Design Thinking For Development
Design Thinking For Development
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Chapter 14 was written by Sharon Boller, Beth Boller, and Kristen Hewett. Images within chapter 14 are
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Appendix 11 content developed by Will Thalheimer with help from others. Version 12. © Copyright
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ISBN-10: 1-95049-618-X
ISBN-13: 978-1-950496-18-1
e-ISBN: 978-1-950496-19-8
Acknowledgments. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 223
References and Resources . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 225
Appendixes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 229
About the Authors. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 257
Index. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 259
Introduction
The stories captivated us. The first one was the story of Doug Dietz, an indus-
trial designer for GE Health. He shared it in a TED Talk as he described his
pride in his design of an MRI machine. His pride turned to distress as he stood
in a hospital hallway and watched a young child crying as she approached the
MRI scanning room with her parents (TEDx San Jose 2012).
As they neared the entrance to the MRI room, the dad bent down to his
daughter and said, “Remember, we talked about how you need to be brave.”
The machine Doug so proudly designed terrified young patients (and even
adult ones) when they needed a scan. Eighty percent of kids required seda-
tion to successfully get a scan. Doug was mortified and vowed to redesign
the experience of getting a scan by involving those who feared it the most:
preschoolers. The result of this design-thinking approach to redesigning the
experience of a scan meant that one hospital reduced its sedation rate from
80 percent to 1 percent.
The second story happened at Stanford University, where a class was
challenged with designing a cheaper incubator. One team went to Nepal, where
they visited the rural communities where babies were most at risk of dying
from premature birth or low birth weight. In observing the communities and
talking with these families, they realized the task wasn’t just to build a cheaper
incubator, it was to design one that was accessible to families who would
never make it to a hospital. The biggest constraint was environment, not cost
(ABC News 2011). Their human-centered, design-thinking approach gave
them completely different insight into how to solve the problem. Instead of a
high-tech, sleek incubator made with low-cost parts, they created a low-tech
incubator that looked like a small sleeping bag and maintained an infant’s
body temperature for four hours. It could be recharged for another four hours
by putting it into boiling water for a few minutes. The Embrace Nest infant
warmer has helped more than 200,000 babies (Extreme Design for Extreme
Affordability; Standford University).
v
vi Introduction
In training and development, our stories may be less dramatic, but there
is a desperate need for a human-centered approach to designing learning. Our
industry tends to think first about creating courses and workshops instead of
recognizing learning as a journey that involves many steps and stages. The
experiences we have at each stage of the journey either propel us forward or
cause us to exit. We spend billions of dollars each year on training solutions
without significant success stories to share in terms of results or rave reviews
from learners. That’s a problem if people opt out of the journey or the journey
leads to nowhere. When that happens, we have failed our learners and our
organizational needs.
This book offers a primer on how to apply design thinking techniques
to training and performance development. Design thinking is a problem-
solving methodology that focuses heavily on involving users of a solution in
its design. We start with a brief primer on design thinking and then introduce
you to our LXD Framework, a way of integrating design thinking techniques
with instructional design. We show and tell how to use a variety of tools that
can help you create an optimal learning experience. For us, optimal learning
experience means three things:
• It delivers value to learners.
• It solves a problem for the organization.
• It produces a measurable outcome.
And note how we frame it as a learning experience. We don’t create learn-
ing. Instead, people have an experience as they learn. The learning typically
comes from a variety of means, including formal training programs, resources,
and experiences. At times you will see learning experience design referenced.
Other times we may reference training. When we reference training, we are
talking about a formal event. When we reference a learning experience, we
are talking about a collection of activities that a learner participates in or has
access to that support learning something.
Design thinking can be for anyone in training and performance devel-
opment, which itself encompasses a lot of roles and titles. Are you a learning
designer, learning architect, instructional designer, L&D professional, HR pro-
fessional, chief learning officer, training professional, or talent development
Introduction vii
professional? Our industry uses lots of different acronyms and role titles. For
clarity’s sake, we reference training and performance development professionals
to encompass all these possible roles. This book is for you.
