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People-First Design: 
Design Thinking and Management 
The 
most 
important 
thing 
about 
a 
point 
of 
view 
is 
to 
have 
one.
2 
Design 
is 
Hot 
Enlightened 
companies 
are 
talking 
about 
design 
and 
its 
benefits 
like 
never 
before. 
Product, 
brand 
and 
service 
design 
are 
on 
the 
agenda 
because 
they 
speak 
volumes 
about 
the 
company 
that 
produced 
them, 
its 
values 
and 
priori@es. 
It 
is 
also 
good 
business 
as 
smart 
design 
makes 
money. 
Yet 
so 
few 
do 
this 
or 
do 
it 
remotely 
well. 
One 
cannot 
aDend 
a 
design 
or 
marke@ng 
conference 
without 
Apple 
being 
lauded 
as 
the 
pinnacle 
of 
design 
thinking. 
In 
December, 
2013 
I 
was 
a 
Keynote 
speaker 
at 
the 
Tsinghua 
Interna@onal 
Design 
Management 
Symposium 
in 
Shenzhen, 
China 
and 
joked 
with 
fellow 
presenters 
about 
who 
would 
be 
first 
to 
men@on 
Apple. 
The 
joke 
is 
actually 
a 
biDer 
one 
because 
there 
are 
few 
other 
companies 
to 
cite. 
Shenzhen 
There 
are 
many 
reasons 
for 
this 
drought. 
Design 
and 
its 
prac@ce 
have 
been 
made 
overly 
complex. 
We 
have 
assigned 
words, 
processes 
and 
tools 
to 
design 
that 
confuse 
more 
than 
enlighten. 
Now 
“design” 
is 
analogous 
to 
“strategy”. 
It 
is 
a 
word 
that 
has 
come 
to 
mean 
so 
much 
that 
it 
means 
almost 
nothing 
when 
we 
hear 
it. 
The 
second 
reason 
is 
puUng 
design 
at 
the 
heart 
of 
an 
organiza@on 
is 
tough 
stuff. 
Business 
is 
complex 
with 
many 
compe@ng 
priori@es 
and 
focuses. 
Too 
oXen 
design 
is 
viewed 
as 
a 
suppor@ng 
player. 
Where 
design 
is 
at 
in 
business 
today 
holds 
eerie 
parallels 
to 
where 
branding 
was 
ten 
years 
ago. 
Design 
advocates 
are 
aDemp@ng 
to 
convince 
the 
C-­‐Suite 
that 
a 
Chief 
Design 
Officer 
should 
be 
at 
the 
‘big-­‐boys’ 
table. 
I 
sat 
on 
a 
panel 
in 
Shenzhen 
and 
one 
of 
my 
fellow 
panelists 
stated, 
“Design 
should 
not 
be 
a 
department 
or 
func@on 
within 
a 
company. 
Design 
should 
be 
everything 
the 
company 
does.” 
I 
cannot 
tell 
you 
how 
many 
@mes 
I 
heard 
exactly 
the 
same 
thing 
at 
branding 
and 
marke@ng 
conferences 
in 
reference 
to 
brand 
over 
the 
past 
twenty 
years. 
I 
intend 
to 
circle 
back 
on 
this 
observa@on 
at 
the 
close 
of 
the 
paper 
but 
first 
it 
is 
important 
to 
set 
the 
stage.
Level 
SeUng 
The 
Design 
Management 
Ins@tute 
has 
done 
the 
industry 
a 
favor 
by 
penning 
a 
smart 
defini@on: 
3 
“Simply 
put, 
design 
management 
is 
the 
business 
side 
of 
design. 
Design 
management 
encompasses 
the 
ongoing 
processes, 
business 
decisions, 
and 
strategies 
that 
enable 
innova@on 
and 
create 
effec@vely-­‐designed 
products, 
services, 
communica@ons, 
environments, 
and 
brands 
that 
enhance 
our 
quality 
of 
life 
and 
provide 
organiza@onal 
success.” 
Design 
management 
is 
about 
good 
business 
because 
it 
solves 
real 
problems 
by 
improving 
people’s 
lives. 
What 
this 
means 
to 
me 
is, 
design 
can 
do 
good 
and 
make 
money. 
I 
also 
believe 
it 
is 
a 
noble 
pursuit 
because 
it 
is 
extremely 
difficult. 
A 
significant 
part 
of 
what 
makes 
design 
so 
challenging 
is 
how 
we 
all 
subjec@vely 
judge 
it. 
Design 
is 
hugely 
personal. 
