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Introduction By Martin Tomitsch and Cara Wrigley

Design is no longer a discipline limited their way into physical environments and
to the concerns of a singular, specific products, from smart cities to internet-of-
domain. Like most other industries, things and medical devices. Technological
the field of design is being challenged advancements are changing the process
by the arrival of the fourth industrial of design. As a result, we must integrate
revolution. Systems are becoming more the requirements of all the domains,
complex, requiring more intuitive user aspects and features that make up the
interfaces and multiple touch points, most innovative solutions worldwide. We
from wearable screens to virtual reality must design – think – make – break – and
headsets. Digital systems are weaving then repeat.

Design evolution
The responsibility of design has As our global and lived environments
evolved over time along with industrial, are becoming more complex, the role
technological and market shifts (Owen, of design is changing yet again. We are
1991). For almost a century, design has facing unprecedented global challenges,
been used to achieve a competitive such as population growth and mass
advantage across industries. At the urbanisation, and technology is advancing
beginning of design as a profession, this and penetrating all aspects of our lives at
involved designers working with engineers a rapidly increasing rate.
to achieve better construction techniques.
Design is now seen as a pathway for
As markets changed and caught up with solving complex, nonlinear problems,
this trend, the role of design shifted to which can’t be solved with technological
delivering a strategic advantage by having or scientific approaches alone. It provides
products with better appearance, better a framework for understanding the needs
human factors or usability, and better of the people, as well as the space to
performance. Around the turn of the translate these needs into solutions. For
century, the role of design changed again, the first time, in the evolution of design
with companies seeking designers to help as a field, the use of such methods
them develop better ideas and better is no longer limited to skilled design
integration, now also including better professionals. Using design as a way of
experiences and social inclusion. thinking provides a strategic advantage

10 Introduction
across many professions. Design is, diamond encourages divergent thinking
therefore, becoming a capability- followed by convergent thinking. The first
enhancing skill, equipping people with diamond starts from a problem situation
the ability to deal with uncertainty, and ends with a problem definition and
complexity and failure. focuses on understanding the problem.
The second diamond uses the resulting
The last two decades have seen much problem definition as design brief and is
excitement around the term ‘design concerned with finding the right solution.
thinking’, largely due to its adoption into
business as an alternative approach to Despite being criticised by some scholars
business strategy development. Herbert for their simplified view of design as a
A. Simon first referred to design as a ‘way process, models like the honeycomb
of thinking’ in his book ‘The Sciences of and double diamond offer distinctive
the Artificial’ (Simon, 1969), proposing a perspectives and considerations. They
structured approach for translating an allow organisations to adopt their own
existing situation into a preferred situation formalised design approach to inform how
using design methods – helping to they operate and design their products
connect different elements contributing and services.
to a final solution. In the 1980s the term
‘design thinking’ was used to describe the
process of designing in architecture and
urban planning (Rowe, 1991). Since then
several frameworks have been formulated
to provide guidance for when, how and
which methods to apply at the various
stages of a design process. These early
works have laid the foundation for today’s
role and place of design as an innovation
method.

Two popular design models that translate


this way of thinking into a framework are
the ‘honeycomb’ model proposed by the
d.school at Stanford University and the
‘double diamond’ model published by the
UK Design Council. The honeycomb model
involves the stages of empathise, define,
ideate, prototype and test, and stresses
the importance of iteratively moving
The changing role of design to provide a competitive
between those stages while working on advantage by achieving products, services, systems and
a design project. The double diamond environments of better quality. Levels 1 to 3 based on an
model entails the phases of discover and original diagram by Owen (1990).
define (the first diamond), and develop
and deliver (the second diamond). Each

Design. Think. Make. Break. Repeat. 11


Design. Think. Make. Break. Repeat.
Arriving at an innovative solution is than investing a lot of time in each step,
usually not a clear, straightforward it is more productive to go through
pathway. Design requires learning about the process as quickly and as often as
the context (the thinking part), building possible (the repeating part). The earlier
prototypes as tangible representations an idea or concept is broken, the quicker
(the making part) and testing potential we can focus on improving it.
solutions (the breaking part). Rather

Design thinking
For an innovation to be successful, it is for and how to address their needs that
critical to not only have the technical companies find most challenging.
and business opportunities in place
but to also ensure that there is a real To understand who we are designing for
need, a desire, for the product or service. (users, customers or other stakeholders),
According to Eric von Hippel, a Professor it is important to develop the skill of
at the MIT Sloan School of Management, empathy. Design thinking uses a wide
70 to 80 percent of new product array of methods to develop empathy
developments that fail do so not for lack by collecting data from and about real
of advanced technology, but rather a people and for translating this data into
failure to understand users’ needs. It’s ideas and concepts.
understanding who we are designing

Design making
Data and ideas collected during the referred to as the minimal viable product
design thinking phase can be turned (MVP). A concept, prototype or MVP
into concepts and prototypes – the can be a representation of a specific
design making part of the process. scenario, the entire user interface, or just
This is where we build a tangible one feature built as a technical proof of
representation (or many representations) concept.
of the solution. In some cases, this is also

12 Introduction
The model for
designing products or
services used in this
book. The methods are
not limited to one of
the phases; many of
them can be applied
at different stages of a
design project.

