Design Thinking An Approach With Various Perceptions
Design Thinking An Approach With Various Perceptions
Bouwman, Sanne (1); Voorendt, Jesper (1); Eisenbart, Boris (2); McKilligan, Seda (3)
ABSTRACT
Design Thinking has become increasingly popular across different disciplines. However, what it exactly
entails is becoming more and more vague, leading to the term being used for many different approaches
and applications. This paper presents an interview study with experts on the application and training of
Design Thinking in academia and industry. We find a divide with some seeing Design Thinking as a
mere toolbox of methods, while others see it as an umbrella term for the mindset that determines how
designers think and act. Subjects unanimously attest the approach large potential to support certain types
of businesses, when applied under the leadership of trained designers, but see a lot of danger for the
approach to become meaningless if it keeps being advertised as an all-purpose problem-solving tool.
The interviewees further share extensive experiences on specific success factors and pitfalls in applying
Design Thinking in practice.
Keywords: Design Thinking, Design practice, Design methodology, Design methods, Problem-solving
Contact:
Bouwman, Sanne
Delft University of Technology
Industrial Design Engineering
The Netherlands
sanne.bouwman@hotmail.com
Cite this article: Bouwman, S., Voorendt, J., Eisenbart, B., McKilligan, S. (2019) ‘Design Thinking: An Approach with
Various Perceptions’, in Proceedings of the 22nd International Conference on Engineering Design (ICED19), Delft, The
Netherlands, 5-8 August 2019. DOI:10.1017/dsi.2019.150
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1 INTRODUCTION
Design Thinking (DT) has been gaining increasing attention across disciplines, stretching beyond design.
It is acclaimed to be “an approach to innovation that is powerful, effective, and broadly accessible that
can be integrated into all aspects of business and society” (Brown, 2009, p. 3), supported with evidence
for pioneering, visionary business venturing on almost all levels of participation (Garbuio et al. 2018;
Liedtka & Ogilvie, 2011; Lockwood, 2009; Verganti, 2009). As the industries desire to become more
creative and improve their dynamic capabilities, and given the success stories from large organisations
like Procter & Gamble, Kaiser Permanente and the Mayo Clinic (Martin 2009; Rae, 2008), it is hardly
surprising that the application of DT in business is growing.
However, DT, because of its versatile nature and large array of possible applications, is not well
defined (Schmiedgen et al., 2015). More so, in design research, many different descriptions of DT
have emerged (Dorst, 2011) and DT in its modern form has been criticised for being reductionist to the
decades of fundamental design research that preceded it (Badke-Schaub et al., 2010). Effectively, DT
has become a somewhat ambiguous term used for a host of approaches including different methods,
structures, and applications. “Even on a cursory inspection, just what Design Thinking is supposed to
be is not well understood, either by the public or those who claim to practice it” (Kimbell, 2011, p.
286). Some researchers suggest that DT should be more of a mindset and inert to company culture,
rather than a discrete approach or process to follow (Kolko, 2015). Ultimately, this variance blurs a
clear definition and communication of DT for researchers and practitioners alike.
Naturally, interests in DT are different across disciplines. Once a more consolidated definition on DT is
identified, companies can determine what is needed for successful innovation through DT. This will be
equally beneficial for educational institutions as the DT curriculum could be further developed and
solidified to improve innovative, human-centred practices. This paper describes an exploration of the DT
definitions across disciplines and expertise. Section 2 discusses the background of DT as a term, method
and approach. Sections 3 and 4 provide insights from semi-structured interviews with educators and
practitioners with DT expertise. Success factors and pitfalls for DT application are highlighted. These
insights are used in Section 5 to discuss the potentials DT can offer when applied appropriately.
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DT a plug-and-play solution to boost innovation anywhere (Carlgren et al., 2016). This perception is
fostered also by design and management consultancies like IDEO. They claim that DT is not just for
designers, but also an inherent requirement for business and management leaders that seek to outperform
in competitive settings: “design is now too important to be left to designers” (Brown 2009, p.37).