Yet, 
in 
business 
it 
can 
be 
evaluated 
based 
on 
commercial 
success. 
That 
is 
because 
great 
design 
must 
sa@sfy 
a 
need 
or 
a 
want 
or 
ideally 
both. 
It 
must 
compel 
people 
to 
engage 
with 
it. 
Even 
beDer 
is 
when 
people 
share 
it 
with 
others. 
Design 
management 
started 
with 
product 
design. 
Businesses 
learned 
that 
they 
could 
differen@ate 
by 
using 
consistent 
and 
dis@nc@ve 
design. 
This 
gave 
way 
to 
brand 
design 
and 
now 
companies 
are 
challenged 
with 
service 
design 
which 
is 
incredibly 
complex. 
Today 
we 
see 
such 
elegance 
in 
the 
design 
of 
every 
day 
products 
and 
their 
packaging. 
needs 
& 
wants 
Through 
products 
and 
packaging, 
companies 
learned 
that 
design 
could 
be 
a 
strategic 
asset 
in 
brand 
equity, 
differen@a@on, 
and 
product 
quality. 
This 
gave 
rise 
to 
brand 
design 
management. 
It 
helps 
align 
products 
within 
the 
product 
range 
and 
establishes 
a 
clear 
design 
language. 
It 
promotes 
a 
company’s 
brand 
by 
communica@ng 
a 
clear 
set 
of 
values. 
This 
is 
an 
area 
I 
have 
spent 
a 
great 
deal 
of 
my 
career.
Each 
of 
these 
brand’s 
logos 
is 
filled 
with 
meaning 
that 
the 
companies 
have 
taken 
great 
pains 
to 
achieve. 
Whether 
it 
be 
value, 
quality, 
or 
exclusivity, 
each 
of 
these 
values 
are 
deliberate 
strategic 
decisions. 
That 
brings 
us 
to 
the 
challenging 
prac@ce 
of 
service 
design. 
The 
aim 
is 
to 
improve 
the 
quality 
of 
the 
service, 
the 
interac@on 
between 
the 
service 
provider 
and 
its 
customers 
and 
the 
customer's 
experience. 
It 
is 
arguably 
the 
most 
complex 
form 
of 
design 
management. 
There 
are 
four 
reasons 
for 
this: 
Services 
are 
intangible. 
They 
have 
no 
physical 
form 
and 
they 
cannot 
be 
seen 
before 
purchase 
or 
taken 
home. 
Services 
are 
unique. 
Unlike 
tangible 
products, 
no 
two 
service 
delivery 
experiences 
are 
alike. 
Services 
are 
inseparable. 
The 
act 
of 
supplying 
a 
service 
is 
inseparable 
from 
the 
customer’s 
act 
of 
consuming 
it. 
Services 
are 
perishable. 
They 
cannot 
be 
inventoried. 
The 
good 
new 
is 
there 
is 
a 
shared 
process 
to 
apply 
whether 
it 
be 
product, 
brand 
or 
service 
design. 
For 
me 
it 
all 
starts 
with 
a 
very 
simple 
ques@on. 
4 
What 
Problem 
Are 
You 
Trying 
To 
Solve? 
Design 
management 
is 
the 
business 
of 
design 
so 
it 
must 
solve 
business 
problems. 
Its 
purpose 
is 
to 
capture 
opportunity, 
to 
innovate 
so 
we 
can 
enhance 
and 
improve 
people’s 
lives. 
This 
compels 
them 
to 
buy 
what 
we 
offer. 
I 
believe 
it 
is 
the 
most 
beau@ful 
form 
of 
business. 
When 
Andy 
Warhol 
said, 
“Being 
good 
in 
business 
is 
the 
most 
fascina@ng 
kind 
of 
art.”, 
I 
believe 
he 
was 
referring 
to 
an 
exchange 
of 
value. 
In 
its 
simplest 
form, 
a 
company 
designs 
solu@ons 
for 
its 
customers 
and 
those 
customers 
compensate 
the 
company 
by 
paying, 
by 
remaining 
loyal 
and 
by 
telling 
others 
about 
their 
experiences. 
Warhol 
was 
not 
referring 
to 
design 
for 
design’s 
sake. 
The 
curving 
picnic 
bench 
is 
beau@ful 
but 
it 
is 
art 
because 
it 
lacks 
commercial 
sensibility 
and 
applica@on. 
My 
colleague, 
Simon 
Bolton 
of 
Birmingham 
City 
University 
is 
fond 
of 
saying, 
“You 
do 
not 
sell 
design, 
you 
sell 
solu@ons.”