Here’s what you’ll find within this book:
• Section 1: Get Acquainted With the Concepts summarizes what
design thinking is and how to connect its steps to training and per-
formance development. This section also introduces our learning
experience design (LXD) framework as a means of incorporating
design thinking techniques within the process of training program
and learning experience design.
• Section 2: Get Perspective and Refine the Problem focuses on the
early steps in the framework. It includes tools that help you gather
perspective from all the stakeholders associated with a request for
training and helps you refine the problem for which training was
predefined as a solution.
• Section 3: Ideate, Prototype, and Iterate contains tools that help
you involve your learner and business stakeholders in designing,
developing, and testing your solution.
• Section 4: Implement and Evaluate walks you through what’s
needed to ensure people benefit from what you developed. With-
in it, we provide tools and techniques for activating what you’ve
designed and measuring your impact.
• Section 5: Sell Your Use Case offers insights on how to sell the
use of design thinking techniques to develop training solutions
within your organization. It includes two case studies you can
use to help showcase the power of design thinking in training and
development.
Armed with the concepts and techniques in this book, you can move beyond
creating events to creating experiences that produce measurable results.
SECTION 1
GET
ACQUAINTED
WITH THE
CONCEPTS
1 A Primer on Design
Thinking
In This Chapter:
• How and why learning solutions fail
• An antidote to failure: design thinking and its “sweet spot”
• The five keys to design thinking
Imagine that you and your friend Suzy agree to go on a vacation together. Suzy
is all-in on the idea of a friend vacation, but she’s not much into planning. “No
worries,” you tell Suzy. “I love planning trips. I’ll take care of everything. All
you have to do is show up.” Because you want to ensure you both have a great
vacation, you agree on the timing, climate, and budget, but you tell Suzy to trust
you for the rest.
You dive into planning. You find a perfect hiking trip for the two of you.
Suzy and you have gone on a couple hikes before and seemed to have fun, so
you are confident she’ll love it. Your week-long trip features daily long hikes,
tent camping, and backpacking your supplies between camping destinations.
Your trip will be a fantastic respite from the frenzy of daily life. The camp-
sites you’ll stay at are primitive and have no electricity. There is no cell phone
reception either, ensuring you get fully off the grid.
The designated day of departure arrives. You reached out to Suzy a few
days prior and told her to meet you at the airport at 8 a.m. with shorts, t-shirts,
and hiking shoes. There’s no mention of any other type of clothing, which is
when Suzy starts to get a bit nervous. However, she arrives at the appointed
time and you excitedly share your destination and itinerary. Suzy’s face says
it all: She’s horrified. She lets you know she H-A-T-E-S camping. Her idea of
“active” differs dramatically from yours. To her, a couple of three-mile hikes
in a week is active, particularly if coupled with a leisurely day of pedaling a
bike around a cute little seaside resort town. She wants a hot shower and a
3
4 Chapter 1
clean, cozy bed every night. Finally, she has no desire to carry her food—she
wants it served in a restaurant.
What the heck happened? You thought you had good info on Suzy, but
you made several assumptions fueled by limited facts. With those assumptions,
you proceeded to plan a vacation that did not match her wants or needs. The
result was an unsatisfactory vacation for both of you, as neither of you got
what you wanted or needed from it.
Right now, you are probably thinking, “I would never do this. Obviously,
someone who is going on a vacation needs to give input into the destination
and the activities. Otherwise, it will be a horrible experience for that person.
This is a crazy, unrealistic example.”
You’re right. It is crazy.
But guess what? People inside companies do different versions of this
kind of crazy all the time.
asked to apply what they learn or what constraints their real world
may pose in doing that application. When you don’t gather input
into their attitudes and daily worldview, you must instead rely on
assumptions: either yours or those of a business stakeholder. You
(and they) may be right, but statistically the odds are high that you
are wrong. Relying on assumptions is dangerous territory to be in.
