Professional Documents
Culture Documents
KV2HUZ-Nesta Playbook For Innovation Learning
KV2HUZ-Nesta Playbook For Innovation Learning
innovation
learning
35 diagrams to support talking and
thinking about learning for innovation
1
Acknowledgements
This playbook was written by Bas Leurs and Isobel Roberts, and produced by Nesta’s
Innovation Skills team.
Thank you to the following colleagues for their contributions, suggestions and help:
Brenton Caffin, Diana Hidalgo, Jesper Christiansen, Sonja Dahl, Giulio Quaggiotto,
Kelly Duggan, Glen Mehn, Geoff Mulgan, Paulina Gonzalez-Ortega and Zosia Poulter.
We also would like to thank our friends, partners, colleagues and clients that we have
worked with. This book is for you! Millie, Stéphane, Gianncarlo, Aisha, George, Magali,
Ramya, Sophie, Katalina, Shatha, Francoise, Beatriz, Nadège, Nick, Juan Felipe, Huda,
Georgina, Behzad, Kimberly, Alex, Marina, Mary, Peter, Louise, Christina, Dom, Ulzi,
Jess, Daniel, Andres, Sam, Roman, Saskia, Jill, Rob, Ella, Josh, Cath, Nicolás, Lou,
Gazbia, Jasper, Seema, Zevae, Sam, Keano, Sandy, Madeleine, Rob, Naguib, Jennyfer,
Gabriela, James, Sherif, Tom, Fadhil, Adam, Jasmina, Elena, Andrew, Julia, Celia,
Kathy, Oliver, Shaun, Deb, Khatuna, Rui, Sarah, Eli, Melanie, Jorge, Nicole, Ingrid,
Paulo, Elisa, Harry, Benjamin, João, Bruno, Joaquin, Andrew, Majken, Carrie, Roshan,
Jens, Filipa, Komal, Triin, Asaf, Maree, Sid, Suzannah, Teo, Christian, Valerie, Marco,
Eva, Ben, Maesy, Gabriella, Grace, Jakob, Lea, Layla, Emilia, Amal, Nourhan, Jennifer,
Rebecca, Jonathan and the many other change-makers out there who are building
innovation capacity for the common good.
About Nesta
Nesta is a global innovation foundation. We back new ideas to tackle the big
challenges of our time. We use our knowledge, networks, funding and skills - working
in partnership with others, including governments, businesses and charities. We are a
UK charity but work all over the world, supported by a financial endowment.
This book is not meant as an introduction to learning or If you’d like to know more, or send us feedback and suggestions,
instructional design, but instead we see it more as a toolkit. If please contact us on: skills@nesta.org.uk
Nesta’s Brenton Caffin shares Lafley and Martin’s five strategic questions in a session with the Portuguese government’s LabX team.
Preface
Contents
Continuum of experimentation 78
A categorisation of experimental approaches
for planning and managing experiments
Contents
C
EN
IN
G
IM
E XP ER
Learning processes & strategy
N ON LEARNING
VISIO
Organisational
SPREADING Strategy
Strategic
SKILLS
Integrate innovation methods ING OUTCOMES
and tools into the daily practice DO Strategic intent,
learning objectives
FACULTY
of organisations and scale Expertise areas,
SU
NC
TI LEARNERS’ LEARNING
BJ
IL L
IM EVALUATION
PA
EN
PROFILE OBJECTIVES
IN
EC
S
MAKING IT
Measurement and
Curriculum
SK
R
assessment tools,
C
TO
G
IM
T
methods
TM
When learners ‘walk into the When learners ‘walk out of the
AC
HAPPEN development
N
room’ what prior experiences, room’, what should be AUDIENCE
E XP ER
S IG
Segments and profiles
skills and expectations do different?
AT
Learn how to develop ideas they have?
of learners
T
into action (set up pilots, create
DE
ER
LEARNING
prototypes). JOURNEYS &
G
EXPERIENCES
EX
N IN
PE
G
MODALITIES
RAISING
AR
TIN
RT
S
Teaching methods
VE
and learning
CO
Learning Learning
activities
LE
AWARENESS
TI
IS E
RA
EN
EC
RESOURCES BL
R
A
A
LEARNING design delivery
NC
Understand and be able to Literature, guides, ER N
materials, toolkits S
FL
articulate the benefits of
PT ACTIVITIES
RE
E
innovation.
UA What are the key activities
LISI that help learners achieve the CONTENT
NG
G
Practices, methods,
learning objectives? ENVIRONMENTS philosophies,
Hands-on Facilities, platforms, theories
G social context
KIN
THIN
FACILITATION SKILLS
TIN
12 14 16 18 20
CO
EC
ACTIVITIES
LEARNING
BY DOING
Learning through IN PRACTICE INFORMAL MENTORING /
reflection on doing
Drives the development of LEARNING COACHING LEARNABLE O RGA N I SAT I O N
embodied knowledge,
NC
FL
Supporting learners to
learn whilst doing
ACTION goals to stimulate BEHAVIOUR
people to do things in a
innovation in their
PT
new way
daily work
RE
ACTORS
ABOUT PRACTICE I ND
LEARNING Helps generate conceptual STUDY SIMULATION
WITH PEERS TEACHABLE
E
U24A
have hands on experience
in doing innovation
LISI 26 28 30
THI
Being able to educate and
mentor others to develop the
skill OF PROX
EL
NE LOPME IMAL
Not aware of skill Aware of skill ZODEVE NT
Expert
INCOMPETENCE N
deficiencies deficiencies
EMBED ORT ZO N
HA
MF N
Being able to effectively use the O
C
E
skill in everyday practice, it has
become a habit Potential SKILLS
W
SITUATION-BASED
to generate
THINKING
Competent
LO
impact
APPLY
Being able to demonstrate that the
F
skill can be effectively used to
Advanced So proficient
Actively working
achieve specific outcomes
34 36 38 40 42
Citizen
& Stakeholder
Engagement
Actively involving citizens,
Participating in a discussion Political & envisioning new SOLVING Reflective Tech Literacy
Understanding technological
Bureaucratic possible futures Habit of critically
developments and use their
reflecting on process
Awareness
80% of what we experience personally
and results potential
Operating political
dynamics and bureaucratic
Outcomes-
procedures to ensure focused Courageous
Carrying out the activity in real-life situations strategic support Strong commitment Willingness to take
to real world effects risks
Financing change
44 46
SYSTEMS Open
GovJams /
Service Jams
Innovation
