Professional Documents
Culture Documents
RESEARCH REPORT
March 2019
Introduction
The Research
0 1 FRAMEWORK
Design Thinking: Approaches and Players 9
Claudio Dell’Era and Roberto Verganti
0 2 RESEARCH RESULTS
Transformations in Consulting Paradigms based on Design Thinking 23
Claudio Dell’Era and Stefano Magistretti
0 3 RESEARCH RESULTS
Applications of Design Thinking developed by Innovators 59
Stefano Magistretti and Claudio Dell’Era
0 4 RESEARCH RESULTS
Evolutions of Design Thinking enabled by Emerging Startups 101
Cabirio Cautela and Luca Gastaldi
0 5 RESEARCH APPROACH
Methodology and Forthcoming Reports 125
0 7 TEAM
Research Team, Partners and Sponsors 187
00 I N T R O D U C T I O N
www.osservatori.net 3
00 I N T R O D U C T I O N
www.osservatori.net 5
00 INTRODUCTION
startup
startup
startup
strategic
consultants
design
studios
NUMBER OF CONSULTING
technology
ORGANIZATIONS:
developers
digital
agencies
startup
239
startup
R E S E A R C H L I N E 2 : A P P L I C AT I O N S
design
design
thinkers
thinking
design
centers
thinkers
design
NUMBER OF INNOVATORS:
thinking
centers
design 215
design thinking
thinkers centers
NUMBER OF RESPONSES: 282
startup
startup
startup
strategic
consultants
design
studios
startup
www.osservatori.net 7
01 FRAMEWORK
Design Thinking:
Approaches and Players
Claudio Dell’Era
Research Director
Roberto Verganti
Scientific Committee
01 FRAMEWORK
Design has become central in our world. A key source of value for people and
society. And Design Thinking, its declination in terms of innovation processes
and leadership, has become a major point of interest for any business. From
an accessory suited only to niche consumer firms, to a necessary factor in any
industry and organization. We live in a world where technological opportunities
are cascading on society at an unprecedented speed, a world awash with tech-
nologies and information. Organizations need design to make this wealth of op-
portunities accessible to people. To capture the potential value of technological
innovation. Design Thinking is what helps us navigate an overcrowded world. It
is what helps us transform the “more, and more, and more” of our society into
“what is meaningful”. Design Thinking is a catalyst for change in organizations.
In a world that is rapidly evolving, everyone wants (and needs) to participate in
change. Especially in light of the Digital Transformation. Innovation is nowadays
not confined only to R&D. It happens everywhere in the organization: in any
single internal process and any single moment of interaction with customers.
The challenge of the digital transformation is not the “digital”, but the “transfor-
mation”. Organizational transformation requires a different mindset and process
able to engage everyone. Design Thinking is key in our world transformed by
technologies, because:
• It is needed for value creation, to turn this wealth of technologies and infor-
mation into real value for customers;
• It is needed for organizational transformation, to engage people in a wide-
spread process of change.
FROM TO
www.osservatori.net 11
01 FRAMEWORK
designer
user
www.osservatori.net 13
01 FRAMEWORK
0 1 . 2 Sprint Execution
The Sprint Execution approach to some extent represents the linear evolution
of Creative Problem Solving to the point that both the principles and practices
highlight some similarities. The aim of the Sprint Execution approach does not
consist in just designing a product concept or an innovative idea, but aims at
delivering products ready to be launched on the market in line with user needs.
The product is the principal vehicle to both capture the value and learn from the
reactions of the market. Sprint Execution addresses the acceleration that digi-
tal transformation requires with significant tension in quickly making products
to launch on the market. The way of thinking adopted in the Sprint Execution
approach is constantly driven by a practical attitude: everything that is thought
in the initial phase has to be delivered at the end of the process in realistic and
working products. In the Sprint Execution approach, users have a fundamental
role. They are fundamental stakeholders to interact with in order to collect their
feedback and reactions, but they are not considered the main source of informa-
tion at the beginning of the design process. In other words, the direction pursued
by the Sprint Execution approach is inside-out: this means that the product is ini-
tially conceived by the team, and then the team brings the product to users to get
feedback. This does not mean that consulting organizations adopting the Sprint
Execution approach do not consider knowing the market they are addressing as
fundamental, but they strongly believe the valuable knowledge they need to be
innovative can only be obtained through the interaction with products.
From the practice point of view, Sprint Execution significantly leverages the
contributions provided by minimum viable products, defined as a product with
just enough features to satisfy early customers, and to provide feedback for
future developments. The need to quickly create products able to bring value
to users requires design teams composed of experts (usually internal stakehold-
ers) able to deal with different categories of constraints and opportunities.
designer
user
expert
www.osservatori.net 15
01 FRAMEWORK
0 1 . 3 Creative Confidence
designer
user (employee)
expert (internal
stakeholder)
www.osservatori.net 17
01 FRAMEWORK
0 1 . 4 Innovation of Meaning
designer
user (employee)
expert (internal
stakeholder)
expert (outsider)
www.osservatori.net 19
01 FRAMEWORK
C O N S U LT I N G O R G A N I Z A T I O N S I N N O VAT O R S
providing advisory services based on Design Thinking adopting (looking for) advisory services based on Design Thinking
startup design
startup design
startup thinkers
strategic
thinking
consultants design
centers
design thinkers
studios
technology design
developers thinking
digital startup centers
design
startup agencies design thinking
thinkers centers
startup
S TA R T U P S
providing solutions that support Design Thinking
Figure 05.1
01.7 Design Thinking Ecosystem
Transformations in Consulting
Paradigms based on Design Thinking
Claudio Dell’Era
Research Director
Stefano Magistretti
Senior Research Team
www.osservatori.net 23
02 R E S E A R C H R E S U LT S
Figure 02.1 Responses, Employees and Revenues of the Consulting Organizations in 2018 [Sample = 291]
Figure 02.2 Employees and Revenues of the Units (e.g. business unit, service line, department) developing consulting projects based on Design
Thinking in 2018 [Sample = 291]
www.osservatori.net 25
02 RESEARCH RESULTS
Other: 7.2%
Figure 02.3 Classification of the consulting projects selected by the respondents [Sample = 291]
NETHERLANDS
SWEDEN
UNITED KINGDOM
OTHER
*ANONYMOUS RESPONSES: 46
www.osservatori.net 27
02 RESEARCH RESULTS
The data provided by the 291 consultants on the portfolio of projects based
on Design Thinking completed by their unit (e.g., business unit, service line,
department) in 2018 allow understanding the market addressed along sever-
al dimensions:
• Industries where the clients operate;
• Sponsors, interpreted as the client function representing the project
sponsor;
• Domains, defined as the main domain addressed by the project.
The versatility of Design Thinking is demonstrated by the almost homogeneous
distribution of the revenues gained in 2018 across different industries (Agricul-
ture; Arts, Entertainment and Recreation; Automotive; Consulting; Education;
Energy; Engineering; Finance and Insurance; Food and Beverage; Forestry and
Fishing; Healthcare; Hospitality; Information and Communication; Manufactur-
ing; Mining; Public Administration; Real Estate; Retail; Transportation and Logis-
tics; Other). About 70% of revenues gained in 2018 through consulting projects
based on Design Thinking derived from clients that operate in 9 industries (see
Figure 02.5): Finance and Insurance (13.6%), Healthcare (9.3%), Retail (8.4%),
Manufacturing (7.4%), Consulting (6.8%), Energy (6.5%), Automotive (6.0%),
Information and Communication (5.9%), Public Administration (5.9%). While
these industries show structural differences, they also highlight interesting com-
monalities such as the growing relevance of customer experience (e.g., Finance
and Insurance, Retail, Public Administration) and progressive liberalization with
the consequent entry of new players (e.g., Healthcare, Energy). The distribution
of Design Thinking demand across industries significantly changes in the four
countries analyzed (see Figure 02.5). The Italian industries most interested in
Design Thinking are Finance and Insurance (12.5%) and Manufacturing (10.8%),
while Dutch companies that mainly adopt Design Thinking operate in the Fi-
nance and Insurance (11.5%) and Retail (10.3%) industries.
Figure 02.5 Design Thinking demand across industries and countries [Sample = 291]
Figure 02.6 Design Thinking demand across Sponsors and Countries [Sample = 291]
www.osservatori.net 29
02 RESEARCH RESULTS
Figure 02.7 Design Thinking demand across Domains and Countries [Sample = 291]
www.osservatori.net 31
02 RESEARCH RESULTS
www.osservatori.net 33
02 RESEARCH RESULTS
The analysis of the relevance of 30 different goals achieved by the 291 consult-
ing projects based on Design Thinking suggests interesting insights on the in-
terpretation and potentialities of the paradigm. The 3 most relevant goals iden-
tified by the respondents are:
• “Designing new user experiences” (5.8);
• “Understanding changes in users’ behaviors and expectations” (5.4);
• “Developing a new product or service” (5.3).
It is particularly interesting to note that the most relevant goals vary across the 4
kinds of Design Thinking (see Figure 02.11). The consulting projects based on the
Creative Problem Solving approach highlight the same top 3 goals with slightly
different values in terms of relevance: “Designing new user experiences” (5.9),
“Developing a new product or service” (5.7), “Understanding changes in users’
behaviors and expectations” (5.5). While in the Sprint Execution projects the
most relevant goal is also “Designing new user experiences” (5.8), this approach
aims at “Adopting and leveraging digital technologies” (5.8) and “Addressing
a specific user need” (5.4). In both the Creative Confidence and Innovation of
Meaning approaches “Designing new user experiences” (respectively 5.7 and
5.8) is one of the top 3 goals. The other two most relevant goals are instead
linked to the individual approaches:
• In the case of Creative Confidence projects, “Fostering new values, atti-
tudes, behaviors” (5.9) and “Engaging and motivating employees” (5.7) are
the most relevant goals;
• In the case of Innovation of Meaning projects, “Identifying and formulating
a new vision” (6.2) and “Devising a new long-term strategy” (5.9) are the
most relevant goals.
While “Designing new user experiences” is the most relevant goal in all coun-
tries, the national interpretation of the 4 kinds of Design Thinking introduces
interesting changes to the relevance of consulting project goals:
• Italian consulting organizations identify “Adopting and leveraging digital
technologies” (5.2) and “Identifying and formulating a new vision” (5.2) as
particularly relevant;
TOP 3 GOALS
T O P 3 C A PA B I L I T I E S
Mobilizing human, cultural, and technological resources in order to properly engage all stakeholders 23.9%
C R E AT I V E C O N F I D E N C E
Gathering and clustering insights about users/clients 10.9%
projects [Sample = 72]
Sensing emerging cultural trends 10.5%
www.osservatori.net 35
02 RESEARCH RESULTS
T O P AT T I T U D E
C R E A T I V E P R O B L E M S O LV I N G
Communicating ideas and intuitions through sketches and images 24.7%
projects [Sample = 76]
SPRINT EXECUTION Accepting to work on solutions that are not completely defined up to the end
24.7%
projects [Sample = 63] of the process
TOP GOAL IN
C R E A T I V E P R O B L E M S O LV I N G Designing new user experiences 5.9
projects
T O P C A PA B I L I T Y I N
C R E A T I V E P R O B L E M S O LV I N G Gathering and clustering insights about users/clients 12.8%
projects
T O P AT T I T U D E I N
C R E A T I V E P R O B L E M S O LV I N G Communicating ideas and intuitions through sketches and images 24.7%
projects
SPRINT EXECUTION
TOP GOAL IN
SPRINT EXECUTION Designing new user experiences 5.8
projects
T O P C A PA B I L I T Y I N
SPRINT EXECUTION Running market tests and learning from them 14.9%
projects
T O P AT T I T U D E I N Accepting to work on solutions that are not completely defined up to the end
SPRINT EXECUTION 24.7%
projects of the process
C R E AT I V E C O N F I D E N C E
TOP GOAL IN
C R E AT I V E C O N F I D E N C E Fostering new values, attitudes, behaviors 5.9
projects
I N N O VA T I O N O F M E A N I N G
TOP GOAL IN
I N N O VA T I O N O F M E A N I N G Identifying and formulating a new vision 6.2
projects
T O P C A PA B I L I T Y I N
I N N O VA T I O N O F M E A N I N G Sensing emerging cultural trends 17.0%
projects
Figure 02.14 Main figures related to the 4 kinds of Design Thinking [Sample = 291]
www.osservatori.net 37
02 RESEARCH RESULTS
Figure 02.15 Leading and Participating client functions in consulting projects based on Design Thinking [Sample = 291]
Marketing 60.8%
Participating Client Function Operations 57.7%
Information Technology 56.7%
Figure 02.16 Organizing Design Thinking Teams across Europe [Sample = 291]
www.osservatori.net 39
02 RESEARCH RESULTS
The consulting projects based on Creative Problem Solving are slightly longer
in duration than the others (7.9 months), but smaller in terms of team size (17.6)
with 6.5 members from the consulting organization and 11.1 from the client.
Focusing on the function leading the consulting project based on Creative Prob-
lem Solving from the client side, the sample highlights three main functions:
Board (23.7%), Marketing (13.2%), and Business Development (11.8%). Marketing
(64.5%) is the function most frequently involved in the team of consulting proj-
ects based on Creative Problem Solving; Board (61.8%) and Information Tech-
nology (47.4%) show slightly lower percentages (see Figure 02.17).
Figure 02.17 Leading and Participating client functions in consulting projects based on Creative Problem Solving [Sample = 291]
The consulting projects based on Sprint Execution are shorter in duration than
the others (6.6 months), and quite aligned in terms of team size (21.2), with 6.0
members from the consulting organization and 15.2 from the client.
Focusing on the function leading the consulting projects based on Sprint Exe-
cution from the client side, the sample highlights three main functions: Human
Resources (16.7%), Information Technology (15.3%), and Business Develop-
ment (11.1%). Operations (71.4%) is the function most frequently involved in the
team of consulting projects based on Sprint Execution; Information Technolo-
gy (65.1%), and Marketing (58.7%) show slightly lower percentages (see Figure
02.18).
Figure 02.18 Leading and Participating client functions in consulting projects based on Sprint Execution [Sample = 291]
www.osservatori.net 41
02 RESEARCH RESULTS
The consulting projects based on Creative Confidence are slightly shorter in du-
ration than the others (7.5 months), but larger in terms of team size (23.9), with
5.3 members from the consulting organization and 18.6 from the client.
Focusing on the function leading the consulting project based on Creative Con-
fidence from the client side, the sample highlights three main functions: Busi-
ness Development (47.6%), Marketing (14.3%), and Information Technology
(9.5%). Operations (18.1%) is the function most frequently involved in the team
of the consulting projects based on Creative Confidence; in reality, these kinds
of projects are characterized by the significant involvement of different func-
tions (see Figure 02.19).
Figure 02.19 Leading and Participating client functions in consulting projects based on Creative Confidence [Sample = 291]
Figure 02.20 Leading and Participating client functions in consulting projects based on Creative Innovation of Meaning [Sample = 291]
www.osservatori.net 43
02 RESEARCH RESULTS
The analysis of the 25 practices associated with the phases of the Design Think-
ing process show the following as the three most adopted (see Figure 02.21):
• “Thinking about the problem from multiple perspectives” (6.0), part of the
Reframing phase;
• “Interviewing users about their needs” (5.9), part of the Understanding
phase;
• “Involving team members with different expertise in idea generation ses-
sions” (5.9), part of the Conceiving phase.
The three practices least adopted by consulting organizations in the develop-
ment of Design Thinking projects are:
• “Using 3D printing and other prototyping technologies” (2.7), part of the
Prototyping phase;
• “Avoiding experimenting with solutions that are not “tried and true” (3.2),
part of the Prototyping phase;
• “Frequently creating and releasing mock-ups and “beta versions” of the
solution to real users” (4.5), part of the Prototyping phase.
Aggregating the 25 practices in the five Phases previously introduced enables
identifying different levels of adoption of Design Thinking practices along the
process (see Figure 02.20):
• Understanding: 5.5
• Reframing: 5.6
• Conceiving: 5.3
• Prototyping: 4.2
• Testing: 5.4
Also interesting to note is that the adoption of the practices changes according
to the kind of Design Thinking adopted in the consulting project.
www.osservatori.net 45
02 RESEARCH RESULTS
In the consulting projects based on Creative Problem Solving, the three practic-
es most adopted are “Thinking about the problem from multiple perspectives”
(6.1), “Interviewing users about their needs” (6.0), “Identifying hidden, unex-
pressed user needs” (6.0). In the consulting projects based on Sprint Execution,
the three practices most adopted are “Interviewing users about their needs”
(5.7), “Involving team members with different expertise in idea generation ses-
sions” (5.7), “Identifying hidden, unexpressed user needs” (5.6). In the consult-
ing projects based on Creative Confidence, the three practices most adopted
are “Involving team members with different expertise in idea generation ses-
sions” (6.2), “Interviewing users about their needs” (6.1), “Thinking about the
problem from multiple perspectives” (6.0). In the consulting projects based on
Innovation of Meaning, the three practices most adopted are “Thinking about
the problem from multiple perspectives” (6.1), “Defining the problem more
broadly” (5.8), “Involving team members with different expertise in idea gener-
ation sessions” (5.8) (see Figure 02.23).
