Lindberg, Noweski &
Meinel, 2010, p. 33), (Brown & Wyatt, 2010, p.32)
(Beckman & Barry, 2007), (Brown, 2008), (Carr et al., 2010), (Dunne & Martin, 2006),
(Lockwood, 2010), (Owen 2005, p.14)
(Owen 2005, p.14), (Dunne & Martin, 2006), (Jones 2008, p.219), (Owen, 2006, p.24),
(Brown & Wyatt, 2010, p.32)
(Lockwood, 2010, p. xi), (Carr et al., 2010), (Holloway, 2009), (Lockwood, 2010), (Brown,
2009), (Herrmann & Goldschmidt, 2014, p.33), (Liedtka, 2013), (Brown & Wyatt, 2010,
p.32)
Table 1. Commonly cited characteristics of design thinking
Most definitions present design thinking as a mindset, method, process, attitude or a
combination of all four. Descriptions of design thinking often hint at a relationship
between each of these different attributes. From the table of literature by Kimbell, Hassi
& Laakso, Calgren, Elmquist & Rauth, it appears that, for contemporary theorists, design
thinking is understood to comprise of mindsets, methods, processes and attitudes.
However, a deeper explanation of the relationship between these attributes is to be
clarified.
Despite the efforts to compile a set of common characteristics on design thinking, these
attempts do not seem to satisfy both industry professionals and academics:
259
we realized that any attempt to create an essentialist, normative definition of the
concept would be impossible, and more importantly, would be of limited value
for a constructive discussion of design thinking. Eventually we came to conceive
design thinking as a loose concept that is given new meaning and becomes
something different in each context, but that still needs to be articulated.
(Carlgren, 2013, p.41)
This implies the argument that design thinking is transitive and may differ depending on
the context in which it is applied. We require a both a stable vocabulary and boundary to
teach, describe and identify design thinking, yet the boundary must also be fluid and
adaptive. A suggestion would be to consider design thinking as a malleable and evolving
process, and with it, a fluid and evolving definition.
Evidence to support the malleability of the design thinking process raises questions over
whether we can coherently articulate a unified nature of design thinking. Kimbell
questions this position through design diversity, “attending to the diversity of designers’
practices and the institutions in which they work makes it questionable to generalize
about a unified design thinking exhibited across all of them” (Kimbell, 2011, p.289), yet,
it is clear in the literature presented in Table.17 and through Fig.19, Fig.20, and Fig.21,
that, whether realized or not, a common ground for consensus is emerging across
individual accounts on design thinking. This consensus is what should provide
consistency and a foundation for identifying and articulating the nature of design
thinking. Having identified a foundation of attributes that describe design practice and
thus a working definition of design thinking, research must also focus on and be
sensitive towards the nuances of a design approach in each order of practice:
Design thinking process models therefore have to struggle twofold: firstly, they
must depict context-sensitivity and situational adaptability of workflows
without losing conceptual clarity; and secondly, when they propose instructions
for real-life projects, they have to make clear that they offer ‘only’ guidance and
no definite means for design problem solving. In sum, design thinking process
models have to deal with the fact that design thinking is originally no process,
but that it shapes processes (Lindberg et al., 2010, p.246)
260
The indeterminate nature of design thinking owes much of its wickedness to the
transient nature of design practice. It is this evolving and adaptive nature of design
thinking that makes it appropriate for tackling uncertainty in complex environments, as
exemplified through the design case studies in this thesis. As a result, design thinking
evolves with complex environments and in turn shapes, and is shaped by, emerging
processes:
rather what should be highlighted is that Design Thinking is made up of a set of
processes, and that these processes are also open to innovation and
transformation. Design Thinking is always evolving and becoming as a concept.
(Lundberg & Pitsis, 2010, p.281)
This situation raises a few questions: as design thinking responds to changing complex
environments, will fundamental characteristics remain? Furthermore, should designers
and researchers continue to attempt to define design thinking, or allow it to remain
open to evolve with the dynamic environment that surrounds it? If the design
community attempt to establish boundaries for the purpose of definition, will it limit
design’s innovative potential? More importantly, how is design thinking currently
applied in complex practice and what affect does complexity have on design process and
innovation in complex environments?
To start, Cooper & Press (1995) have found that there is little uniformity in the
definition of design, while the notion covers many different disciplines, and our
understanding of the concept also seems to be changing over time. (Äijälä &
Karjalainen 2012, p.25)
Design thinking’s adaptivity has also surfaced concerns over what constitutes
professional design thinking practice. Some attribute design thinking to complex, third
and fourth order environments as this area has gained most public attraction and
action:
The key shift is from the design of tangibles to the ‘design’ of intangibles. The
common link is the intuition of an overlap in the cognitive and social processes
of practitioners in both contexts. We could preserve ‘design thinking’ for the new
context. After all, that is where the term has gained greatest currency. (Jones,
2010, p.219).
261
Chapter 2. Literature Review established that design thinking has grown and matured
through an evolution of design practice, and that it is not a new concept but instead an
approach that reflects characteristics fundamental to all disciplines and orders of design
practice. As such, design thinking is as much embedded in design practice concerned
with the creation of artefacts as it is with the creation of intangible services and systems.
The consistency lies within the foundational attributes of design thinking [Table.1,
Fig.22, Fig.23, Fig.24] that allows people to use, adapt and apply design thinking to
different disciplines, outside of traditional design practice:
To be clear, design thinking extends far beyond design as most of us imagine it.
Design thinking is not concerned solely, or even primarily, with the look of a
product. Rather, it encompasses a whole range of tools and frameworks, may be
drawn from other disciplines, that reflect its driving concern with human
experience (Gobble, 2014, p.59)
The accessibility of design thinking leads us to question the nature of design practice.
Some scholars have argued that design thinking is a new discipline with its own unique
approach (Leavy, 2010). However, each order of design practice exhibits many of the
common characteristics outlined in Table.1, Fig.22, Fig.23 and Fig.24. The fundamental
attributes of design thinking compiled within Table.1 are attributes fundamental across
all orders of practice. Thus, this may signify that the concept of design thinking is
synonymous with the word design. Design practice relies on and matures design
thinking in order to solve problems. Design thinking is not a practice that is unique,
independent or different to what designers in other sub-disciplines do in their day-today work, but has been marketed as such in fields outside of design practice to generate
commercial success. Thus, design thinking should be considered as a description of the
design approach, with the term emphasizing the mindset that designers across all
orders apply to their practice.
262
8.2 Who is a design thinker?
As design practice expands through the adoption of design thinking, questions arise
around who can be considered a design thinker. Design scholars have long argued that
design is a characteristic inherent in all human activity (Archer, 1979; Simon, 1996;
Saikaly, 2005). This argument has supported statements that generalize design, with
propositions that everyone is, or can be, a designer or design thinker. This argument is
valid, albeit in a very crude form, as it is crude to say that anyone who picks up an
instrument is a musician. A design thinker is an individual who has tamed the design
approach. This individual carries the design outlook, mindsets and knows when and
where to utilize design methods through a designerly process appropriate to the
environment they are working within:
Taking these cues, Buchanan builds a case for design as a new ‘liberal art’,
meaning: ‘a discipline of thinking that may be shared to some degree by all men
and women in their daily lives and is, in turn mastered by a few people who
practice the discipline with distinctive insight.’ In other words, an art that is
accessible to many but mastered by few. (Graham, 2013, p.vi)
Design thinking is not a practice that is easily mastered. Merit may be founded in talent as it is possible for a non-designer to quickly adopt and apply a designerly approach.
However, just as talent enables mastery of an instrument in a short period of time, the
average musician may spend years practising an instrument and still remain mediocre.
It is talent, mastery and experience that together classifies a professional from an
amateur. Generally speaking, a designer who has spent years refining the design
approach in design school and through applying a design approach in practice will be a
more advanced design thinker than an individual adopting it for the very first time.
8.2.1 De-centralising design thinking
A design thinker is an individual that embodies and enables the process, mindset and
methodology of the designerly approach. Yet, design thinking does not need to emerge
through just one individual. Evidence presented in chapter 7. Cross- Comparison
Analysis, shows that a de-centralisation of design thinking exists in complex practice. It
has been observed that as design thinking moves towards higher and more complex and
263
multidisciplinary environments, the role of a lead designer embodying design thinking
becomes de-centralised. Instead, design thinking emerges from a group of individuals
working with design methods through a design process. Thus, the concept of design
thinking embodied in one individual needs to shift, to an understanding that design
thinking may be embodied within a collective:
No design can exist in isolation. It is always related, sometimes in a very complex
way, to an entire constellation of influencing situations and attitudes. [...] Earlier
generations solved this problem by using many hands and minds over periods of
centuries [...]. The ‘designer’ then was not an individual, but an entire social
process of trial, selection and rejection. Today he is still that, though in a
somewhat different sense, and we tend to overestimate his significance as an
individual. (Nelson, 1957, p.19)
Do all individuals in a multidisciplinary team need to exhibit design thinking
characteristics? Not necessarily. For multidisciplinary teams without formal design
training, design methods and process play a vital role in enabling and facilitating a
design mindset. In an inexperienced design team, design thinking is best introduced via
a formal design facilitator. However, it has been highlighted in in chapter 7. CrossComparative Analysis, that it is the collaborative interactions between the group and
design methods and process that enabled design thinking to emerge in complex practice.
Furthermore, the design output, whether a tangible artifact or intangible concept, is also
an embodiment of design thinking. The collaborative effort of the design team, guided by
a design process, is reflected in the design outcome as a representation and embodiment
of collaborative design thinking. Thus, in multidisciplinary design practice,
implementation should be the responsibility of each individual within the design team,
as each person provides input towards the creation of the outcome. Design thinking is
only as good as its solution through implementation, hence a good design team is at the
core of a successful outcome.