The thought leadership of consultancies in this field has a strong impact on the popularity of DT,
calling it a ‘useful myth’ even (Norman, 2010). This is based on the fact that its concrete meaning is
hard to grasp nowadays, but the term alone enjoys popularity and opens up pathways for designerly
ways of thinking to enter executive levels of organisations. In this research, we studied the different
views of experts on modern DT approaches. This is a first step towards consolidating the different
views, but also to explore what success factors and pitfalls are for its application.
3 STUDY DESIGN
The purpose of the presented exploratory study is to explore the various viewpoints on DT by a
selected group of seven experts in design research and education, through semi-structured interviews.
4 RESULTS
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Participant #6: “In one sentence it would be: The way how designers have learned to think and act during
their education. You can use that in several ways, especially to be able to improve innovation. It is mainly
about elements such as creativity, visual thinking, providing insights, holistic thinking and centralise
user”
In addition to DT being inherent to designers’ working, another participant described it as an entity
across methods and mindset alike.
Participant #6: “I know that some people describe it as a set of methods, some as an overall approach and
some as an overall mindset. For me it is actually a combination of them all. It is an integration between
overall mindsets, focused on human centeredness and prototyping combined with a set of methodologies
that you can use in a process [for the development of product solutions] with different phases.”
Human-centeredness, methods, methodology, mindset, and other terms were frequently used to
describe DT and are considered at the core. These are further elaborated in the following sections.
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He talks about the market and doing market research. That is a different way of looking at [the same]
element and using specific tools1.”
Table 1. Characteristic DT elements ranked by importance from the top by each participant
Participant 1 Participant 2 Participant 3 Participant 4 Participant 5 Participant 6 Participant 7
Consideration
Human Human Human Problem
Co-evolution about method Holistic
Centeredness Centeredness Centeredness understanding
use
Bias towards
Multi- Generative
Abduction Analysis Prototyping creation / Iterating
disciplinary Sensing
Creativity
Future Problem Visual
Visualisation Reflection Prototyping Testing
Oriented Framing Language
Problem Experi- Human Orchestrating Visual
Abduction Collaboration
Framing mentation Centeredness Ambiguity language
Framing - Coping with Human
Flexibility Visualisation
Reframing uncertainty Centeredness
Human
Visualisation Experimentation
Centeredness
4.2.2 Mindsets
Mindsets lie at the centre of DT. These are individual beliefs and tendencies that orient action. For
example, the empathetic mindset, which values user engagement throughout the design process and
emphasises development of empathetic, contextualised understanding of users, is a key DT mindset
(Carlgren et al., 2016). Schweitzer (2016) describe this mindset as: desire and determination to make a
difference – positivity, hope, and creating change, often marked by resilience, determination, and
optimism. DT borrowing inherent skills of designers, and the mentioned reinterpretation in different
context, the interviews then focused on the question if DT required specific mindsets for it to be
applied successfully. All the participants confirmed this, frequently mentioning things like being
empathic, motivated, open-minded and curious as vital to applying DT successfully and effectively.
Equally, pragmatism in terms of what can be realistically achieved was mentioned. This allows
companies to see how concepts generated by DT can be feasible within their means.
Participant #2: “You need a balance between a form of pragmatism on one hand and on the other hand
some kind of optimism to the world. The idea that everything is doable. Being completely pragmatic is
going nowhere unless you believe that it makes the world a bit better. So you need a compromise between
pragmatism and optimism.”
1
Ultimately, the market is constituted by users, and their needs and wants drive their purchase
behaviour. This then, by extension, drives product/service design and inherent user focus.
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Participant #4: “You need to be able to zoom in and out on system level and detail level. If fixation
occurs you need to be able to break out of it.”
