This document discusses key concepts related to design expertise and design thinking. It begins by outlining different modes of thinking including abductive, deductive, and inductive reasoning. It then discusses the differences between experts and novices in design problem solving, noting that experts employ breadth-first, generative reasoning while novices use depth-first, deductive reasoning. The document also examines different levels of design expertise from novice to expert. Overall, the document provides an overview of design thinking and problem solving approaches used by designers at different stages of expertise.
7. Lucy Kimbell (2011)
Design Thinking as a
cognitive style
Design Thinking as a
business resource
Traditional design practice
(“studio life”)
Business and organizational
practice
Problem solving Innovation
Traditional design disciplines
(e.g. architecture, product design)
Any context from healthcare,
education to sustainability
Design schools MBA’s / Design schools
Purpose
Focus
Context
Training
Different discourses
Design Theory Innovation management
9. Design is more than an agent of change, it is change...
While change is exciting
for some, it is positively
terrifying for others.
Scott Doorley & Scott Witthoft (2012)
10. BUSINESS DESIGN
Rationality, objectivity, reality is
fixed and quantifiable
Subjective experience, reality is
socially constructed
Analysis aimed at providing one
"best" answer
Experimentation aimed at
iterating toward a "better" answer
Planning Doing
Logic, numeric models
Emotional insight, experiential
models
Pursuit of control and stability,
discomfort with uncertainty
Pursuit of novelty, dislike of status
quo
Abstract or particular
Iterative movement between
abstract and particular
Liedtka & Ogilvie (2011)
Underlying assumptions
Method
Process
Decision drivers
Values
Levels of focus
11. Tim Brown (2008, 2009)
• Empathy
• Integrative thinking
• Optimism
• Experimentalism
• Collaboration
12. Tim Brown (2008, 2009)
harvard business review • june 2008 page 3
identify new directions that further proto-
types might take.
The design that emerged for shift changes
had nurses passing on information in front of
sign methodology, they were able to create a
relatively small process innovation that pro-
duced an outsize impact. The new shift
changes are being rolled out across the Kaiser
A Design Thinker’s Personality Profile
Contrary to popular opinion, you don’t need
weird shoes or a black turtleneck to be a de-
sign thinker. Nor are design thinkers neces-
sarily created only by design schools, even
though most professionals have had some
kind of design training. My experience is that
many people outside professional design
have a natural aptitude for design thinking,
which the right development and experi-
ences can unlock. Here, as a starting point,
are some of the characteristics to look for in
design thinkers:
Empathy. They can imagine the world
from multiple perspectives—those of col-
leagues, clients, end users, and customers
(current and prospective). By taking a “peo-
ple first” approach, design thinkers can imag-
ine solutions that are inherently desirable
and meet explicit or latent needs. Great de-
sign thinkers observe the world in minute de-
tail. They notice things that others do not and
use their insights to inspire innovation.
Integrative thinking. They not only rely on
analytical processes (those that produce either/
or choices) but also exhibit the ability to see all
of the salient—and sometimes contradictory—
aspects of a confounding problem and create
novel solutions that go beyond and dramatically
improve on existing alternatives. (See Roger
Martin’s The Opposable Mind: How Successful
Leaders Win Through Integrative Thinking.)
Optimism. They assume that no matter
how challenging the constraints of a given
problem, at least one potential solution is
better than the existing alternatives.
Experimentalism. Significant innovations
don’t come from incremental tweaks. Design
thinkers pose questions and explore con-
straints in creative ways that proceed in en-
tirely new directions.
Collaboration. The increasing complexity
of products, services, and experiences has re-
placed the myth of the lone creative genius
with the reality of the enthusiastic interdisci-
plinary collaborator. The best design thinkers
don’t simply work alongside other disciplines;
many of them have significant experience in
more than one. At IDEO we employ people
who are engineers and marketers, anthropolo-
gists and industrial designers, architects and
psychologists.
13. Exploration Exploitation
The invention of business The administration of business
Roger Martin (2009)
Preferences
Mysteries
Discovery
Long-term
High risk
Preferences
Algorithms
Efficiency
Short-term
Minimal risk
Inventor Manager
(Accountant)
Designer
Intuitive
Thinking
Analytical
Thinking
Design
Thinking
14. Helen Walters (2011) http://helenwalters.com/2011/03/21/design-thinking-wont-save-you/
17. Kees Dorst (2010)
??? + HOW leads to VALUE
tion-2
??? + ??? leads to VALUE
(thing) (scenario) (aspired)
WHAT + ??? leads to RESULT
productive professions? The basic reasoning pattern then is Abduction:
WHAT + HOW leads to VALUE
(thing) (scenario) (aspired)
Abduction comes in two forms—what they have in common is that we actually
Abduction-1, that is often associ
lem solving’, we also know the ‘how’, a ‘working principle’ and how that will h
??? + HOW leads to VALUE
Abductive Thinking
And why design is such a complicated act
18. Deductive
reasoning
• Deduction means
determining the conclusion
• Deductive reasoning moves
from the general rule to the
specific application
Inductive
reasoning
• Induction means
determining the rule
• Inductive reasoning
moves from the specific
to the general.