264
8.3 Design thinking shapes and is shaped by its
environment
Research collected in this dissertation has presented evidence to support the existence
of a deep relationship between the mindsets, methods, context and position of design
thinking. This relationship showed that whilst design thinking operates within a process
framework, it is not static or fixed; the design process adapts to the context and
environment it is applied within. Design methods enable design thinking and in turn,
facilitate a designerly approach. The relationship between method and mindset is
deeply intertwined, with both facets influencing and enabling the other:
Since the theory provides blueprints to practitioners, a change in the theory is
likely to change the empirical world itself. Theory and practice co-evolve. (Von
Thienen et al, 2011, p.85)
Analysis on all three case studies revealed that the context of the domain in which a
design approach is applied has a direct affect on the behaviour of design thinking. This
signifies that fundamental characteristics of design thinking exist across all design
practices but additional characteristics may emerge specific to the order and context it
is applied within. Designing in the first ‘order’ of design [see Fig.5] with a focus on
artefacts, will require additional methods unique to that order that differ from design
that focuses on systems and services. It has been displayed through a cross-comparative
analysis on each case study that the environment influences emergent behaviours
unique to its order.
In practicing design thinking, few scholars have paid proper attention to the way design
methods, context and position enable and enhance design thinking. Since design
thinking drives design doing, the relationship between method and mindset cannot be
ignored. In addition, the impact of the position of design thinking relative to the
environment, of which exerts on the design approach, must also be considered. To
summarise, Table.18 exhibits the emergent behaviours found from each case study, and
the methods, mindsets and positioning that enable these behaviours to emerge.
265
Table.18 Summary of emergent behaviours
266
This analysis enables us to understand how interacting with design methods can
enhance or build a design mindset. In addition, it also formulates an understanding on
how the environment and position of a design affects the design process, which in turn,
shapes design thinking.
It is argued that the difficulties of articulating the meaning of design thinking can
have consequences for researchers studying the concept. The lack of consensus on
the concept also might lead to managers to implement it without taking account of
the particular context, and relying on generic and idealistic descriptions of what
design thinking means and the value it can provide. (Carlgren, 2013, p. 55)
Further research should elaborate on preliminary efforts outlined in this dissertation, to
provide deeper analysis on the connection between design method, mindset, position
and environment. This observation needs further research evidence carried out on cases
from each order of design practice. This is relevant both for identifying whether
environments pertaining to orders of practice enable emergent behaviours and
characteristics unique to that order.
8.3.1 Impact on four orders of design
What impact does the evolution of design practice, enabled through new contexts and
environments, have on the four orders of design? Buchanan notes, the expansion and
evolution of design practice is the natural progress of design thinking:
The practice of design is expanding, but it still means “human making”. The
meaning of the word design has broadened, because we’re now able to design a
wide variety of products, e.g. products that are tangible and products that are
intangible. The biggest change in design practice has been the change from
artefacts and communication into a new world of actions, activities, and
processes. (Buchanan, 2013)
As design evolves towards higher orders of practice, each order contains design
disciplines of the orders that precede it. For example, a service design project pertaining
to third order of practice may require artefacts and communications from first and
267
second orders for the service design to be successfully implemented. This was evident in
both case 1 and 2:
To me the fourth order of design is the design of the environments and systems
within which all the other orders of design exist. Understanding how these
systems work, what core ideas hold them together, what ideas and values –
that’s a fourth order problem. Both the third and the fourth order are emerging
now very strongly. (Buchanan, 2013)
Even though details of processes and methods may change slightly depending on scale,
context and complexity, the fundamental characteristics are present in all orders and
should be classified as part of the foundation and definition of design thinking and
design practice. Evolving with practice, design thinking must retain foundational
characteristics at its core that allows for clear identification.
8.4 Implementation of design thinking in complex
environments
Design Thinking seems on its way to become the state-of-the-art innovation
method. And yet, we understand only little about what really matters for it to be
successful. (Von Thienen, Noweski, Meinel & Rauth, 2011, p.82)
Implementation poses one of the largest challenges for design thinking. Design thinking
has proven itself as a process that empowers innovative thinking and working, yet its
broader value and impact is only visible through implementation. Design innovation
should not be measured solely on the amount of creative ideas that are generated, but
instead, measured on the innovative ideas that are able to be successfully implemented
and adopted by its audience. Much of the discussion around design thinking assumes
that if a design process is used for project development then implementation will
naturally follow and outcomes will be a success. Implementation is often an
268
afterthought and a phase that is often managed not by the design team but by the client.
This creates a disconnect between the practice of design and the practicalities of
implementation. Implementation is one of the most undervalued phases of the design
process. Many references on design thinking discuss the process and mindset and add
little towards how both of these aspects integrate and affect implementation. Many of
the most common design thinking models have no implementation phase included as
part of the process [Fig.25]
Fig.25 Common design thinking processes. Top left: Design Council’s double diamond
(2014), top right: Stanford D.School bootcamp (2011). Bottom left: IDEO Design
thinking process for educators (2011). Bottom right: Damien Newman design squiggle
(ca. 2004).
The absence of implementation in design process models may be attributed to its long
history that has centered on artefacts and tangible solutions. With design artifacts, such
as a product or logo, the implementation is relatively straightforward and evaluation is
clear and accessible to the client. As design practice has evolved towards service,
systemic and socially responsible design, outcomes are embedded within ecosystems
and metrics for evaluation are difficult to define: “Right now, because implementation is
so difficult and expensive, it seems like commercial products are the only ones that offer
clear built-in incentives for participation” (Design and Social Impact, 2013, p.24). Thus,
implementation requires a broader strategic, systemic and holistic perspective,
incorporating both the operations of the business and the object of design that will be
269
embedded within the project ecosystem. It is in part for this reason that design
management has emerged as a sub-discipline of design and design thinking:
Design can be managed and utilized on three different levels: operational,
tactical, and strategic (Borja de Mozota 2003, Joziasse 2000, Best 2006, Kootstra
2006). These resonate with the three levels of strategy within companies:
corporate strategy, business strategy and operational strategy (Joziasse 2000).
And design contributes to all these levels. (Äijälä & Karjalainen, 2012, p.26)
For complex design practice - that is, projects situated within third and fourth orders of
design- strategy, implementation and evaluation are crucial to success. Strategic design
is most often associated with higher orders of design thinking, thus, strategic design
may be used as a synonym or description of design thinking practice in third and fourth
order environments (Tonkinwise, 2010, p.386; Farrell & Hooker, 2013). Design thinking
in complex environments requires additional methods to integrate designed solutions
within the context of the complex ecosystem it is designing for. Systemic design thinking
may be an additional perspective and/or method that is required to compliment design
practice in complex environments, as was observed in case 1 and 2:
Preparing designers for participation in policy planning will be a challenge for
design education. Meeting the challenge will require new understanding, an
extended range of design tools, and concerted support from the design
professions to demonstrate the value of design thinking to decision making at
the highest levels. (Owen, 2005, p.16)
The need for additional design tools and training for complex practice has recently been
addressed through newly established avenues of research, practice and education. The
Symposium of Relating Systems Thinking to Design, established in 2012 (Systemic Design,
n.d, “RSD Symposia”), and Transition Design course established in 2014 offered at
Carnegie Mellon University (Carnegie Mellon Design, n.d, “About our research”), are two
primary examples of the awareness and need for design research and education for
practice in third and fourth order environments. Furthermore, both of these initiatives
indicate that design practice is evolving towards establishing formal expertise in higher
orders of practice; the design of ecosystems that focus on the intersection of systems,
society and technology that constitute complex environments.
270
8.4.1 Positioning:
However, along with the need for systemic and holistic design methods in complex
design practice, the effect of positioning needs to be considered in light of
implementation. The position of design relative to the problem or organizational
ecosystem directly affects implementation. Thus, considering the effect of positioning is
important when understanding the barriers and enablers for design implementation.
Driving the commercialization of design thinking is an expectation of successful
implementation of innovative solutions. Implementation may be affected by the position
and relationship between design thinking, the project order and ecosystem.
Fig.26 Effect of positioning in implementation for each case study
Discussed in chapter 7. Cross- comparison analysis, Case 1 operated as a design agency
external to the client organisation and on the periphery of the project and client
ecosystem. The design team in case 1 had an objective advantage with the ability to
observe internal operations of the client organization from a fresh perspective.
However, design teams operating on the periphery of the project organization and
271
ecosystem may have less impact during implementation than design teams operating
internally to the project ecosystem. This is due to a common design scenario that was
exemplified in case 1; the client organization is forced to decide whether they wish to
continue with the services of the external design team beyond just design development.
For design teams operating on the periphery, there is less control over implementation
as the client must decide if they wish to continue paying for their services throughout
implementation. Barriers for successful implementation for design operating on the
periphery of the project ecosystem include: time, resourcing, money and confidence
from the client that they are able to implement the design solution independent of the
design team. In case 1, the client decided not to establish ongoing assistance from the
design consultancy and implemented the design solution independently.
Design practice positioned on the periphery of the project ecosystem as in case 1, or
externally as in case 3, places higher risk on implementation. The operations of the
design team, remote from the client and project environment, can create a sense of
detachment between the design solution and the project ecosystem. Furthermore, for
complex design practice, an external position exposes that “designers feel more
comfortable in designing a product, service or experience as they do in understanding
the complexities of the business. Therefore, designers will need to be educated as much
as business as part of this new economy” (Bucolo, 2015). For case 3, the process and
responsibility behind implementation is left to the client and out of the hands of the
design team. Designing in this external, remote and open source position indicate that
solutions are often left unimplemented or fail to be executed in their entirety (Durst,
2012). Design practice that is internal and embedded within the project and
organizational ecosystem may have a greater sensitivity and understanding of the
operations of its ecosystem and thus may design solutions that are more appropriate for
implementation.
This strategic planning for design implementation requires additional time, money and
resources and is often not a feasible option for clients outsourcing design expertise.
Furthermore, this position also raises questions over who is responsible for when
failures upon implementation. It is difficult to determine if it was poor design or poor
implementation management that resulted in unsuccessful solutions when design
solutions are handed over to the client for implementation. Often it is during
implementation where most design problems surface:
272
One of the central aspects of this kind of failure is the fact that some designers
never learn that they have actually failed to meet client needs, customer needs,
or end-user needs. This is because designers often end their involvement with
the project before the failures arise and the clients of most failures do not return
to the original designer for repair work. (Friedman, 2003, p.514)
The advantage of design positioned internally to the project ecosystem is that it affords
a greater understanding of the operations of the project. The design team in case 2 were
able to design and implement solutions that were more effectively and seamlessly
integrated within the organization, largely in part because the team were embedded
within the project system. Yet, implementation in case 2 was not handled solely by the
design team. Design solutions were passed to a business line where a business and
marketing team organise the release and implementation of the design solution.