The 
process 
requires 
asking 
the 
right 
ques@ons. 
It 
begins 
with 
the 
problem 
we 
are 
trying 
to 
solve 
and 
when 
I 
work 
with 
clients 
that 
leads 
to 
three 
fundamental 
ques@ons. 
What 
do 
you 
have 
that 
is 
unique? 
Who 
wants 
or 
needs 
it? 
How 
do 
they 
like 
to 
be 
engaged? 
Let’s 
see 
how 
they 
apply 
to 
a 
few 
different 
cases. 
Designers 
Mike 
& 
Maaike 
asked 
a 
very 
simple 
ques@on…can 
wallpaper 
serve 
a 
highly 
func@onal 
purpose? 
I 
love 
what 
they 
concluded 
through 
smart, 
simple 
design 
that 
serves 
a 
business 
purpose 
and 
makes 
lives 
easier. 
They 
created 
Wayfinder 
wallpaper. 
It 
transcends 
language, 
employs 
color 
coding 
and 
just 
makes 
sense. 
It 
helps 
direct 
people 
in 
a 
visually 
pleasing 
way 
to 
exits 
and 
loca@ons. 
It 
reminds 
me 
of 
Arthur 
Koestler’s 
quote, 
“The 
more 
original 
a 
discovery, 
the 
more 
obvious 
it 
seems 
aXerwards.” 
This 
seems 
very 
obvious 
aXer 
viewing. 
Apple 
design 
chief 
Sir 
Jonathan 
Ive 
has 
his 
own 
view 
on 
this 
topic, 
"So 
much 
of 
what 
we 
try 
to 
do 
is 
get 
to 
a 
point 
where 
the 
solu@on 
seems 
inevitable: 
you 
know, 
you 
think 
"of 
course 
it's 
that 
way, 
why 
would 
it 
be 
any 
other 
way?" 
It 
looks 
so 
obvious, 
but 
that 
sense 
of 
inevitability 
in 
the 
solu@on 
is 
really 
hard 
to 
achieve." 
5
The 
next 
is 
a 
great 
example 
of 
aDemp@ng 
to 
solve 
a 
problem 
is 
finding 
new 
uses 
for 
old 
space. 
This 
was 
the 
problem 
posed 
to 
architects 
in 
The 
Netherlands. 
Specifically 
how 
do 
you 
convert 
a 
beau@ful 
old 
church 
into 
a 
bookstore? 
How 
do 
you 
retain 
its 
uniqueness 
while 
making 
it 
func@onal 
and 
relevant 
given 
its 
new 
purpose? 
6 
Pu8ng 
People 
First 
Each 
of 
these 
examples 
shares 
the 
most 
cri@cal 
considera@on. 
Each 
solu@on 
puts 
people 
first. 
They 
solve 
real 
problems. 
Make 
people’s 
lives 
easier 
and 
more 
enjoyable. 
More 
importantly, 
what 
I 
call 
“People-­‐First 
Design 
Management” 
makes 
each 
person 
believe 
it 
was 
designed 
solely 
for 
them. 
This 
is 
incredibly 
difficult 
to 
accomplish. 
You 
can 
be 
the 
smartest, 
most 
talented 
and 
crea@ve 
person 
but 
may 
s@ll 
not 
be 
equipped 
to 
do 
this. 
It 
takes 
a 
few 
special 
quali@es. 
We 
all 
know 
that 
children 
are 
extremely 
inquisi@ve. 
They 
love 
to 
experiment 
and 
inves@gate. 
They 
are 
seeing 
everything 
for 
the 
first 
@me 
and 
are 
amazed. 
This 
prompts 
them 
to 
ask 
ques@ons. 
In 
fact, 
a 
recent 
study 
shows 
that 
children 
ask 
150 
probing 
ques@ons 
a 
day. 
They 
are 
trying 
to 
figure 
things 
out. 
They 
ask 
why 
things 
work 
they 
way 
they 
do. 
They 
wonder 
if 
things 
can 
change 
for 
the 
beDer. 
And 
they 
are 
not 
afraid 
to 
say 
that 
they 
do 
not 
understand. 
Then 
something 
changes 
when 
children 
grow 
up. 
The 
same 
study 
found 
that 
adults 
only 
ask 
6. 
Over 
@me 
we 
seem 
to 
lose 
our 
interest. 
We 
assume 
that 
the 
way 
things 
are 
is 
the 
way 
they 
must 
stay. 
We 
have 
become 
less 
curious. 
We 
have 
lost 
our 
childlike 
wonder 
with 
the 
world. 
This 
is 
sad. 