Assumptions made with limited data tend to be wrong. The Ama-
zon Fire phone is a great example of this and is referenced in two
different business articles on the danger of assumptions (Forbes
2016; Fortune 2016 ).
• You—and your stakeholders—focus on training as an event
rather than a set of experiences. This focus tempts you into
designing stuff that people in your organization cannot easily
implement or maintain. Learning is not an event that happens
once and is done. It is a journey—a learner travels with a defined
starting point and ending point and requires multiple opportuni-
ties to retrieve and practice use of learning along the way (Karpick
and Roedinger 2008; UCLA’s Bjork Learning Laboratory Research
2012). Training is commonly viewed as a business-centered process
(BCP). It is designed as such, which means it usually is event-
focused: a workshop, a conference, an e-learning course, or even a
series of e-learning courses. It focuses exclusively on the business’s
needs or wants and doesn’t typically consider the people who are
the target of the event or solution.
The antidote to learning efforts that fail over and over? Design thinking
and its “sweet spot.”
the target user rather than the company’s goal of making money. Profit would
come from a solid understanding of what people wanted and needed and what
their pain points were. Product developers needed to find a “sweet spot” be-
tween what target buyers would find useful, what a company could profitably
make, and how that product could be made within the constraints that both
buyers and the business had. Its successful adoption in technology-based prod-
uct development has pushed it to wider and wider usage across lots of sectors,
including training and development. It’s a natural fit because training and
development already has processes that are similar. Design thinking provides
a terrific overlay to existing training design processes and gives practitioners
great tools and techniques to add to their toolbox.
The design thinking process provides a means for defining problems from
multiple perspectives, brainstorming possible solutions, prototyping those solu-
tions, and then testing and iterating to optimize the best approach. When you
are creating training or job support tools, you can use tools and techniques
from design thinking to design solutions that hit the “sweet spot” between
three forces (Figure 1-1):
1. what the business wants or needs to achieve operationally (such as
some sort of measurable goal)
2. what learners perceive as useful, relevant, engaging, and a valuable
use of their time and effort
3. what can be realistically implemented and sustained given technol-
ogy or environmental constraints that exist for the business and the
targeted users.
For you to be effective at using design thinking steps and techniques, you
need to understand each component of the Venn diagram, so let’s dive a bit
deeper.
A Primer on Design Thinking 7
so that the business has enough cash to continue to operate and grow. Initia-
tives targeted toward improving employee engagement link back to revenue
and profitability. Happy employees tend to be loyal, productive employees.
Productive employees generate revenue and profit for the business.
Businesses typically have annual financial goals (cash, profit margin) they
want to achieve. They then define business initiatives that support these finan-
cial—or operational—goals. Here are a couple of examples:
• A company’s one-year financial goal might be to increase revenue
by 20 percent (or perhaps to increase revenue related to a specific
product by 20 percent). In support of that goal, the company might
identify an initiative designed to help it either attract new custom-
ers or sell more goods or services to existing customers, such as
launching a new product or service.
• A company’s goal might be to increase its profit margin by 5 per-
cent. While this can be attained by growing revenue, it might also
be achieved by reducing the cost of delivering goods or services.
One mechanism for reducing cost of goods or services is to adjust
processes so those goods can be delivered more efficiently. Another
mechanism for decreasing costs might be reducing ramp-up time
for new hires so they reach maximum productivity more quickly.
A third initiative might be to reduce quality problems, which also
enables improved efficiency.
In short, business needs are typically driven by a need to increase revenue,
improve cash flow, or improve profitability. Any training or learning solution
you design should drive some sort of operational result, such as:
• increasing sales (which improves revenue, and, eventually, cash
available to the business)
• speeding up the time it takes to close a sale or deliver a product
(which improves cash flow)
• making someone or something (such as a process) more efficient
(which lowers costs and improves profitability)
• increasing employee engagement, which can have a positive impact
on employee retention as well as productivity.