However, the hurdle for design positioned internal to the project ecosystem, is for
design teams to maintain user-centered sensitivity whilst balancing systemic and
business objectives.
8.5 Design thinking and its return to its genesis
It has been proposed in the first chapter of this thesis that the practice and term, design,
is synonymous with, embodies and enables design thinking. The exception, however, is
when using the term design thinking emphasis is placed on the unique mindset and
approach behind design practice. The evolution of design thinking, highlighted in
chapter 2. Literature Review, began during the design methods movement. This
movement aimed to establish a science of design, and in doing so, discussed and
emphasised complex strategic and systemic problems. Rittel and Webber’s paper,
Dilemmas in a General Theory of Planning, considered as one of the most influential texts
which has helped to develop and define design thinking and practice, is one example of
how discussions during this period focused on what we would identify today as higher
orders of design practice. Yet, service, strategic and systemic design practice that
273
pertains to third and fourth order environments has only recently been acknowledged
and developed into a discipline that is accepted as part of design practice.
The backlash of the first generation design movement saw design practitioners reject
discussions of a higher and more intangible strategic design practice as it was associated
with an attempt to “scientise” the art and craft of design and design thinking. Thus, from
this point, developments in design theory and practice focused on the reflective nature
of design that was often emphasized as a process between the designer and the
designed artifact:
Zurlo (1999) acknowledges that design has become strategic because of one
main factor: the product is no longer understood just as an object. The product
has evolved into a product system. It is a complex artifact in itself and it is
flexible and interactive. (Garcia, 2012, p.158)
Exploration of new design methods and methodologies naturally followed this period
and new design environments and industries emerged. As practice evolved, the design
naturally progressed towards higher orders and more complex environments which has
led us today to what was discussed during the early establishment of design practice. It
has taken 30 years for design professionals to formally acknowledge the importance of
design in complex environments. However, the evolution of design thinking identified in
chapter 2. Literature Review, was a necessary process for design thinking in order to
mature and grow towards confidently handling complex design problems.
274
8.6 Conclusion
This discussion chapter has addressed four main topics central to the development and
establishment of design thinking. First, the question of what is design thinking? was
addressed. In this discussion, a consensus towards a definition of design thinking was
identified through a randomly selected literature review. Second, who is a design
thinker? was discussed, proposing that a design thinker may not necessarily be a trained
designer. Third, a discussion on the effect that environment has on design thinking was
presented. Through evidence collected in this thesis, it was suggested that design
thinking is enabled as much from the interaction with methods as it is through
collaboration and context. Problems surrounding implementation of design thinking in
complex environments followed. This discussion surfaced issues around the evaluation
of design solutions and the impact that positioning has on implementation. Finally, to
close this chapter, a discussion of the evolution of design thinking was reintroduced
with a brief discussion on the return to higher orders of design practice and thinking
that had initiated the design methods movement.
More empirical research is required to assess the barriers, enablers and effects that
positioning has on design process and implementation. The longevity of design thinking,
particularly for complex environments, will rely on not just the creation of innovative
ideas, but “ensuring that key ideas maintain their integrity during that process.
Designers must be involved over the duration of change processes, providing constant
expertise and feedback to identify, test, and deliver durable solutions” (Boyer, et. al.,
2010)”. In contrast, “We found, for example, opposite beliefs regarding the question
whether design work should be outsourced or not. According to some experts, design
teams need to work outside of common business contexts to avoid being “captured” in
their routines” (Von Thienen, Noweski, Meinel & Rauth, 2014, p.83). This supports the
importance of positioning and interaction with the design environment than operating
remotely from it. The focus of design thinking thus far has emphasised the innovative
power for ideation inherent in a design thinking process, including the idea of
experiencing this process and building a design culture. The focus of design thinking
literature must shift from documenting the innovative ideation inherent in a design
thinking approach, to extending the design process by developing practical and strategic
methods so that innovative ideas generated can be successfully realized and
implemented in continuation with a design thinking approach.
275
9.
Conclusion
This dissertation has sought to refine, extend and clarify the theory and practice of
design thinking. In doing so, this dissertation has focused specifically on design thinking
in complex environments. It has addressed three questions: 1. What is the behavior of
design thinking in complex environments? 2. Does the location of design relative to the
project environment affect the design process in complex environments? and 3. What are
the underlying mechanisms that enable or disable designerly behaviours to emerge in
complex environments? Through detailed analysis of three representative case studies of
design thinking in complex environments, this thesis has challenged pre-existing ideas
about the behavior and application of design thinking in third and fourth order
environments.
9.1 Contribution to research
This dissertation began by tracing out a broad history and development of design
thinking theory and practice that has contributed to our understanding of design
thinking to date. This history was discussed in chapter 1. Literature Review. This chapter
identified a chronological evolution of design thinking theory and practice traced
through the writings of seminal design practitioners and academics from within the
design field, whilst identifying common and conflicting characteristics of design
thinking. The literature review established that design thinking is embedded within, and
276
emerged from, the design industry and identified a clear gap in the literature for further
empirical and theoretical discussion on design thinking in complex, third and fourth
order (Buchanan, 1992) environments. The literature review provided insight into how
historical design developments have contributed to our current definition and
understanding of design thinking. This chapter served to clarify and define design
thinking, in order to establish a foundation for the research investigation into design
thinking practice in complex environments.
Chapter 2. Research Framework, provided an opportunity to revise common theoretical
approaches to design research. In this chapter, critical realism was presented and
argued as an appropriate theoretical perspective for understanding the emerging
practice of design in complex environments. Furthermore, a framework for critical
realist analysis was created, which had not been previously developed or adapted for
research into design practice. As such, the methodology chapter set out to construct a
clear critical realist process of analysis for future design researchers. This process
involved establishing critical realism as an epistemology, before conducting grounded
theory analysis, to then draw causal conclusions via the critical realist process of
retroduction. The critical realist perspective was used for data collection and analysis
for each case study, as well as for cross-comparative analysis, to reach underlying
mechanisms of emergent design behaviours in complex environments. This perspective
helped shift the analysis from thick descriptions towards establishing theoretical
foundations for design in complex environments.
Each case study presented in this dissertation contributed to knowledge on design
thinking in complex environments. Case studies were chosen according to a defined set
of criteria outlined in Chapter 3. Research Framework, that was guided by frameworks
on design practice by Buchanan (1992) and on complexity of problem spaces discussed
by Flach (2011). Furthermore, cases were chosen to reflect various positions of design
thinking relative to the project and client ecosystem; extending on theory presented by
Junginger (2009;2012).
Case study 1 focused on design thinking adopted within a service and strategic design
agency. This case followed the agency as they worked on a service and strategic design
project for a large telecommunications client. This case represented design thinking
positioned on the periphery of the client environment. This case study revealed that
design positioned on the periphery of the project ecosystem has a greater emphasis on
277
the user than the client and organizational ecosystem (See 7.2.2 and 7.2.3). In addition,
this study showed how design thinking on the periphery may be less collaborative
between the client and the design team, yet requires greater demonstration of design in
order to disrupt client perceptions and culture (See 7.2.4).
Case 2 presented design thinking that was positioned as an internal resource to the
project ecosystem and client organization. This case followed the Australian Taxation
Office as they applied a design thinking approach to solve taxation policy related
problems. This study revealed that design thinking is an emergent behavior from a
multidisciplinary team of collaborators, and showed how design methods facilitate and
enable design thinking (See 5.3.4 and 5.3.6). Furthermore, it demonstrated that
engaging with the design process and methodology can enable design thinking without
the need for a leading design expert (See 7.2.3.1). As such, it showed that design
thinking in this case study was an emergent behavior of a group of inexperienced
individuals and was not directed by a design expert (See 5.3.5).
Finally, Case 3 focused on design thinking applied in a new and innovative context- an
online open source platform (OpenIDEO). The position of design thinking in this
platform means participants do not have a direct relationship with the project and client
ecosystem. Design thinking in an online open source environment is thus positioned as a
de-centralised approach. Case study 3 identified the limitations of applying design
thinking to an online, open source and remote internet platform. The remote opensource platform of OpenIDEO revealed that design activity from members is not fully
representative of a holistic design thinking approach. It was suggested that the external
position of design thinking, detached from direct interaction with the project and/or
client ecosystem, disables a number of designerly mindsets and behaviours observed in
the previous two case studies (See chapter 7. Cross-comparison analysis).
From the raw data presented in each case study, a cross-comparison analysis was
conducted in chapter 7. Cross- comparison analysis. This chapter identified common
themes and categories across each case that may signify emergent characteristics of
design thinking in complex environments. Six emergent characteristics surfaced from
the cross-comparative analysis: 1. Holistic perspectives, 2. Vision framing, 3. Decentralisation of the designer, 4. Perspective shifting, 5. Embodiments of design thinking
and 6. Designers in flux. These themes were identified through comparison between the
context, process and position of design thinking in each case.
278
This cross-comparison chapter achieved three things: 1. it addressed the research
question and objectives outlined in the literature review, 2. presented findings that were
evident in each case study, supporting the justification of emergent behaviours which
may be contextual to the order design thinking is applied and 3. it identified underlying
causal mechanisms driving each emergent behavior that provide the foundation for a
theory on design thinking in complex environments.
Finally, chapter 8. Discussion, synthesizes knowledge obtained for this dissertation and
provides a broader analysis, discussion and interpretation of design thinking in complex
environments. This chapter contributes to the broader discussion on design thinking
practice; proposing clarifications for the ambiguity surrounding design thinking.
9.3 Limitations
The methods adopted for this dissertation each withhold bias and limitations. First, the
use of case study research presents a limitation in the way data is collected and
analysed. Researchers adopting a mixed data collection design may forget to
acknowledge their reflective position, particularly when utilising quantitative data.
Critical realists remind mixed method researchers that the use of statistical evidence is
not to ‘claim’ universal theory but should be used to compliment causal analysis to
strengthen the reliability and validity of theory (Downward et. al, 2002, p.491).