Labs / Teams Citizen
Engagement Challenges &
PRINCIPLES CONDITIONS Target
Taking a holistic
Sensemaking Collective
Intelligence Lead User Innovation Prizes
Learning the core mindset Learning how to create concept
Innovation Co-creation
Reality Democratic UNCOMMON
PROCESS
labs Dialogue
view, identifying Design
Positive Open Policy (Community)
Regulatory and habits of government space for and strategically
Deviance Making Sandboxes
Asset Mapping
intervention points Research Accelerators Social
innovation practice support innovation Series of steps, or categories of actions
Evidence-based Innovation
G
Thinking Reverse
Contextual Transition (MVP)
IN
and data Inquiry
INTELLIGENCE Design
Design SOLUTION Innovation
Innovation Organisational
TECHNIQUES & METHODS
Randomised Thinking
SPACE INNOVATION
PP
Control Trials Riskiest
SPACE Human Assumption Lean processes environment
Policy
Understanding reality Centered Shaping reality Testing CRAFT Activities or tasks that generate
A
Analysis Behavioural Startup
Speculative Design Insights a certain output
M
FUTURES Crticial Design Design Prototyping
Foresight Design Service Gamification Sprint
Living Impact
Futures Labs Design
Analysis Open Alternative Investment
Exploring multiple Data “Nowcasting”
User Design Finance
50 52 54 56 58
ESSENTIAL
KEY MESSAGE
3
seconds
SUMMARY
30seconds
IDEA IMPLEMENTATION
successful
VALUE
DETAILS
300 seconds LESS
SIGNIFICANT
60 62
Design & innovation processes
Analytical approach
BIG BANG 2 Changing
PROTOTYPING IMPLEMENTATION systems 7
Generating
ideas
PROBLEM SOLUTION
RESOURCES SPENT
Time, money, talent, materials invested to develop
and implement the solution
PROBLEM
PROBLEM DEFINITION SOLUTION
Developing
3 & testing 1
CURRENT TRANSFORMATION FUTURE Opportunities
STATE PROCESS STATE & challenges
DISCOVER DEFINE DEVELOP DELIVER
the nature of the the area to potential solutions
problem focus upon solutions that work Design approach
Growing
Existing situation Preferred situation ROOM FOR FAILURE & scaling 6
Find out what works, and what doesn’t
Making
4
PROBLEM SOLUTION the case
Delivering &
START PROJECT JOURNEY END
implementing
66 68 70 72 74
EXPLORATION EXPLORATION Speculative Design, Foresight, Ethno- Prototyping, Human Centred Design, Randomised Control Trials, Pilots, A/B
graphic Research, Positive Deviance, etc Behavioural Economics, etc Testing, Multiple Parallel Experiments,
Looking for new Optimising existing
etc
opportunities and solutions
solutions
76 78
FI
FI
PROBLEM USER
SYMBOLS PRODUCTS INTERACTIONS
T
How do we
SYSTEMS
Logos, signs Tools, furniture Services Ecosystems
create value?
N
TIO
SOLUTION
FL
capabilities
RE
82 84 86 88 90
Contents
Learning
processes &
strategy
Defining your approach to learning
and developing a learning strategy
Innovation Skills learning journey
Three stages of learning for innovation to become part of daily practice
SPREADIN G
SKILLS
Integrate innovation methods
and tools into the daily practice
of organisations and scale
innovation capacity
MAKING IT
HAPPEN
Learn how to develop ideas
into action (set up pilots, create
prototypes)
RAISING
AWARENE SS
Understand and be able to
articulate the benefits of
innovation
ING
DO
EXPE
RI E
NG NC
TI
EN
IN
G
IM
E XP ER
G
TIN
CO
EC
NC
FL
PT
RE
E
UA
LISI
NG
K ING
THIN
LEARNERS’ LEARNING
PROFILE OBJECTIVES
When learners ‘walk into the When learners ‘walk out of the
room’ what prior experiences, room’, what should be
skills and expectations do different?
they have?
LEARNING
ACTIVITIES
What are the key activities
that help learners achieve the
learning objectives?
Organisational
Strategy
Strategic
SU
S
BJ
ILL
EC
Curriculum
SK
TM
development
N
SIG
AT
T
DE
ER
NG
EX
NI
PE
AR
RT
Learning Learning
LE
ISE
design delivery
Hands-on
FACILITATION SKILLS
N ON LEARNING
VISIO
OUTCOMES
Strategic intent,
FACULTY learning objectives
Expertise areas,
roles and functions
IM EVALUATION
PA
S Measurement and
R
assessment tools,
C
TO
T
methods
AC
AUDIENCE
Segments and profiles
of learners
LEARNING
JOURNEYS &
EXPERIENCES
MODALITIES
S
Teaching methods
VE
and learning
activities
TI
RA
EN
RESOURCES BL
R
A
A
Literature, guides, ER N
materials, toolkits S
CONTENT
Practices, methods,
ENVIRONMENTS philosophies,
Facilities, platforms, theories
social context
ENVIRONMENTS Enablers and requirements • W hat systems or platforms do you need to put in
Describes the social, technological and physical environments. place to enable learning?
This may include learning management systems, as well as • What is needed to create a permissive and enabling
requirements for the organisational or social environment (e.g. learning environment?
permissive environment).
RESOURCES Assets, media and networks • W hat resources are needed to enable or support
Describes the wider categories of assets, media and networks learning?
(e.g. repositories, databases, knowledge systems, communities • What resources are key to achieve the intended
of practice) needed to enable learning. outcomes?
AUDIENCES Segments • W ho are your key audiences? How would you segment
Describes segments of learners, based on, for example, needs, them?
motivations, experience or seniority. • What learning needs do these segments have?
• What enables them to learn? What are their barriers
to learning?
OUTCOMES Learning objectives • W hat should be different when learners leave the
Sets out the learning objectives, specifying what learners are room?
able to do or demonstrate after completing a session. • What behaviours should learners be able to
demonstrate?
MODALITIES Activities • How are you going to achieve your learning objectives?