Aggregating the practices along the five phases of the Design Thinking process
shows that the practices that are part of the Understanding phase are most
adopted in Creative Problem Solving (5.7) and Creative Confidence (5.6) proj-
ects. Design thinking practices that support the Reframing phase are extensive-
ly adopted in different categories of consultant projects: only Sprint Execution
projects are characterized by a lower adoption of these practices (5.4). The
Conceiving practices are particularly adopted in different categories of con-
sulting projects. The Design Thinking practices that are part of the Prototyping
phase are significantly diffused in Creative Problem Solving (4.4) and Sprint Ex-
ecution (4.4) projects. Finally, the Testing practices appear particularly relevant
in the Creative Problem Solving (5.5) projects (see Figure 02.22).
Figure 02.22 Adoption of practices associated with the Design Thinking phases across different approaches [Sample = 291]
www.osservatori.net 47
02 RESEARCH RESULTS
www.osservatori.net 49
02 RESEARCH RESULTS
In the consulting projects based on Creative Problem Solving, the three prac-
tices most adopted are “Getting stakeholders committed to the project vision
and plan” (5.8), “Combining different ideas to develop an integrative solution”
(5.8), “Developing a new value proposition for users” (5.7). In the consulting
projects based on Sprint Execution, the three practices most adopted are “Get-
ting stakeholders committed to the project vision and plan” (5.8), “Asking
questions that prompt colleagues to think outside the box” (5.3), “Championing
the solution to stakeholders” (5.3). In the consulting projects based on Creative
Confidence, the three practices most adopted are “Thinking in a divergent way”
(5.9), “Asking questions that prompt colleagues to think outside the box” (5.8),
“Developing a new value proposition for users” (5.6). In the consulting projects
based on Innovation of Meaning, the three practices most adopted are “Devel-
oping a new value proposition for users” (6.3), “Thinking in a divergent way”
(6.0), “Getting stakeholders committed to the project vision and plan” (5.8) (see
Figure 02.26).
Aggregating the practices along the five Design Thinking capabilities enables
showing that the practices that are part of the Imagination capability are most
adopted in Innovation of Meaning (4.7) and Creative Problem Solving (4.4)
projects. Design thinking practices associated with the Creativity capability are
extensively adopted in different categories of consultant projects, especially in
those based on Innovation of Meaning (5.6) and Creative Confidence (5.4). The
Recombination practices are particularly adopted in consulting projects based
on Creative Problem Solving (5.1). The Design Thinking practices associated
with the Business Modelling capability are significantly diffused in Innovation
of Meaning (5.3) and Creative Problem Solving (4.9) projects. Finally, the En-
gagement practices appear particularly relevant in all categories of consulting
projects (see Figure 02.25).
Figure 02.25 Adoption of practices associated with the Design Thinking capabilities across different approaches [Sample = 291]
Trying out early, rough versions of the solution to see what happens
5.0
Avoiding experimenting with solutions that are not "tried and true"
3.2
Using input from other professionals to refine the initial solution ideas
5.3
Creative Problem Solving Sprint Execution Creative Confidence Innovation of Meaning Total
Figure 02.26 Adoption of practices associated with the Design Thinking capabilities across different approaches [Sample = 291]
www.osservatori.net 51
02 RESEARCH RESULTS
www.osservatori.net 53
02 RESEARCH RESULTS
In the consulting projects based on Creative Problem Solving, the three prac-
tices most adopted are “Communicating information in a visual manner” (6.1),
“Putting ourselves in the shoes of the users” (6.0), “Listening to the needs of all
stakeholders” (6.0). In the consulting projects based on Sprint Execution, the
three practices most adopted are “Putting ourselves in the shoes of the users”
(6.1), “Communicating information in a visual manner” (6.0), “Sketching ideas
in a visual form, even if incomplete” (5.7). In the consulting projects based on
Creative Confidence, the three practices most adopted are “Communicating in-
formation in a visual manner” (6.2), “Putting ourselves in the shoes of the users”
(6.1), “Sketching ideas in a visual form, even if incomplete” (6.0). In the consult-
ing projects based on Innovation of Meaning, the three practices most adopted
are “Communicating information in a visual manner” (6.1), “Putting ourselves in
the shoes of the users” (6.1), “Discussing project challenges with stakeholders”
(5.8) (see Figure 02.29).
Aggregating the practices along the five Design Thinking attitudes enables
showing that the practices that are part of the Holistic Thinking attitude are
largely adopted in all categories of projects. Design thinking practices associat-
ed with the Embracing Ambiguity attitude are extensively adopted especially in
Creative Confidence (4.6) and Creative Problem Solving (4.6) projects. Similar-
ly, Visualization practices are particularly adopted in consulting projects based
on Creative Confidence (5.6) and Creative Problem Solving (5.5) projects. The
Design Thinking practices associated with the Empathy attitude are significantly
diffused in different categories of consulting projects. Finally, Criticism practic-
es appear particularly relevant in Creative Confidence (5.7) and Creative Prob-
lem Solving (5.5) projects (see Figure 02.28).
Figure 02.28 Adoption of practices associated with the Design Thinking attitudes across different approaches [Sample = 291]
www.osservatori.net 55
02 RESEARCH RESULTS
www.osservatori.net 57
03 R E S E A R C H R E S U LT S
Stefano Magistretti
Senior Research Team
Claudio Dell’Era
Research Director
03 R E S E A R C H R E S U L T S
ADOPTERS [156]
AVERAGE N° OF EMPLOYEES: 654.49
AVERAGE REVENUES: 546.29 Million €
AVERAGE EXPERIENCE IN DESIGN THINKING: 3.42 Years
WANNABES [126]
AVERAGE N° OF EMPLOYEES: 510.63
AVERAGE REVENUES: 441.75 Million €
AVERAGE EXPERIENCE IN DESIGN THINKING: 0.53 Years
Figure 03.1 Sample size and main differences between Adopters and Wannabes
Figure 03.2 reports other interesting elements regarding Adopters and Wan-
nabes, such as the size of firms in the two samples. In particular, the left side
shows the Adopters, indicating that large companies comprise 60% of this sam-
ple, and hence the majority. On the contrary, the right side shows that among
the sample of Wannabes, 56% are in SMEs. Another interesting difference in
the two samples is that Adopters in small companies equal 9% while Wannabes
19%, implying that small companies are more willing to adopt this approach than
other types of SMEs were the percentage of Adopters and Wannabes is more
balanced.
MEDIUM
14% LARGE
60% MEDIUM
16% LARGE
44%
Figure 03.2 Size of companies [Adopters sample 156; Wannabes sample 126]
www.osservatori.net 61
03 RESEARCH RESULTS
Figure 03.3 reports in detail the list of Innovator companies that supported the
research, providing us the opportunity to analyze the Italian market. The first sec-
tion compares the Design Thinking market in terms of Adopters and Wannabes.
In the remainder of this chapter, we divide the analysis into Adopters and Wan-
nabes. Moreover, for each, we report the results by industry and role. In par-
ticular, we consider only the most significant industries in our sample and the
most common roles. In more detail, the industries analyzed are Finance and
Insurance, Energy, Information and Communication, Retail, and Public Admin-
istration. In terms of roles, we considered the most relevant according to the
area of competence: Design, Information Technology, Innovation, and Market-
ing & Sales. In addition, we consider CxOs, in other words, the Chief Officers that
responded to our survey, clustering them by specialization (e.g., CHRO, COO,
CEO, CIO, CTO).
Figure 03.3 Companies and Organizations partaking in the research [Sample = 215]
www.osservatori.net 63
03 RESEARCH RESULTS
The data that the 282 innovators provided on their Design Thinking applications
allowed us to understand the market addressed along several dimensions, the
two most important being industry and role. Industry relates to where the inno-
vators operate, and hence whether a particular sector is more advanced in the
adoption of design thinking. Role instead shows the segmentation of respon-
dents according to the roles covered.
Starting from industry, the data show that Design Thinking is applied in several
different sectors. The adoption ranges from Finance and Insurance to Transpor-
tation and Logistics, Public Administration, and Retail. Extremely interesting is
the comparison between Adopters and Wannabes: with a total 15% of the overall
sample, the Finance and Insurance industry is first. Figure 03.4 reports the in-
dustries representing at least 5% of the overall sample of responses. Interesting
to note are the instances were Wannabes are higher than Adopters, signalling
industries were in the near future greater adoption of Design Thinking is likely
to occur. The data show that in the Finance industry, the number of Adopters
(average 21%) is more than double that of Wannabes (average 9%), and consid-
ering that this is first industry, they are probably the most advanced adopters of
Design Thinking. The second industry is Energy with a more even distribution:
15% Adopters and 13% Wannabes. Finally, Information and Communication, and
Public Administration show a higher presence of Wannabes (respectively 16%
and 14%) compared to Adopters (12% in Information and Communication, and
8% in Public Administration).
If we compare these data with the evidence regarding Adopters in terms of years
of experience with Design Thinking, an even more interesting factor emerges.
Indeed, the most experienced role in the adoption of such methodology is De-
sign, with an average 4.7 years of adoption. The second most experienced role
in the firms is Marketing, with 4.12 years, despite that the number of Adopters is
smaller than Wannabes, a proxy of the immaturity of the role. Although Informa-
tion Technology shows a high adoption of Design Thinking, the average expe-
rience of managers is among the lowest with 2.9 years. This is even lower than
the average of total Adopters, which is around 3.4 years. This evidence can be
considered a proxy of the fact that in Information Technology, Design Thinking
was adopted later, but the speed of adoption is higher given that the number of
Adopters is greater than Wannabes.
www.osservatori.net 65
03 RESEARCH RESULTS
Figure 03.6 Capabilities of Adopters associated with the 4 Kinds of Design Thinking [Sample 156]
The second, accepting to work on solutions that are not completely defined up
to the end of the process is more embraced by Adopters in Creative Problem
Solving with 53.2%, and Sprint Execution with 50%. This is in line with the ten-
sion of these two approaches toward iterative prototyping and testing.
The third, communicating ideas and intuitions through sketches and images
is essential in Creative Problem Solving with 67.3%, but is less relevant in the
strategic approach, such as Innovation of Meaning, where it only reaches 21.2%.
The fourth, looking at problems from the standpoint of other people (typically
the end user) with 62.8% is the backbone of every Creative Problem Solving
project due to the strong link with the creation of empathy. Surprisingly, in Cre-
ative Confidence, this attitude does not seem to be largely adopted with only
26.3%.
Figure 03.7 Attitudes of Adopters associated with the 4 Kinds of Design Thinking [Sample 156]
www.osservatori.net 67
03 RESEARCH RESULTS
Figure 03.8 Capabilities of Wannabes associated with the 4 Kinds of Design Thinking [Sample 126]
Starting from the first kind of Design Thinking, Creative Problem Solving, it is
evident that communicating ideas and intuitions through sketches and imag-
es is the attitude deemed to have the highest impact by Wannabes in Design
Thinking projects with a score of 58.7%.
Accepting to work on solutions that are not completely defined up to the end
of the process is the attitude that Wannabes consider extremely relevant in
Sprint Execution with a score 49.2%, the highest for this approach.
Figure 03.9 Attitudes of Wannabes associated with the 4 Kinds of Design Thinking [Sample 126]
www.osservatori.net 69
03 RESEARCH RESULTS
As Figure 03.10 shows, the Sprint Execution approach is the most adopted
among the Innovators. 29.5% of projects undertaken in 2018 followed this kind
of Design Thinking. However, the other 3 Kinds of Design Thinking also show a
good adoption rate. Indeed, Creative Problem Solving covers 25.6% of projects,
Creative Confidence 23.7%, and Innovation of Meaning 17.9%.
Analyzing the industries, what clearly emerges is that Sprint Execution is widely
adopted by Information and Communication with 42.1%, while in this sector,
very few projects apply the Creative Confidence phases and structure, with just
10.5%. On the contrary, in Public Administration, Creative Confidence is the first
with 33.3%, while Innovation of Meaning is the lowest with just 8.3%. The En-
ergy sector shows the highest number of Innovation of Meaning projects with
26.1%, while Creative Problem Solving is highly present in the Retail industry
with 38.9%.
Figure 03.10 Distribution of the 4 Kinds of Design Thinking by industry [Sample 156]
Analyzing the total 156 responses from Adopters, some interesting elements
emerge in relation to budget by industry. For instance, in the Retail industry, the
budget allocated to Sprint Execution is quite relevant with almost 32.8%, despite
that the previous chart shows that Sprint Execution is not the most diffused type
of project in this industry. This could imply that the occurrence of this type of
project is lower as the financial resources needed in this sector are higher. On
the contrary, in the Finance and Insurance sector, the budget allocated to Sprint
Execution is higher, and lower in the others, and this is more in line with the per-
centage of occurrences reported in Figure 03.11. This likely means that there is
a more linear correspondence between the financial resources needed and the
number of projects undertaken in this sector. In terms of the Energy sector, the el-
ement that is very evident is that this sector shows the highest budget in Creative
Problem Solving projects with 32.6% despite that it shows the lowest occurrence
at around 13%. The Information and Communication sector is the most balanced.
Indeed, moving from the first kind of Design Thinking to the other three shows
an average decrease of 6% in each. Concerning the Public Administration sector,
investments in terms of budget allocated in 2018 are concentrated in Creative
Problem Solving for 35.4%, Sprint Execution for 27.1%, and Creative Confidence
for 25.0%, with marginal investments in projects regarding the creation of new
directions with 7.9%.
Figure 03.11 Budget allocation to the different Kinds of Design Thinking in 2018 [Sample 156]
www.osservatori.net 71
03 RESEARCH RESULTS
To estimate the growth of the adoption of the 4 Kinds of Design Thinking over
the years, we compared the budget allocated to each in 2017 and in 2018 accord-
ing to the following categorization: Significant decrease, Moderate Decrease,
Stable, Moderate Increase, Significant Increase and, Not Available. As shown in
Figure 03.12, about 25% is stable in the shift from the 2017 to the 2018 Budget.
Extremely interesting in the chart below is that Innovators that adopted Design
Thinking in 2017 did not decrease the budget allocated to Design Thinking in
2018. This is clear by looking at the almost zero difference in both significant and
moderate decreases. Analyzing the data collected in each industry, the following
interesting particularities emerge:
• In the Finance and Insurance industry, despite being the sector with the
highest investments, a significant decrease of around 3% to 5% occurred for
both Sprint Execution and Innovation of Meaning;
• In the Energy industry, the growth is more evident. Indeed, both in Creative
Problem Solving and Sprint Execution, the informants reported an increase
of over 10% from 2017 to 2018;
• In the Information and Communication industry, a significant increase is de-
tected in Innovation of Meaning for 26.3%;
• The Retail industry saw a moderate increase of over 20% in both the Cre-
ative Problem Solving and Creative Confidence approaches;
• In the Public Administration industry, both Creative Problem Solving and
Sprint Execution saw greater stability in growth compared to the Italian
market, respectively 58.1% and 50%.
In this section, we report some insights emerging from the data analysis pertain-
ing to the 30 different goals achieved by the 156 Innovators through adopting
Design Thinking in projects in 2018.
Figure 03.13 reports the top 3 goals achieved by Adopters independently of the
industry and the top three goals for each industry.
Considering the overall sample of Adopters, the top three goals are:
• Designing new user experiences 5.7
• Predicting technological trends 5.4
• Developing an innovation platform/ecosystem 5.3
www.osservatori.net 73
03 RESEARCH RESULTS
Starting from the Finance and Insurance industry, the main differences are in Cre-
ative Problem Solving and Innovation of Meaning. Indeed, the Adopters in this in-
dustry perceive divergent thinking by generating many ideas as a more relevant
capability for the former, and identification of appropriate customer segments
and business models for the latter.
In the Energy sector, there is complete alignment between the top capability iden-
tified by expert Adopters in the sector and the overall sample. One interesting
element is that the energy experts see more value in sensing emerging cultural
trends with 60.9% compared to the overall sample.
Regarding the Retail industry, also in this case, the only difference with the overall
market of Adopters is in the first kind of Design Thinking. As for the Information
and Communication sector, also in this sector, gathering insights is crucial to suc-
ceeding in proposing new solutions to clients.