Taking your best shot!
Doing a best guess!
• Abduction means
determining the precondition.
• Abduction has been
described as the “logic of
what might be,” (Martin,
2009)
• Abduction can be thought of
as “the argument to the best
explanation”. (Kolko, 2009)
Conclusion merely likely!
Abductive
reasoning
Conclusion guaranteed!
design
natural sciencemathematics
Black Swan?
All of the swans that all living
beings have ever seen are white
Therefore, all swans are white.
Syllogism
All men are mortal
Socrates is a man
Therefore, Socrates is mortal
Types of reasoning
See the paper of John Kolko (2009)
Aha Erlebnis
“The abductive suggestion comes
to us like a flash. It is an act of
insight, although extremely
fallible insight.” (Pierce, 1998)
Think of: Dr House, Sherlock Holmes
and other TV personas who solve
unsolvable puzzles.
19. A B C
B
Therefore, we are absolutely
certain that all the marbles in
the bag are red (because all
the marbles are from bucket B)
There are three buckets
A, B and C. We can see
and we know that all
the marbles in bucket B
are red.
It is the case that
someone has put some
marbles from bucket B in
the bag (but we cannot
see what’s in the bag).
All the marbles from
bucket B are red.
Rule
The marbles in the bag
are from bucket B.
Case
The marbles in the
bag are red.
Result
conclusion!
Deductive reasoning: conclusion guaranteed!
Deduction means determining the conclusion
Deductive reasoning moves from the general rule to the specific application
20. A B C
B
When we open bag, we
see that the marbles are
red.
So, all the marbles in bucket
B are red (although this might
not be true if there is blue
marble in bucket B, but we
cannot see if that is the case)
It is the case that
someone has put some
marbles from bucket B in
the bag.
All the marbles from
bucket B are red.
Rule
The marbles in the bag
are from bucket B.
Case
The marbles in the
bag are red.
Result
Inductive reasoning: conclusion merely likely!
Induction means determining the rule
Inductive reasoning moves from the specific to the general.
21. A B C
B
We have a bag, when we
open it, we see that the
marbles are red.
There are three buckets A, B
and C. We see and we know
that all the marbles in bucket
B are red.
So, it is the case that
someone has put some
marbles from bucket B
into the bag.
All the marbles from
bucket B are red.
Rule
The marbles in the bag
are from bucket B.
Case
The marbles in the
bag are red.
Result
Abductive reasoning: taking your best shot! / best guess!
Abduction means determining the precondition.
Abduction has been described as the “logic of what might be,” (Martin)
Abduction can be thought of as the argument to the best explanation. (Kolko)
22. Henry Mintzberg & Frances Westley (2001)
“Thinking first” “Seeing first” “Doing first”
Decision making approaches
•Science
•planning / programming
•Verbal
•Facts
•Art
•Visioning / imagining
•Visual
•Ideas
•Craft
•Venturing / learning
•Visceral
•Experiences
Works best when:
• The issue is clear
• The data is reliable
• The context is structured
Works best when:
• Many elements have to be
combined into creative
solutions
• Commitment to those
solutions is key
• Communication across
boundaries is essential
Works best when:
• Situation is novel and
confusing
• Complicated specification
would get in the way
• A few simple relationship
rules can help people move
forward
established
production processes
new product
development
disruptive
technologies
23. Henry Mintzberg & Frances Westley (2001)
“Thinking first” “Seeing first” “Doing first”
Decision making approaches
•Science
•planning / programming
•Verbal
•Facts
•Art
•Visioning / imagining
•Visual
•Ideas
•Craft
•venturing / learning
•Visceral
•Experiences
Works best when:
• The issue is clear
• The data is reliable
• The context is structured
Works best when:
• Many elements have to be
combined into creative
solutions
• Commitment to thos solutions
is key
• Communication accros
boundaries is essential
Works best when:
• Situation is novel and
confusing
• Complicated specification
would get in the way
• A few simple relationship
rules can help people move
forward
established production processes
new product development disruptive technologies
Design
25. Unselfconscious culture Selfconscious culture
Form-making is learned informally, through
imitation and correction.