Additionally, the temptation to abstract data ‘as is’ and fail to reflectively acknowledge
ones position in qualitative, but particularly quantitative approaches, leads to a lack of
proper comparative analysis that is required for both critical realism and grounded
theory. Failure to consistently and critically re-conceptualise ones own theory
developed between either qualitative or quantitative data sources (whilst
acknowledging the limitations of each) will inhibit proper analysis of underlying causal
mechanisms in order to generate grounded theory. This results in ‘thick’ descriptions of
data; a consequence that must be avoided for both critical realism and grounded
methodology research. To reduce this limitation, a cross-comparison chapter was
introduced with purpose to move beyond “thick” descriptions of data presented in each
case study, to a deeper causal and reflective analysis that proposes underlying
mechanisms driving emergent insights.
279
Furthermore, each case study in this thesis presents a different design thinking project
in complex environments, and only three cases are presented that exemplify design
thinking in complex environments. This may limit the ability to extrapolate insights
beyond the cases being studied. However, the triangulation of insights across each case
study, coupled with design literature, ensures that emergent categorical insights
common to each case corroborate or conflict with existing studies and research,
providing necessary rigor to the positions presented in this thesis. Furthermore, the
purpose of a critical realist approach is to extend beyond individual case research to
identify underlying mechanisms of emergent core categories which may become
identifiable in design projects operating within complex environments beyond the scope
of this thesis.
9.4 Further research
Many topics addressed within this thesis may be utilized for, and require, further
research. Broadly, more empirical research is needed that investigates how design
thinking is applied in complex environments. As complex design practice is an emerging
area of design, more design research is needed to understand, document and analyse
this topic. In addition, further empirical evidence is needed that focuses on investigating
and comparing the unique, emergent behaviours of design thinking in different orders of
design practice. This evidence will add further support to the proposition presented in
this thesis: that design process and thinking in each order will surface methods and/or
mindsets required to design in that order of context. Further investigations into these
questions will build knowledge on the effects and influence that positioning, context and
environment play on the design process, whilst also understanding the root causes
which enable emergent behaviours to occur.
Fundamentally, further consolidation is needed to support the presence of fundamental
design thinking characteristics that exist in each form of design practice. Further
research is required to understand if all, or part, of the design thinking characteristics
outlined in this thesis apply across every sub-discipline of design practice. Finally, more
research should be documented on the use of critical realism in design research. This
thesis hopes to have made a methodological contribution by clarifying a framework for
analysis for design researchers wishing to investigate design thinking in complex
environments, through a critical realist theoretical perspective.
280
9.5 Final comments
Design thinking has gained popularity over the past decade for its promise of innovation
and creativity. Numerous authors have attempted to define and refine design thinking,
with most claiming that design thinking has no common consensus within the design
community. This research has examined key design literature and has demonstrated
that a consensus does exist amongst many definitions of design thinking. This consensus
has been outlined and argued as a foundation for which to identify design thinking
practice in each of Buchanan’s orders of design practice.
This thesis has focused on the examination of three cases of design thinking in complex,
third and fourth order environments. In this analysis, this research has discovered that
design thinking characteristics in this growing context of practice are consistent with
foundational characteristics highlighted in the literature review. In addition, emergent
behaviours unique to the order in which design thinking is applied have surfaced
through analysis on each case study. This dissertation has extended on descriptions of
design thinking to identify and propose potential underlying mechanisms driving
emergent behaviours of dwesign activity in complex, third and fourth order
environments. This dissertation is useful for design researchers, practitioners and
students of design thinking for it solidifies a clear history and definition of design
thinking, highlights potential behaviours unique to third and fourth order design
practice, and guides knowledge on how to manage, research and apply design thinking
in complex environments.
281
References
About Us (2012). DESIS Network. Retrieved 12 December 2012,
<http://www.desisnetwork.org/?q=content/aims>
About Us. (n.d). OpenIDEO. Retrieved 14 June, 2014 from https://openideo.com/aboutus
Actant & Taylor Haig, (2011). Design Thinking and the Big Society: From solving personal
troubles to designing social problems. Retrieved October 23, 2012 from
http://www.taylorhaig.co.uk/assets/taylorhaig_designthinkingandthebigsociety.
pdf
Adams, R., Daly, S., Mann, L., & Dall’Alba, G. (2011). Being a professional: three lenses into
design thinking, acting and being. Design Studies, 32(6), 588-607.
Äijälä, E., & Karjalainen, T.M. (2012). Design strategy and its strategic nature.
International Design Business Management. Alto University
Akama, Y. (2009). Warts-and-all: the real practice of service design. Proceedings from the
First Nordic Conference on Service Design and Service Innovation. (pp 1-11) Oslo,
Norway
APS Innovation Action Plan (2011), Public Sector Innovation, Retrieved 18 October 2012,
<http://apo.org.au/research/aps-innovation-action-plan>
Archer, B. (1965). Systematic method for designers. The Design Council, London.
Reprinted in N. Cross (ed) (1984). Developments in design methodology. John
Wiley, Chichester
Archer, B. (2007). The nature of research into design and design education. Paper
presented at the International Conference on Design and Technology (IDATER),
Department of Design and Technology, Loughborough University
282
Archer, B. (1979). Whatever became of design methodology. Design Studies, (1)1, July
1979
Archer, B. (1976). The three Rs. Design Studies, (1)1, July 1979
Archer, B. (1967). Design management. Management Decision, 1(4), 47 – 51
Armstrong, L., Bailey, J., Julier, G., & Kimbell, L. (2014). Social Design Futures. The Arts
and Humanities Research Council, UK.
Asaro, P. (2000). Transforming society by transforming technology: the science
and politics of participatory design. Accounting Management and Information
Technologies, 10(4), 257-290.
Atkinson, P. & Hammersley, M. (2007). Ethnography: Principles in practice. 3rd Edn.,
Taylor & Francis, Hoboken
Australian Department of Treasury. (2013). Stronger, Fairer, Simpler: A Tax Plan For Our
Future. Retrieved February, 18, 2014 from
http://ministers.treasury.gov.au/DisplayDocx.aspx?doc=pressreleases/2010/02
8.htm&pageID=003&min=wms&Year=&DocType=
Australian Department of Treasury. (2009). Australia’s Future Tax System-Report to The
Treasurer. Retrieved September, 21, 2013 from
http://taxreview.treasury.gov.au/content/FinalReport.aspx?doc=html/publicati
ons/papers/Final_Report_Part_1/index.htm
Australian Department of Treasury: Review of Business Taxation. (1999). A Tax System
Redesigned. Retrieved from http://www.rbt.treasury.gov.au/pu
Badke-Schaub, P., Roozenberg, N., & Cardoso, C. (2010). Design thinking: a paradigm on
its way from dilution to meaninglessness? Proceedings of the 8th Design Thinking
Research Symposium (39-49). Sydney University of Technology, Sydney, New
South Wales
283
Baehr, P. (1990). Critical Realism, cautionary realism. The Sociological Review, 38(4),
766-771.
Barrett, M., Scott, S., & Zachariadis, M. (2010). Exploring critical realism as the theoretical
foundation of mixed-method research: evidence from the economics of IS
innovations. Judge Business School Working Paper Series, pp. 2-26, University of
Cambridge, UK.
Beckman, S., & Barry, M. (2007). Innovation as a learning process: embedding design
thinking. California Management Review, 50(1), 25-56
Benson, J., & Dresdow, S. (2013). Design thinking: a fresh approach for transformative
assessment practice. Journal of Management Education, (38)3, 436-461.
Bergene, C.A. (2007). Towards a critical realist comparative methodology. Journal of
Critical Realism, (6)1, 5-27
Bhaskar, R. (2008). A realist theory of science. Hoboken, NJ: Taylor & Francis
Bhaskar, R. (1979). The possibility of naturalism: a philosophical critique of the
contemporary human sciences. Brighton: Harvester Press
Blizzard, J. (2013). Design thinkers can save the world: how understanding their interests,
goals, and motivations can inform engineering educators. (Doctoral thesis).
Available from http://tigerprints.clemson.edu/all_dissertations
Blizzard, J., & Klotz, L. (2012). A framework for sustainable whole systems design. Design
Studies, (33)5, 456-479.
Blomkvist, J., & Holmlid, S. (2010). Service Prototyping According to Service Design
Practitioners. Proceedings of the Second Nordic Conference on Service Design and
Service Innovation, (pp. 1-11). Linkoping, Sweden.
284
Blyth, S. & Kimbell, L. (2011). Design Thinking and the Big Society: from solving personal
troubles to designing social problems. Commissioned by Actant and Taylor Haig,
UK. Retrieved from
http://www.taylorhaig.co.uk/assets/taylorhaig_designthinkingandthebigsociety.
pdf
Boland, R. J., & Collopy, F. (2004). Managing as Designing. (pp. 3-18). Stanford University
Press
Bonabeau, E. (2009). Decisions 2.0: the power of collective intelligence. MIT Sloan
Management Review, 50(2), 45-52
Bousbaci, R. (2008). Models of Man' in Design Thinking: The 'Bounded Rationality'
Episode. Design Issues (24)4, 38-52
Boyer, B., Cook, J.W., & Steinberg, M. (2010). Recipes for Systemic Change. Helsinki Design
Lab. Sitra. Helsinki
Brown, T., & Wyatt, J. (2010). Design Thinking for Social Innovation. Stanford Social
Innovation Review, (pp. 30-35). IDEO, Retrieved 21 March, 2011, <
http://www.ideo.com/images/uploads/news/pdfs/2010WI_Features_DesignThi
nking.pdf>
Brown, T. (2009). Tim Brown urges designers to think big. TED, [video] Viewed 21 March
2011. Retrieved from
http://www.ted.com/talks/lang/eng/tim_brown_urges_designers_to_think_big.h
tml
Brown, T. (2009). Change by Design: how design thinking transforms organizations and
inspires innovation. New York: Harper Collins.
Brown, T. (2008). Design Thinking. Harvard Business Review, June, 84-92
Buchanan, M., Gupta, A., & Simons, T. (1992). Innovation in R&D: Using design thinking
to develop new models of inventiveness, productivity and collaboration. Journal
of Commercial Biotechnology, (17)4, 301-307.