T O P C A PA B I L I T Y I N E AC H K I N D O F D E S I G N T H I N K I N G :
www.osservatori.net 75
03 RESEARCH RESULTS
Focusing on the attitudes that are relevant in each industry, in the Finance and
Insurance sector, the top attitude for adopters is fully aligned. Indeed, in this
sector, the distribution and identification of key attitudes are overall the same for
all 156 respondents.
Turning to the Energy sector, the only difference in attitudes is ranking looking at
problem from the standpoint of other people as the most important with 69.6%
in the Creative Problem Solving approach. For a sector that has recently been
liberalized, this aspect is crucial to solving user needs.
Moving to the Retail industry, the differences in attitudes from the overall market
are present in Creative Problem Solving, where the empathy aspect is more im-
portant than communicating ideas, and in Creative Confidence, where the ability
to communicate ideas through sketches is recognized as important to engage
people with the new innovation.
Finally, the Public administration sector shows the relevance of changing the
mindset to create empathy in Creative Problem Solving, while the others show
no differences.
T O P AT T I T U D E I N E A C H K I N D O F D E S I G N T H I N K I N G :
Looking at problems from the standpoint of other people (typically the end user) 69.6%
ENERGY Accepting to work on solutions that are not completely defined up to the end of the process 56.5%
[Sample = 23] Asking questions and providing effective feedback in order to dig deeper in the reasoning 43.5%
Combining a wide variety of perspectives in order to deeply understand the addressed challenge 43.5%
Communicating ideas and intuitions through sketches and images 73.7%
I N F O R M AT I O N A N D C O M M U N I C AT I O N Accepting to work on solutions that are not completely defined up to the end of the process 63.2%
[Sample = 19] Asking questions and providing effective feedback in order to dig deeper in the reasoning 68.4%
Combining a wide variety of perspectives in order to deeply understand the addressed challenge 52.6%
Looking at problems from the standpoint of other people (typically the end user) 61.1%
R E TA I L Accepting to work on solutions that are not completely defined up to the end of the process 55.3%
[Sample = 18] Communicating ideas and intuitions through sketches and images 38.9%
Combining a wide variety of perspectives in order to deeply understand the addressed challenge 55.6%
Looking at problems from the standpoint of other people (typically the end user) 75.0%
P U B L I C A D M I N I S T R AT I O N Asking questions and providing effective feedback in order to dig deeper in the reasoning 66.7%
[Sample = 12] Combining a wide variety of perspectives in order to deeply understand the addressed challenge 41.7%
Combining a wide variety of perspectives in order to deeply understand the addressed challenge 41.7%
Figure 03.17 reports Design Thinking demand by sponsor and industry. In the
overall sample, the main sponsor is the Board with 23.7%, while the other relevant
sponsors are Marketing, Information Technology, and Business Development with
respectively 15.4%, 14.1%, and 12.8%.
In terms of the industry, some interesting insights emerge. In the Finance and In-
surance sector, the main sponsor is Marketing with 25%. Differently, in the Energy
sector the main sponsors are two divisions, the Board and Information Technolo-
gy with the same percentage of 17.4%.
Regarding the Information and Communication sector, the main sponsor is Busi-
ness Development with more than 36.8%. This is completely unbalanced with the
overall sample, were this sponsor is at the lowest level of sponsorship.
In the Retail industry, one of the two main sponsors is Marketing that with 27.8%
is at the same level as Business Development.
Finally, in the Public Administration sector, the main sponsors are Marketing and
Information Technology, both with 25%. What is really interesting in this sector is
that Boards marginally cover this role.
www.osservatori.net 77
03 RESEARCH RESULTS
The Finance and Insurance industry shows an average duration of projects of 7.3
months, and the functions involved were principally Information Technology with
75.0% and Business Development with 65.5%.
The Energy industry shows an average duration of projects of 9.3 months, and
the functions involved were principally Marketing and Information Technology
with 56.5%.
The Retail industry shows an average duration of projects of 5.5 months, and
the functions involved were principally Marketing and Information Technology
with 72.2%.
When turning from the overall sample to the industry, some interesting elements
emerge:
• The Finance and Insurance industry saw the highest score in value for En-
gagement with 5.7;
• The Energy industry shows the highest value in both Function Expectation
and Function Positive Effect with 7.0;
• The Information and Communication industry reports a high value for the
Learning dimension with 5.3;
• The Retail industry highlights high values in both Function Expectation and
Function Positive Effect with 6.0;
• The Public Administration industry shows the highest value in both Function
Expectation and Function Positive Effect with 7.0.
www.osservatori.net 79
03 RESEARCH RESULTS
Moving to value for clients by industry, the data show the following raking in the
five dimensions monitored (see Figure 03.20) :
When turning from the overall sample to the industries, some interesting ele-
ments emerge:
• The Finance and Insurance industry saw the highest score in value for end
customers in Customer Added Value with 5.6;
• The Energy industry shows the highest score in value for end customers in
Customer Added Value with 5.7;
• The Information and Communication industry reports high value for cus-
tomers in Acquisition of new Customers with 5.6;
• The Retail industry shows the highest score in value for end customers in
Customer Added Value with 5.2;
• The Public Administration industry shows the highest score in value for end
customers in Customer Added Value with 6.3.
This section focuses on the Adopters of Design Thinking using an industry per-
spective in relation to the understanding of Design Thinking of different pro-
fessional roles.
The first category aims to analyze the perspectives of C levels. This is of primary
importance considering their strategic role in decision-making processes. The
second looks at all the roles emerging in the Design sphere that are becoming
more and more relevant, e.g., service design lead or senior design manager. The
third clusters the experts in the field of Technology development. The fourth re-
lates to invention and exploitation of new ideas, as in the case of R&D managers,
and the last to managers in the Marketing & Sales department.
Figure 03.21 reports the Design Thinking market related to the 4 Kinds of Design
Thinking introduced in Chapter 1. Interesting to note is that CxOs undertook
the vast majority of Innovation of Meaning projects for 31%. Then, the Design,
Information Technology, and Marketing & Sales roles show a higher number
of Creative Problem Solving (32.0%, 34.4%, 32.0%) projects compared to the
total 25.6% detected in our survey. Finally, Innovation managers widely adopted
the Sprint Execution approach for 37.5%.
Figure 03.21 Distribution of the 4 Kinds of Design Thinking by role [Sample 156]
www.osservatori.net 81
03 RESEARCH RESULTS
For the Design community, the third top goal in terms of significance is even
higher than the first overall top goal with understanding changes in users’ be-
haviors and expectations for 5.8 among the most important.
In the Information Technology area, the goals are lower than the overall goals,
and especially tech trends are more relevant than all the others.
The Innovation role within the company recognizes as a top goal changing the
corporate culture with a score of 5.4. This goal is quite interesting, as it is in line
with the growing interest in Design Thinking as an approach to foster employee
engagement.
Finally, for Marketing & Sales, aside from the goals envisioned by the other roles,
they see value in predicting market trends. With a score of 5.3, this is the third
top goal for this role, which is understandable when considering that market
trends are key to the success of their campaigns.
Figure 03.22 Top Goals in Design Thinking Projects by role [sample 156]
Starting from CxOs, the capabilities recognized by Italian Adopters overlap con-
siderably. In particular, CxOs recognize more than the overall market that mo-
bilizing human, cultural, and technological resources to properly engage all
stakeholders is of primary importance in the Creative Confidence approach.
Differently, the Design community identifies the crucial role of framing and re-
framing in the Creative Problem Solving approach, signaling in more than 80% of
cases the capability of iteratively defining and redefining the problem to deeply
understand the faced challenge and identify new solutions.
Concerning the Innovation role, the capabilities they recognize as valuable in the
4 different Kinds of Design Thinking are the same as those identified by the overall
market. One interesting element is the recognition of the primacy of mobilizing
human, cultural, and technological resources to properly engage all stakehold-
ers in Creative Confidence with 87.5%.
T O P C A PA B I L I T Y I N E AC H K I N D O F D E S I G N T H I N K I N G :
Iteratively defining and redefining the problem to deeply understand the faced challenge and identify new solutions 80.0%
DESIGN Transforming ideas in tangible and working prototypes 84.0%
[Sample = 25] Mobilizing human, cultural, and technological resources to properly engage all stakeholders 80.0%
Identifying appropriate customer segments and business models 60.0%
Divergent thinking by generating many new ideas 75.0%
I N F O R M AT I O N T E C H N O L O G Y Transforming ideas in tangible and working prototypes 56.3.%
[Sample = 32] Mobilizing human, cultural, and technological resources to properly engage all stakeholders 71.9%
Divergent thinking by generating many new ideas 43.8%
Thinking outside the box and proposing original ideas 75.0%
I N N OVAT I O N Transforming ideas in tangible and working prototypes 75.0%
[Sample = 16] Mobilizing human, cultural, and technological resources to properly engage all stakeholders 87.5%
Sensing emerging cultural trends 43.8%
Thinking outside the box and proposing original ideas 64.7%
MARKETING & SALES Transforming ideas in tangible and working prototypes 76.5%
[Sample = 17] Mobilizing human, cultural, and technological resources to properly engage all stakeholders 70.6%
Mobilizing human, cultural, and technological resources to properly engage all stakeholders 35.3%
www.osservatori.net 83
03 RESEARCH RESULTS
Moving to the softer skills labelled in this analysis as attitudes, the data reported
in this area on the differences proposed by the roles are intriguing.
The CxO cluster shows that asking questions and providing effective feedback
in order to dig deeper in the reasoning is an attitude of primary importance in
the new evolutions of Design Thinking, especially in those that deal more with
internal people (i.e., Creative Confidence and Innovation of Meaning).
The Design role reports a complete overlap of attitudes with those deemed rel-
evant by the entire sample. Interestingly, the higher occurrence of the commu-
nicating ideas and intuitions through sketches and images is higher in Creative
Problem Solving, reaching almost 90% in the responses of designers.
In the Information Technology area, the looking at problems from the stand-
point of other people (typically the end user) attitude emerges as top in Cre-
ative Problem Solving.
As concerns the Innovation role, the attitude they recognize as valuable in the
Innovation of Meaning approach is accepting to work on solutions that are not
completely defined up to the end of the process. This is in line with the con-
tinuous iteration of the process the leads to convergence and connotes the in-
side-out perspective.
Regarding Marketing & Sales, an interesting element is the inversion of the top
attitudes in Creative Confidence and Innovation of Meaning. It seems that these
experts see more value in unlocking creativity in combination with different per-
spectives and in asking reflective questions in envisioning new directions.
T O P AT T I T U D E I N E A C H K I N D O F D E S I G N T H I N K I N G :
Figure 03.26 reports the value for companies by role, pointing out the differences
in scores.
Starting from CxOs, the analysis of the data shows the highest score in Function
Expectation and Function Positive Effect with 6.0. This is interesting, as it seems
that C-levels see more value in the impact on functions rather than on business.
Concerning Design, all informants in this area recognize the value for companies
in the Function Positive Effect with 7.0.
The Innovation experts recognize in Engagement with 5.6 the highest value for
companies. This is an emerging recognition of the value of design within compa-
nies.
Marketing & Sales allocated a high score to Function Expectation and Function
Positive Effect with 6.0.
www.osservatori.net 85
03 RESEARCH RESULTS
Moving to the value for customers by role, the data show the following raking
of the five dimensions in the survey of Italian Adopters of Design Thinking (see
Figure 03.26):
Starting from CxOs, the data show the highest score in value for end customers
in Customer Expectations with 5.7.
The Design role shows the highest score in Customer Added Value with 5.7. In-
deed, Design Thinking for designers is considered the best way to create more
value for end users.
The Innovation adopters indicated the highest value of Design Thinking for end
customers in Customer Added Value 5.2.
The Marketing & Sales cluster shows the primacy of the value of increasing Cus-
tomer Loyalty with 5.4., which is coherent with the expected and actual value
that Design Thinking can create for this particular role within organizations.
This part of the chapter focuses on Wannabes, and the analysis by industry and
role of these particular types of innovators who do not have expertise in the
adoption of Design Thinking but see value in its future adoption.
In particular, the 126 responses collected through the survey derive from differ-
ent industries, as previously reported in Figure 03.27.
When the analysis is shifted from the total 126 responses of Wannabes to in-
dustries, some interesting elements emerge from the data. In the Retail indus-
try, the budget allocated to Creative Confidence is quite relevant with almost
32.5% of the budget. On the contrary, in the Finance and Insurance sector, the
budget allocated is higher in Sprint Execution with around 31.8%. In the Energy
sector, an element that is very evident is that Creative Problem Solving and
Sprint Execution projects cover around 46.3% of the expected investments in
Design Thinking, thus seemingly more willing to focus on solutions rather than
on people or visions. In the Information and Communication sector, Innovation
of Meaning has the highest expectations with 26%. Concerning the Public Ad-
ministration sector, the investments in terms of budget allocated for 2019 are
mainly concentrated in Creative Confidence with 30%.
Figure 03.27 Budget allocated for 2019 to the 4 Kinds of Design Thinking by industry [Sample 126]
www.osservatori.net 87
03 RESEARCH RESULTS
For the Design community, the third top goal in terms of significance is even
higher than the first overall top goal with understanding changes in users’ be-
haviors and expectations for 5.8 among the most important.
In the Information Technology area, the goals are lower than the overall goals,
and especially tech trends are more relevant than all the others.
The Innovation role within the company recognizes as a top goal changing the
corporate culture with a score of 5.4. This goal is quite interesting, as it is in line
with the growing interest in Design Thinking as an approach to foster employee
engagement.
Finally, for Marketing & Sales, aside from the goals envisioned by the other roles,
they see value in predicting market trends. With a score of 5.3, this is the third
top goal for this role, which is understandable when considering that market
trends are key to the success of their campaigns.
Figure 03.28 Top expected goals in Design Thinking projects by industry [Sample=126]
www.osservatori.net 89
03 RESEARCH RESULTS
We now turn to the capabilities that Wannabes in each industry expect to be rel-
evant in adopting Design Thinking.
Starting from Finance and Insurance, the main differences are in Sprint Execution
and Innovation of Meaning. Indeed, Wannabes in this industry expect that cluster-
ing and selecting different ideas in order to generate new solutions and thinking
outside the box and proposing original ideas are the two top capabilities.
In the Energy sector, there is complete alignment between the top capability giv-
en by the entire sample of Wannabes and that of respondents pertaining to this
industry. An interesting element is that the energy sector Wannabes value sens-
ing of emerging cultural trends for 60.9%, which is significantly higher than the
overall market.
Regarding Retail, also in this case, there is equal correspondence between the
overall Wannabes sample and that pertaining to this industry. Significant in terms
of the score is the Creative Confidence capability increasing from 67% to 75%.
T O P C A PA B I L I T Y I N E AC H K I N D O F D E S I G N T H I N K I N G :
Moving to the Energy sector, the only difference is in the looking at problems
from the standpoint of other people attitude that is expected to be the most
important in the Sprint Execution perspective with 56.3%.
Turning to the Retail industry, the differences in attitudes from the overall Wan-
nabes sample are in Creative Problem Solving and Sprint Execution. For the for-
mer, combining a wide variety of perspectives in order to deeply understand
the addressed challenge is considered the top attitude. For the latter, commu-
nicating ideas and intuitions through sketches and images seems to supersede
accepting to work on solutions that are not completely defined.
Finally, the Public Administration sector shows the relevance of changing the
mindset to create empathy and gather insights only in Innovation of Meaning,
with no significant differences for the other Kinds of Design Thinking.
T O P AT T I T U D E I N E A C H K I N D O F D E S I G N T H I N K I N G :
www.osservatori.net 91
03 RESEARCH RESULTS
The last section in the analysis of Wannabes by industry concerns the value that
these future adopters see in the adoption of Design Thinking. We first analyze
the expected value for companies in 2019 projects. In particular, the value gen-
erated through Design Thinking has been modeled along two main dimensions:
(i) value for the company with 6 items; and (ii) value for customers with 4 items.
According to the data collected, the three dimensions receiving the best scores
in value for companies (see Figure 03.32) are:
When turning from the overall sample of Wannabes to those in each industry,
some interesting elements emerge:
• In the Finance and Insurance industry, the data shows that, on average, the
scores are lower compared to the other industries with Company Positive
Effect receiving the highest score with 5.1;
• The Energy industry shows the highest value in both Company Positive Ef-
fect and Engagement with 5.6;
• The Retail industry highlights high values for both Company Positive Effect with 5.3
and Company Expectation with 5.2. In other words, this industry perceives that Design
Thinking can help on the company level rather than on the business and brand level;
Evident from the scores is that there is no significant difference between the dif-
ferent values for customers recognized by Wannabes, but all agree on the fact
that the impact on customers is quite significant in Design Thinking projects.
In the Finance and Insurance industry, the responses show the highest scores in
Customer Expectations and Acquisition of new Customers with 5.5.