A Primer on Design Thinking 11
Design thinking does not have its origins in design; it’s a problem-solving
approach that’s been around for decades and has uses across lots of industries.
It’s most useful when problems or optimal solutions are fuzzy. It’s human-
centered, which means it starts by focusing on people rather than business goals.
Product developers often use a design thinking approach to design products
because the products ideally solve some sort of problem or need that buyers
or users have.
A Primer on Design Thinking 13
Summary
In this chapter we introduced you to the fallacy of trying to design solutions
without considering the needs of the end user. Just like you shouldn’t plan a
vacation without consulting the other vacationers, organizations need to
avoid designing training programs and learning solutions without input from
learners.
We then walked you through a problem-solving approach that brings users
of a solution into the process of designing that solution: design thinking. Its
starting point of “empathize” helps designers create a balance between users,
the business, and environmental constraints. In chapter 2, we’ll talk about how
to take this basic design thinking model and use it to develop more learner-
centered solutions, shifting away from a primarily business-focused model to
one that equally balances the needs of learners with the needs of the business.
About the Authors
Sharon Boller
Sharon Boller is a managing director at
TiER1 Performance, where she focuses on
helping clients figure out how to activate
their business strategies through their people.
She partners with her colleagues at TiER1
to bring together the disciplines of learning,
change, communication, technology, and
creativity to create blended solutions that en-
able people to do their best work.
Prior to joining TiER1 Performance, Sharon was the CEO and president of
Bottom-Line Performance (BLP), a learning solutions firm she founded in 1995.
She and her partner/co-owner Kirk Boller grew BLP from a single-woman
sole proprietorship to a $4 million-plus company with a highly skilled team
of diverse capabilities. Under the direction of Sharon and Kirk, BLP produced
communication, education, and training solutions for life science companies,
manufacturing, energy companies, and more.
Sharon is a frequent speaker at industry conferences on topics such as
performance-focused learning design, UX, technology and trends, learning
game design, and design thinking. She is the author of two other books pub-
lished by ATD Press: Teamwork Training was published in 1995, and Play to
Learn: Everything You Need to Know About Designing Effective Learning Games was
published in 2017 with co-author Karl Kapp. Her company is the recipient
of more than 30 awards from organizations such as Brandon Hall, Horizon
Interactive Awards, and Life Science Trainers and Educators Network.
Her industry interests are wide-ranging and include storytelling, emerging
technologies, business strategy, leadership, learning, and experience design.
257
258 About the Authors
Laura Fletcher
Laura Fletcher is a seasoned learning consultant
with 15 years’ experience in learning and devel-
opment. She served the clients of Bottom-Line
Performance for over seven years, where she de-
signed and developed award-winning solutions
ranging from instructor-led workshops to mo-
bile apps. It was during her tenure as manager
of Instructional Design at Bottom-Line Perfor-
mance that her ID team became something of a
design-thinking “incubation lab,” experimenting
with design thinking techniques and integrating them into the design process.
After leaving Bottom-Line Performance, she joined Salesforce, where she
consults with leaders and teams to cultivate advancement- and leadership-read-
iness. She continues to rely on design thinking to ensure programming meets
the needs of thousands of diverse, global employees while also delivering value
to the business.
She has a master’s degree in Human Resource Development from the Uni-
versity of Illinois and lives in Indianapolis with her husband and two children.
Index
Page numbers followed by f or t refer to figures or tables, respectively.
