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International Journal of Design Vol. 11 No. 2 2017
Capturing the Value of Design Thinking in Different Innovation Practices
Appendix
Appendix A. Grouping design activities.
#
Design activity card described on card
Design activity as described in literature
1
Dare to take risks to be innovative
• Asks for forgiving afterwards rather than permission before
2
Alternate between a diverging and
converging approach
Has a ‘breath-first’ approach
• Uses a process of diverging and converging to come to a solution
• Uses a process of divergent (create choices) and convergent thinking (make choices)
3
Build on another’s ideas
• Uses brainstorming to come up with new ideas
• Builds on one another’s ideas
4,5
Balance desirability, viability and feasibility/
Transfer the innovation brief into consumer
value and market opportunity
• Balances desirability, viability and feasibility and converts this into customer value and market opportunity
6
Integrate the knowledge bases of different
disciplines
• Is able to integrate different ‘design spaces’
7
Find inspiration in the complexity of the in-
novation project
• Uses the complexity of a design project as a trigger for creativity
8
Use the innovation project as a learning
experience
• Has a focused and directed approach to gathering problem information and prioritizing criteria
• Learns towards a design solution
• Uses qualitative research to learn from the lives of others and incorporate this learning into their projects
9
Iterate between design problem and its
solution
• Is able to move between ‘design spaces’ that all consist of a part of the design problem/solution
• Uses solution conjectures as means for developing their understanding of the problem
• Uses proposed solutions as reminder for issues that need to be considered
• Creates a matching problem and solution pair
• Builds a bridge between problem and solution
10
Let the design problem and solution
co-evolve
• Is solution focused
• Sees the connectedness between problem and solution
• Uses drawings for exploration of problem and solution together
• Let the design problem and solution co-evolve
11
Engage and empathize with users
• Engages and empathizes with users
• Are skilled observers
12
Make sense of user needs
• Is user-centred
• Uses empathic abilities to observe the people they design for
• Uses scenario’s to keep stakeholders at the center of the idea
• Makes sense of user needs
13
Convert (user) needs into added value
• Converts needs into demands
• Translates observations into insights and insights into products and services
14
Co-create with users
• Co-creates with users
15
Deal with changing rules, criteria and/or
incomplete information
• Sees contradicting requirements as a welcome surprise
• Uses contradicting requirements as a tool for creativity
• Is used to work with incomplete information
• Is able to deal with constantly changing rules and criteria
• Provides the criteria on which a design is judged
16
Deal with uncertainty
• Is able to deal with uncertainty
• Tolerates uncertainty
17
Use sparring with people as sources of
inspiration
• Is able to use the different perspectives of the stakeholders for making a good design
• Consults colleagues for gathering information about the design problem
• Sees nonlinear and multidirectional relationships as a source of inspiration
18
Continue to be inspired by adding
information to the innovation project
• Is constantly generating new tasks and goals
• Is constantly adding new information to the project to arrive at a unique solution
• Is actively looking for new data points
19
Look at the innovation project from different
points of view
• Is able to look at the design project from different angles
• Uses alternative proposals to test a particular idea
20
Create knowledge through interaction and
inquiry
• Uses abductive reasoning to orient the context of the design project
• Creates new knowledge through interaction and inquiry
Asks the ‘why’ question to reframe the problem and to redefine constraints