285
Buchanan, R. (2013). Quo Vadis, Kolding? Design Skolen Kolding. Retrieved March 8 2014
from http://intranet.dskd.dk/index.php?id=3469
Buchanan, R. (1992). Wicked Problems in Design Thinking. Design Issues, 8(2), 5-21
Bucolo, S. (2015). “Design relates back to society”: an interview with Sam Bucolo.
Retrieved July 2015, from http://thisisdesignthinking.net/2015/05/designrelates-back-to-society-an-interview-with-sam-bucolo/
Bucolo S., & King, P. (2014). Design for manufacturing competitiveness. Australian Design
Integration Network (ADIN)
Burnette, W., & Heiman, B. (2007). The Role of Design Thinking in Firms and
Management Education. Stanford University
Cain, S. (2012). The Rise of the New Groupthink: Collaboration Is in. But it May Not be
Conducive to Creativity. Retrieved September 22, 2014.
http://www.nytimes.com/2012/01/15/opinion/sunday/the- rise-of-the-newgroupthink.html?_r¼1&scp¼1&sq¼Cain&st¼cse.
Carlgren, L., Elmquist, M., & Rauth, I. (2013). Perceptions of the value of Design Thinking
in innovation in large firms. 10th European Academy of Design Conference,
University of Gothenburg, Sweden.
Carlsson, S. (2003). Critical Realism: a way forward in IS research. European Conference
on Information Systems (pp.2-8). Jonkoping International Business School,
Sweden.
Carnegie Mellon Design (n.d). About our research. Retrieved June 19, 2015, from
http://design.cmu.edu/school/institute/research
Challenges (n.d.). OpenIDE0. Retrieved 9 June, 2014 from
https://openideo.com/challenge
286
Christian Wahl, D., & Baxter, S. (2008). The Designer’s Role in Facilitating Sustainable
Solutions. Design Issues, (24)2, 72-83.
Connell, S. (2013). Exploring Operational Practices and Archetypes of Design Thinking.
(Doctoral thesis). Available from ProQuest (Record No. 3569135)
Corbin, JM., & Strauss, A. (1998). Basics of qualitative research: techniques and procedures
for developing grounded theory. Thousand Oaks, CA: Sage Publishing
Coyne, R. (2005). Wicked problems revisited. Design Studies, (26)1, 5-17
Cross, N. (2002). The expertise of exceptional designers. Proceedings of the 6th Design
Thinking Research Symposium. Sydney, Australia: University of Technology,
Sydney. Retrieved from
http://www.creativityandcognition.com/cc_conferences/cc03Design/acceptedP
apers.html
Cross, N. (2007). Forty years of design research. Design Studies, (28)1, 1-4,
Cross, N. (2006). Designerly ways of knowing. London: Springer.
Cross, N. (2001). Designerly Ways of Knowing: Design Discipline Versus Design Science.
Design Issues, (17)3, 49-55
Cross, N. (1999). Design Research: A Disciplined Conversation. Design Issues, (15)2,5-10,
Cross, N. (1997). Descriptive models of creative design: application to an example.
Design Studies, (18)4, 427-440.
Cross, N., & Cross, A. (1995). Observations of teamwork and social processes in design.
Design Studies, (16) pp. 143-170
Cross, N., Dorst, K., & Roozenburg, N. (1992). Research in Design Thinking. Delft
University Press
Crouch, C., & Pearce, J. (2012). Doing Research in Design, New York: Berg Publishing
287
D’Ascenzo, M. (2004). Designing the delivery of legislative measures. Journal of
Australian Taxation, 7(1). Retrieved from
http://www.austlii.edu.au/au/journals/JlATax/2004/3.html
Dalsgaard, P. (2014). Pragmatism and design thinking. International Journal of Design,
8(1), 143-155
Danermark, B., & Ekstrom, M. (2001). Explaining society: An introduction to critical
realism in the social sciences. Hoboken: Taylor & Francis
Davis, B. (2010). Creativity & Innovation in Business 2010: Teaching the Application of
Design Thinking to Business. Procedia Social and Behavioral Sciences. (2)4, 6532
6538
Design Council, (2014). The Design Process: What is the double diamond?. Retrieved 20
June 2015, <http://www.designcouncil.org.uk/news-opinion/design-processwhat-double-diamond>
Design Council, (2005). The Design Process. Retrieved 13 December 2012, <http://www.
designcouncil.org.uk/designprocess>
Design and Social Impact: a cross-sectoral agenda for design education, research and
practice. (2013). Social Impact Design Summit. White paper commissioned by
Cooper-Hewitt National Design Museum, New York. Retrieved from
http://www.cooperhewitt.org/publications/design-and-social-impact/
Design Thinking Research Symposia. (2012). The Design Group. Retrieved 28 April 2012
from http://design.open.ac.uk/cross/DesignThinkingResearchSymposia.htm
Dey, I. (2007). Grounding Categories. SAGE Handbook of Grounded Theory. (167-191)
SAGE Publications
Diana, C., Pacent, E. & Tassi, R. (2009). Visualizing communication tools for service
design. 1st Nordic Conference on Service Design and Service Innovation, Oslo,
Norway.
288
Dickens, P. (2003). Changing our environment changing ourselves: critical realism in
transdisciplinary research. Interdisciplinary Science Reviews, (28)2, 95-104
Dickens, P. (2004). Society and Nature: Changing Our Environment, Changing Ourselves.
John Wiley & Sons
D’Ippolito, B. (2014). The importance of design for firms’ competitiveness: a review of
the literature. Technovation, 34(11), 716-730. Retrieved from
http://dx.doi.org/10.1016/j.technovation.2014.01.007
Donar, A. (2011). Thinking design and pedagogy: an examination of five Canadian postsecondary courses in design thinking. The Canadian Review of Art Education, (38)
84-103
Dörner, D. (1999). Approaching design thinking research. Design Studies, (20)5, 407-415
Dorst, K & Paton, B. (2011). Briefing and reframing: a situated practice. Design Studies,
(32)6, 573-587
Dorst, K. (2011). The core of ‘design thinking’ and its application. Design Studies, (32)
521-532
Dorst, K. (2010). The nature of design thinking. Proceedings of the 8th Design
Thinking Research Symposium (131-139). Sydney University of Technology,
Sydney, New South Wales
Dorst, K. (2008). Design research: a revolution-waiting-to-happen. Design Studies, (29)4
11
Dorst, K. (1997). Describing Design: A Comparison of Paradigms. (Doctoral Thesis) TU:
Delft
Downward, P., Finch, H., & Ramsay, J. (2002). Critical realism, empirical methods and
inference: a critical discussion. Cambridge Journal of Economics, (26), 481-500
289
Drews, C. (2009). Unleashing the full potential of design thinking as a business method.
Design Management Review, (20)3, 39-44.
Drivers of Change for organisations around service over the next 3-5 years (2012).
Engine. Retrieved 23 December 2012,
http://www.enginegroup.co.uk/assets/pdf/Engine_Drivers%20of%20Change%
202012.pdf>
Du, J., Jing, S & Liu, J. (2012). Creating shared design thinking process for collaborative
Design. Journal of Network and Computer Applications, (35), 111-120
Dunne, D. & Martin, R. (2006). Design thinking and how it will change management
education: an interview and discussion. Academy of Management Learning &
Education, (5)4, 512-523
Dubberly, H. (2008). Design in the age of biology: shifting from a mechanical-object ethos
to an organic-systems ethos. Interactions, September-October, 35-41
Easton, G. (2010). Critical Realism in Case Study Research. Industrial Marketing
Management, (39), 118-128
Eisenhardt, K. (1989). Building Theories from Case Study Research. Management
Review, (14)4, 532-550
Elder Vass, D. (2012). Emergence and the realist account of cause. Journal of Critical
Realism, (4)2, 315-338
European Commission (2012). Design for growth and prosperity. Retrieved 21 December
2012, < http://europeandesigninnovation.eu/wp
content/uploads/2012/09/Design_for_Growth_and_Prosperity_.pdf>
Farrell, R. & Hooker, C. (2013). Design, science and wicked problems. Design Studies,
(34), 681-705. Retrieved from http://dx.doi.org/10.1016/j.destud.2013.05.001
290
Faste, H. (2012). Opening “open” innovation. Proceedings of the 2011 Conference on
Designing Pleasurable Products and Interfaces. Milan, Italy. Retrieved from
doi>10.1145/2347504.2347563
Feast, L & Melles, G. (2010). Epistemological Positions in Design Research: A Brief
Review of the Literature. 2nd International Conference on Design Education,
University of New South Wales, Sydney
Flach, J. (2011). Complexity: Learning to muddle through. Cognition, Technology & Work.
14:187-197.
Fraser, H. M (2009). Designing business: New models for success. Design Management
Review, 20(2), 56-65.
Friedman, K. (2003). Theory construction in design research: criteria: approaches, and
Methods. Design Studies, (24)6, 507-522
Friess, E. (2009). The Sword of Data: Does Human-Centered Design Fulfill Its Rhetorical
Responsibility? Design issues, (26)3, 40-50, MIT Press
Fuge, M., Tee, K., Agogino, A., & Maton, N. (2014). Analysis of collaborative design
networks: a case study of openideo. Journal of Computing and Science in
Engineering, (14). Retrieved August 7, 2014, from
http://computingengineering.asmedigitalcollection.asme.org/
Galle, P., & Aided, C. (1996). Replication protocol analysis: a method for the study of
real-world design thinking. Design Studies, (17)2, 181-200
Garcia, L. M. (2012). Understanding design thinking, exploration and exploitation:
Implications for design strategy. In T. M. Karjalainen (Ed.), IDBM Papers (2), 150161. Helsinki: Aldus. Georges
Gasson, S. (2003). Human-centered vs. user-centered approaches to information system
design. Journal of Information Technology Theory and Application. 5(2), 29-46.
Retrieved 18 September 2012 from
http://aisel.aisnet.org/cgi/viewcontent.cgi?article=1153&context=jitta
291
Gero, J. (2010). Innovation Policy and Design Thinking. Proceedings of the 8th Design
Thinking Research Symposium, (175-186), Sydney University of Technology,
Sydney, New South Wales
Gero, J.S, Tversky, B., & Purcell, T. (2001). Visual and Spatial Reasoning in Design II. Key
Centre of Design Computing and Cognition, (271-282), University of Sydney,
Australia
Gibson, R. (2012). Encouraging customer co-creation online: why money doesn’t matter.