Form-making is taught academically,
according to explicit rules.
Christopher Alexander (1964)
26. Unselfconscious culture Selfconscious culture
Form-making is learned informally, through
imitation and correction.
Division of labour is limited, specialization of any
sort is rare (there are no architects).
Each man builds his own house.
The technology of communication is
underdeveloped (no written records or
architectural plans, “direct design”).
Form-making is taught academically, according to
explicit rules.
Division of labour is abundant, there are many
specializations (architects, bricklayers, carpenters)
Each man buys or rents his own house.
The technology of communication is well developed
(many written records, “indirect design”).
Christopher Alexander (1964)
28. Experts
Novices
Nigel Cross (2004)
Experts vs Novices
deductive reasoning
‘depth-first’ approach
to problem solving
‘generative’ reasoning
breadth-first approach
to problem solving
Experts have been exposed to
a large number of examples of
the problems and solutions
Experts are able to store and
access information in larger
cognitive ‘chunks’ than novices
can, and to recognise underlying
principles, rather than focussing
on the surface features of
problems
Expert designers move rapidly to
early solution conjectures, and use
these conjectures as a way of
exploring and defining problem-
and- solution together.
29. Bryan Lawson (2004)
Gambits
Experts have studied a substantial body of precedent in order to have
developed schemata that enable them to recognise underlying structures in
design situations that allow them to employ and adapt gambits.
tricks to solve
recognisable problems
Chess masters rarely analyse a board
situation, rather they recognised it.
30. Herbert Dreyfus (2003), Kees Dorst and Isabelle Reymen (2004)
Expertise levels
Novice ... will follow strict rules to deal with the problem
Advanced beginner ... is sensitive to exceptions to the ‘hard’ rules of the novice.
Competent ... selects the elements in a situation that are relevant, and chooses a plan
to achieve the goals.
Proficient ... immediately sees the most important issues and appropriate plan, and
then reasons out what to do.
Expert ... responds to specific situation intuitively, and performs the appropriate
action, straightaway.
Master ... sees the standard ways of working that experienced professionals use
not as natural but as something they rely on. A master displays a deeper
involvement into the professional field as a whole
Visionary ... consciously strives to extend the domain in which he/she works. The
world discloser develops new ways things could be, defines the issues,
opens new worlds and creates new domains.
Rule
based thinking
Situation
based thinking
Strategybased thinking
33. Ericsson (2001)
Expertise levels
Many thousands of hours of deliberate practice and training
are necessary to reach the highest levels of performance.
P1: JzG
052184097Xc38 CB1040B/Ericsson 0 521 84087 X February 28, 2006 6:17
694 the cambridge handbook of expertise and expert performance
Figure 38.4. Estimated amount of time for solitary practice as a function of age
for the middle-aged professional violinists (triangles), the best expert violinists
(squares), the good expert violinists (empty circles), the least accomplished expert
violinists (filled circles), and amateur pianists (diamonds). (From “The role of
deliberate practice in the acquisition of expert performance,” by K. A. Ericsson,
R. Th. Krampe, and C. Tesch-R¨omer, 1993, Psychological Review, 100(3), p. 379
and p. 384. Copyright 1993 by American Psychological Association. Adapted
with permission.)
musicians had spent over 10,000 hours prac-
ticing, which averages 2,500 and 5,000 hours
back. Hence, the requirement for concentra-
tion sets deliberate practice apart from both
36. such as building new hospitals, or creating an after-school program
Traditional Performance Measures
OutputsProcesses
(Activities)
Inputs
Resources used to
deliver the products
and services of a
program or
organization
Series of actions
or operations
conducted to
achieve an end
goal
The final products,
goods or services
produced by a
program or
organization
Outcomes
Initial Intermediate Long-term
The impacts, benefits or consequences for
stakeholders resulting from the outputs of
a program or organization
Public Service Value
Measures Outcome
FIGURE 2.1
Inputs, Processes and Outputs versus Outcomes
DESIGN = CHANGE
Design is more than just a product (output), it is about the change (effect) it initiates
37. transformation function
DESIGN = FUTURE ORIENTED
Design is about how things ought to be, and making it happen.
state 1 process state 2
initial state future state
38. DESIGN = ENVISIONING POSSIBILITIES
Making stuff... envisioning posibilities and possible futures through sketching, prototyping, enacting, storytelling etc...
39. learning
designing
taking an action that transforms
the internal (knowledge, beliefs)
doing an intervention
that transforms the
external (world, context)
DESIGN = LEARNING PROCESS