The Energy industry shows the highest score in Customer Positive Effect with 5.9.
The Information and Communication industry reports high values for Customer
Expectations with 5.8 and Acquisition of new Customers with 5.9.
The Retail industry shows the highest value score for end customers in Customer
Positive Effect with 5.9.
www.osservatori.net 93
03 RESEARCH RESULTS
This section focuses on the Wannabes’ Design Thinking perspective. After indus-
tries, the researchers identified an interesting subset of firms where the different un-
derstanding of Design Thinking by different professional roles could be valuable for
the community. Thus, an analysis of the different roles and their perspective on the
value and benefits generated by the future adoption of Design Thinking is offered.
Figure 03.34 reports the Design Thinking market related to the 4 Kinds of De-
sign Thinking introduced in Chapter 1. Interestingly, CxOs show interest in un-
dertaking in 2019 Creative Problem Solving, Sprint Execution, and Creative Con-
fidence projects for, on average, 27%, while Innovation of Meaning seems less
relevant with below 10%.
The Design community on the other hand is more focused on the solution-driv-
en kind of Design Thinking, especially Creative Problem Solving and Sprint Exe-
cution with almost 35% in both cases.
In Information Technology, the highest score is reported in Sprint Execution for 35%,
and this is fully in line with the nature of the approach and the industry considered.
Innovation and Marketing & Sales similarly show more interest for 2019 in Sprint
Execution and Creative Problem Solving, and less in the other two kinds. Interesting
in terms of Marketing & Sales is that this is the only cluster where the expectation
for Innovation of Meaning projects (21.3%) exceeds the total average of 16.7%.
Figure 03.34 Expected Distribution of the 4 Kinds of Design Thinking by role [Sample 126]
In particular, interesting to note is that CxOs see as the most important expect-
ed goal fostering new values, attitudes, behaviors with a score of 5.7, the sec-
ond most important is changing corporate culture with score of 5.6, which is in
line with the expected goals that CxOs see in the adoption of Design Thinking
that increasingly concerns the leadership area.
In the Information Technology area, the expected goal with the highest score
is changing the corporate culture with 5.5., which is fully in line with the idea
that Design Thinking would completely reshape the way companies approach
innovation in the future.
Finally, for Marketing & Sales, differently from the goals envisioned by the oth-
ers roles, they see value in creating a new business model with a score of 5.5 as
the second top expected goal.
Figure 03.35 Expected top goals in Design Thinking projects by role [Sample=126]
www.osservatori.net 95
03 RESEARCH RESULTS
This section details the capabilities that Wannabes consider relevant to achieving
the previously reported goals.
Starting from CxOs, the capabilities recognized by the overall sample and the Ital-
ian Wannabes overlap considerably. In particular, CxOs recognize that divergent
thinking by generating many new ideas is of primary importance in Innovation of
Meaning.
Concerning Innovation, the capabilities that they deem valuable in the 4 different
Kinds of Design Thinking are the same as in the overall market of Wannabes. An
interesting element is the recognition of the primary role of thinking outside the
box and proposing original ideas in Creative Problem Solving with 84.2%.
Looking at Marketing & Sales, mobilizing human, cultural, and technological re-
sources to properly engage all stakeholders is recognized as a crucial capability
in both Creative Confidence and Innovation of Meaning.
T O P C A PA B I L I T Y I N E AC H K I N D O F D E S I G N T H I N K I N G :
The Design role shows the highest occurrence of looking at problems from the
standpoint of other people (typically the end user) in the Creative Problem Solv-
ing approach with 80%. This attitude is entirely in line with the traditional view of
Design Thinking 1.0 that sees in the creation of empathy by looking at solutions
from the perspective of users the starting point of every project.
In terms of the Innovation role, interestingly, the top attitudes across the differ-
ent Kinds of Design Thinking do not show very different percentages to the point
that the highest is 57.9% in Creative Problem Solving and Innovation of Meaning,
and the lowest is 47.4% in Creative Confidence. Thus, the top attitude in each
kind does not significantly exceed 55%.
Regarding Marketing & Sales, an interesting element is that asking questions and
providing effective feedback in order to dig deeper in the reasoning is recog-
nized as the top attitude in Sprint Execution, differently from the overall Wan-
nabes market.
T O P AT T I T U D E I N E A C H K I N D O F D E S I G N T H I N K I N G :
Looking at problems from the standpoint of other people (typically the end user) 80.0%
DESIGN Accepting to work on solutions that are not completely defined up to the end of the process 20.0%
[Sample = 5] Asking questions and providing effective feedback in order to dig deeper in the reasoning 40.0%
Asking questions and providing effective feedback in order to dig deeper in the reasoning 60.0%
Communicating ideas and intuitions through sketches and images 62.5%
I N F O R M AT I O N T E C H N O L O G Y Accepting to work on solutions that are not completely defined up to the end of the process 61.1%
[Sample = 18] Asking questions and providing effective feedback in order to dig deeper in the reasoning 33.3%
Asking questions and providing effective feedback in order to dig deeper in the reasoning 44.4%
Looking at problems from the standpoint of other people (typically the end user) 57.9%
I N N OVAT I O N Accepting to work on solutions that are not completely defined up to the end of the process 52.6%
[Sample = 19] Combining a wide variety of perspectives to deeply understand the addressed challenge 47.4%
Combining a wide variety of perspectives to deeply understand the addressed challenge 57.9%
Looking at problems from the standpoint of other people (typically the end user) 66.7%
MARKETING & SALES Asking questions and providing effective feedback in order to dig deeper in the reasoning 46.7%
[Sample = 16] Asking questions and providing effective feedback in order to dig deeper in the reasoning 46.7%
Combining a wide variety of perspectives in order to deeply understand the addressed challenge 66.7%
www.osservatori.net 97
03 RESEARCH RESULTS
The last interesting element to identify the expected benefits generated by the
adoption of Design Thinking by different roles concerns the value that these
approaches can generate. In particular, in this section, we report in detail the
differences among the values that the roles expect to achieve after the adoption
of Design Thinking.
Figure 03.38 reports the value for companies by role, pointing out the differenc-
es in scores given by the informants.
Starting from CxOs, the analysis of the data shows the highest score for Com-
pany Positive Effect with 5.1. The overall figure shows that CxOs are quite con-
servative in the overall impact that Design Thinking can have on the value for
companies.
Concerning Design, all the informants in this area recognize the highest value
for companies in Business Performance with 6.2. Moreover, the gave the differ-
ent indicators the highest scores.
The Innovation experts recognize in Business Performance with 5.0 the highest
value for companies, an emerging recognition of the value of Design Thinking
for companies.
Marketing & Sales indicate a high score for Engagement with 4.9. However, the
data seem to indicate that these Wannabes are somewhat more skeptical com-
pared to others in relation to the value that Design Thinking can generate for
companies.
Starting with CxOs, the data show the highest score in value for end customers
in Customer Positive Effect with 5.3. Interestingly, the value for customers per-
ceived by CxOs is on average lower than that expected by the entire sample.
The Design role shows the highest value score in Customer Positive Effect with
6.2. Indeed, Design Thinking for designers is considered the best way to create
more value for end-users.
The Innovation Wannabes did not indicate any significant differences across the
four separate values for customers. Consequently, the average score is a little
above 5, but without any significant differences.
The Marketing & Sales cluster shows Acquisition of new Customers with 5.3 as
primary in the value for customers. This is coherent with the expected value that
Design Thinking can generate for this particular role within organizations.
www.osservatori.net 99
04 RESEARCH RESULTS
Cabirio Cautela
Research Director
Luca Gastaldi
Research Director
04 R E S E A R C H R E S U L T S
www.osservatori.net 103
04 RESEARCH RESULTS
Overall, the 145 Design Thinking startups received 1,033 million dollars in fund-
ing, with an increase (+14%) compared to the amount registered last year (908
3. million dollars)3. To put this number into perspective, interesting to consider is
See the report «Startups
in the Design Thinking that (Figure 04.3):
Ecosystem», available at • The order of magnitude is one lower than all startups in the fintech industry
www.osservatori.net
(26 billion dollars)4;
4.
According to the latest • Startups active in the big data domain received five times the funding in the
results of the Fintech and
Insuretech Observatory same timeframe (4.7 billion dollars)5;
5.
• Startups active in the blockchain domain received six times the funding in
According to the latest the same timeframe (6.2 billion dollars) 6.
results of the Big Data
Analytics and BI Observatory Since the overall values are biased by the size of each domain in the ecosystem
6. (730 fintech startups, 443 big data startups, and 633 blockchain startups), it is
According to the latest
results of the Blockchain
more appropriate to consider the average funding per startup.
Observatory As Figure 04.3 shows, Design Thinking startups received, on average, 7.1 mil-
lion dollars of funding, slightly more than the value registered last year3. The
amount is still:
• One fifth of the funding received by the average startup operating in the
fintech industry (35 million of dollars);
• Lower than the those received by big data (10.6 million dollars) and block-
chain startups (9.8 million dollars).
Figure 04.3 Overall and average funding received by the startups in different ecosystems
www.osservatori.net 105
04 RESEARCH RESULTS
Excluding these startups, the average funding per startup decreases to 3.5
million dollars, indicating an ecosystem that is still in a pre-paradigmatic stage
compared to others. In any case, the presence of big rounds of investments in
7. several core startups – almost absent in last year’s analysis7 – testifies to the
See the report «Startups
in the Design Thinking progressive confidence of investors, not only in the development of the field,
Ecosystem», available at but also in its ability to produce returns in the medium term.
www.osservatori.net
Indeed, as shown in Figure 04.4, the nine most funded Design Thinking startups
received most of their funding in the last round of investments in either 2017
or 2018 in nearly all cases. More generally, as Figure 04.5 illustrates, the whole
ecosystem shows entrepreneurial vibrancy in the last years. In fact, out of the
145 Design Thinking startups:
• 97 (67%) received their last investment since 2017;
• 44 (30%) received their last investment in 2018.
This means that – despite the current immaturity of the whole ecosystem – in
the near future, we may see progressive consolidation and, hopefully, further
investments and solutions.
Figure 04.5 also validates that the barycenter of the ecosystem of Design Think-
ing startups is no longer exclusively in the United States or Europe. In fact:
• 70% of the 23 Design Thinking startups that received funding in 2015 had
their headquarters in North American countries (mostly the United States);
this percentage decreased to 56% (14 out of 25) in 2016, 55% (29 out of 53)
in 2017 and 48% (21 out of 44) in 2018;
• 23% (10 out of 44) of the Design Thinking startups that received funding
in 2018 had their headquarters outside the United States and Europe; this
percentage was below 5% (1 out of 23) in 2015;
• 18% (8 out of 44 and 9 out of 53) of the Design Thinking startups that re-
ceived funding in 2017 and 2018 had their headquarters in Asia; this per-
centage was below 5% in 2015 (1 out of 23) and 2016 (1 out of 25).
Applitools is an AI pow-
Year of Foundation: 1/1/2013
ered visual testing which
automatically run visual Number of Employees: 51-100
tests at scale across
every app, browser, OS, Number of Founders: 3
and screen size.
Website Address: http:/applitools.com
OFFERING/SOLUTION
L O C AT I O N FUNDING
Prototyping Interpreting
and Learning and Framing
Collaborating Ideating
and Co-Design and Conceiving
www.osservatori.net 107
04 RESEARCH RESULTS
Figure 04.6 intersects startup funding with number of employees. First, interesting
to note is that 19% of startups (27 out of 145) received more than 10 million dollars
of investments, confirming a progressive development of the whole ecosystem.
Importantly, the analysis of startup employees (see Figure 04.7) shows that out of
the 145 Design Thinking startups:
• 64 have fewer than 10 employees. This number corresponds to 44% of the
whole ecosystem, a percentage that is exactly the same as registered last
8. year8;
See the report «Startups
in the Design Thinking
• 19 startups have a number of employees between 50 and 250. This number
Ecosystem», available at corresponds to 13% of the whole ecosystem, a percentage that has almost
www.osservatori.net
doubled since the last survey8;
• 5 startups have a number of employees between 100 and 250. This number
corresponds to 3% of the whole ecosystem, a percentage that has almost tri-
pled since the last survey8. Pendo, described in Box 04.2, is an example of
these startups that are highly consolidated from an organizational perspective;
• No startup in the ecosystem has more than 250 employees.
If the overall ecosystem is still immature in structure, the related startups seem to
progressively rely on consolidated organizational structures. This is likely related
to the multidisciplinarity required by Design Thinking endeavors, as confirmed by
an analysis of the curricula of startup funders. Out of the 145 startups in the Design
Thinking ecosystem:
• Only 51 (35%) have a single funder, mostly with an information science
background;
• 94 (65%) have at least 2 funders; in most cases, one with an information sci-
ence and the other with a design background;
• 14 startups (10%) have more than 4 funders with a mixture of expertise in infor-
mation science, design, and business.
www.osservatori.net 109
04 RESEARCH RESULTS
DESCRIPTION INFO
OFFERING/SOLUTION
L O C AT I O N FUNDING
Prototyping Interpreting
and Learning and Framing
Collaborating Ideating
and Co-Design and Conceiving
www.osservatori.net 111
04 RESEARCH RESULTS
Interesting to consider is not only the number of startups for each Design Think-
ing approach, but also the distribution of funding among them. As highlighted
in Figure 04.9:
• Startups supporting Sprint Execution received most of the funding: both
comprehensively (329 out of the 1,033 million dollars characterizing the
overall value of the ecosystem), and on average (9.6 million dollars per
startup). Applitools, described in Box 04.1, is an interesting example of
these startups.
• Creative Problem Solving continues to gather a great deal of funding: the
41 startups in the ecosystem supporting this Design Thinking approach
gathered 326 million dollars, which correspond to an average 8 million dol-
lars per startup. An example of these startups is Pendo, presented in Box
04.2.
• Creative Confidence is the approach with the least funding per startup:
while the overall funding is equal to 233 million dollars, on average, each
startup received only 4.7 million dollars. GainX exploits Artificial Intelligence
to lead data-driven enterprise transformations and change programs, as il-
lustrated in detail in Box 04.3.
• The few startups supporting Innovation of Meaning received interesting
funding: even if overall the 13 startups supporting this Design Thinking ap-
proach received the smallest amount of investments (82 million dollars), on
average, each collected 6.3 million dollars. PlayBuzz, depicted in Box 04.4,
is an example of a storytelling platform to create, distribute, and monetize
interactive stories driving audience engagement, conveying new meanings,
and analytically measuring their success.
OFFERING/SOLUTION
L O C AT I O N FUNDING
Prototyping Interpreting
and Learning and Framing
Collaborating Ideating
and Co-Design and Conceiving
www.osservatori.net 113
04 RESEARCH RESULTS
Figure 04.10 Distribution of the 145 startups subdivided by the various Design Thinking approaches
Playbuzz is storytelling
Year of Foundation: 7/7/2012
platform that provides
publishers and brands Number of Employees: 101-250
with interactive tools to
craft engaging editorial Number of Founders: 2
and commercial content.
Website Address: http:/www.playbuzz.com
OFFERING/SOLUTION
L O C AT I O N FUNDING
Prototyping Interpreting
and Learning and Framing
Collaborating Ideating
and Co-Design and Conceiving
www.osservatori.net 115
04 RESEARCH RESULTS
The ecosystem of startups has also been clustered according to some “meta-
phases” that can be considered common to the different Design Thinking ap-
proaches. This enables, on one hand, better grasping which elements of Design
Thinking startups and investors mainly consider, and on the other hand, provid-
ing a picture of the metaphases that remain less considered due to the intrinsic
features of the specific metaphase itself or the existence of a wide offering al-
ready provided by incumbents.
The metaphases used to represent this picture are the following:
• Sensing and empathizing: where discovery and exploratory research activ-
ities are aimed at gaining greater confidence and empathy with users and
the “problem context” itself;
• Interpreting and framing: where design thinkers are pushed to frame the
design challenges and problems, tackling them from different promising
perspectives, and challenging the dominant views;
• Team building and task management: where teams are formed, and collec-
tive and individual tasks are attributed according to cultural diversity and
cross-disciplinary principles;
• Ideating and conceiving: where design thinkers propose novel solution areas;
• Collaborating and co-designing: where the solution areas are developed in
detail with individual and teamwork contributions;
• Prototyping and learning: where solutions materialize, and learning points
are reached through testing activities.;
• Launching and measuring: where beta-solutions are placed in experimental
marketplaces or user labs to assess first-hand impressions.