The Design Management Institute. 59-62. Retrieved August 8, 2014
http://onlinelibrary.wiley.com/doi/10.1111/j.19487169.2012.00171.x/abstract
Glaser, G., & Strauss, A. (1967). The discovery of grounded theory: strategies for
qualitative research. New York: Aldine Pub.co
Gloppen, J. (2009). Perspectives on design leadership and design thinking and how they
relate to European service industries. Design Management Journal, 4(1), pp. 33–
47.
Gobble, M. (2014). Design Thinking. Research-Technology Management, May-June, 59-61
Gordon, P. (2014). Design thinking for the poor: a comparative content analysis of
development challenges in openideo. (Masters Thesis). University of California,
Berkeley
Goldschmidt, G. & Rogers, P. (2013). The design thinking approaches of three different
groups of designers based on self-reports. Design Studies, 34(4), 454-471.
Retrieved May 18, 2014 from http://dx.doi.org/10.1016/j.destud.2013.01.004
Graham, B. (2013). Innovation and Organisation: Towards an Art of Social System Design.
(Doctoral Thesis). Monash University
292
Gumienny, R., Jobst, B., Meinel, C., & Lindberg, T. (2010). Is There a Need for a Design
Thinking Process? Proceedings of the 8th Design Thinking Research Symposium,
(243-249), University of Technology, Sydney, New South Wales
Hatchuel, A., Le Masson, P. & Weil, B. (2011). Teaching innovative design reasoning: how
concept-knowledge theory can help overcome fixation effects. Artificial
Intelligence for Engineering Design, Analysis and Manufacturing, 25(1), 77-92
Herrmann, M. & Goldschmidt, G. (2013). Thinking about design thinking: a comparative
study of design and business texts. Published in A. Chakrabarti and R.V Prakash
(eds.) ICoRD’13 Lecture Notes in Mechanical Engineering, (29-40), India: Springer.
Hood, J. C. (2007). Orthodoxy vs. power: The defining traits of grounded theory. In A.
Bryant & K. Charmaz (Eds.), The SAGE Handbook of Grounded Theory, 151-164.
London, UK: SAGE Publications Ltd.
Holmlid, S. (2009). Participative, co-operative, emancipatory: From participatory
design to service design. Conference proceedings of DeThinking Service Design and
Innovation, (2-14) November 2009, Linköping University,
Howe, K. R. (2004). A critique of experimentalism. Qualitative Inquiry, (10)1, 42–61
How it Works. (n.d). OpenIDEO. Retrieved 12 June, 2014 from
https://openideo.com/content/how-it-works
How might we better connect food production and consumption?: Evaluation (n.d).
OpenIDEO. Retrieved 12 June, 2014 from
https://openideo.com/challenge/localfood/brief
How might we better connect food production and consumption?: Brief (n.d). OpenIDEO.
Retrieved 12 June, 2014 from
https://openideo.com/challenge/localfood/evaluation
How might we better connect food production and consumption?: Inspiration (n.d).
OpenIDEO. Retrieved 12 June, 2014 from
https://openideo.com/challenge/localfood/inspiration
293
How might we better connect food production and consumption?: Refinement (n.d).
OpenIDEO. Retrieved 12 June, 2014 from
https://openideo.com/challenge/localfood/refinement
How might we better connect food production and consumption?: Realisation (n.d).
OpenIDEO. Retrieved 12 June, 2014 from
https://openideo.com/challenge/localfood/realisation
How might we better connect food production and consumption?: Refinement (n.d).
OpenIDEO. Retrieved 12 June, 2014 from
https://openideo.com/challenge/localfood/winners-announced
How might we establish better recycling habits at home? (n.d). OpenIDEO. Retrieved 19
September, 2014 from https://openideo.com/challenge/recycle-challenge/brief
Human-Centered Design Toolkit (2010). IDEO. Retrieved 14 April 2011, < http://www.
ideo.com/work/human-centered-design-toolkit/>
Huppatz, D.J. (2015). Revisiting Herbert Simon’s “science of design”. Design Issues,
31(2), 29-40
IDEO (2011). Retrieved February 2011, http://www.ideo.com/
Impact. (n.d). OpenIDEO. Retrieved 18 July, 2014 from
http://openideo.com/content/impact
Jahnke, M. (2009). Innovation through design thinking. Business Design Lab, University of
Gothenburg, 1-26
Jeppsen, S. (2005). Critical Realism as an Approach to Unfolding Empirical Findings:
Thoughts on Fieldwork in South Africa on SMEs and Environment. The Journal of
Transdisciplinary Environmental Studies, (4)1, 2-7
Johansson, U. & Woodilla, J. (2009). Towards an epistemological merger of design
thinking, strategy and innovation. Proceedings of 8th European Academy Of Design
294
Conference, Aberdeen: The Robert Gordon University
Johnson, R, Salvo, M., & Zoetewey, M. (2007). User-Centered Technology in Participatory
Culture: Two Decades Beyond a Narrow Conception of Usability Testing.
Transactions On Professional Communication, (50)4, 320-332
Jonas, W. (2011). A sense of vertigo. Design thinking as general problem solver?.
Proceedings of the 9th European Academy of Design Conference. Porto: Portugal.
Retrieved May 28, 2013 from 8149.website.snafu.de/wordpress/?page_id=29
Jonas, W. (2007). Research through DESIGN through research: A cybernetic model of
designing design foundations. Kybernetes, (36)9, 1362-1380
Jones, J.C. (2002). DM Conference 1962. Retrieved from
http://www.publicwriting.net/2.2/dmconference1962.html
Jones, D. (2010). What kind of thinking is design thinking?’ Proceedings of the 8th
Design Thinking Research Symposium. (219-228) Sydney University of
Technology, Sydney, New South Wales
Jones, P. (2014). Systemic design principles for complex social systems. In G.
Metcalf (ed.), Social Systems and Design, 91-128. Springer Verlag
Jones, P. (2010). The language/action model of conversation: can conversation perform
acts of design? Interactions Magazine, January-February 2010
Junginger, S. (2014). Design legacies: why service designers are not able to embed design
in the organization. Proceedings of the fourth Service Design and Service
Innovation Conference, (164-172), Lancaster University; United Kingdom
Junginger, S. (2009). Design in the organization: parts and wholes. Design Research
Journal, 2, (23-29)
295
Junginger, S. (2011). Design as innovation facilitator. Design Research Webzine, 5(45).
Retrieved June 8, 2013 from
http://www.dcdr.dk/uk/menu/update/webzine/articles/design-as-innovationfacilitator
Junginger, S. (2006). Change in the Making. (Doctoral Thesis), Carnegie Mellon University
Junginger, S. (2007). Learning to design: giving purpose to heart, hand and mind. Journal
of Business Strategy, 28(4), 59-65. Retrieved March 12, 2013 from
ttp://www.emeraldinsight.com/10.1108/02756660710760953
Kadri, M. (n.d). Community managers. OpenIDEO. Retrieved February 9, 2014 from
https://openideo.com/profiles/meanestindian
Kajalainen, T.M. (2012). Introduction to IDBM Research. International Design Business
Management. (34- 40). Helsinki: Alto University
Kelle, U. (2007). The development of categories: Different approaches in grounded
theory. In Antony Bryant & Kathy Charmaz (Eds.), The Sage handbook of
grounded theory (191-213). London: Sage.
Kempster S & Parry, K. (2010). Grounded theory and leadership research: A critical
realist perspective. The Leadership Quarterly, (22), 106-120
Kim, J. & Ryu, H. (2014). A design thinking rationality framework: framing and solving
design problems in early concept generation. Human-Computer Interaction,
29(5-6), 516-553. Retrieved June 30, 2014 from
http://dx.doi.org/10.1080/07370024.2014.896706
Kimbell, L. (2012). ReThinking Design Thinking: Part II. Design and Culture, 4(2), 129148
Kimbell, L. (2012). Drivers of change for organisations around service over the next 3-5
years. Report commissioned by Engine Service Design. Retrieved 9 March, 2013
from ww.engingegroup.co.uk
296
Kimbell, L. (2011). ReThinking design thinking: Part I. Design and Culture, 3(3), 285-306
Kimbell, L. (2010). From User-centered Design to Designing for services. Design
Management Conference, (1-9), London <http://www.
lucykimbell.com/LucyKimbell/Writing.html>
Kimbell, L. (2009). Beyond design thinking : Design-as-practice and designs-in practice.
CRESC Conference, (1-15) September, University of Oxford,
http://www.lucykimbell.com/LucyKimbell/Writing.html
Kimbell, L. (2009). Insights from service design practice. Proceedings from the 8th
European Academy Of Design Conference. The Robert Gordon University,
Aberdeen, Scotland.
Klemmer, S. & Carroll, J. (2014). Intorudction to this special issue on understanding
design thinking. Human-Computer Interaction, 29(5-6), 415-419
Kolko, J. (2010). Abductive thinking and sensemaking: the drivers of design
Synthesis. Design Issues, (26)1, 15-28
Krippendorff, K. (2006). Design Methods, Research and a Science of Design. The
Semantic Turn, Taylor & Francis.
Krippendorff, K. (1989). On the Essential Contexts of Artifacts or on the Proposition
that ‘Design is Making Sense (of Things)’. Design Issues, (5)2, 9-38
Lawson, B., & Dorst, K. (2009). Design Expertise. Oxford: Architectural Press
Lawson, B. (2006). How designers think: the design process demystified. Architectural
Press, Elsevier
Laakso, M. & Hassi, L. (2011). Design thinking in the management discourse: Defining
the elements of the concept. 18th International Product Development
Management Conference, Delft University of Technology
297
Lakhani, K., Fayard, A.L., Levina, N. & Healy- Pokrywa, S. (2013). OpenIDEO. Harvard
Business School Teaching Case Study (Unpublished) Boston: Harvard Business
School Publishing
Lande, M. (2012). Design and Engineering: Ambidextrous mindsets for innovation. PhD
Dissertation. Stanford University. p.22;
Leavy, B. (2010). Design thinking – a new mental model of value innovation. Strategy
Leadership. (38)3, 5-14
Leinonen, T. & Durall, E. (2014). Design thinking and collaborative learning. Media
Education Research Journal, 21(42), 107-116
Le Masson, P., Hatchuel, A. & Weil, B. (2011). The Interplay between Creativity Issues
and Design Theories: A New Perspective for Design Management Studies?