The steps of a design process are linked


and interconnected. They don’t happen in
isolation from each other. The better the
research data collected initially, the more
useful the tangible representation of the
solution will be.

Design breaking
One way to find out whether an idea attempts, the prize went unclaimed for
works is to put it in front of potential users over 17 years. In 1976, Paul MacCready,
or customers. Sometimes it might be an aeronautical engineer, completed the
necessary to let go of an idea or concept challenge by looking at the problem from
to make room for even better ideas a different perspective. While everyone
to emerge. To break a design solution else was trying to build a human-powered
requires embracing failure. Taking a plane that can fly a figure eight around
different perspective and exploring many two poles, he built a plane that could be
approaches rapidly can effectively solve crashed and re-built within hours. His team
complex problems. would often break the plane several times
a day, and from those failures learn how to
In 1959, British industrialist Henry Kremer improve their approach. The solution was
created a prize for designing a human- to build a lightweight plane that could
powered aircraft that could fly a figure- fly very slowly. Constantly breaking their
eight course around two poles half a concept sped up the process of finding a
mile apart. Despite more than 50 official new, successful solution.

Design. Think. Make. Break. Repeat. 13


Repeating the steps
The final step is to repeat all or some that all those who sat on the left side
of the previous steps. Every iteration of the studio would be graded based
leads to new insights, and the new on the number of works they produced,
insights are what will set a product or while the right side would be graded
service apart from other solutions in the based on quality. When it came to
market. Designing, thinking, making and grading the students’ submissions,
breaking many different representations he found that those focusing on
quickly rather than striving to create quantity had come up with much
one perfect solution leads to a more more interesting and novel works than
innovative outcome. those striving to develop a high-quality
submission. Not getting fixated on one
According to David Bayles and Ted idea allowed the students to try out
Orland a ceramics teacher one day many different ideas quickly and that
announced that he would divide his way producing overall higher-quality
class into two groups (Bayles & Orland, works.
2001, p.29). He explained to the groups

Who we are designing for


In interaction design, the end consumers are different from the customers, who
of the designed products are commonly are paying, for example, for targeted
referred to as users. This notion is also advertising. The design of Facebook as
reflected in terms used to describe a platform needs to consider and target
emerging design disciplines, such as user both. A design process may also need
experience design, and methodologies to consider other stakeholders, who
like user-centred design. However, this is are individuals or organisations with
not always an accurate reflection of who an invested interest or stand to gain or
is purchasing or engaging with an end lose from the solution. The terms user,
design solution. Within the business and customer and stakeholders are not
commercial world, the term customer is always equally interchangeable and
frequently used instead. In some cases, have been carefully selected and used
the user might not be the customer of a throughout this book.
product. For example, users on Facebook

14 Introduction
How to use this book
This book is written as a learning which provides printable versions of
resource and reference guide to templates as well as further resources
scaffold the reader’s understanding to illustrate the use of the methods.
of the design process as a method
for complex problem-solving and As well as being a rich resource of
developing innovative solutions. design methods and materials, the
The methods included in the book book supports the teaching of students
are applicable to a variety of design and readers from all disciplinary
projects and across a range of domains backgrounds. It provides everyday
and industries. This cross-perspective tools that assist with developing an
approach is also reflected in the choice understanding of design thinking
of design briefs and case studies by practically applying the methods
included in the book, which ranges through exercises. The methods
from autonomous vehicles to designing included in the book have been
the future shopping experience. contributed by leading experts in the
field. The exercises are based on many
The book is divided into methods that years of experience in teaching the
include a full description along with methods. All methods are grounded in
step-by-step exercises and ready-to- research and link to academic articles
use blank templates. The methods are that provide more detail on each
included in alphabetical order, rather method.
than structured by phases, to reflect
that they can be flexibly used and The authors encourage researchers,
adopted across multiple phases. Icons practitioners and learners to use,
indicate the phases, in which each modify, re-interpret and critique the
method is typically used. However, contents of this book. We welcome any
there is no hard rule about when a feedback, suggested improvements or
method can or cannot be applied. experiences with successes – and most
definitely failures! In the spirit of the
Templates can be photocopied or book, we look forward to its ongoing
used inside the book. The book development through conversations
is accompanied by a website with you.
(designthinkmakebreakrepeat.com),
References
Bayles, D., & Orland, T. (2001). Art & fear: Observations on the perils (and rewards) of artmaking. Image
Continuum Press.

Owen, C. L. (1990). Design education and research for the 21st century. Design Studies, 11(4), 202-206.

Owen, C. L. (1991). Design education in the information age. Design Issues, 7(2), 25-33.

Simon, H. A. (1969). The sciences of the artificial. Cambridge, MA: MIT Press.

Rowe, P. G. (1991). Design thinking. Cambridge, MA: MIT Press.

Design. Think. Make. Break. Repeat. 15

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