Describes the learning journey and the learning activities • What does the learning journey look and feel like?
needed to achieve the intended objectives. • How do the learning activities align with the learners’
needs, experience and preferences?
CONTENT Key messages and examples • W hat content is needed to achieve your learning
Specifies the key messages, examples, case studies, techniques objectives?
and tools that support the learning activities. • What are the key messages you want to get across?
• What metaphors or examples might you use to help
bring abstract ideas to life?
RESOURCES Materials and literature • W hat resources are needed to enable or support
Describes the wider categories of assets, media and networks learning?
(e.g. repositories, databases, knowledge systems, communities • What resources are key to achieve the intended
of practice) needed to enable learning. outcomes?
ACTIVITIES
LEARNING
BY DOING
Learning through
reflection on doing
CONTEXT OBJECTIVES
LEARNING LEARNING
BEYOND THE BIAS FOR ACTION
Formulating learning
CLASSROOM TOWARDS objectives as actionable
Supporting learners to
learn whilst doing
ACTION goals to stimulate
people to do things in a
innovation in their
new way
daily work
ACTORS
LEARNING
WITH PEERS
AND FROM
EXPERTS
Learning from people who
have hands on experience
in doing innovation
Learning by doing: We believe that learning new skills is best Typical questions that prompt using this diagram
achieved by actually doing them, so we promote hands-on What is your vision on learning? What should learning look
exercises and immersing learners in real life situations. Letting like? What are the key principles that guide you in shaping and
learners experience how to make decisions in the face of delivering learning experiences?
ambiguity and complexity, and then letting them reflect on that
process, is far more effective than mere knowledge transfer. Background
We developed this diagram in the Innovation Skills team to
Learning for action: The essence of innovation is doing things articulate our approach to learning. Our pedagogy is an ongoing
differently to generate a better outcome. Impact is not created conversation, but we often come back to these principles.
through knowledge; it results from people doing things differently.
For that reason, learning objectives should be formulated as
actionable goals: how is the learner going to act after finishing a
course?
Modes of learning 27
AMO framework
The key requirements for people to be able to put innovation into action
PERFORMANCE
ABILITY MOTIVATION OPPORTUNITY
BEHAVIOUR
Opportunity: the mandate and conditions to put innovation into Typical questions that prompt using this diagram
practice and make change happen, for example having the space, What skills are needed to enable a certain behaviour? What
time, resources and support from colleagues and management motivates learners? Can learners put their new skills, methods
or tools into practice? Is their organisation ready to make use of
The final element is often overlooked, but if any of them are them? What are the elements that influence behaviour change?
missing it is very difficult for people to effectively innovate.
Background
Why or how would you use it? The ‘AMO Theory’ is a popular model in performance
The diagram is useful for thinking beyond just teaching skills and management.16 It describes performance as a function of ability,
looking to see if the other elements required for innovation to motivation and opportunity. A similar model has also been used as
happen are in place. There are two ways to use this diagram. One a framework for behaviour change.17 We tend to use both aspects
is to focus on ‘doing’ innovation, the other is to focus on ‘learning’ of this model, considering the behaviour change perspective as
to innovate. a means (e.g. test ideas at an early stage of the process) and
performance management perspective as an end (e.g. creating
Particularly with the latter, we often assume that everyone has better public outcomes).
the ability to learn how to innovate. However, innovation skills are
complex skills13 and they also require learning agility14 in order to
develop and continuously renew and improve them.
AMO framework 29
Four levels of capacity building
A framework for considering different levels of intervention to enhance capacity building
EC O S Y S T E M
O RGA N I SAT I O N
TEAM
IVIDUAL
I ND
STRATEGY-BASED
THINKING
Visionary
Expert
SITUATION-BASED
THINKING
Competent
Advanced
Beginner
RULE-BASED Novice
THINKING
Rule-based thinking: At the novice level, learners often need There is sometimes a misconception that the end goal should
clear guidance on how to use something and how not to use it, always be to become a visionary. This is highly unlikely, as
such as a tool or a method. Here, the learning approach provides moving just from novice to advanced might take months or
learners with a prescriptive process and clear instructions on how years. Becoming an expert might even take a decade or more.
to execute them in the right order. For teaching at this level, it is Often people don’t ever reach the expert or visionary levels, so be
essential to break the process down into distinct steps. realistic in what you’re aiming for.
Situation-based thinking: As you move up the steps, you Although the steps suggest progressing from one level to the next,
encounter a higher level of complexity. This involves looking learning is a dynamic process so a learner might jump back and
beyond just the rules or following a strict step-by-step approach. forth between levels depending on their practice of the skill.21
A descriptive process may still provide guidance to plan a course
of action, but it requires situational awareness and the ability to Typical questions that prompt using this diagram
respond accordingly. Learners at this level often demonstrate the Where should you pitch the learning offer? What type of approach
ability to improvise and find workarounds for limiting requirements works best for the level of learner expertise?
and other barriers, and come up with solutions that are
appropriate for the unique circumstances of the problem. At this Background
level learners learn best with the help of a mentor, who prompts The five levels of expertise were defined by Dreyfus.22 Based on
critical questions and offers new ways of looking and thinking. that, Bryan Lawson and Kees Dorst defined their wider categories
With innovation skills, it may take up to three to five years to attain of expertise23 to provide a framework for assessing design
this level of expertise. competency.
Levels of expertise 35
(Un)concious - (in)competence
Four awareness and competency levels for developing learner profiles
UNCONSCIOUS CONSCIOUS
So proficient
Actively working
COMPETENCE that skills are
on developing
applied without
skills
thinking
Conscious - Incompetence: at this level, learners still lack the skills Typical questions that prompt using this diagram
but are aware that they do not have them. They sense an urgency What level of expertise are your learners at? How can you make
to develop them: “I know that I don’t know how to do this, but I need to learners aware of what expertise they already have, and how to
learn this.” advance to the next level?