Creativity and Innovation Management, (20), 217–237
Liedtka, J. (2011). Learning to use design thinking tools for successful innovation.
Strategy & Leadership. (39)5, 13 – 19
Liedtka, J. (2000). In defense of strategy as design. California Management Review, 42(3),
8-30
Liedtka, J., King, A., Bennett, D. (2013) Solving Problems with Design Thinking: Ten Stories
of What Works. Columbia University Press.
Liedtka, J. (2014). Innovative ways companies are using design thinking. Strategy and
Leadership, 42(2), 40-45. Retrieved October 27, 2014 from
http://www.emeraldinsight.com/doi/full/10.1108/SL-01-2014-0004
Lindberg, T., Noweski, C. & Meinel, C. (2010). Evolving discourses on design thinking:
how design cognition inspires met-disciplinary creative collaboration. Technoetic
Arts: A Journal of Speculative Research, 8(1), 31-37
298
Lindberg, T., Raja G., Birgit J. & Meinel, C. (2010). Is there a need for a design thinking
process? Proceedings of Design Thinking Research Symposium 8 (243-254) Sydney
University of Technology, New South Wales
Lockwood, T. (2009). Transition: How to become a more design-minded organization.
Design Management Review, (20)3, 29-37
Lockwood, T. (2010). Design Thinking. Integrating Innovation, Customer experience, and
Brand Value. Design Management Institute. New York: Allworth Press
Love, T. (2011, June 9). Help: Tracing the history of design process philosophies and
methods [PhD Design List Discussion board message], Retrieved June 10 2011.
Löwgre, J., & Stolterman, E. (1999). Methods & tools: design methodology and design
Practice. Interactions, (6)1, 13-20
Lundberg, M., & Pitsis, T. (2010). Leading ideas: Design Thinking as aesthetic process
Innovation. Proceedings of the 8th Design Thinking Research Symposium, (277288) Sydney University of Technology, New South Wales
Lusch, R., & Vargo, S. (2010). Advancing Service Science with Service- Dominant Logic.
Handbook of Service Science, New York: Springer
Luther, K., Caine, L., Ziegler, K. & Bruckman A. (2010). Why it works (when it works):
Success factors in online creative collaboration, Proceedings of the Group
Conference, Florida: USA.
Macdonald, N. (2005). Better by design. RSA Journal, August 2005
Makower, J. (2012). Crowdsourcing, open innovation, and the future of sustainable cities.
GreenBiz. Retrieved 28 October, 2014 from
http://www.greenbiz.com/blog/2012/01/23/crowdsourcing-open-innovationand-future-cities
Manzini, E. (2007). Design research for sustainable social innovation. Design Research
299
Now, Retrieved 21 April 2011 from http://sustainable
everyday.net/manzini/?p=16
Manzini, E. (2007). Designing Networks and Meta Design: Some Introductory Notes.
Retrieved 21 April 2011, http://sustainable-everyday.net/manzini/?p=16
Manzini, E. (2006). The Scenario of a Multi-local Society: Creative Communities,
Active Networks and Enabling Solutions. Designers Visionaries and Other Stories:
an anthology of sustainable design essays, (77- 89), Towbridge: Cromwell Press
Manzini, E. (2007). Design research for sustainable social innovation. Design Research
Now. (233-245) Retrieved 22 October, 2012 from http://sustainableeveryday.net/manzini/?p=16
Martin, R. (2005). Why decisions need design. Part 1. Business Week. Retrieved 24 July
2014, from http://www.businessweek.com/stories/2005-08-29/why-decisionsneed- design Why
Martin, R. (2009). The Design of Business. Boston: Harvard Business School Publishing
Martelaro, N., Ganguly, S., Steinert, M., & Jung, M. (2015,). The personal trait muth: a
comparative analysis of the innovation impact of design thinking tools and
personal traits. In (Ed) Meinel, C. & Leifer, L. Design Thinking Research, 41-57
Mattelmaki, T., Vaajakallio, K., & Koskinen, I. (2014). What happened to empathic design?
Design Issues, 30(1), 67-77.
Mattelmaki, T., Visser, F. (2011) Lost in co-X: Interpretations of co-design and cocreation. International Association of Societies of Design Research 2011: Diversity
and Unity, 31 October – 4 November 2011, Delft, The Netherlands.
Meinel, C. & Leifer, L. (2011). Design Thinking: Understand, Improve, Apply. New York:
Springer
Melles, G. (2010). Curriculum Design Thinking: A New Name for Old Ways of Thinking
300
and Practice? Proceedings of the Design DTRS8 Conference, (299-308) Sydney
University, Sydney
Melles, G. (2008). New Pragmatism and the Vocabulary and Metaphors of Scholarly
Design Research. Design Issues , 24(4), 88-101,
Methods Cards (2010). IDEO. Retrieved 17 March 2011, < http://itunes.apple.com/au/
app/ideo-method-cards/id340233007?mt=8>
Meyer, M. & Marion, T. (2010). Innovating for effectiveness: lessons from design firms.
Research Technology Management, 53(5), 21-28. Retrieved 29 November 2012
from http://connection.ebscohost.com/c/articles/55124706/innovatingeffectiveness-lessons-from-design-firms
Miller, D., & Rudnick, L. (2011). Trying it on for size: Design and International Public
Policy. Design Issues, (27)2
Mingers, J. (2014). Helping business schools engage with real problems: the contribution
of critical realism and systems thinking. European Journal of Operational
Research, 242, pp. 316-331
Mingers, J., Mutch, A., & Willcocks, L. (2013). Critical Realism in Information Systems
Research. Mis Quarterly, 37(3), pp. 795-802.
Mootee, I. (2011). A Design Thinking Primer. Design thinking for creativity and business
innovation series. Idea Couture, Harvard Graduate School of Design
Murray, R., Caulier-Grice, J. & Mulgan, G. (2010). The Open Book of Social Innovation.
London, UK: NESTA.
Mootee, I. (2011). A design thinking primer. Design thinking for Creativity and Business
Innovation Series. (1-7) Commissioned by Idea Couture, 2011.
New, S., & Kimbell, L. (2013). Chimps, designers, consultants and empathy: a ‘theory
of mind’ for service design. Proceedings of the 2nd Cambridge academic design
management conference, Cambridge University.
301
Newman, D. (ca. 2004) Design Squiggle. Retrieved from
http://www.designsojourn.com/design-processed-explained/
Nolan, R. (2011). Ideas festival 2011 shines light on the future. The Queensland Cabinet
and Ministerial Directory. (Media Statement) .Retrieved August 15, 2014 from
http://statements.qld.gov.au/Statement/Id/73916
Norman, D., & Verganti, B. (2012). Incremental and Radical Innovation: Design research
versus technology and meaning change. Design Issues, 30(1), 78-96
Norman, D. (2010). Design Thinking: A Useful Myth. Core77: design magazine and
Resource, Retrieved 24 June 2011,
<http://www.core77.com/blog/columns/design_thinking_a_useful_myth_16790.
as>
Norman, D. (2002). User-Centered Design. The Design of Everyday Things (original title:
The Psychology of Everyday Things) published in 1988, Doubleday.
Nussbaum, B. (2011). Design thinking is a failed experiment. So what’s next?’ Fast
Co.Design, Retrieved July 12th 2011
<http://www.fastcodesign.com/1663558/designthinking-is-a-failedexperiment-so-whats-next>
Oliver, C. (2011). Critical Realist Grounded Theory: A New Approach for Social Work
Research. British Journal of Social Work, (42) 371-387
Olsen, N. (2014). Design thinking and food innovation. Trends in food Science &
Technology. Retrieved 9 May, 2015 from http://dx.doi.org/
10.1016/j.tifs.2014.10.001
Owen, C. (2007). Design Thinking: Notes on its nature and use. Design Research
Quarterly, (2)1, 16-27.
302
Owen, C. (2005). Design thinking. What it is. Why it is different. Where it has new value.
(Speech) International Conference on Design Research and Education for the
Future. Illinois Institute of Technology.
Oxman, R. (1999). Educating the designerly thinker. Design Studies, 20(2), 105-122
Papanek, V. (1985). Design for the real world: human ecology and social change.
Chicago: Academy Press
Parry, K. (1998). Grounded theory and social process: a new direction for leadership
Research. Leadership Quarterly, (9)1, 85-105
Patel, M., Moore, D., Blayney, D., & Milstein. (2014). Transforming cancer care: are
transdisciplinary approaches using design-thinking, engineering, and business
methodologies needed to improve value in cancer care delivery? Journal of
Oncology Practice, 10(2), 29-31
Paulini, M., Murty, P. & Maher, M.L. (2013). Design processes in collective innovation
communities: a study of communication. CoDesign: International Journal of
CoCreation in Design and the Arts, 9(2), 90-112. Retrieved July 8, 2014 from
http://dx.doi.org/10.1080/15710882.2012.716850
Paulini, M., Murty, P. & Maher, M.L. (2010). Understanding collective design
communication in open innovation communities. (Unpublished) The University of
Sydney, Sydney: Australia
Pauwels, P., De Meyer, R. & Van Campenhout, J. (2013). Design thinking support:
information systems versus reasoning. Design Issues, (29)2, 42-59
People (2011). The Policy Lab. Retrieved 22 June 2011, <http://www.thepolicylab.org/
people.html>
Porcini, M. (2009). Your New Design Process Is Not Enough! Hire Design Thinkers!
Design Management Review, (20)3, 6-18,
Porter, S. (1997). Breaking the boundaries between nursing and sociology: a critical
303
realist ethnography of the theory-practice gap. Journal of Advanced Nursing, (24)
413-420
Ranjan, M. P. (2012). Design thinking: workshop for designers and craft people of earth
based building systems. Workshop for CEPT University, Ahmedabad.