Going more in depth and intersecting the metaphases with the four Design
Thinking approaches, Figure 04.12 shows:
• In the “sensing and empathizing” metaphase, the majority of startups relate
to the Creative Problem Solving and Creative Confidence approaches, with
slightly fewer relating to the Sprint Execution approach;
• A relevant number of startups support the “interpreting and framing” meta-
phase; these startups offer services and tools mostly centered on the Cre-
ative Problem Solving and Creative Confidence approaches;
• A relevant group of startups offers services and tools related to the “col-
laboration and co-design” metaphase where most relate to the Creative
Confidence approach; indeed, the activities related to collaboration and
employee engagement constitute a key activity pertaining to this approac;.
• Fewer startups instead cover the “ideating and conceiving”, “prototyping
and learning”, and “launching and measuring” metaphases; there are no
specific reasons for this, some – such as “prototyping and learning” and
“launching and measuring” – seem to be consolidated and offered by many
incumbents; others, such as “ideating and conceiving”, seem to be con-
text-dependent and difficult to fully outsource.
B12, described in Box 04.6, is an interesting example of a startup exploiting Arti-
ficial Intelligence to create highly responsive websites in a very short timeframe,
which are then refined by design experts and regularly assessed and improved
to attract more visitors.
www.osservatori.net 117
04 RESEARCH RESULTS
DESCRIPTION INFO
OFFERING/SOLUTION
L O C AT I O N FUNDING
Prototyping Interpreting
and Learning and Framing
Collaborating Ideating
and Co-Design and Conceiving
OFFERING/SOLUTION
OFFERING/SOLUTION
L O C AT I O N FUNDING
LOCATION FUNDING
WA
ME 14,000,000
MT ND MN 12,400,000
OR
ID NV 12,000,000
SD MI NV
WY
Money raised [$]
NF IA PA 10,000,000
NV OII
UT IL IN
CO VA
CA KS MO NV 8,000,000
TN NC
AZ NM OK NV SC 6,000,000
MS AL GA
IX
LA 4,000,000
FL
2,000,000
AK 0
Round 1
7/25/2016
New York, New York, United States Data and type of funding
Team Building
and Task
Team Building and
Management
Task Management
Prototyping
Prototyping Interpreting
Interpreting
and Learning
and Learning and
andFraming
Framing
Collaborating
Collaborating Ideating
Ideating
andand Co-Design
Co-Design and
andConceiving
Conceiving
www.osservatori.net 119
04 RESEARCH RESULTS
66 of the 145 startups related to the Design Thinking ecosystem leverage Arti-
ficial Intelligence (AI) in their offering and attracted 418 million dollars of fund-
ing. This data leads to a different reasoning on the evolutionary paths of Design
Thinking. In fact, AI can serve Design Thinking processes in different ways, for
instance:
• Combining different channels during data collection;
• Constructing a framework linking some data;
• Assisting user research, compressing and accelerating some time-consum-
ing activities;
• Supporting prototyping and testing, providing data-based interpretations
of the collected data.
Moreover, the data on size confirm that, as in the overall ecosystem, these start-
ups are not in the seeding or early stages. Indeed, out of the 66 AI-based start-
ups in the Design Thinking ecosystem:
• 25 count 1–10 employees;
• 31 count 11–50 employees;
• 9 count 51–100 employees;
• 1 has between 101 and 250 employees.
Furthermore, the startups leveraging AI have been clustered according to the
above-mentioned metaphases. As shown in Figure 04.12, AI-based startups are
mostly concentrated in the same three metaphases of the remainder of the De-
sign Thinking ecosystem: “sensing and empathizing”, “interpreting and framing”,
“team building and task management”. Moreover, the Design Thinking approach
to which they mainly refer is Creative Confidence.
Figure 04.13 Distribution of AI-based startups on the various Design Thinking metaphases
OFFERING/SOLUTION
L O C AT I O N FUNDING
Prototyping Interpreting
and Learning and Framing
Collaborating Ideating
and Co-Design and Conceiving
www.osservatori.net 121
04 RESEARCH RESULTS
AI finds fertile terrain in “sensing and empathizing”, as it helps search for and
integrate different sources of data and organizing these according to some spe-
cific criteria, as described in Box 04.7 regarding EyesOver. This evidently helps
increase empathy with the problem-context, reducing effort and time. On the
other hand, AI is also leveraged – as one might expect - in “interpreting and
framing” where it provides different evidence connecting “dots” and data, of-
fering a specific view of the problem-context as described in Box 04.8 featuring
UpYourGame. In “team building and task management” instead, AI intervenes to
create – given some profiles and backgrounds – the “right mix” of competences
and abilities that each Design Thinking team should have.
The use of AI in the other metaphases is instead less pronounced. In “ideat-
ing”, AI does not seem to substitute the human contribution, confirming - at the
current state - that AI remains mainly in the field of analytics and intelligence.
A certain level of use relates to “collaborating and co-designing”, where AI en-
ables data sharing, decision-making support, info alignment among the team
members. In an alternative vein, AI supports “prototyping and learning” activi-
ties - mainly referring to the Sprint Execution approach – where it offers cues for
prototyping, and serves as a data collection and mining tool in testing phases.
OFFERING/SOLUTION
L O C AT I O N FUNDING
Prototyping Interpreting
and Learning and Framing
Collaborating Ideating
and Co-Design and Conceiving
www.osservatori.net 123
05 R E S E A R C H A P P R O A C H
Methodology and
Forthcoming Reports
05 R E S E A R C H A P P R O A C H
The second edition of the Observatory Design Thinking for Business has the
main objective of exploring more in depth the different aspects and players
characterizing the current Design Thinking environment. Starting from the in-
terpretative framework developed in the previous edition (see Figure 05.1), the
investigation has been structured according to a reinterpretation of the existing
research lines:
• Transformations in the way consulting organizations interpret Design
Thinking: This research line, in collaboration with Delft University of Tech-
nology, Imperial College Business School, Reykjavik University, and Stock-
holm School of Economics, provides a global overview of the approaches,
practices, and capabilities of Design Thinking developed by the consultants;
• Applications of Design Thinking by innovators: This research line investi-
gates the similarities and differences in the pioneering adoption of Design
Thinking by innovators across industries (e.g., Finance, Energy, Information
and Communication, Public Administration) and professional roles (e.g.,
C-levels, Design, Research and Development, Marketing, IT) on the Italian
scale;
• Evolutions of Design Thinking enabled by emerging startups: This research
line identifies those emerging startups in the Italian market that provide in-
teresting technological solutions (e.g., Artificial Intelligence, Big Data, Rap-
id Prototyping) to empower the Design Thinking processes.
The following pages describe in more detail the different research lines (see
Figure 05.2) and the main methodologies adopted in each.
C O N S U LT I N G O R G A N I Z A T I O N S I N N O VAT O R S
providing advisory services based on Design Thinking adopting (looking for) advisory services based on Design Thinking
startup design
startup design
startup thinkers
strategic
thinking
consultants design
centers
design thinkers
studios
technology design
developers thinking
digital startup centers
design
startup agencies design thinking
thinkers centers
startup
S TA R T U P S
providing solutions that support Design Thinking
startup
startup
startup
strategic
consultants
design
studios
NUMBER OF CONSULTING
technology
ORGANIZATIONS:
developers
digital
agencies
startup
239
startup
R E S E A R C H L I N E 2 : A P P L I C AT I O N S
design
design
thinkers
thinking
design
centers
thinkers
design
NUMBER OF INNOVATORS:
thinking
centers
design 215
design thinking
thinkers centers
NUMBER OF RESPONSES: 282
startup
startup
startup
strategic
consultants
design
studios
startup
www.osservatori.net 127
05 RESEARCH APPROACH
The first focus concerns the research line “Transformations in the way consult-
ing organizations interpret Design Thinking”. The label “Consulting Organiza-
tions” includes all those players that provide Design Thinking services, such as
design studios, design agencies, strategic consultants, and technology develop-
ers. While the first edition of the Observatory analyzed and mapped the Design
Thinking offering in Italy, the current edition has the objective of analyzing the
consulting organizations field at a global level. To do so, fruitful collaborations
with four foreign universities have been undertaken (see Figure 05.3): Delft Uni-
versity of Technology (Netherlands), Imperial College Business School (United
Kingdom), Reykjavik University (Iceland), and Stockholm School of Economics
(Sweden).
In addition to the overall investigation of several aspects of Design Thinking
practices, the goal of this research line is to attain useful insights on three main
topics:
• The main approaches adopted by consulting organizations and the related
Design Thinking practices;
• How design thinking practices impact Project Value;
• How project goals moderate the impact of Design Thinking practices on
Project Value.
Aiming to collect a significant amount of qualitative and quantitative data from
the Consulting Organizations operating in different countries, the research team
designed an extensive questionnaire structured in twelve main sections:
• Introduction
• Profile
• Project
• Information
• Goals
• Phases and Practices
• Capabilities and Practices
• Attitudes and Practices
• Value
• Briefs
• Portfolio
• Closing
The questionnaire is composed of different typologies of questions that on av-
erage took respondents 45 minutes to complete. The following pages provide a
more detailed description of the questionnaire structure.
www.osservatori.net 129
05 RESEARCH APPROACH
Project Information
These two sections aim at identifying and outlining the consulting projects
based on Design Thinking that the respondents selected, are familiar with, and
completed in 2018. The projects are identified by the name the respondents
provided in the ”Project” section (see Figure 05.5 – left page) and then used in
the questions in the subsequent sections.
The “Information” section is composed of two groups of questions (see Figure
05.5 – right page). The first has the goal of framing the consulting projects in
terms of duration and organizational and team structure. The second instead
aims to frame the projects according to the client’s characteristics. In particular,
these questions aim to investigate the industry in which the client operates, the
size, the number of employees involved in the project, the functions involved
in the project, the function sponsoring the project, and the function leading it.
www.osservatori.net 131
05 RESEARCH APPROACH
Practices
This module is composed of three sections aiming to identify the main practices
adopted in the selected consulting projects from different viewpoints: Phases,
Capabilities, and Attitudes. Similarly to the previous Goals section, the question
is based on a Likert scale to allow respondents to exhaustively communicate
their viewpoint on the topic. Below is a detailed description of the three afore-
mentioned sections.
• Phases and Practices: Consisting of 26 statements relating to the set of
practices that mark the different phases of the Design Thinking process:
Empathize, Define, Ideate, Prototype, and Test (see Figure 05.7 – left page);
• Capabilities and Practices: Consisting of 23 statements reporting the prac-
tices characterizing typical Design Thinking capabilities, such as: Under-
standing the future context, creativity, business modelling, and stakeholder
engagement (see Figure 05.7 – right page);
• Attitudes and Practices: Composed of 22 statements about the practices
identified with the main Design Thinking attitudes, such as: Holistic think-
ing, embracing ambiguity, visualizing, empathy, and criticism (see Figure
05.8 – left page).
Figure 05.7 «Phases and Practices» and «Capabilities and Practices» sections of the questionnaire
Figure 05.8 «Attitudes and Practices» and «Value» sections of the questionnaire
www.osservatori.net 133
05 RESEARCH APPROACH
Briefs
This section opens the second part of the questionnaire whose unit of analysis is
the portfolio of all consulting projects based on Design Thinking completed by
the units the respondents are members of (see Figure 05.9).
To investigate the composition of the business units’ portfolio, the question-
naire relies on four exemplar briefs capturing the essential elements of the
Design Thinking approaches described in Chapter 1 (Creative Problem Solving,
Sprint Execution, Creative Confidence, and Innovation of Meaning). Aiming to
link the first and the second part of the questionnaire, the first question of
the Briefs section asks respondents to classify the selected consulting project
described in the previous sections according to the four categories proposed
in the exemplar briefs.
Subsequently, two questions explore the % revenues obtained by the unit in
2018 across the four Design Thinking approaches and the average revenue
change deriving from each approach comparing 2018 to 2017.
Finally, two questions investigate the capabilities and attitudes that had the
largest positive influence on the success of consulting projects in the four
categories.
www.osservatori.net 135
05 RESEARCH APPROACH
Closing
The concluding section of the questionnaire has the main goal of collecting re-
spondents’ personal and contact information in order for the research team to
be able to re-contact them with the research results (see Figure 05.11).
The section opens with a short text thanking the participants and informing
them on how the collected responses will be used. Thereafter, a set of four
questions relates to contact information, in particular: name, surname, com-
pany, and e-mail address. Two further questions refer to personal information
(age and gender).
The questionnaire closes with the Information Notice on Processing of Personal
Data (GDPR) asking respondents whether they give their consent to processing
their personal information.
Figure 05.12 Consulting organizations and unit Size and Revenues [Sample = 291]
www.osservatori.net 137
05 RESEARCH APPROACH
NETHERLANDS
SWEDEN
UNITED KINGDOM
OTHER
*ANONYMOUS RESPONSES: 46
www.osservatori.net 139
05 RESEARCH APPROACH
www.osservatori.net 141
05 RESEARCH APPROACH
Project
This section is present only in stream (a) of the questionnaire for respondents
with more than one year’s experience in Design Thinking who have already de-
veloped a project based on Design Thinking that will be the focus of several
subsequent questions.
Indeed, the ‘Project’ section aims at identifying a project based on Design
Thinking, completed in 2018, and which is the most representative for respon-
dents (see Figure 05.16).
To frame the project, some information on the duration and the related organi-
zational and team structure is requested.
In particular, questions on the company’s unit promoting the project, those in-
volved in it, and the members of the team in terms of number of colleagues
of own function, of other functions, and external consultants supporting the
project.
www.osservatori.net 143
05 RESEARCH APPROACH
Value
This section aims to collect information on the kind of value generated by the
project developed in 2018 and selected by the respondents (in the case of
stream a) or the respondents’ opinion of the future value generated by projects
to be developed in 2019 (in the case of stream b).
For both streams, this topic is investigated from two different perspectives: the
value generated for the company and that generated for the clients. To do so,
the research team designed two Likert-scale questions, similar to those used to
investigate Goals in the previous section: the first related to ‘internal’ and the
second to ‘external’ value (see Figure 05.18).
Each statement describes one among the different dimensions and perspec-
tives that value can assume. In terms of the company, the value of the project is
measured with indicators such as positive business impact, improved business
performance, better brand positioning, meeting expectations, positive relation
between costs and benefits, high level of employee engagement, increased con-
fidence with Design Thinking, overall positive effect on the firm. The second part
concerns the impact of the adoption of Design Thinking on clients’ expectations,
their engagement, loyalty, and perception.
www.osservatori.net 145
05 RESEARCH APPROACH
Closing
Similarly to the questionnaire for Consulting Organizations, this concluding sec-
tion of the questionnaire has the main goal of collecting respondents’ personal
and contact information to enable the research team to re-contact them with
the research results (see Figure 05.20).
The section opens with a short text thanking participants and informing them on
how the collected responses will be used. Subsequently, a set of five questions
relates to personal information, in particular: name, surname, e-mail address,
year of birth, and gender.
The questionnaire closes with the Information Notice on Processing of Person-
al Data (GDPR), asking respondent whether they consent to the processing of
their personal information.
Concerning the adopters, the average number of employees in 2018 was 589.9;
within the business units, the average number of employees in 2018 was 113.9.
The average revenues obtained by the organizations in 2018 were equal to
500.9 million € but differed significantly by industry (See Figure 05.21). For ex-
ample the average revenues in Finance and Insurance are comparable with the
Energy and Public Administration but are significantly higher than Information
and Communication and Retail.
The average budget assigned in 2018 to innovation projects was 1.3 Million €,
of which 19% used for projects based on Design Thinking, while across indus-
tries , there is a significant difference between Finance and Insurance, Energy
and the other industries. As a matter of fact, the first two on average assigned
3.1 Million € while the remaining three industries invested one third.
Respondents affirmed that, on average, their company started adopting Design
Thinking 2 years ago. Considering the Adopters and the differences across in-
dustries we can see that the one with the highest experience is the Information
and Communication with on average 4.1 years while the other industries shows
on average 3.2 years of experience. Indeed these five industries are the most
advanced one in the overall market and they are 104 Reponses out of the overall
sample of 156.
ENERGY
AVERAGE N° OF EMPLOYEES: 776.2 AVERAGE FUNCTION BUDGET DEDICATED TO INNOVATION: 2.6 Million €
AVERAGE REVENUES: 773.3 Million € AVERAGE % OF INNOVATION BUDGET DEDICATED TO PROJECTS BASED ON DESIGN THINKING 32%
AVERAGE EXPERIENCE IN DESIGN THINKING: 3.3 Years
RETAIL
AVERAGE N° OF EMPLOYEES: 761.1 AVERAGE FUNCTION BUDGET DEDICATED TO INNOVATION: 0.9 Million €
AVERAGE REVENUES: 558.35 Million € AVERAGE % OF INNOVATION BUDGET DEDICATED TO PROJECTS BASED ON DESIGN THINKING 28%
AVERAGE EXPERIENCE IN DESIGN THINKING: 3.2 Years
PUBLIC ADMINISTRATION
AVERAGE N° OF EMPLOYEES: 722.67 AVERAGE FUNCTION BUDGET DEDICATED TO INNOVATION: 0.2 Million €
AVERAGE REVENUES: 815.8 Million € AVERAGE % OF INNOVATION BUDGET DEDICATED TO PROJECTS BASED ON DESIGN THINKING 20%
AVERAGE EXPERIENCE IN DESIGN THINKING: 3.7 Years
Figure 05.21 Adopters: Company Size, Revenues in 2018, Design Thinking Experience, and Innovation Budget in 2018 [Sample = 156]
www.osservatori.net 147
05 RESEARCH APPROACH
Finally, taking into account the individual respondents, the sample can be ana-
lyzed through variables such as Educational Background, Function, and Design
Thinking Experience (see Figure 05.22).