(Un)concious - (in)competence 37
Innovation skills hierarchy
A classification of skills levels to help define learning objectives
HIGH
SPREAD
Being able to educate and
mentor others to develop the
skill
EMBED
Being able to effectively use the
skill in everyday practice, it has
become a habit Potential
to generate
impact
APPLY
Being able to demonstrate that the
skill can be effectively used to
achieve specific outcomes
UNDERSTAND
Being able to articulate the potential
and value of a skill or method
LOW
I E T Y ZO N E
ANX
E OF PROXIM
O N ELOPME AL
Z DEV NT
ORT ZO
MF N
O
C
expert
Boredom Flow
EL
N
A N
H
SKILLS C
W
L O
F
Apathy Anxiety
novice
easy hard
CHALLENGE
Why or how would you use it? Typical questions that prompt using this diagram
To create an effective learning experience – an experience that is How do you make sure learners are energised and not bored or
neither too hard nor too easy – you have to consider current skill distressed? How do you align learning activities with the skills that
levels and align them with the challenge that the learners need to learners already have?
tackle.
Background
If you give a learner with low skill levels a complex task, it is The concept of ‘flow’ was developed by Mihály Csíkszentmihályi.30
likely to result in anxiety. On the other hand, simple challenges It can be observed in many activities, e.g. playing a music
for more skilled learners will likely create boredom. We often instrument, doing sports, or playing a computer game.
Citizen
& Stakeholder
Engagement
Actively involving citizens,
stakeholders and unusual
suspects
Intrapreneurship
Being insurgent and use business
acumen to create opportunities
LEADING
Demonstrating Value
CHANGE
Articulating the value of new Mobilising resources and
approaches and solutions for legitimacy to make
decision-making purposes
change happen
Storytelling
& Advocacy
Using narratives and media
to articulate vision and
information in compelling
ways
PROBLEMS
Identifying and
framing an issue
SYSTEMS
Taking a holistic
view, identifying
intervention points
FACTS
Using evidence
and data
FUTURES
Exploring multiple
possible futures
PEOPLE
Understanding
people’s experiences,
building empathy SOLUTIONS
Developing and testing
solutions, mapping existing
assets and solutions
Principles of innovation 51
Landscape of innovation approaches
An overview for exploring different innovation methods when developing an innovation strategy
Experimental
Team / Experimental Leadership Adaptive
Organisational Culture Ambidextrous Leadership
Design Leadership
Innovation
Learning / Talent TALENT System
Adaptive
Management
Pedagogy Management
SPACE Leadership
Change
Empowering people Management
GovJams / Innovation
Labs / Teams Citizen
Collective Open Service Jams Engagement Challenges &
Sensemaking Innovation
Intelligence Lead User Prizes
Reality Democratic
Innovation Co-creation labs
Positive Dialogue Regulatory
Open Policy (Community)
Design Deviance Making Sandboxes
Research Accelerators Asset Mapping
Social
Evidence-based Innovation
Ethnographic Policy Camps
Research Action Transdisciplinary Frugal Jugaad
Innovation Minimal
Research Systemic Design Viable
Systems
Thinking Design Product
Contextual Reverse (MVP)
Transition
Inquiry
INTELLIGENCE Randomised
Design
Thinking Design SOLUTION Innovation
Policy
SPACE
Control Trials
Human SPACE Riskiest
Assumption Lean
Understanding reality Centered Behavioural Shaping reality Testing Startup
Analysis Design
Speculative Insights
Critical Design Design Prototyping
Foresight Design Service Gamification Sprint
Living Impact
Futures Labs Design
Analysis Open Alternative Investment
Data “Nowcasting” Design
User Finance
Visualisation Experience
Social Media Digital Innovation/Creative Crowdfunding
Reverse Design Spaces
Engineering Data Analysis Transformation Social Innovation
Ethnography Camps
FabLabs Hackathons
Open
Citizen Big Data Crypto
Generated Data Agent Based Data Currencies
Modelling Digital Social Smart
Innovation Cities
Augmented
Reality
Virtual
Reality TECHNOLOGY Internet of
SPACE Algorithmic
Governance
Things
Artificial Intelligence / Enabling action Open
Machine Learning Blockchain
Source
Sensors
Leurs (2018)
Culture
PRINCIPLES CONDITIONS
Learning the core mindset Learning how to create
and habits of government space for and strategically
innovation practice support innovation
METHODS FUNCTIONS
Learning selected Learning how to embed
government innovation new approaches in
methods and tools government operations
Approaches
PRINCIPLES
Core beliefs that drive certain behaviours
PROCESSES
Series of steps, or categories of actions
taken to achieve a certain outcome
TOOLS
Instruments or artefacts needed to
carry out a particular activitiy or task
Target
concept
UNCOMMON
G
IN
PP
A
M
COMMON
Base
concept
CONCRETE ABSTRACT
Structure of metaphors 59
3-30-300 second rule
Guidelines for structuring information and making communication more effective
ESSENTIAL
KEY MESSAGE
3
seconds
SUMMARY
30seconds
DETAILS
300 seconds LESS
SIGNIFICANT
successful
IDEA IMPLEMENTATION VALUE
PROBLEM
PROBLEM DEFINITION SOLUTION
Analytical approach
PROBLEM SOLUTION
Design approach
PROBLEM SOLUTION
With a design approach, you might start with the problem and We also find this diagram helpful to demonstrate the value of
then quickly develop a solution. Instead of overanalysing the being agile – that your process doesn’t need to follow a linear
problem, you start testing out solutions and take that first jump sequence of steps, and that by moving between the problem and
from the problem space to solution space to see how the world solution you can understand both better.
reacts to your idea. This helps to test your assumptions about what
works, and the real nature of a problem can often reveal itself Typical questions that prompt using this diagram
once it is put into a solution. You can then go back to redefine What does iteration look like? What is the value of iteration?
the problem and create a new solution, moving back and forth
between the two. This is the essence of prototyping; accelerating Background
learning about the problem and solution at the same time. This diagram is a visualisation of the concept of ‘co-evolution of
problem-solution’, a process that was first described by Kees Dorst
Why or how would you use it? and Nigel Cross70 and further explored by Dorst in his paper ‘The
This diagram can be used to explain the nature and value of Problem of Design Problems’.71
iteration and prototyping; whereas an analytical approach focuses
BIG BANG
PROTOTYPING IMPLEMENTATION
RESOURCES SPENT
Time, money, talent, materials invested to develop
and implement the solution
2 Changing
systems 7
Generating
ideas
Developing
3 & testing 1
Opportunities
& challenges
Growing
& scaling 6
Making
4 the case
Delivering &
implementing
Nesta (n.d.)