Razzouk, R. & Shute, V. (2012). What is design thinking and why is it important? Review
of Educational Research, 82(3), 330-348. Retrieved December 15, 2013 from
http://rer.sagepub.com/cgi/doi/10.3102/0034654312457429
Rennie, D. (2000). Grounded Theory Methodology as Methodical Hermeneutics:
Reconciling Realism and Relativism. Theory & Psychology, (10)4, 481-502
Rittel, H., & Webber, M. (1973). Dilemmas in a general theory of planning. Policy
Sciences, (4)2, 155-169
Rouse, W. (1991). Design for success: A human-centered approach to designing
successful products and systems. New York: Wiley-Interscience Publications
Rowe, P. (1987). Design thinking. Cambridge: MIT Press
RSD Symposia. (n.d). Systemic Design: emerging contexts for systems perspective in design.
Retrieved 18 June 2015 form http://systemic-design.net/rsd-symposia/
Rylander, A. (2009). Design thinking as knowledge work: epistemological foundations
and practical implications. Journal of Design Management. Fall, 1-20
Saikaly, F. (2005). Approaches to design research: towards the designerly way. The 6th
International Conference of the European Academy of Design, Design System
Evolution. The University of the Arts Bremen, Germany, 29-31. Retrieved January
18, 2012 from
http://www.verhaag.net/ead06/fullpapers/ead06_id187_2.pdf
Salminen, J. (2012). Collective intelligence on a crowdsourcing site. (Working paper)
Lapeenranta University of Technology. Retrieved from
http://pespmc1.vub.ac.be/GBI/Salminen-Crowdsourcing
304
Sanders, E., & Stappers, P. (2008). Co-creation and the new landscapes of design.
CoDesign, (4)1, 5-18.
Sanoff, H. (2006). Multiple views of participatory design. METU Journal of the Faculty of
Architecture, (23)2, 131-143.
Sato, S., Lucente, S., Meyer, D., & Mrazek, D. (2010). Design Thinking to Make
Organization Change and Development More Responsive. Design Management
Review, 21(2) 44–52.
Sayer, A. (2010). Method in Social Science. (2nd Ed). Hoboken: Taylor & Francis
Schön, D. (1984). Problems, frames and perspectives on designing. Design Studies, (5)3,
132-136
Schön, D. (1982). The Reflective Practitioner: How professionals think in action. New York:
Library of Congress
Scheer, A. Noweski, C. & Meinel, C. (2011). Transforming constructivist learning into
action: design thinking in education. Design and Technology Education: An
International Journal, 17(3), 8-20
Scott, K. W. (2004). Relating categories in grounded theory analysis: Using a conditional
relationship guide and reflective coding matrix. The Qualitative Report, 9(1), 113126.
Scupin, R. (1997). The KJ Method: A technique for analysing data derived from Japanese
Ethnology. Human Organisations, (56)2, 233-237
Seidel, V. & Fixson, S. (2013). Adopting “design thinking” in novice multidisciplinary
teams: the application and limits of design methods and reflexive practices.
Product Innovation Management, 30(6)
Segelström, F. (2010). Theoretical Background. Visualisations in Service Design.
(Doctoral Thesis), Linkoping University
305
Segelström, F.(2009). Communication through visualizations: service designers on
visualizing user research. First Nordic Conference on Service Design and Service
Innovation, Oslo, 24-26th November
Seltzer, E. & Mahmoudi, D. (2012). Citizen participation, open innovation, and
crowdsourcing: challenges and opportunities for planning. Journal of Planning
Literature, 28(1), 3-18
Service Design Tools (2010). Retrieved 29 March 2011,
<http:/www.servicedesigntools.com/>
Shluzas, L., Steinert, M. & Katila, R. (2014). User-centered innovation for the design
development of complex products and systems. In H. Plattner et al. (eds.), Design
Thinking Research, Understanding Innovation, (135-149), Springer International
Publishing Switzerland p.136
Silverman, D. (2001). Interpreting Qualitative Data: Methods for Analysing Talk, Text and
Interaction, (2nd Ed). London, UK: Sage
Simon, H. (1996). The Sciences of the Artificial. (2nd Ed). MIT Press
Sless, D. (1997). Transitions in Information Design. Communication.org.au, Retrieved 10
June 2011, <http://communication.org.au/publications/principles--philosophy/Transitions-in-information-design/88,30.html>
Smulders, F., & Subrahmanian, E. (2010). Design Beyond Design: Design Thinking &
Design Acting. Proceedings of the 8th Design Thinking Research Symposium, (355367) Sydney University of Technology, Sydney, New South Wales
Stanford D School Bootcamp. (2011). Stanford Design School, Retrieved 18 March 2011
from http://dschool.stanford.edu/2010/12/17/2010-bootcamp-bootleg-ishere/
Stanford D.School (2011). Retrieved 20 March 2011 from http://dschool.stanford.edu/
306
Stake, R.E. (1995). The Art of Case Study Research. Thousand Oaks: SAGE Publications.
Stake, R.E. (2005). Multiple Case Study Analysis. New York: Guilford Publications
Steinø, N. (2003). The Process of Urban Design. Vision, Plan and Reality: Urban Design
Between Conceptualization and Realization. (Doctoral thesis) Aarhus School of
Architecture, Retrieved 20 June 2011 from http://homes.create.aau.dk/steino/
Strauss, A. L. and Corbin, J. 1994. Grounded theory methodology: an overview. In Denzin,
N. K. and Lincoln, T. S. (eds), Handbook of Qualitative Research, London: Sage
Tan, L. (2012). Understanding the different roles of the designer in design for social
good. A study of design methodology in the Dott 07 (Designs of the Time 2007)
projects. (Doctoral thesis), Newcastle UK: Northumbria University
Takeyama, M., Tsukui, K., Yamaguchi, H. & Motai, G. (2012). Open experience design.
Proceedings from ServDes Third Nordic Conference on Service Design and Service
Innovation (265-272), Linkoping: Sweden
Tashakkori, A., & Teddlie, C. (2012). Common “Core” Characteristics of Mixed Methods
Research: A Review of Critical Issues and Call for Greater Convergence. American
Behavioral Scientist, (56)6, 774-788
Terrey, N. (2012). Managing By Design: A Case Study of the Australian Taxation Office.
(Doctorial Thesis), University of Canberra, Australia
Tonkinwise, C. (2010). A Taste for Practices: Unrepressing Style in Design Thinking.
Proceedings of the 8th Design Thinking Research Symposium (DTRS8), (381–8),
Sydney
Toolkit for Educators (2011). IDEO. Retrieved 14 April 2011, < http://www.ideo.com/
work/toolkit-for-educators>
Tvesky, B. (2010). Visualising thought. Topics in cognitive science, (3), 499–535
307
Ward, A., Runcie, E., & Morris, E. (2009). Embedding innovation: design thinking for
small enterprises. Journal of Business Strategy, (30)2, 78-84.
Warren, C. (2001). Qualitative interviewing. Handbook of interview research, SAGE
Publications
Wang, J. (2013). The importance of Aristotle to design thinking. Design Issues. 29(2) 4-15.
Retrieved 19 March, 2014 from
http://www.mitpressjournals.org/doi/abs/10.1162/DESI_a_00206
Wetter-Edman, K. (2009). Exploring overlaps and differences in service dominant logic
and design thinking. Proceedings from the First Nordic Conference on Service
Design and Service Innovation, Oslo: Norway
Wuisman, J. (2005). The logic of scientific discovery in critical realist social scientific
Research. Journal of Critical Realism, (4)2, 366-394
Wylant, B. (2008). Design thinking and the experience of innovation. Design Issues, 24(2),
3-14. Retrieved January 17, 2014 from
http://www.jstor.org/stable/25224163?origin=JSTOR-pdf
Yin, R. (2010). Qualitative research from start to finish. New York: Guilford Publications
Yin, R. (2009). Case study research: design and methods. (4th Ed), California: Thousand
Oaks: SAGE Publications
Yin, R. (2003). Case study research: design and methods. (3rd Ed) California: Thousand
Oaks: SAGE Publications
Yin, Y. (2009). Investigation of a design performance measurement tool for improving
collaborative design during a design process. (Doctoral Thesis), Brunel University
Young, G. (2010). Design thinking and sustainability. Zumio Design
Young, R. (2008). An integrated model of designing to aid understanding of the
complexity paradigm in design practice. Futures, 40(6), 562-576. Retrieved 27
308
September, 2012 from
http://linkinghub.elsevier.com/retrieve/pii/S0016328707001656
York, M., Wicks-Green, O. & Golsby-Smith, T. (2010). Cultural Transformation: 20 years of
‘Design Thinking’ at the Australian Taxation Office: Some reflections on the
journey. Proceedings of the 8th Design Thinking Research Symposium: Interpreting
Design Thinking, (415-428). University of Technology, Sydney: Australia
Ylirisku, S., & Buur, J. (2007). Designing with video: Focusing the user-centred design
process. London: Springer.
Kirsikka Vaajakallio & Tuuli Mattelmäki (2014) Design games in codesign: as a tool, a
mindset and a structure, CoDesign, 10:1, 63-77, DOI:
10.1080/15710882.2014.881886
Vetterli, C., Brenner, W., Uebernickel, F. & Petrie, C. (2013). From palaces to yurts: why
requirements engineering needs design thinking. IEE Internet Computing,
March/April, 91-94. Retrieved January 8, 2014 from
https://www.alexandria.unisg.ch/publications/222400/L-en
Von Thienen, J., Meinel, C. & Nicolai, C. (2014). How design thinking tools help to solve
wicked problems. In H. Plattner et al. (eds.), Design Thinking Research,
Understanding Innovation, (97-102). Switzerland: Springer
Warfield, J. (2003). A proposal for systems science. Systems research and behavioural
science. 20, pp. 507-520
Warfield, J. & Staley, S. (1996). Structural thinking: organizing complexity through
disciplined activity. Systems research, 13(1), p.48
309
310
Appendix
A: Example of Nvivo case study (3) coding
B: Example of exported word document of codes from Nvivo
for grouping in Mural.ly (Appendix C.)
Example of a list of Codes as Microsoft Word documents, exported from Nvivo on
one single case study (ATO)
Example of a single code Word doc, with references documented to that code for a
specific case (ATO)
C: Example of Mural.ly affinity diagramming (grouping) of
codes exported from Nvivo
Example taken from Case study 1 grouping
D: Samples of interview questions
Sample of ATO (case study 2) interview questions
Sample of OpenIdeo (case study 3) interview questions
Ethical clearances