Considering the C-Levels, the sample shows that the respondents’ top 3 Educa-
tional Backgrounds are Information Technology (30.2%), Engineering (20.7%),
Economics (13.2%), while the top 3 Functions are Information Technology
(37.7%), Board (28.3%), and Business Development (7.5%). Turning to the aver-
age individual Design Thinking experience, C-Levels respondents, on average,
have personally adopted Design Thinking for 2 years. Considering the Design
business unit, the sample shows that the respondents’ top 3 Educational Back-
grounds are Design (43.3%), Communication and Media (20.0%), Engineering
(13.3%), while the top 3 Functions are Design (66.7%), Information Technology
(13.3%), Research and Development (6.7%). Design Thinking has been adopted
on average by this sample for 3.8 years.
With regard to the R&D Department, the respondents’ top 3 Educational Back-
grounds are Engineering (38.1%), Information Technology (23.8%), Economics
(14.3%), while the top 3 Functions are R&D (33.3%), Information Technology
(33.3%), Marketing (9.5%). Design Thinking has been adopted on average by this
sample for 1.9 years.
Considering the Marketing unit, the respondents’ top 3 Educational Back-
grounds are Economics (28.1%), Engineering (18.7%), Business Administration
(6.2%), while the top 3 Functions are Marketing (71.9%), Business Develop-
ment (12.5%), Sales (6.2%). In terms of individual Design Thinking experience,
C-Level respondents, on average, have personally adopted Design Thinking
for 2.18 years.
As concerns the IT Department, the respondents’ top 3 Educational Back-
grounds are Information Technology (43.5%), Mathematics (26.1%), Engineering
(13.4%), while the top 3 Functions are Information Technology (78.3%), Board
(17.4%), Research and Development (4.5%). Design Thinking has on average
been adopted by this sample for 1.1 years.
C-LEVELS (Chief Design Officer, Chief Executive Officer, Chief Information Officer, Chief Marketing Officer, Chief Operating Officer, Chief Technology Officer)
TOP 3 EDUCATIONAL BACKGROUND: Information Technology (30.2%), Engineering (20.7%), Economics (13.2%)
TOP 3 FUNCTION: Information Technology (37.7%), Board (28.3%), Business Development (7.5%)
AVERAGE INDIVIDUAL DESIGN THINKING EXPERIENCE: 2 years
DESIGN (Chief Design Officer, Business Designer, Experience Designer, Service Designer, UI Designer, UX Designer)
TOP 3 EDUCATIONAL BACKGROUND: Design (43.3%), Communication and Media (20.0%), Engineering (13.33%)
TOP 3 FUNCTION: Design (66,7%), Information Technology (13.3%), Research and Development (6.7%)
AVERAGE INDIVIDUAL DESIGN THINKING EXPERIENCE: 3.8 years
INFORMATION TECHNOLOGY (Chief Information Officer, Chief Technology Officer, Software Engineer)
TOP 3 EDUCATIONAL BACKGROUND: Information Technology (43.5%), Mathematics (26.1%), Engineering (13.4)%
TOP 3 FUNCTION: Information Technology (78.3%), Board (17.4%), Research and Development (4.5%)
AVERAGE INDIVIDUAL DESIGN THINKING EXPERIENCE: 1.1 years
MARKETING & SALES (Chief Marketing Officer, Marketing Manager, Account Manger, Data Scientist)
TOP 3 EDUCATIONAL BACKGROUND: Economics (28.1%), Engineering (18.7%), Business Administration (6.2%)
TOP 3 FUNCTION: Marketing (71.9%), Business Development (12.5%), Sales (6.2%)
AVERAGE INDIVIDUAL DESIGN THINKING EXPERIENCE: 2.18 years
Figure 05.23 Companies and Organizations partaking in the research [Sample = 227]
www.osservatori.net 149
05 RESEARCH APPROACH
www.osservatori.net 151
05 RESEARCH APPROACH
0 5 . 4 Forthcoming Reports
In the following months, three different vertical reports will be drafted by the
Observatory research team. These publications aim to share with the design
thinking community more insights on the three aforementioned research lines.
As explained in Chapters 2, 3, and 4, a great deal of data and interesting evi-
dence has been collected, and this Booklet is only a first outlet reporting some
of these.
The first report concerns the Adoption of Design Thinking across Industries
(see Figure 05.25). This document provides a more in-depth exploration and
documentation of the evidence emerging from the national and international
surveys briefly proposed in Chapters 2 and 3. In particular, the focus of the re-
port is to triangulate the descriptive information previously reported to provide
more insights on the different adoptions of design thinking across industries.
Indeed, our samples include a considerable variety of industries mapped, and a
more accurate explanation of the results will benefit consulting organizations
as well as innovators. The former would gain knowledge on the areas where
the methodology is unknown, and directly address those that are more in line
with their business. The latter, for example, can gain knowledge on the level of
adoption of this powerful methodology in their industry, and through a self-as-
sessment, evaluate whether they should invest in this methodology to empow-
er their employees. These are just two of the key takeaways that readers can
obtain from this report.
Leveraging this unique database, the report will provide details of the different
perceptions that these C-levels have on the value that the design thinking meth-
odology can generate in projects, the primary goals that this methodology can
achieve, and the various investments that different business units are planning
for future design thinking innovations. Thus, the report will map the perspec-
tives of adopters, in other words, the interpretations of C-levels who adopted
design thinking in 2018, as well as the perspectives of future adopters. Indeed,
the survey was also structured to grasp the expected value of design thinking
and thus the value, goals, and investments that C-levels planned for 2019.
www.osservatori.net 153
05 RESEARCH APPROACH
The last report that will enrich the evidence reported in this booklet is titled Em-
powering Design Thinking through Startups (see Figure 05.27). This report is in
continuity with the previous report Startups in the Design Thinking Ecosystem
published last June by the Observatory, which reviewed more than 100 startups.
In particular, in this edition of the report, the investigation enriches the analysis
of TechCrunch with secondary resources based on an overview of startups that
support Design Thinking. In more detail, the report will shed light on the role
that startups from all over the world can have in empowering Design Thinking
processes.
06 C O M M U N I T Y D E V E L O P M E T I N I T I AT I V E S
The community development initiatives of the 2nd edition of the Design Think-
ing for Business Observatory have been based on 6 main events: the Kick-off
(09th May 2018), 4 Design Thinking Jams (on 02nd July 2018 dedicated to Cre-
ative Problem Solving; on 23rd October 2018 dedicated to Sprint Execution Jam;
on 4th February 2019 dedicated to Innovation of Meaning) and the Convention
(29th March 2019).
The Observatory of Design Thinking has theorized and clustered the research
on Design Thinking for service providers into 4 main kinds, each with different
characteristics, actors, and final objectives, which are briefly summarized below:
• Creative Problem Solving: the methodology pillar of Design Thinking, is
used to resolve problems in a user-centric approach that permits creating
solutions focused on rapid prototyping and testing;
• Sprint Execution: born as an evolution of Creative Problem Solving, it fo-
cuses on delivering products in an inside-out approach. “Making” more
than “ideating” enables the team to cut timewasting and focus on creating
a Minimum Viable Product;
• Creative Confidence: its focus is first on people rather than on solutions,
paying attention to changing the strict organizational structure through en-
gagement and involvement. People are the center of innovative products;
• Innovation of Meaning: the last kind focuses attention on creating a new
meaningful direction that can revise old processes based on designing a
new solution. Changing the point of view with an outside-in approach en-
ables criticizing and not only ideating.
9 T H M AY 2 0 1 8 2 N D J U LY 2 0 1 8 2 3 RD O C T O B E R 2 0 1 8
2 3 RD N O V E M B E R 2 0 1 8 4 TH F E B R U A R Y 2 0 1 9 2 9 TH M A R C H 2 0 1 9
www.osservatori.net 159
06 COMMUNITY DEVELOPMENT INITIATIVES
On July 2, 2018 the first Design Thinking Jam took place dedicated to the first
type of Design Thinking approach (see Figure 06.1), whose main characteristics
will be briefly explained below. According to Tim Brown, CEO of IDEO, Design
Thinking can be defined as “a human-centered approach to innovation that
draws from the designer’s toolkit to integrate the needs of people, the possibili-
ties of technology, and the requirements for business success”. Design Thinking
employs divergent thinking as a way to ensure that many possible solutions are
explored in the first instance, and then convergent thinking as a way to nar-
row these down to a final solution. Although since its birth Design Thinking has
stimulated different interpretations, four elements represent the fundamental
ingredients:
• Wicked problems: Design Thinking is a problem solving methodology ad-
opted to address very ambiguous problems; a wicked problem is defined
as a problem that is difficult or impossible to solve due to incomplete, con-
tradictory, and changing requirements that are often difficult to recognize;
• Human-centered perspective: Design Thinking adopts the human perspec-
tive in all steps of the problem-solving process; human involvement typ-
ically occurs in observing the problem within the context, brainstorming,
conceptualizing, developing, and implementing the solution;
Creativity in the problem diamond: reframing and nailing a problem worth solving
Biography
Mattia Bianchi is Associate Professor of Business Administration at the House of Innovation Mattia Bianchi
of the Stockholm School of Economics (SSE). Mattia holds a PhD in Management, Economics Associate Professor of
Business Administration
and Industrial Engineering from Politecnico di Milano and an International Diploma in
Management from Imperial College London, UK.
2
nd
Observatory DESIGN THINKING FOR BUSINESS JULY 2018 Mattia is a passionate teacher and researcher on open innovation, design thinking, lean and
h 9.00 – 17.30 agile product development. His research has been published in leading journals such as House of Innovation
Journal of International Business Studies, Journal of Product Innovation Management, R&D Stockholm School of Economics
DESIGN THINKING JAM Management, Technovation and Journal of Business Research (www.mattiabianchi. com).
NHOW MILAN
Via Tortona 35
20144 Milano
Experiencing Creative Problem Solving: Laboratories facilitated by Partners
CREATIVE PROBLEM SOLVING
Powered by Laboratory 1 Lab 1A | Miami
the Founder
Digital Lovers: Revitalizing the in-store-experience of Service Retailers FACILITATED BY
Laboratory 3
Sustainable Citizens: Energy Consumption in Smart Cities
• Experience: Energy consumption
Partners Sponsors • Challenge: The Energy industry is significantly transforming for several reasons. Utilities need to
change their business model in order to escape price-based competition. The evolution of digital
technologies is a game changer for enabling new services and new value proposition even in the
energy field. More companies even from different sectors are looking at the energy field for Lab 3E | Parigi
FACILITATED BY
complementing their service-based business model with a full package contract that includes
FACILITATED BY
energy commodities for a complete end-user lock-in process
• People: These disrupting changes enable the birth of new paradigms such as Smart Cities, which
require a complete reinterpretation of the roles covered by players that operate in the energy
… industry. More specifically citizens are looking for new services that enable more sustainable and
convenient consumption
• Output: Focusing on the residential context and leveraging on the opportunities provided by
digital-intelligent technologies, design a new service supporting the Smart Cities paradigm
Figure 06.1 Design Thinking Jam dedicated to Creative Problem Solving (2nd July 2018)
designer
user
www.osservatori.net 161
06 COMMUNITY DEVELOPMENT INITIATIVES
MY EXPERIENCE
NAME:
“General information” …
This box concerns the
user and can be useful LOVE / I love the current experience because …
AGE:
for clustering and
targeting the research.
… Picture
…
Only personal
information is needed LOCATION:
that is useful in the …
identification process,
avoiding additional info.
WHO I AM
MY SOURCE OF HAPPINESS: …
…
TECH SAVVY 1 2 3 4 5 6 7
(scale 1 to 7)
FROM TO
Describe in short claims the dominant values perceived by the user in Reframe in short claims the emerging values that can be appreciated by
the current experience the user in the innovative experience “From To”
The first part of the
… … tool is based on the
concept of “translating”
values from the old and
depreciated values of
the current experience
to the innovative and
emerging values that
… … must be present in the
final solution. The values
that a solution brings
are more important than
anything else.
PROBLEM STATEMENT
Describe in a synthetic way the specific problem you would address considering the emerging values previously identified
“Problem Statement”
Concluding the first converging phase and developing the consequent
solution requires a clear view of the problem to solve and tailor an ad hoc
solution that will satisfy the end user. The team works together to highlight
in few words the core of the problem to work on in the future.
www.osservatori.net 163
06 COMMUNITY DEVELOPMENT INITIATIVES
DRAW
Sketch a significant stage of the innovative experience highlighting the proposed changes in comparison to the current experience
“Draw”
The first box of the
tool focuses on the
real change linked to
the new experience
through sketching
it. Highlighting
the differences
and exploiting the
possibilities are the two
pillars of this box.
PA R T N E R S
SPONSORS
GUESTS
www.osservatori.net 165
06 COMMUNITY DEVELOPMENT INITIATIVES
On October 23, 2018 the second Design Thinking Jam took place dedicated to
the second type of Design Thinking approach (see Figure 06.3), whose main
characteristics will be briefly explained below.
As Govindarajan and Trimble underline in the book The Other Side of Innovation:
Solving the Execution Challenge published by Harvard Business Press in 2010,
companies can’t survive without innovating, but most place far more empha-
sis on generating big ideas than on executing them. According to the authors
this is because “ideating” is energizing and glamorous. By contrast, execution
seems like humdrum, behind-the-scenes dirty work. The execution challenge is
becoming even harsher because of the opportunities that digital technologies
provide. On the one hand, crowdsourcing and idea management platforms, but
also mock-up software and 3D printing greatly support both the development of
new concepts and access to ideas generated by someone else to the point that
conceiving is no longer the real challenge that companies face in the innovation
arena. In the last two decades, both education and the economic systems have
lavished great efforts on nurturing individual and team creativity. On the other
hand, the opportunities provided by this incredible amount of ideas frequently
don’t correspond to effective results due to the issues associated with execution.
Biography
Stefano Mainetti is the Chief Executive Officier of PoliHub, the business incubator of Stefano Mainetti
Politecnico di Milano. He is graduated from Politecnico di Milano and he is Adjunct Professor Chief Executive Officer
of the Faculty of MIP Politecnico di Milano in the area of "Management of Information
23rd OCTOBER 2018 System". He is founder and chairman of WebScience srl (www.webscience.it) a company born
Observatory DESIGN THINKING FOR BUSINESS with the goal of emphasize knowledge and research in complementary sectors, translating PoliHub
h 09.00 - 17.30
them into digital transformation projects for its clients. WebScience is a spin-off of the EBLab Innovation District
DESIGN THINKING JAM Research Centre of Politecnico Innovazione (Politecnico di Milano). & Startup Accelerator
NHOW MILAN
Via Tortona 35
SPRINT EXECUTION 20144 Milano
Experiencing Sprint Execution: Laboratories facilitated by Partners
LABORATORY 1 Lab 1A | Dubai
Digital Native: Supporting the Retail Experience Recommending Your Best Product FACILITATED BY
Figure 06.3 Design Thinking Jam dedicated to Sprint Execution (23rd October 2018)
designer
user
expert
www.osservatori.net 167
06 COMMUNITY DEVELOPMENT INITIATIVES
PRODUCT COMPANY UNIQUENESS (what are the distinctive features provided by the product?)
… … …
“General information”
In this box, the team WEB REFERENCE (optional) DESIGNER (optional)
member places all the … …
information about the
product. Especially
interesting is the
presence of images
that also permits PERSONAL EVALUATION (what are the product features that you like? why?)
their visualization to …
other members and
to highlight some
“aesthetics” or choices
that can be helpful
in the analysis of the
Image(s)
product to extract the
value it conveys.
INSPIRATION (why do you consider the product an inspiration for the laboratory?)
…
“Characteristics”
The box is sub-divided in 3 statements
Uniqueness: Underline the features that make
the product original and diverse.
Personal evaluation: Also important to
understand the different perceptions of
different members.
Inspiration: The value the product brings,
useful to evaluate future solutions.