This 
is 
not 
good 
for 
our 
world. 
This 
makes 
our 
world 
a 
less 
interes@ng 
place 
because 
we 
are 
not 
asking 
the 
right 
ques@ons. 
To 
develop 
the 
most 
crea@ve 
solu@ons 
we 
must 
look 
at 
problems 
in 
a 
unique 
and 
fresh 
way.
Curiosity 
itself 
does 
not 
guarantee 
success 
in 
business 
and 
design. 
We 
must 
all 
be 
objec@ve 
and 
not 
biased 
in 
our 
views, 
we 
must 
possess 
an 
intui@veness 
about 
people 
and 
their 
behavior, 
we 
must 
observe 
keenly 
how 
people 
interact 
with 
each 
other 
and 
the 
world 
around 
them, 
we 
must 
be 
able 
to 
discern 
what 
is 
important 
and 
what 
is 
not 
and 
lastly 
we 
must 
be 
percep@ve 
enough 
to 
know 
that 
we 
don’t 
know 
everything. 
I 
say 
that 
because 
designers 
must 
be 
confident, 
yet 
humble. 
Robert 
Weider 
said, 
“Anyone 
can 
look 
for 
fashion 
in 
a 
bou@que 
or 
history 
in 
a 
museum. 
The 
crea@ve 
person 
looks 
for 
history 
in 
a 
hardware 
store 
and 
fashion 
in 
an 
airport.” 
This 
means 
that 
inspira@on 
can 
come 
from 
different 
places 
if 
we 
are 
open 
to 
being 
inspired. 
If 
we 
want 
to 
make 
changes 
in 
this 
world 
through 
design 
than 
we 
must 
be 
open 
to 
change. 
Remember 
first 
that 
you 
are 
all 
problem 
solvers. 
Everything 
you 
do 
begins 
with 
the 
ques@on, 
what 
problem 
are 
we 
trying 
to 
solve? 
It 
is 
when 
you 
are 
uncomfortable 
that 
you 
know 
you 
are 
onto 
something. 
This 
means 
you 
have 
pushed 
your 
own 
thinking 
and 
challenged 
conven@on. 
Take 
this 
example 
from 
M&C 
Saatchi 
Milano. 
Imagine 
spoUng 
a 
submarine 
that 
had 
surfaced 
in 
the 
middle 
of 
a 
city 
street. 
The 
adver@sing 
agency 
created 
this 
amazing 
installa@on 
for 
an 
insurance 
client 
to 
communicate 
that 
anything 
in 
our 
world 
can 
happen. 
It 
is 
best 
to 
be 
prepared. 
It 
was 
an 
uncomfortable 
campaign 
idea 
but 
executed 
so 
brilliantly 
that 
it 
brought 
about 
the 
desired 
effect 
of 
people 
re-­‐examining 
their 
insurance 
needs. 
It 
certainly 
beat 
doing 
the 
predictable 
and 
tradi@onal. 
Embrace 
Complexity 
The 
world 
is 
a 
complex 
place 
and 
many 
companies 
and 
brands 
do 
very 
complex 
things. 
So 
many 
of 
my 
clients 
ask 
me 
to 
simplify 
their 
stories. 
This 
I 
now 
refuse 
to 
do. 
I 
tell 
them 
not 
to 
be 
ashamed 
of 
their 
complexity 
but 
to 
celebrate 
it. 
This 
does 
not 
mean 
they 
cannot 
cleverly 
and 
crea@vely 
demonstrate 
their 
complexity. 
7 
People-­‐First 
Design 
Management 
makes 
each 
person 
believe 
whatever 
was 
designed 
was 
designed 
solely 
for 
them. 
This 
is 
not 
mass 
customiza@on, 
it 
is 
mass 
appeal. 
"I 
think 
there 
is 
a 
profound 
and 
enduring 
beauty 
in 
simplicity; 
in 
clarity, 
in 
efficiency. 
True 
simplicity 
is 
derived 
from 
so 
much 
more 
than 
just 
the 
absence 
of 
cluDer 
and 
ornamenta@on. 
It's 
about 
bringing 
order 
to 
complexity.” 
Sir 
Jonathan 
Ive
8 
At 
the 
Symposium 
my 
fellow 
Keynote 
presenter, 
Paul 
Gardien, 
Vice 
President, 
Head 
of 
Strategy 
& 
Design 
Innova@on 
at 
Philips 
regaled 
the 
audience 
with 
his 
company’s 
pledge 
to 
improve 
the 
lives 
of 
three 
billion 
people. 