A failure to clarify, 4
problem reframing for,
access to learners, 158
59–60, 60t
and hard “no” to, 165–166,
responding to initial requests,
167t
46–47
internal learners, 159–164,
stakeholder mapping, 48–49,
159f
48f
learners outside the organi-
strategy blueprints, 49–54,
zation, 164–165, 165f
50f (See also Appendix 2)
acquire knowledge or skill stage,
business problem
19f, 22
creating evaluation metrics
ADDIE model, 31, 202
for, 147
Amazon Fire phone, 5
learner perspective in refin-
ing, 84, 85t–86t, 86–87
B reframing, 59–60, 60t
BCPs (business-centered process- buy-in. See stakeholder buy-in
es), 5
beta versions, 127–128, 182–183
Bjork, Robert, 18
C
California Independent System Op-
Bjork Learning and Forgetting Lab,
erator (CAISO) project, 187–195
UCLA, 18
design workshop for, 187–190,
Bottom-Line Performance, 8, 20,
190f
139–140, 198. See also Get Real
learner persona in, 190–193,
brainstorming, 110–112, 111f, 112t–113t
191f, 192f
Brinkerhoff, Robert, 152
results of, 193–195
budget constraints, 11, 90–92
changes, workplace, 147
build memory and try using on the
commitment to learning, 21, 27t
job stage, 19f, 23–25
conscious competence, 24
business-centered processes
constraints, 7f, 11, 89–99. See also
(BCPs), 5
Appendix 8
business perspective, 7f, 9–11, 45–61,
budget, 90–92
46f
categories of, 90
agreement on success mea-
environment, 90, 97–98
sures for, 57–59, 59t
in ideate stage, 105
defining, 48
in NxStage project, 209–211,
examples of, 54–57, 55t–57t
211t
people, 96–97
259
260 Index
Learning-Transfer Evaluation U
Model, 150–151 Uber, 7
Performance-Focused Smile unconscious competence, 24
Sheets, 128 user experience (UX) testing
“Performance-Focused Sur- during development, 180
vey Questions,” 151 at end of sprints, 125
“Why Learning Evaluation in iterate stage, 122–124, 123t
Matters,” 57–58 in NxStage project, 216–217,
TiER1 Performance, 8, 198 216f, 217t
time constraints, 11, 92–94
training. See also learning
experiences V
as business-centered pro- verifying constraints, 11
cess, 5 virtual observations, 67–68
defined, vi
design thinking approach to,
15–16, 16f
W
“Why Learning Evaluation Matters”
triggers of requests for, 45–46
(Thalheimer), 57–58
training and development (T&D)
Wile, David, 14
professionals
Wile Human Performance Model,
design thinking framework
15–16, 16f
for (See Learning Ex-
perience Design [LXD]
framework)
and learning journey, 21–28
roles of, vi–vii
DESIGN THINKING FOR TRAINING AND DEVELOPMENT
B ET TE R LE AR NING SOLUTIONS TH ROUG H
B ET TE R LE AR NING E XPE RIE NCES
CR E ATING
DESIGN
In Design Thinking for Training and Development, Sharon Boller and Laura
Fletcher share how they adapted the traditional design thinking process for
training and development projects, going beyond the user experience (UX) to
the learner experience (LX).
Design thinking is about balancing the three forces acting on training and THINKING LE AR NING
development programs: learner wants and needs, business needs, and con-
straints. Learn how to get buy-in from skeptical stakeholders. Discover why tak-
ing requests for training, gathering the perspective of stakeholders and learners,
and crafting problem statements will uncover the true issue at hand. In-depth
case studies show how the authors made design thinking work.
With its hands-on, use-it-today approach, this primer will get you started on
JOU R N E YS
FOR
your own journey to applying design thinking.
“Sharon Boller and Laura Fletcher have written a definitive, informative, and lively book
clearly and expertly outlining the integration of instructional design and design thinking.
AND
If you want to know how to combine these two techniques and disciplines for impressive
results, this is the book for you.” G ET
—KARL M. KAPP, Director, Institute for Interactive Technologies
“I hear a common complaint from today’s L&D practitioners: My organization is heavily
BOLLER
resistant to what we tell them is needed. This book helps us understand and work with, and
not against, very real organization and worker constraints and needs. I recommend devouring
this book’s advice ASAP and figuring out how to make it work in your organization.”