EXPLORATION EXPLOITATION
Looking for new Optimising existing
opportunities and solutions
solutions
Heuristics stage: As understanding grows, rules of thumb about We would describe exploitation and exploration as two different
what works and what doesn’t begin to emerge. mindsets. Some people are comfortable with formulas, but anxious
around the mystery stage, whereas others are more comfortable
Algorithm stage: Eventually, these heuristics develop into success in chaos and feel uninspired at the algorithm stage. Many
formulas where processes are well understood and knowledge is organisations try to achieve economy of scale by rushing quickly
capitalised on. through the three stages to get to success formulas without
investing a lot of time or energy. This diagram suggests that
Roger Martin uses the fast-food chain McDonald’s as an example77 instead you need an ambidexterity in your organisation, where you
to illustrate how the knowledge funnel works. When McDonald’s combine exploitation with exploration to develop the best possible
was established in 1940, fast-food was in its infancy and it solutions.78
was unclear – or a mystery – how to run a drive-in hamburger
restaurant successfully. After a decade of experimentation with Typical questions that prompt using this diagram
various menus and formats, they developed rules of thumb for Why should you try to make sense of chaos? How do you strike
what worked well. And after that, with more trial and error, they an effective balance between exploration and exploitation? Why
established success formulas – e.g. with very precise directions should you invest in both?
for how to run the kitchen – allowing them to scale their business
globally as a franchise. Background
This model was first described in Roger Martin’s book ‘The Design
This example shows how a company can explore new possibilities of Business’.79 In his work, he describes how design thinking, as
through experimentation, and how over time codifying operations an innovation method, reconciles different mindsets (exploration
can help to systemise the business, resulting in the creation and versus exploitation) better business outcomes.
exploitation of a success formula.
Speculative Design, Foresight, Ethno- Prototyping, Human Centred Design, Randomised Control Trials, Pilots, A/B
graphic Research, Positive Deviance, etc Behavioural Economics, etc Testing, Multiple Parallel Experiments, etc
On the left side of the continuum, where probabilities and solutions The continuum attempts to combine the methods and approaches
are unknown, an imaginative mindset is required. Experiments inspired by both analytical and imaginative mindsets – arguing
at this end are exploratory and aim to identify new frames to that it is not an ‘either or’ situation. Rather, there is a need to apply
generate new thinking and action. Hypothesis generation is driven experimental approaches from different disciplines, such as social
by exploring options and asking ‘what if?’. Speculative design81 is and natural sciences, arts, data analytics and design.
one example of the methods that use this process of discovery.
Typical questions that prompt using this diagram
At the other end, where probabilities are known, activities focus What is meant by experimentation? What methods might you
on justifying decisions and managing risk. This space is driven by consider for your experiments? What does an experimental
the analytical mindset and employs rigorous procedures to test mindset in government innovation actually involve?
established hypotheses before scaling them: “If we do this, then we
believe this will happen”. Randomised control trials82 (RCTs) are a Background
prominent method that is often used in this space. This diagram is a result of reflecting on own experiences as
innovation practitioners, as well as the many conversations we’ve
In between these is a category that builds on both the had with colleagues and peers. In particular the ideas of Christian
imaginative and analytical mindsets, what we call the ‘trial-and- Bason85 have been a valuable source of inspiration, and the work
error’ approach. This part of the experimental process involves of Donald Schön86 has helped us to accelerate our thinking. The
identifying, testing and/or challenging existing assumptions and diagram is described in more detail in our article on experimental
learning about the fit and function of the potential solution.83 Here, culture.87
Continuum of experimentation 79
Team &
innovation
strategy
Thinking about and setting up a strategy
for your team or innovation approach
81
Five strategic questions (Lafley & Martin)
A framework with five fundamental questions for strategic decision making
How do we
create value?
What
capabilities
must we have? What
management
systems do we
need?
5. What management systems do we need? What systems Typical questions that prompt using this diagram
enable the team to generate value? How do we assess impact? What are you trying to achieve, what change do you want to
How are we being held accountable? create? What do you need to do to make that happen? What
shouldn’t you be doing?
The diagram is designed for developing strategic capability
throughout an organisation. It should enable strategic thinking at Background
all levels of an organisation90 – no matter the size, type or context This diagram was originally developed by A.G. Lafley (former
of an organisation. CEO of Procter & Gamble) and Roger Martin (Professor of
Strategic Management at the Rotman School of Management)
Why or how would you use it? and discussed in their book ‘Playing to Win: How Strategy
Strategy often connotes planning,91 which can seem like a Really Works’.92 The book focuses on strategy development for
straightforward process – at least on paper. When dealing with commercial enterprises – which explains the reference to ‘winning’
complex issues or dynamic external environments, however, having in the title. With some adaptations (e.g. changing ‘winning’ to
stringent plans means that a strategy can lack the agility to adapt ‘creating value’) it can be used by non-commercial and public
to new or unexpected situations. What is interesting about this sector organisations as well.
diagram is that it is an interactive model; it considers strategy as
Experiment Scale
Codify
N
TIO
Review Deliver
EC
FL
RE
Design
Discover Produce
Development focuses on analysing a practice or method to We have also used this diagram to design programmes like States
understand its underpinning principles and mechanisms, and then of Change and to reflect on our research, development and design
turning these insights into a learning offer (e.g. guides, tools or processes.
programmes). The main activities are: identifying and codifying
principles, processes, methods and tools (also see the diagram Typical questions that prompt using this diagram
‘taxonomy of innovation methods’ on page 56); and then using How do you create value? What are your key activities? How do
those as the basis for designing learning journeys and assets. you align them? What should be the focus areas of each team
member? What activities are needed to turn emerging practices
Exploitation focuses on spreading tools, methods and skills, into learning offers?
and embedding them in everyday practice. The main activities
are: producing learning materials and putting together learning Background
programmes; and then delivering the learning programmes. Lastly, We developed this diagram when our team started to grow
we aim to scale our offers when possible. This involves systemising in size and our projects became more complex, as we needed
our learning programmes and managing networks of delivery a comprehensive framework for describing how we work. It is
partners. inspired by Roger Martin’s knowledge funnel (see page 76).