This 
number 
is 
aggressive 
and 
impressive 
but 
a 
realis@c 
figure 
that 
Philips 
has 
proved 
it 
can 
reach. 
Sobering 
was 
Paul’s 
admission 
that 
just 
4% 
of 
the 
ideas 
Philips 
explores 
ever 
makes 
it 
way 
to 
market. 
Depending 
upon 
industry 
this 
is 
actually 
an 
enviable 
number. 
In 
business 
ideas 
die 
quick 
or 
prolonged 
deaths 
for 
scores 
of 
reasons. 
In 
his 
presenta@on 
Paul 
highlighted 
the 
KiDenScanner. 
This 
is 
an 
ini@a@ve 
by 
Philips 
to 
remove 
the 
mystery 
and 
to 
calm 
and 
empower 
kids 
undergoing 
an 
MRI. 
Quality 
images 
are 
best 
acquired 
with 
recep@ve, 
relaxed 
pa@ents. 
Yet 
a 
child’s 
fear 
of 
the 
unknown 
can 
challenge 
that 
goal. 
The 
KiDenScanner 
reduces 
fear 
and 
playfully 
educates 
children 
about 
the 
scanning 
process. 
Philips 
examined 
both 
the 
service 
and 
product 
design. 
The 
insights 
were 
exceedingly 
human. 
They 
recognized 
that 
a 
hospital 
visit 
can 
be 
overwhelming 
and 
undergoing 
an 
examina@on 
without 
Mom 
or 
Dad 
nearby 
is 
scary. 
But 
given 
an 
opportunity 
to 
understand 
what’s 
happening, 
children 
find 
the 
experience 
easier. 
Their 
naturally 
inquisi@ve 
minds 
are 
reassured 
when 
they 
can 
“try 
it 
out”. 
Children 
are 
encouraged 
to 
explore 
the 
scanning 
concept 
by 
learning 
from 
a 
small 
scale 
version 
of 
a 
scanner. 
This 
generic 
looking 
model 
can 
be 
used 
to 
help 
describe 
both 
the 
MRI 
and 
CT 
process. 
First 
the 
child 
chooses 
a 
toy 
to 
scan. 
Then 
he 
or 
she 
puts 
it 
on 
the 
miniature 
pa@ent 
table 
and 
pushes 
it 
through 
the 
opening. 
This 
ac@on 
triggers 
a 
flat 
panel 
display 
which 
presents 
(in 
terms 
kids 
can 
understand) 
a 
short 
story 
explaining 
how 
a 
scanner 
works 
and 
why 
the 
exam 
is 
needed. 
The 
“insides” 
of 
the 
toy 
are 
seen 
on 
the 
screen, 
clarifying 
the 
scanner’s 
purpose. 
As 
children 
play 
with 
the 
KiDenScanner, 
aDen@on 
is 
focused 
on 
learning 
and 
having 
fun, 
so 
they 
are 
less 
likely 
to 
worry 
about 
the 
upcoming 
procedure. 
By 
reducing 
fear, 
pediatric 
pa@ents 
can 
more 
calmly 
undergo 
the 
exam. 
Calmer 
pa@ents 
tend 
to 
be 
more 
compliant, 
less 
ac@ve. 
This 
may 
translate 
into 
fewer 
retakes 
and 
improved 
throughput. 
The 
KiDenScanner 
makes 
a 
serious 
occasion 
less 
scary 
and 
more 
effec@ve. 
This 
ini@a@ve 
is 
part 
of 
Philips’ 
larger 
“Ambient 
Experience” 
offer 
which 
removes 
the 
mystery 
and 
fear 
of 
a 
wide 
range 
of 
healthcare 
services. 
I 
was 
pleased 
to 
learn 
they 
term 
it 
“People 
Focused 
Healthcare”. 
It 
has 
many 
of 
the 
same 
tenets 
that 
appear 
in 
this 
paper 
and 
that 
were 
found 
in 
my 
People-­‐First 
Design 
presenta@on 
in 
Shenzhen.
Create 
Wonder 
Product, 
brand 
and 
service 
design 
is 
not 
art 
but 
that 
does 
not 
mean 
you 
cannot 
create 
wonder 
and 
draw 
people 
in. 
This 
stunning 
work 
for 
the 
Berlin 
Philharmonic 
instantly 
intrigues 
and 
pulls 
you 
in. 
At 
first 
glance, 
it 
looks 
like 
a 
room 
lit 
by 
stylish 
windows 
un@l 
we 
realize 
it 
is 
the 
inside 
of 
a 
violin. 