REFLECT (describe your idea clarifying the addressed NEED, the involved STAKEHOLDERS and the SKETCH (draw here the digital interface supporting your idea. We
(eventual) enabling TECHNOLOGIES) aim for quantity and not for perfection!)
“Sketch”
Here creativity becomes
Need (what are the needs you are addressing through the present idea?) the fundamental
… weapon of the
developer who must
represent the digital
characteristics of the
solution. The box can
also be used for physical
solutions to expand the
Stakeholders (what are the stakeholders involved by your idea?)
possibilities, maintaining
… the “quantity”
prerogative. Here it is
better to acquire a large
amount of information
beyond qualitative and
precise information.
Technologies (what are the enabling technologies required by your idea?)
…
“Reflect”
The first box is dedicated to the three main areas to
explore to complete the analysis:
Need: Understanding the end user’s needs referable
to the idea proposed.
Stakeholders: Identifying the market niche and
potential interest for the solution developed.
Technologies: Selecting the way to express the
greatest potential of the idea proposed.
www.osservatori.net 169
06 COMMUNITY DEVELOPMENT INITIATIVES
Evocative Story (Sketch the most significant moments of the innovative digital experience)
“Evocative Story”
In these three
complementary boxes,
the team member
has the opportunity
to describe in detail
the three steps of the
utilization story, not
only transmitting how
and why the solution
is innovative, but also
underlining differences
with previous and
existing solutions.
Images and sketches
evoke real situations
in order to completely
immerse the end user
in the experience, while Description Description Description
the description is useful … … …
to clarify the reader’s
doubts. Words should
be carefully chosen to
express the meaning
behind each solution
choice.
Observatory «Design Thinking for Business»
Sprint Execution © School of Management – Politecnico di Milano
PA R T N E R S
SPONSORS
GUESTS
www.osservatori.net 171
06 COMMUNITY DEVELOPMENT INITIATIVES
On November 23, 2018 the third Design Thinking Jam took place dedicated to
the third type of Design Thinking approach (see Figure 06.5), whose main char-
acteristics will be briefly explained below.
Organizations are facing new and relevant challenges in engaging and keep-
ing their employees motivated for several reasons. On the one hand, the digital
revolution has enabled incredible entrepreneurial opportunities for individuals
and small businesses. Technological developments in the last few decades have
undeniably reshaped our current economy. The past ten years have seen a small
number of young start-ups develop into billion dollar businesses. In this new era
of entrepreneurship, such businesses will no longer be the exception. Small start-
ups are becoming increasingly important in our society not only for economic
reasons, but also for aspirational ones. On the other hand, people are giving
more and more importance to work-life balance or the possibility to discover a
personal and intimate purpose in their job. According to Forbes, as employees
continue to log more hours every week and stay connected to work well after
they’ve left the office, the need for work-life balance is changing to the point that
some prefer “work-life integration” or “work-life flexibility”.
In this scenario, innovation and leadership are becoming fundamental in every
organization. In a world that keeps changing, innovation and leadership are two
fundamental ingredients to succeed.
26th NOVEMBER 2018 prepare them for the future. Thus her current research focus is on understanding how design
Observatory DESIGN THINKING FOR BUSINESS practices can be effectively and permanently integrated in the innovation strategy and
h 09.00 - 17.30 Delft University
processes of companies. Additionally, she is interested in what makes a great Chief Design Of Technology
DESIGN THINKING JAM Officer and why each company (and institution) should have one. She teaches and coaches
NHOW MILAN students, design professionals, and executives on these topics.
Via Tortona 35
CREATIVE CONFIDENCE 20144 Milano
Experiencing Creative Confidence: Laboratories facilitated by Partners
LABORATORY 1 Laboratory 1A
Generation Z: Corporate Program aimed at Attracting and Recruiting Talents FACILITATED BY
12.00 Boosting organizational innovativeness through strategic design practices, Giulia Calabretta LABORATORY 2 Laboratory 2B
Inter-generations: Workplace stimulating the Collaboration among different Generations FACILITATED BY
13.00 Light Lunch • Experience: Collaboration among colleagues belonging to different generations
• Challenge: Each Generation shares common experiences, feelings, attitudes, and beliefs. Organisations in
14.00 Experiencing Creative Confidence: Laboratories facilitated by Partners today's rapid growth context are faced with the challenge of understanding a multi-generational workforce
17.00 Wrap up and Next steps and devising policies and processes able to stimulate collaboration between them. The workplace plays a
crucial role in supporting collaboration. More specifically organizations need to provide employees with a
multitude of flexible office space designs and layouts in which to accomplish two key goals: (i) collaborate
with colleagues (in person or virtually) and (ii) concentrate as a group or independently
• People: There are now three distinct generations making up the workforce: Baby Boomers, Generation X
and Millennials. Many companies are finding themselves grappling with the issue of how to effectively
SCHOOL OF MANAGEMENT, in collaboration with manage their workforce to ensure these different groups can operate together as an effective team.
• Output: Focusing on a specific company, identify the main features embedded in an innovative workspace
able to stimulate and enable the collaboration among different generations
LABORATORY 3 Laboratory 3C
Chief Officers: Leadership Program aimed at transforming the Innovation Culture FACILITATED BY
• Output: Focusing on a specific company, design a leadership program addressing chief officers aimed at
transforming the innovation culture
Figure 06.5 Design Thinking Jam dedicated to Creative Confidence (26th November 2018)
designer
user (employee)
expert (internal
stakeholder)
www.osservatori.net 173
06 COMMUNITY DEVELOPMENT INITIATIVES
“Whole Brain Model” Please, select 8 out of the 20 different statements about working in
a team that describe you better
The model is very
easy to use: people 1. Deadlines have to be respected, no matter what
decide which of these 2. I always think out of the box
sentences are more 3. I am always enthusiastic in doing what people ask me
representative of 4. I am good in influencing my teammates’ mood
their way of working 5. I don’t like changes, it’s hard for me to handle them
and acting. A color is 6. I don’t like schemes and procedures, it’s hard for me to handle them
linked to each answer 7. I don’t like to be on my own
representing a quarter 8. I don’t like to have unproductive time
of the model. The 9. I have tons of innovative ideas
highest number of 10. I just consider facts, not opinions
same-colored answers 11. I like schemes and logical thinking
defines the main 12. I like to experience unconventional approaches
personality of the 13. I like to fix problems
people interviewed. 14. I think rules are important
Of course, the model 15. I like to go in depth in what I’m doing
is inaccurate and 16. I like to plan my activities
generalized, also 17. I like to share my personal experiences
because people don’t 18. I like to work in team
behave in the same way 19. I need time to take decisions in order to be completely sure about that
each time. In fact, the 20. I take decisions leveraging on my intuitions
tool achieves its highest
utility when integrated
with other data that
can enhance the view Observatory «Design Thinking for Business»
Creative Confidence
of people and their real © School of Management – Politecnico di Milano
“Personal Information”
The first box includes all
the personal information
useful for employee
analysis. Beyond the
name, age, work, and
photo, it places attention
on “Status” and “Quote”
that can enhance the
team’s reflections.
www.osservatori.net 175
06 COMMUNITY DEVELOPMENT INITIATIVES
WORKSPACE (design the Workplace stimulating the Collaboration among different Generations)
“Worskspace”
The model is very ICONS (using the following icons or the ones conceived by your team design the Workplace stimulating the Collaboration among different Generations)
easy to use: people
decide which of these Discussion Meeting Creativity Making Data Visualization Social
Space Space Space Space Space Space
sentences are more
representative of
their way of working
and acting. A color is
linked to each answer
representing a quarter
of the model. The
highest number of
same-colored answers
defines the main
personality of the
people interviewed.
Of course, the model
is inaccurate and
generalized, also
because people don’t
behave in the same way
each time. In fact, the
tool achieves its highest
utility when integrated
with other data that
can enhance the view
of people and their real
Observatory «Design Thinking for Business»
personality and traits. Creative Confidence © School of Management – Politecnico di Milano
PA R T N E R S
SPONSORS
GUESTS
www.osservatori.net 177
06 COMMUNITY DEVELOPMENT INITIATIVES
On February 4, 2019 the last Design Thinking Jam took place dedicated to the
fourth type of Design Thinking approach (see Figure 06.7), whose main charac-
teristics will be briefly explained below.
The incredible opportunities provided by digital technologies allow accessing
an unprecedented amount of novel solutions. Idea Management Systems and
Crowdsourcing Platforms significantly support both the creation of and access
to innovative ideas. As a consequence, in a world overcrowded with ideas, real
value comes from a different kind of innovation. Innovation of Solutions is about
better ideas to solve established problems. It’s a new ‘how’, a new way to ad-
dress the challenges that are considered relevant. A novel solution may provide
incremental or even radical improvements, but always in the same direction:
they are “more of the same” innovations. Instead, Innovation of Direction is
about a novel purpose that redefines the problems worth addressing. It takes
innovation one level higher – not only a new how, but especially a new why. A
new value proposition. A new interpretation of what is meaningful.
As Roberto Verganti argues in his book Overcrowded – Designing Meaningful
Products in a World Awash with Ideas, in a world where options are abundant,
without a shared purpose companies fall into the paradox of ideas: the more
ideas they create, the more they move in different directions, the less innova-
tion happens.
04th FEBRUARY 2019 School twice, at the Copenhagen Business School and at the California Polytechnic
Observatory DESIGN THINKING FOR BUSINESS University. Roberto is the author of Design-Driven Innovation, by Harvard Business Press,
h 09.00 - 17.30 School of Management
nominated by the Academy of Management as one of the 6 best business books of 2008- Politecnico di Milano
DESIGN THINKING JAM 2009. His latest book is Overcrowded, by MIT Press. He is also an advisor to Carlos Moedas,
the European Commissioner for Research, Science and Innovation.
NHOW MILAN
Via Tortona 35
INNOVATION OF MEANING 20144 Milano
Experiencing Innovation of Meaning: Laboratories facilitated by Partners
LABORATORY 1
Living at home: Renewing the Interaction Home-Humans through Digital Technologies
09.00 Welcome Coffee • Experience: Living at home (Eating, Sleeping, Housekeeping, Working, etc.)
• Challenge: According to Zion Market Research, the global smart home market is likely to grow at a CAGR (compounded annual growth
09.30 Principles and capabilities of the Innovation of Meaning, Claudio Dell’Era rate) of 14.5% between 2017 and 2022 and reach $53 billion by 2022. Further, interaction of Voice Assistants (such as Amazon Echo or
10.00 Deep dive into Innovation of Meaning, Stefano Magistretti Google Home) with devices such as lights, security systems and appliances is the key to convenience. On the one hand digital
technologies such as Artificial Intelligence and Internet of Things are providing incredible opportunities; on the other hand the actual
10.30 Engaging through Innovation of Meaning stories, Partners
impact and influence on people behaviors and lifestyles need to be further investigated
• People: If the market of Smart Home Technologies is significantly growing, several trends are influencing new lifestyles and behaviors:
growing attention towards security and privacy; higher cross-compatibility standards; increased efficiency, control and customization;
greater role for Artificial Intelligence; data sharing of homeowners
• Output: Design new experiences enabled by digital technologies people can love to live at home
11.15 Tasting different Innovation of Meaning blends
12.00 Leadership by Design: Finding Meaning in a World without Direction, Roberto Verganti
Lab 1A | Panama Lab 1B | Parigi Lab 1C | Dubai
FACILITATED BY FACILITATED BY FACILITATED BY
13.00 Light Lunch
LABORATORY 2
SCHOOL OF MANAGEMENT, in collaboration with Design Thinking for Business: Rethinking the Next Edition of the Observatory
Figure 06.7 Design Thinking Jam dedicated to Innovation of Meaning (4th February 2019)
designer
user (employee)
expert (internal
stakeholder)
expert (outsider)
www.osservatori.net 179
06 COMMUNITY DEVELOPMENT INITIATIVES
LABORATORY 1 - Living at home: Renewing the Interaction Home-Humans though Digital Technologies
Please, select the Laboratory you would join as first option
LABORATORY 2 - Design Thinking for Business: Rethinking the Next Edition of the Observatory
“New Meaning”
This second part is practically the same
as the first, with the same rules to follow.
Comparing it with the current meaning, the
sense of the proposed change has to be
well-defined. For this reason, it is preferable
to use words and images that derive from
the same field of interest.
“Cuurent Meaning”
The box can be considered as a continuation
of the same box of the previous tool, but the
focus differs. The metaphor has to evoke in
the reader’s mind the exact meaning that in
your opinion is most representative of the
experience. For this reason, it is useful to
compare ideas with other members of the
team to analyze this choice in all its parts,
and then sketch the solution.
www.osservatori.net 181
06 COMMUNITY DEVELOPMENT INITIATIVES
“Interpreters Information”
The presence of
interpreters is one of
the main changes of
this kind of Design
Thinking compared to
the others analyzed. The
interpreters have to be
chosen considering their
different proximity to
the field of interest and
the different positions
occupied in field of
reference to effectively
receive interesting
and above all diverse
insights useful for the
final development of
the solution. The box
consists of two simple
but necessary sets of
information to cluster
these and a “why”
sentence space to be
completed with the
insight linked to the new
meaning selected by the
interpreter
PA R T N E R S
SPONSORS
GUESTS
www.osservatori.net 183
06 COMMUNITY DEVELOPMENT INITIATIVES
0 6 . 5 Convention
PROGRAMME
09:30 Introduction
Roberto Verganti - Department of Management, Economics and Industrial Engineering, Politecnico di Milano
Francesco Zurlo - Department of Design, Politecnico di Milano
TRANSFORMATIONS
PANEL DISCUSSION 1
Elisa Franzini
Alessandro Pucci
Digital Design
UX & Service Designer
Mobile & Digital Payment
Enel
Poste Italiane
PANEL DISCUSSION 2
EVOLUTIONS
PANEL DISCUSSION 3
www.osservatori.net 185
07 TEAM
Research Team,
Partners and Sponsors
07 TEAM
The research carried on each year by the Observatory Design Thinking for Busi-
ness sees the joint collaboration between the School of Management, the De-
partment of Design and PoliHub. The combination of these three entities is cru-
cial for the success of the initiative. Indeed, the strong knowledge brought by
each of them to research shows the commitment of the observatory in bridging
management aspects with design ones in addition to looking at growing start-
ups within the ecosystem.
The School of Management was established formally in 2003 and groups to-
gether MIP (the Graduate School of Business founded in 1979) and DIG (the De-
partment of Management Engineering - Dipartimento di Ingegneria Gestionale),
established in 1990, bringing together all research and education operations in
the field of management
In 2007, the School of Management first achieved the prestigious EQUIS ac-
creditation (European Quality Improvement System) and joined the circle of
around 140 leading business schools accredited by EFMD. Since first joining the
Financial Times’ rankings of best European Business Schools in 2009, today the
School is in the list with: Executive MBA, Full-Time MBA and Master of Science
in Management Engineering. In 2015, the Financial Times’ Executive Education
Custom Rankings, includes the School in its rankings of the top 85 customised
executive education programmes worldwide. These programmes are designed
by business schools jointly with client companies for their managers and high
potential employees. In 2017 the School is included also in the Executive Edu-
The Department of Design was created in 2013 from the InDACo (Industrial De-
sign, Arts, Communication and Fashion) department as part of the reorgani-
zation of the Politecnico di Milano departments. This unity stems from having
internalized the lessons of masters who have come before us: teaching, which
www.osservatori.net 189
07 TEAM
comes from looking at the world with an always informed, critical view that does
not content itself with what is there, but is continuously driven by the search for
new balance in relations between people, objects and environments.
In 2017 QS World University Rankings place Politecnico di Milano seventh in
the world, third in Europe and first in Italy in the area of Art & Design In recent
years the Department of Design – which operates in unison with the School of
Design and POLI.design and complement it naturally – has come to represent
the largest design department in Italy.
Part of an extensive network of relationships, in a local context that is conducive
to design and steeped in history, the department conducts research and pro-
vides training and consulting services in fields ranging from intangible design
to the concrete artefacts that populate our world.