FI
FI
PROBLEM USER
T
SOLUTION
FIT
SOLUTION PROVIDER
3. Solution-provider fit: The solution should fit with those who Typical questions that prompt using this diagram
are going to provide it, the solution provider(s). A solution How would you describe the purpose of design in just a few words?
that has a perfect fit with the problem and end user, but that What makes a good design solution?
is costly to create or complicated to deliver, is unlikely to be
sustainable. Background
The idea of fit was inspired by a blog post by Bret Victor on the
This diagram is, of course, a simplified representation and it future of interaction design.98 He focuses on the fit between tools,
doesn’t take into account the complexity that surrounds these human capabilities and human needs. We expanded on this
elements in reality. But it is still useful for understanding the key concept and used it to explain the relationship between solutions
relations around the concept of ‘fit’. and problems (exploring the effectiveness of a solution), solutions
and users (exploring the suitability of a solution) and solutions and
Why or how would you use it? the providers (exploring the viability of a solution).
We often use this diagram to help learners understand the
94
52. Gentner & Markman (1997) 83. Leurs & Roberts (2017)
53. See Gentner & Gentner (1983) 84. See Nesta’s (2013) Prototyping Framework
54. Goldschmidt (2001) 85. Bason (2016)
55. See en.wikipedia.org/wiki/Inverted_pyramid_(journalism) 86. See Donald Schön’s Reflective Practitioner (1984)
56. Minto (2009) 87. Christiansen, Leurs & Quaggiotto (2017)
57. See en.wikipedia.org/wiki/AIDA_(marketing) 88. Lafley, Martin & Riel (2013)
58. Mulgan (2014) 89. See page 66 for the diagram ‘basic model of design’ in this
59. Bason (2010) document.
60. Jones (1970/1992) 90. Lafley & Martin (2013)
61. Simon (1969/1996) 91. Mintzberg (1994)
62. Doblin (1987) 92. Lafley & Martin (2013). For a short but comprehensive introduction
63. Simon (1969/1996) to the framework see the paper ‘A Playbook for Strategy: The Five
64. See the compendium of design processes compiled by Hugh Essential Questions at the Heart of any Winning Strategy’ (Lafley,
Dubberly (2005) Martin & Riel, 2013).
65. Design Council (2015) 93. This diagram is loosely based on Roger Martin’s knowledge funnel,
66. Design Council (2007) see page 76.
67. Also see the diagram ‘prototyping vs big bang implementation’ in this 94. This is an excerpt of our blog post ‘What do we mean by design?’
document, page 72. (Leurs & Roberts, 2017).
68. See Dorst (2003) 95. See Junginger (2013)
69. Our blog ‘Fall in love with the solution, not the problem’ (Quaggiotto, 96. This is also referred to as ‘satisficing’ (Simon, 1969/1996), which is a
Leurs & Hazeldine, 2016) explores this further and describes even a combination of satisfy and suffice. It is a decision making strategy
third – slightly more uncommon – strategy that takes solutions that that does not search for the ‘optimal’ solution, but builds on the
already exist as a starting point of the innovation process. assumption that the first option that meets an acceptable threshold,
70. Dorst & Cross (2001) or addresses most needs, is good enough.
71. Dorst (2003) 97. For a more detailed description of these principles, see the original
72. Christiansen, Leurs & Quaggiotto (2017) blog post ‘What do we mean by design?’ (Leurs & Roberts, 2017).
73. Also see the ‘problem & solution space’ diagram in this document, 98. Victor (2011)
page 68. 99. See our practice guide (Puttick et al., 2014) for a practical
74. Wujec (2015) introduction on establishing an innovation team or lab.
75. See http://www.nesta.org.uk/resources/understand-how-innovation- 100. Junginger (2009)
works 101. This is an excerpt from our blog post ‘What do we mean by design?’
76. Murray, Caulier-Grice & Mulgan (2010) (Leurs & Roberts, 2017).
77. See Martin (2010) 102. Sangiorgi (2015)
78. O’Reilly and Tushman (2004) describe this as the ambidextrous 103. Buchanan (1992)
organisation. 104. Also see Jay Doblin’s (1987) paper ‘A short, grandiose theory of design’.
79. Martin (2009b); also see Martin (2010) for a short explanation of the In this paper he describes three similar levels of design: products,
key concepts. unisystems (i.e. organisations) and multi-systems (i.e. ecosystems).
80. Based on the work of Donald Schön’s Reflective Practitioner (1984) Each level comes with a higher degree of complexity as the number
and Christian Bason (2016) of parts involved increases.
81. Kolehmainen (2016) 105. Buchanan (2001)
82. Haynes, Service, Goldacre & Torgerson (2012)
Endnotes 95
Bibliography
Adams, L. (2016) Learning a new skill is easier said than done. Retreived Cross, N. (1990) The nature and nurture of design ability. Design Studies,
from http://www.gordontraining.com/free-workplace-articles/learning-a- 11(3), 127–140
new-skill-is--said-than-done/
Cross, N. (2011) Design thinking: Understanding how designers think and
Amato, M.A. & Molokhia, D. (2016) How to cultivate learning agility. Harvard work. Oxford, UK: Berg
Business Publishing
Csíkszentmihályi, M. (1990) Flow: the psychology of optimal experience.
Barrett, F. J. & Cooperrider, D. L. (1990) Generative metaphor intervention: New York, NY: Harper & Row
A new approach for working with systems divided by con ict and caught
Csikszentmihalyi, M. (1996) Creativity: The work and lives of 91 eminent
in defensive perception. The Journal of Applied Behavioral Science, 26(2),
people. New York, NY: HarperCollins
219–239
Dale, E. (1946) The cone of experience. In audio-visual methods in teaching.
Bason, C. (2016) Designing policy experimentation: How to identify,
New York, NY: Dryden Press. 37-51
design, run and learn from innovative policy interventions. Retreived July
15, 2017 from https://www.slideshare.net/Designcentret/designing-policy- Design Council (2007) A study of the design process: Eleven lessons –
experimentation managing design in eleven global brands. Retreived July 17, 2017 from http://
www.designcouncil.org.uk/resources/report/11-lessons-managing-design-
Bason, C. (2010) Leading public sector innovation: Co-creating for a better
global-brands
society. Bristol: Policy Press
Design Council (2015) The design process: What is the double diamond?