There 
is 
also 
an 
organ 
that 
resembles 
a 
complex 
city. 
9 
Prac@cing 
sound 
design 
management 
does 
not 
mean 
it 
cannot 
be 
beau@ful. 
The 
Design 
House 
Stockholm 
summed 
this 
best 
by 
saying, 
“Don't 
make 
something 
unless 
is 
it 
both 
necessary 
and 
useful 
but 
if 
it 
is 
both 
necessary 
and 
useful 
don't 
hesitate 
to 
make 
it 
beau@ful.” 
Summing 
Up 
Design 
and 
design 
management 
is 
on 
the 
agenda 
of 
more 
and 
more 
companies. 
It 
is 
at 
the 
place 
where 
branding 
was 
ten 
to 
fiXeen 
years 
ago. 
Branding 
almost 
became 
a 
buzzword 
rather 
than 
a 
legi@mate 
management 
prac@ce 
and 
differen@ator. 
It 
is 
s@ll 
figh@ng 
for 
legi@macy 
because 
it 
has 
either 
been 
over 
complicated 
or 
over 
simplified 
and 
in 
many 
cases 
over 
promised 
and 
under 
delivered. 
The 
same 
could 
happen 
to 
design. 
For 
design 
and 
design 
management 
to 
be 
valued 
it 
has 
to 
demonstrate 
a 
clear 
return 
on 
investment. 
It 
will 
do 
so 
by 
solving 
business 
problems, 
by 
puUng 
people 
first 
and 
by 
making 
each 
person 
believe 
that 
whatever 
was 
designed 
was 
designed 
solely 
for 
them. 
Jeff 
Swystun 
President 
and 
Chief 
Marke@ng 
Officer 
416.471.4655
People-First Design Paper

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People-First Design Paper

  • 1. People-First Design: Design Thinking and Management The most important thing about a point of view is to have one.
  • 2. 2 Design is Hot Enlightened companies are talking about design and its benefits like never before. Product, brand and service design are on the agenda because they speak volumes about the company that produced them, its values and priori@es. It is also good business as smart design makes money. Yet so few do this or do it remotely well. One cannot aDend a design or marke@ng conference without Apple being lauded as the pinnacle of design thinking. In December, 2013 I was a Keynote speaker at the Tsinghua Interna@onal Design Management Symposium in Shenzhen, China and joked with fellow presenters about who would be first to men@on Apple. The joke is actually a biDer one because there are few other companies to cite. Shenzhen There are many reasons for this drought. Design and its prac@ce have been made overly complex. We have assigned words, processes and tools to design that confuse more than enlighten. Now “design” is analogous to “strategy”. It is a word that has come to mean so much that it means almost nothing when we hear it. The second reason is puUng design at the heart of an organiza@on is tough stuff. Business is complex with many compe@ng priori@es and focuses. Too oXen design is viewed as a suppor@ng player. Where design is at in business today holds eerie parallels to where branding was ten years ago. Design advocates are aDemp@ng to convince the C-­‐Suite that a Chief Design Officer should be at the ‘big-­‐boys’ table. I sat on a panel in Shenzhen and one of my fellow panelists stated, “Design should not be a department or func@on within a company. Design should be everything the company does.” I cannot tell you how many @mes I heard exactly the same thing at branding and marke@ng conferences in reference to brand over the past twenty years. I intend to circle back on this observa@on at the close of the paper but first it is important to set the stage.
  • 3. Level SeUng The Design Management Ins@tute has done the industry a favor by penning a smart defini@on: 3 “Simply put, design management is the business side of design. Design management encompasses the ongoing processes, business decisions, and strategies that enable innova@on and create effec@vely-­‐designed products, services, communica@ons, environments, and brands that enhance our quality of life and provide organiza@onal success.” Design management is about good business because it solves real problems by improving people’s lives. What this means to me is, design can do good and make money. I also believe it is a noble pursuit because it is extremely difficult. A significant part of what makes design so challenging is how we all subjec@vely judge it. Design is hugely personal. Yet, in business it can be evaluated based on commercial success. That is because great design must sa@sfy a need or a want or ideally both. It must compel people to engage with it. Even beDer is when people share it with others. Design management started with product design. Businesses learned that they could differen@ate by using consistent and dis@nc@ve design. This gave way to brand design and now companies are challenged with service design which is incredibly complex. Today we see such elegance in the design of every day products and their packaging. needs & wants Through products and packaging, companies learned that design could be a strategic asset in brand equity, differen@a@on, and product quality. This gave rise to brand design management. It helps align products within the product range and establishes a clear design language. It promotes a company’s brand by communica@ng a clear set of values. This is an area I have spent a great deal of my career.