What sets the department apart is a combination of the following elements:
• The Significance of Design and its Practices, as a key element of research
and education, design has the peculiarity of giving shape to ideas and mak-
ing them solid, in harmony with contemporary design languages;
• The Capacity to Act Within the Various Processes of Production of Tangible
and Intangible Goods, focusing on the central role of the individual, the
group, the community, and society as a whole: in its research and prac-
tice, the department works in the sectors of interior design, product design,
communication, fashion, services and sustainability;
• The Sharing of Methods and Tools, which are continuously evolving, as a
key design supporting element: the various cores of the different areas of
research cross-pollinate each other with regard to methods of analysis, nar-
ration, representation, communication, planning and production;
• History and Culture, as Founding Elements of Design, in an ongoing dis-
course between the contemporary and historical roots;
• A Polytechnical Approach, that is, virtual and concrete coexistence with an
extremely broad, diverse range of polytechnical subjects, in which design
not only plays a mediating role but is also a critical element which steers
activities towards design ends and methods.
www.osservatori.net 191
07 TEAM
RESEARCH TEAM
Francesco Zurlo
Scientific Committee
Carlotta Todaro
Junior Research Team
www.osservatori.net 193
Accenture Digital
Partner www.accenture.com
At Accenture Digital we help clients pivot from thinking digital to being digital
at the core. From interactive experiences that captivate customers, new intelli-
gence that is applied across every industry, function and process, and the Digi-
tal Reinvention of Industry through smart, connected, products, services, plants
and workers – that’s NEW APPLIED NOW. ACCENTURE INTERACTIVE Helping
clients create the best customer experiences on the planet, across the entire
customer journey. ACCENTURE APPLIED INTELLIGENCE Embedding intelli-
gence at the core of business to drive transformative outcomes. ACCENTURE
INDUSTRY X.0 Using advanced digital technologies to transform businesses’
core operations, their worker and customer experiences and ultimately their
business models.
P E O P L E I N V O LV E D I N T H E O B S E R VA T O R Y
P E O P L E I N V O LV E D I N T H E O B S E R VA T O R Y
Get to know the point of view of Silvia Soccol, Experience Design Lead at Avanade,
in relation to the opportunities offered by Design Thinking
www.osservatori.net 195
Boston Consulting Group
Partner www.bcg.com
P E O P L E I N V O LV E D I N T H E O B S E R VA T O R Y
P E O P L E I N V O LV E D I N T H E O B S E R VA T O R Y
www.osservatori.net 197
Design Group Italia
Partner www.designgroupitalia.com
P E O P L E I N V O LV E D I N T H E O B S E R VA T O R Y
As one of Italy’s leading design and innovation studios, we believe that the value
of an idea should be measured by its degree of adoption. That is why we create
and lead each of our projects up to their full realization, after which we contin-
uously follow up, evolve and seek to improve them. When designing, our goal is
to create meaningful products and services that contribute to building a more
inclusive and sustainable society. Digital innovation, diversity, and the synergy
created by sharing ideas are what we breathe every day. As part of the NTT
DATA Design Network, we are proud to work in multinational and multidisci-
plinary teams with a shared design methodology that allows us to create highly
competitive products on a global scale. All without losing the individuality of our
local identities. We are Digital Entity.
P E O P L E I N V O LV E D I N T H E O B S E R VA T O R Y
Antonio Grillo
Service & UX Design Director
www.osservatori.net 199
DOING
Partner www.doing.com
P E O P L E I N V O LV E D I N T H E O B S E R VA T O R Y
P E O P L E I N V O LV E D I N T H E O B S E R VA T O R Y
www.osservatori.net 201
Enel
Partner www.enel.com
We are a multinational energy company and one of the world’s leading integrat-
ed electricity and gas operators. We work in 35 countries across 5 continents,
generating energy with a managed capacity of more than 89 GW, selling gas
and distributing electricity across a network spanning approximately 2.2 million
km.
With almost 73 million end users around the world, we have the biggest custom-
er base among our European competitors, and we are one of Europe’s leading
energy companies by installed capacity and reported EBITDA.
The Enel Group is made up of approximately 69,000 people from around the
world whose brilliant work is based on our values of Responsibility, Innovation,
Trust and Proactivity. Together we are working on the same goal. We are Open
Power and our aim is to overcome some of the greatest challenges facing the
world. This is to be achieved through a new approach which combines attention
to sustainability with the best in innovation.
P E O P L E I N V O LV E D I N T H E O B S E R VA T O R Y
Alessandro Pucci
UX & Service Designer
Eni is one of the global oil and gas super-players employing nearly 33.000 people in
71 countries in the world. As of March 31, 2018, the company’s market capitalisation
was calculated at $64 billion. Eni is consistently ranked among the top 150 companies
on the Fortune Global 500 list according to revenue. Eni engages in oil and natural
gas exploration, field development and production, as well as in the supply, trading
and shipping of natural gas, LNG, electricity and fuels. Through refineries and chem-
ical plants, Eni processes crude oil and other oil-based feedstock to produce fuels,
lubricants and chemical products that are supplied to wholesalers or through retail
networks or distributors. Eni’s strategies, resource allocation processes and conduct
of day-to-day operations underpin the delivery of sustainable value to all of our stake-
holders, respecting the countries where the company operates and the people who
work for and with Eni. Integrity in business management, support the countries de-
velopment, operational excellence in conducting operations, innovation in developing
competitive solutions and renewable energy sources, inclusiveness of Eni’s people
and development of know-how and skills, integration of financial and non-financial
issues in the company’s plans and processes drive Eni in creating sustainable value.
These elements lead to wise investment choices, prevention of risks and the achieve-
ment of strategic objectives in the short, medium and long term. Eni is working to
build a future where everyone can access energy resources efficiently and sustain-
ably. Eni’s work is based on passion and innovation, on unique strengths and skills,
on the quality of the people and in recognising that diversity across all aspects of the
operations and organisation is something to be cherished. Eni believes in the value of
long term partnerships with the countries and communities where it operates.
P E O P L E I N V O LV E D I N T H E O B S E R VA T O R Y
www.osservatori.net 203
Gaia srl
Sponsor www.gaia.is.it
Gaia has a seat amongst the Italian Design Thinking pioneering studios. Our mis-
sion is to support our customers to innovate their processes, systems and services;
promoting a strongly Human Centred Design point of view. Indeed, finding scalable
solutions that both customers and their clients will love and use is truly a challenge.
Design Thinking is a proven way to come to better solutions, faster. Considering prob-
lems and solutions as an ongoing conversation, and divergence as an opportunity of
growth, Design Thinking provides the foundation for delivering solutions capable of
bringing together what is desirable from a human point of view with what is techno-
logically feasible and economically viable. “Great experiences don’t just happen”. We
empower our clients to build their story of innovation and find meaning, understand-
ing the present and envisioning the future. Through Codesign and Open Innovation
methods, we allow people who aren’t trained as designers to use creative tools to
address a vast range of challenges. We strive to speak to our clients’ teams hearts
and heads: observing, reflecting and making, together. We carefully explain organisa-
tions the value of keeping people at the center of their work. We actively help them
develop both technical and soft skills, moving towards internal transformation and
personal / professional growth of their resources. Our services framework:
Innovation Design: partecipative design solutions, people and organisation develop-
ment, innovation programs management.
Experience Design: end to end service & touchpoint design projects.
Innovation Services: user & customer research, live prototyping e testing, design as a
service, innovation hub, innovation sandbox.
P E O P L E I N V O LV E D I N T H E O B S E R VA T O R Y
Get to know the point of view of Marco Giglio, CEO and Creative Director
at Gaia, in relation to the key strength of Design Thinking
P E O P L E I N V O LV E D I N T H E O B S E R VA T O R Y
www.osservatori.net 205
Intesa Sanpaolo
Partner www.group.intesasanpaolo.com
Intesa Sanpaolo is the banking group which was formed by the merger of Banca
Intesa and Sanpaolo IMI. The merger brought together two major Italian banks
with shared values so as to increase their opportunities for growth, enhance ser-
vice for retail customers, significantly support the development of businesses
and make an important contribution to the country’s growth.
Intesa Sanpaolo is among the top banking groups in the euro zone, with a mar-
ket capitalisation of 34.9 billion euro(1).
Intesa Sanpaolo is the leader in Italy in all business areas (retail, corporate, and
wealth management). The Group offers its services to 11.9 million customers
through a network of over 4,200 branches well distributed throughout the
country with market shares no lower than 12% in most Italian regions.
Intesa Sanpaolo has a strategic international presence, with approximately 1,100
branches and 7.5 million customers, including subsidiaries operating in com-
mercial banking in 12 countries in Central Eastern Europe and Middle Eastern
and North African areas, and an international network of specialists in support
of corporate customers across 25 countries, in particular in the Middle East and
North Africa and in those areas where Italian companies are most active, such as
the United States, Brazil, Russia, India and China.
P E O P L E I N V O LV E D I N T H E O B S E R VA T O R Y
P E O P L E I N V O LV E D I N T H E O B S E R VA T O R Y
www.osservatori.net 207
Poste Italiane
Partner www.posteitaliane.it
The Poste Italiane Group is the largest service distribution network in Italy. Its
activities range from letter and parcel delivery to financial and insurance ser-
vices, payment systems and mobile telecommunications. With a history going
back more than 150 years, a network of more than 12,800 post offices, a work-
force of over 134 thousand, total financial assets of €513 billion and over 34
million customers, Poste Italiane is an integral part of Italy’s social and economic
fabric, occupying an unparalleled position in the country in terms of size, recog-
nisability, reach and customer loyalty. In February 2018 Poste Italiane presented
its new five-year Strategic Plan, Deliver 2022, which aims to maximise the val-
ue of the distribution network and take advantage of the market opportunities
offered by digital transformation. This will involve a reorganisation of the mail
and parcels segment, the expansion of financial services, consolidation of our
leadership in the insurance sector and the development of payment systems.
The Plan envisages investment of €2.8 billion, focusing on innovation in order to
assist citizens, businesses and the Public Administration through the transition
to the digital economy and offering increasingly innovative services. Listed on
the Milan Stock Exchange since 2015, Poste Italiane is 64.26%-owned by the
Ministry of the Economy and Finance and Cassa depositi e prestiti. Since April
2017, Maria Bianca Farina has been the Company’s Chairwoman and Matteo del
Fante its Chief Executive Officer and General Manager.
P E O P L E I N V O LV E D I N T H E O B S E R VA T O R Y
Elisa Franzini
Digital Design - Mobile & Digital Payment
Vlad Mihalca
Head of Digital – Mobile & Digital Payment
The purpose of PwC is to build trust in society and solve important problems.
We’re a network of firms in 158 countries with more than 250,000 people who
are committed to delivering quality in assurance, advisory, tax and legal services.
PwC’s services are offered on a global level and clearly express the quality on
which our profound knowledge of the various market sectors and the use of ad-
vanced technology is based. Demonstrating genuine leadership is more important
to us than size or short term revenue growth. To achieve our aim to be recognized
as the ‘the leading professional services firm’ we must be innovative, responsible
and attract outstanding people. PwC’s professional services include audit and
assurance, tax and consulting that cover such areas as Cyber security and Privacy,
Human Resources, Deals, Forensics and Customer Experience Design. We rely on
our people and on our Global Excellence Centers, such as the PwC’s Experience
Centre. The Experience Centre is a physical space that combines the Imagination
of an Innovation Design Agency, the Technology Expertise of an Emerging Tech
Lab and the Business Strategy Capability of a Global Consulting Firm. It’s home
to a team of “Explorers” –The Experience Team. We co-create with clients, rapidly
prototype digital and physical products, and continuously test and improve them
with end-users to ensure that both business objectives and user needs are met
(before writing one line of code). PwC Italy is able to offer its clients co-working
opportunities to help them understand, accept and solve their most challenging
problems in the PwC’s Experience Center based in Rome –realized in 2016 in part-
nership with Google– and in a twin location based in Milan. Let’s combine your
aspirations with our world-class capabilities to achieve your goals.
P E O P L E I N V O LV E D I N T H E O B S E R VA T O R Y
Andrea Pivetta, Senior Manager and Design Thinker at PwC, explains how
they apply Design Thinking in their organization
www.osservatori.net 209
Sogei S.p.A.
Partner www.sogei.it
Sogei is the IT company fully owned by the italian Ministry of Economy and
Finance operating as an in-house provider: it plays a central role in the digital-
isation of the PA delivering innovative solutions to simplify the administrative
procedures and for the integration among Administrations.
Over 2,100 people, with consolidated know-how and a strong tendency for in-
novation, and a powerful technological infrastructure allow the operation of
87,000 workstations in tax offices connecting external bodies, citizens, compa-
nies and professionals to the Tax Information system.
Decision-making systems to support fiscal policies are provided together with
the implementation of the Digital Strategy with high standards of quality and
security.
Our business model generates value for our customers: Sogei highly values all
investments in technologies and professional growth of its human resources.
As a reference model for e-Government solutions, Sogei is engaged in strategic
projects such as, for the Digital Agenda, E-invoicing, National Registry of res-
ident Population (ANPR), supporting the processes of expenditure rationalisa-
tion and efficiency of public information systems.
P E O P L E I N V O LV E D I N T H E O B S E R VA T O R Y
Andrea Isidori
Head of Digital Strategy and Innovation
P E O P L E I N V O LV E D I N T H E O B S E R VA T O R Y
www.osservatori.net 211
Artsana
Sponsor www.artsana.com
Artsana Group, founded in 1946 by Cavaliere del Lavoro Pietro Catelli, is head-
quartered in Grandate, Como (Italy). It is a leader in the baby care with brands
such as Chicco, Neo Baby, Boppy, Fiocchi di Riso and Fisiolact. Since 2017,
Artsana also owns 100% of Prenatal Retail Group, which is active in the baby
Veronica Borghi
explains how
and children’s products sector through the brands Prénatal, Toys Center, Bimbo
they apply Design Store and, in France and Switzerland, King Jouet. The Group markets its brands
Thinking in Artsana
in over 150 countries. Artsana Group has more than 8,500 employees at its 21
subsidiaries worldwide and at its 4 production units in Europe, two of which are
in Italy - Verola Nuova (BS) and Gessate (MI). Consolidated annual turnover in
2017 exceeded 1,600 million euros Since June 2016, Artsana Group, run by Clau-
dio De Conto as CEO and chaired by Michele Catelli, is owned 40% by Catelli
family and 60% by Investindustrial, a European investment firm with capital of
over €6.8 billion deriving from investments in its funds.
PEOPLE
I N V O LV E D
Veronica Borghi Valeria Bullo Franco Pierluigi
Innovation Juvenile Quality & Compliance R&D Director Medical
and Sustainability & Nursing
E.ON
Sponsor www.eon.it
E.ON is an international energy Group with private capital, which is active within
the energy grids, the energy solutions and renewables industry. The Group sup-
plies power and gas to more than 31 million customers and it is one of the main
traders in the renewable energies’ segment thanks to a wind park that can pro-
duce up to 7 GW. In Italy E.ON is established among the leaders of the energy
and gas market with more than 800,000 customers and an overall wind energy
production of 328 MW.
PEOPLE
I N V O LV E D
Michela Cocco Francesca Lavagnoli
Customer Experience Manager Head of Customer Experience
PEOPLE
I N V O LV E D
Luca Palermo Alessandra Vultaggio
CEO and Managing Business Development
Director & Innovation Manager
Engineering
Sponsor www.eng.it
PEOPLE
I N V O LV E D
Carlo Cicognini Andrea Di Leonardo
Innovation Manager Innovation Manager
www.osservatori.net 213
NiEW Design Srl
Sponsor www.niew.it
NiEW Design is a consulting firm of Design Thinking and User Experience De-
sign specialized in the industrial automation domain and based in Modena right
at the heart of the Packaging Valley. We design enterprise-class products and
services for professional context, including IDE, HMI, SCADA, MES, MOM, WMS,
Daniele De Cia
explains the strengths
ERP, and IoT systems with a human centered approach.
of Design Thinking
leveraged by NiEW
PEOPLE
I N V O LV E D
Daniele De Cia Andrea Violante
Partner & CEO Partner & Design Lead
Roche S.p.A
Sponsor www.roche.it
PEOPLE
I N V O LV E D
Denis Dina Norma Giussani Marco Gritti Daniele Panigati
IT Business Partner IT Business Partner IT Business Partner Informatics Director Italy
Mediterranean IT Cluster Head
Together with our customers we make food safe and available, everywhere.
Since the start in 1951 we have taken pride in providing the best possible pro-
cessing and packaging solutions for food.
Nicoletta Marangoni
explains the biggest
limit of Design Thinking
for Tetra Pak
PEOPLE
I N V O LV E D
Gabriele Molari
Ideation and Concept Development Manager
UnipolSai
Sponsor www.unipolsai.it
Gruppo Unipol is the second insurance group in the Italian market and the first in
the Non-Life business. It has over 14,000 employees and serves nearly 15 million
customers. It implements an extended services strategy, to provide the widest
range of insurance and financial products and services, and is particularly active
Marco Mastromarino
in the areas of supplementary pension insurance and health insurance. explains why they
apply Design Thinking
in UnipolSai
PEOPLE
I N V O LV E D
Marco Mastromarino Marco Sammaria
Head of Experience Head of Experience Design
Design&Analytics
www.osservatori.net 215
Copyright 2019 ©
Politecnico di Milano - School of Management
Stampa: Tipografia Litografia A, Scotti | www.ascotti.it
PA R T N E R S
SPONSORS
follow us
ISBN 979-12-200-4684-8
9 791220 046848