Bloom, B. S., Engelhart, M. D., Furst, E. J., Hill, W. H. & Krathwohl, D. R.
Retreived July 17, 2017 from http://www.designcouncil.org.uk/news-opinion/
(1956) Taxonomy of educational objectives: The classification of educational
design-process-what-double-diamond
goals. Handbook 1: Cognitive domain. New York: David McKay Company
Haynes, L., Service, O., Goldacre, B. & Torgerson, D. (2012) Test, learn,
Buchanan, R. (1992) Wicked problems in design thinking. Design Issues, 8(2),
adapt: Developing public policy with randomised controlled trials. Cabinet
5–21
Office Behavioural Insights Team, Retreived from https://www.gov.uk/
Buchanan, R. (2001) Design research and the new learning. Design Issues, government/uploads/system/uploads/attachment_data/file/62529/TLA-
17(4), 3–23 1906126.pdf
Burd, H. & Hallsworth, M. (2016) Making the change: Behavioural factors Doblin, J. (1987) A short, grandiose theory of design. STA Design Journal:
in person- and community-centred approaches for health and wellbeing. Analysis and Intuition, 6-15
Retreived July 17, 2017 from http://www.nesta.org.uk/publications/making-
Dorst, K. (2003) The problem of design problems. In Cross, N. & Edmonds, E.
change-behavioural-factors-person-and-community-centred-approaches-
(Eds.) Expertise in design: 6th design thinking research Symposium. Sydney:
health-and-wellbeing
Creativity and Cognition Studios Press. 135–147
Christiansen, J., Caffin, B. & Leurs, B. (2016, October 4) Public innovation
Dorst, K. (2010) The nature of design thinking. In Dorst, K., Stewart, S.,
learning: what’s next? Retreived July 17, 2017 from http://www.nesta.org.uk/
Staudinger, I., Paton, B. & Dong, A. (Eds.), Proceedings of DTRS8: Interpreting
blog/public-innovation-learning-whats-next
Design Thinking. Sydney. 243–254.
Christiansen, J., Leurs, B. & Duggan, K. (2017, June 19) What are the skills
Dorst, K. (2011) The core of ‘design thinking’ and its application. Design
and attitudes for successful public problem solving? Retreived from http://
Studies, 32(6), 521–532
www.nesta.org.uk/blog/what-are-skills-and-attitudes-successful-public-
problem-solving Dorst, K. & Cross, N. (2001) Creativity in the design process: co-evolution of
problem–solution. Design Studies, 22(5), 425–437
Christiansen, J., Leurs, B. & Quaggiotto, G. (2017, March 7) Towards an
experimental culture in government: reflections on and from practice. Dreyfus, S. E. (2004) The five-stage model of adult skill acquisition. Bulletin
Retreived July 17, 2017 from http://www.nesta.org.uk/blog/towards- of Science, Technology & Society, 24(3), 177-181
experimental-culture-government-reflections-and-practice
96
Dubberly, H. (2005) How do you design? A compendium of models. Retreived Lafley, A.G. & Martin, R. (2013) Playing to win: How strategy really works.
July 17, 2017 from http://www.dubberly.com/articles/how-do-you-design.html Harvard Business Review Press
Gentner, D. & Gentner, D. R. (1983) Flowing waters or teeming crowds: Lawson, B. & Dorst, K (2009) Design Expertise. Architectural Press.
Mental models of Electricity. In Gentner, D. & Stevens, A. L. (Eds.) Mental
Leurs, B. (2018, February 6) Landscape of innovation approaches. Retreived
models. Hillsdale, New Jersey: Lawrence Erlbaum Associates. 99–129
February 14, 2018 from https://www.nesta.org.uk/blog/landscape-innovation-
Gentner, D. & Markman, A. B. (1997) Structure mapping in analogy and approaches
similarity. American Psychologist, 52(1), 45–56
Leurs, B. & Roberts, I. (2017, February 10) What do we mean by design?
Goldschmidt, G. (2001) Visual analogy: A strategy for design reasoning and Retreived July 17, 2017 from http://www.nesta.org.uk/blog/what-do-we-
learning. Design knowing and learning: Cognition in design education, 199- mean-design
220
Leurs, B., Quaggiotto, G. & Christiansen, J. (2018, 4 February) Exploring
Hutchinson, S. (2013) Performance management: Theory and practice. the unobvious: six principles to establish experimental practices. Retreived
London, UK: CIPD February 14, 2018 from https://www.nesta.org.uk/blog/exploring-unobvious-
six-principles-establish-experimental-practices
Jones, J. C. (1970/1992) Design methods: Seeds of human futures. New York:
John Wiley & Sons Liedtka, J. (2015) Perspective: Linking design thinking with innovation
outcomes through cognitive bias reduction. Journal of Product Innovation
Junginger, S. (2009) Design in the Organization: Parts and Wholes. Design
Management, 32(6), 925-938
Research Journal (2/09). The Swedish Design Council (SVID). 23-29.
Lombardo, M. M. & Eichinger, R. W. (1996) The Career Architect
Junginger, S. (2013) Design and innovation in the public sector: Matters of
Development Planner. Minneapolis, MN: Lominger
design in policy-making and policy implementation. Annual Review of Policy
Design, 1(1) March, L. J. (1976) The Logic of Design, in March, L. J (Ed.), The architecture
of form. Cambridge, UK: Cambridge University Press
Kajewski, K. & Madsen, V. (2014) Demystifying 70:20:10. Retrieved July 17,
2017 from http://deakinprime. com/media/47821/002978_dpw_70-20-10wp_ Martin, R. (2009a) The opposable mind: Winning through integrative
v01_fa.pdf thinking. Harvard Business Press
Kolb, D. A. (1984) Experiential learning: Experience as the source of learning Martin, R. (2009b) The design of business: Why design thinking is the next
and development (Vol. 1). Englewood Cliffs, NJ: Prentice-Hall competitive advantage. Harvard Business Press
Kolehmainen, I. (2016, April 5) Speculative design: A design niche or a new Martin, R. (2010) Design thinking: achieving insights via the ‘knowledge
tool for government innovation? Retreived from http://www.nesta.org.uk/ funnel’. Strategy & Leadership, 38(2), 37–41
blog/speculative-design-design-niche-or-new-tool-government-innovation
Meijer, A. J. (2014) From hero-innovators to distributed heroism: An in-
Kolko, J. (2010a) Abductive thinking and sensemaking: The drivers of design depth analysis of the role of individuals in public sector innovation. Public
synthesis. Design Issues, 26(1), 15–28 Management Review. 16(2) 199-216
Kolko, J. (2010b) Exposing the magic of design: A practitioner’s guide to the Minto, B. (2009) The pyramid principle: logic in writing and thinking. Pearson
methods and theory of synthesis. Oxford University Press. Education
Kövecses, Z. (2002) Metaphor: A practical introduction. Oxford University Mintzberg, H. (1994) The Fall and Rise of Strategic Planning (Vol. 72, 107–114).