  • 4. Each of these brand’s logos is filled with meaning that the companies have taken great pains to achieve. Whether it be value, quality, or exclusivity, each of these values are deliberate strategic decisions. That brings us to the challenging prac@ce of service design. The aim is to improve the quality of the service, the interac@on between the service provider and its customers and the customer's experience. It is arguably the most complex form of design management. There are four reasons for this: Services are intangible. They have no physical form and they cannot be seen before purchase or taken home. Services are unique. Unlike tangible products, no two service delivery experiences are alike. Services are inseparable. The act of supplying a service is inseparable from the customer’s act of consuming it. Services are perishable. They cannot be inventoried. The good new is there is a shared process to apply whether it be product, brand or service design. For me it all starts with a very simple ques@on. 4 What Problem Are You Trying To Solve? Design management is the business of design so it must solve business problems. Its purpose is to capture opportunity, to innovate so we can enhance and improve people’s lives. This compels them to buy what we offer. I believe it is the most beau@ful form of business. When Andy Warhol said, “Being good in business is the most fascina@ng kind of art.”, I believe he was referring to an exchange of value. In its simplest form, a company designs solu@ons for its customers and those customers compensate the company by paying, by remaining loyal and by telling others about their experiences. Warhol was not referring to design for design’s sake. The curving picnic bench is beau@ful but it is art because it lacks commercial sensibility and applica@on. My colleague, Simon Bolton of Birmingham City University is fond of saying, “You do not sell design, you sell solu@ons.”
  • 5. The process requires asking the right ques@ons. It begins with the problem we are trying to solve and when I work with clients that leads to three fundamental ques@ons. What do you have that is unique? Who wants or needs it? How do they like to be engaged? Let’s see how they apply to a few different cases. Designers Mike & Maaike asked a very simple ques@on…can wallpaper serve a highly func@onal purpose? I love what they concluded through smart, simple design that serves a business purpose and makes lives easier. They created Wayfinder wallpaper. It transcends language, employs color coding and just makes sense. It helps direct people in a visually pleasing way to exits and loca@ons. It reminds me of Arthur Koestler’s quote, “The more original a discovery, the more obvious it seems aXerwards.” This seems very obvious aXer viewing. Apple design chief Sir Jonathan Ive has his own view on this topic, "So much of what we try to do is get to a point where the solu@on seems inevitable: you know, you think "of course it's that way, why would it be any other way?" It looks so obvious, but that sense of inevitability in the solu@on is really hard to achieve." 5
  • 6. The next is a great example of aDemp@ng to solve a problem is finding new uses for old space. This was the problem posed to architects in The Netherlands. Specifically how do you convert a beau@ful old church into a bookstore? How do you retain its uniqueness while making it func@onal and relevant given its new purpose? 6 Pu8ng People First Each of these examples shares the most cri@cal considera@on. Each solu@on puts people first. They solve real problems. Make people’s lives easier and more enjoyable. More importantly, what I call “People-­‐First Design Management” makes each person believe it was designed solely for them. This is incredibly difficult to accomplish. You can be the smartest, most talented and crea@ve person but may s@ll not be equipped to do this. It takes a few special quali@es. We all know that children are extremely inquisi@ve. They love to experiment and inves@gate. They are seeing everything for the first @me and are amazed. This prompts them to ask ques@ons. In fact, a recent study shows that children ask 150 probing ques@ons a day. They are trying to figure things out. They ask why things work they way they do. They wonder if things can change for the beDer. And they are not afraid to say that they do not understand. Then something changes when children grow up. The same study found that adults only ask 6. Over @me we seem to lose our interest. We assume that the way things are is the way they must stay. We have become less curious. We have lost our childlike wonder with the world. This is sad. This is not good for our world. This makes our world a less interes@ng place because we are not asking the right ques@ons. To develop the most crea@ve solu@ons we must look at problems in a unique and fresh way.
  • 7. Curiosity itself does not guarantee success in business and design. We must all be objec@ve and not biased in our views, we must possess an intui@veness about people and their behavior, we must observe keenly how people interact with each other and the world around them, we must be able to discern what is important and what is not and lastly we must be percep@ve enough to know that we don’t know everything. I say that because designers must be confident, yet humble. Robert Weider said, “Anyone can look for fashion in a bou@que or history in a museum. The crea@ve person looks for history in a hardware store and fashion in an airport.” This means that inspira@on can come from different places if we are open to being inspired. If we want to make changes in this world through design than we must be open to change. Remember first that you are all problem solvers. Everything you do begins with the ques@on, what problem are we trying to solve? It is when you are uncomfortable that you know you are onto something. This means you have pushed your own thinking and challenged conven@on. Take this example from M&C Saatchi Milano. Imagine spoUng a submarine that had surfaced in the middle of a city street. The adver@sing agency created this amazing installa@on for an insurance client to communicate that anything in our world can happen. It is best to be prepared. It was an uncomfortable campaign idea but executed so brilliantly that it brought about the desired effect of people re-­‐examining their insurance needs. It certainly beat doing the predictable and tradi@onal. Embrace Complexity The world is a complex place and many companies and brands do very complex things. So many of my clients ask me to simplify their stories. This I now refuse to do. I tell them not to be ashamed of their complexity but to celebrate it. This does not mean they cannot cleverly and crea@vely demonstrate their complexity. 7 People-­‐First Design Management makes each person believe whatever was designed was designed solely for them. This is not mass customiza@on, it is mass appeal. "I think there is a profound and enduring beauty in simplicity; in clarity, in efficiency. True simplicity is derived from so much more than just the absence of cluDer and ornamenta@on. It's about bringing order to complexity.” Sir Jonathan Ive
  • 8. 8 At the Symposium my fellow Keynote presenter, Paul Gardien, Vice President, Head of Strategy & Design Innova@on at Philips regaled the audience with his company’s pledge to improve the lives of three billion people. This number is aggressive and impressive but a realis@c figure that Philips has proved it can reach. Sobering was Paul’s admission that just 4% of the ideas Philips explores ever makes it way to market. Depending upon industry this is actually an enviable number. In business ideas die quick or prolonged deaths for scores of reasons. In his presenta@on Paul highlighted the KiDenScanner. This is an ini@a@ve by Philips to remove the mystery and to calm and empower kids undergoing an MRI. Quality images are best acquired with recep@ve, relaxed pa@ents. Yet a child’s fear of the unknown can challenge that goal. The KiDenScanner reduces fear and playfully educates children about the scanning process. Philips examined both the service and product design. The insights were exceedingly human. They recognized that a hospital visit can be overwhelming and undergoing an examina@on without Mom or Dad nearby is scary. But given an opportunity to understand what’s happening, children find the experience easier. Their naturally inquisi@ve minds are reassured when they can “try it out”. Children are encouraged to explore the scanning concept by learning from a small scale version of a scanner. This generic looking model can be used to help describe both the MRI and CT process. First the child chooses a toy to scan. Then he or she puts it on the miniature pa@ent table and pushes it through the opening. This ac@on triggers a flat panel display which presents (in terms kids can understand) a short story explaining how a scanner works and why the exam is needed. The “insides” of the toy are seen on the screen, clarifying the scanner’s purpose. As children play with the KiDenScanner, aDen@on is focused on learning and having fun, so they are less likely to worry about the upcoming procedure. By reducing fear, pediatric pa@ents can more calmly undergo the exam. Calmer pa@ents tend to be more compliant, less ac@ve. This may translate into fewer retakes and improved throughput. The KiDenScanner makes a serious occasion less scary and more effec@ve. This ini@a@ve is part of Philips’ larger “Ambient Experience” offer which removes the mystery and fear of a wide range of healthcare services. I was pleased to learn they term it “People Focused Healthcare”. It has many of the same tenets that appear in this paper and that were found in my People-­‐First Design presenta@on in Shenzhen.
  • 9. Create Wonder Product, brand and service design is not art but that does not mean you cannot create wonder and draw people in. This stunning work for the Berlin Philharmonic instantly intrigues and pulls you in. At first glance, it looks like a room lit by stylish windows un@l we realize it is the inside of a violin. There is also an organ that resembles a complex city. 9 Prac@cing sound design management does not mean it cannot be beau@ful. The Design House Stockholm summed this best by saying, “Don't make something unless is it both necessary and useful but if it is both necessary and useful don't hesitate to make it beau@ful.” Summing Up Design and design management is on the agenda of more and more companies. It is at the place where branding was ten to fiXeen years ago. Branding almost became a buzzword rather than a legi@mate management prac@ce and differen@ator. It is s@ll figh@ng for legi@macy because it has either been over complicated or over simplified and in many cases over promised and under delivered. The same could happen to design. For design and design management to be valued it has to demonstrate a clear return on investment. It will do so by solving business problems, by puUng people first and by making each person believe that whatever was designed was designed solely for them. Jeff Swystun President and Chief Marke@ng Officer 416.471.4655