Press. Harvard Business Review
Krathwohl, D. R. (2002) A revision of Bloom’s taxonomy: An overview. Theory Mitchinson, A. & Morris, R. (2012) Learning about learning agility. Retreived
into Practice, 41(4), 212-218 July 17, 2017 from http://www.ipa.udel.edu/pldp/resources/LearningAgility.pdf
Lafley, A. G., Martin, R. & Riel, J. (2013) A playbook for strategy: The five Mulgan, G. (2014, January 8) Design in public and social innovation: What
essential questions at the heart of any winning strategy. Rotman Magazine, works and what could work better? Retreived from http://www.nesta.org.uk/
4–9. publications/design-public-and-social-innovation
Bibliography 97
Mulgan, G. (2014) Innovation in the public sector: How can public Roozenburg, N. (1993) On the pattern of reasoning in innovative design.
organisations better create, improve and adapt? Retreived July 6, 2017 Design Studies, 14(1), 4–18
from http://www.nesta.org.uk/sites/default/files/innovation_in_the_public_
Roozenburg, N. F. M. & Eekels, J. (1995) Product design: Fundamentals and
sector-_how_can_public_organisations_better_create_improve_and_
methods. Chichester, UK: Wiley
adapt_0.pdf
Roumiantseva, A. (2016, October 19) The fourth way: Design thinking meets
Mulgan, G. (2015, May 26) Capacity building, gyms and ‘just doing it’.
futures thinking. Retreived from https://www.linkedin.com/pulse/fourth-way-
Retreived from http://www.nesta.org.uk/blog/capacity-building-gyms-and-
design-thinking-meets-futures-anna-roumiantseva
just-doing-it
Ryan, A. (2016, February 3) What is systemic design? Retrieved from https://
Mullen, M. (2016, May 23) The Four Stages for Learning Jiu-jitsu. Retreived
medium.com/the-overlap/what-is-systemic-design-f1cb07d3d837
from https://jiujitsutimes.com/four-stages-learning-jiu-jitsu/
Sangiorgi, D. (2015) We need new ways to discuss design. Retreived July
Murray, R., Caulier-Grice, J. & Mulgan, G. (2010) The open book of social
6, 2017 from http://designforeurope.eu/news-opinion/we-need-new-ways-
innovation. Retreived July 17, 2017 from https://youngfoundation.org/
discuss-design-0
publications/the-open-book-of-social-innovation/
Schön, D. A. (1984) The reflective practitioner: How professionals think in
Nesta (2013) Prototyping framework: A guide to prototyping new Iideas.
action. Basic Books.
Retreived July 17, 2017 from http://www.nesta.org.uk/publications/
prototyping-framework Simon, H. A. (1969/1996) The sciences of the artificial. Cambridge, MA: MIT
Press
Nesta (n.d.) Understand how innovation works. Retreived July 17, 2017 from
https://www.nesta.org.uk/resources/understand-how-innovation-works Sinder, C. (2017, July 24) The most crucial design job of the future: What is a
data ethnographer, and why is it poised to become so important? Retrieved
O’Reilly, C. A. III & Tushman, M. L. (2004) The ambidextrous organization.
from https://www.fastcodesign.com/90134155/the-most-crucial-design-job-
Harvard Business Review, 82(4), 74–81
of-the-future
Prochaska, J. O. & DiClemente, C. C. (1982) Transtheoretical therapy:
Taba, H. (1962) Curriculum development: theory and practice. New York, NY:
Toward a more integrative model of change. Psychotherapy: Theory,
Harcourt, Brace & World
research & practice, 19(3), 276-288
UNDP (2017, March 8) Project cycle hackers kit. Retreived from http://www.
Puttick, R. (2014) Innovation teams and labs: A practice guide. Retreived
eurasia.undp.org/content/rbec/en/home/library/innovation/hackers-toolkit.
from http://www.nesta.org.uk/publications/innovation-teams-and-labs-
html
practice-guide
Victor, B. (2011, November 8) A brief rant on the future of interaction
Puttick, R., Baeck, P. & Colligan, P. (2014) i-Teams: The teams and funds
design. Retrieved July 4, 2017 from http://worrydream.com/#!/
making innovation happen in governments around the world. Retreived
ABriefRantOnTheFutureOfInteractionDesign
June 21, 2017 from http://www.theiteams.org/resources/read-i-teams-
report-0 Vygotsky, L.V. (1980) Mind in society: The development of higher
psychological processes. Harvard University Press
Quaggiotto, G. (2016, April 11) The era of development mutants. Retrieved
from http://www.nesta.org.uk/blog/era-development-mutants Wang, T. (2013, May 13) Big data needs thick data. Retrieved from http://
ethnographymatters.net/blog/2013/05/13/big-data-needs-thick-data/
Quaggiotto, G., Leurs, B. & Hazeldine, S. (2016, July 5) Fall in love with the
solution, not the problem. Retreived from http://www.nesta.org.uk/blog/fall- Wujec, T. (2015, February 4) Marshmallow challenge. Retreived from https://
love-solution-not-problem www.tomwujec.com/design-projects/marshmallow-challenge/
98
58 Victoria Embankment
London EC4Y 0DS
Nesta is a registered charity in England and Wales with company numer 7706036 and charity number 1144091.
Registered as a charity in Scotland number SCO42833. Registered office: 58 Victoria Embankment, London, EC4Y 0DS.