Whilst many of these elements have been similarly highlighted by scholars as prerequisite of (radical)
innovation outside the context of DT (compare Carlgren et al., 2016), multiple participants stressed
one more element as absolutely essential in the interviews. This is the attitude shown by people in
dealing with design problems, i.e. ill-defined problems.
4.3.1 Practices, methods and tools that support successful application of Design Thinking
A large part of the interviews focused on the methods and tools that constitute or support the
successful application of DT as an approach. Table 2 summarises the practices, methods and tools
mentioned by the interviewees. These were described specifically as beneficial to achieve (a) good
user-insight during the process, (b) empathise with the target user/market segment, and (c) allow
thinking beyond the premises of incremental innovation and thus opening up to more radical change.
Interestingly, one participant did not name practices or tools to be specific for the success of DT. In
her justification for this, she expressed doubts if there are any tools that are truly unique to DT.
Another participant emphasised that it is crucial to know when to use a specific tool/method, as there
is no generally applicable action plan for executing DT. One needs to find out for each particular
project how to structure the DT approach. This also pertains to what expertise has to be brought in at a
given point in time. According to this participant, it is the task of the DT facilitator to make a decision
if/when to add more/remove people to the process depending on the expertise needed at a given point
in time. This element of experience, rather than a formalised rule, in knowing when to apply what or
when to add a particular expertise was stressed by two more participants.
Participant #4: “I think you need a feeling for context and the situation you are in. I created the learning
history tool myself, that replaces context mapping. It is not that I do not like the tool, but it is not useful in
every situation.”
Participant #2: “Many people worked on tools and methods to gather insights about the consumer, but not
that many tools will be applied to define opportunities. Think about personas and journey mapping, which
are developed to create insights, but are also applied in service design to prototype.”
Tables 1 and 2 shows the differences in perspective between definition, element and practice. Certain
elements that are found in the previous sections are according to a participant tools instead of an
element. Visualisation is an element that is mentioned three times in the interviews as an element, but
can also be seen as task to execute or tool, e.g. as means to communicate ideas to others or idea
through form variance. Others cannot find tools for specific elements, because they have the feeling
that you only need a mindset to apply the element.
Participant #5: “Collaboration is more like an overall mindset. You need to involve different people at
different times with different expertise.”
Table 2. Interviewees’ perspectives on practices that make DT application successful
Participant Element (Practice)
Human centeredness (user-research), multidisciplinary, future oriented (vision, roadmap),
1
problem framing, flexibility, visualisation
Co-evolution (domain expertise), abduction, visualisation, experimentation (qualitative
2
processes), framing-reframing, human centeredness (personas, journey mapping)
3 Consideration about method use, analysis, reflection, human centeredness
Human centeredness (co-create with people, invite to play, customer journey mapping,
4 qualitative interviews, context mapping, learning history), generative sensing, prototyping,
abduction, coping with uncertainty
Human centeredness (personas, context mapping focus group), prototyping (mock-ups),
problem framing (point of view), collaboration (more an overall mindset for this), visualisation
5
(is a tool itself, synthesizing, business model canvas, customer journey mapping, persona
definition, storyboard) , experimentation (early prototyping)
Holistic, bias towards creation / creativity, visual language (prototyping, visuals, schemes),
6
orchestrating ambiguity
7 Problem understanding, iterating, testing, visual language (process sketch, computer sketch)
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4.3.2 Benefits Design Thinking can create for organisations
Participants unanimously agreed that DT can offer a lot of benefits for companies. They all shared
both what exactly they experienced in industry to create benefit for the organisations and how this can
be measured. They also strongly advocated the notion of human centeredness as the one quintessential
driver of benefit DT offered for companies through creating a much deeper understanding of their
customers.
Participant #4: “For example, human centeredness, they can satisfy their clients better than before.
Understanding their needs better shows that Design Thinking works [well for them]. “
Participants also highlighted the concept of flexibility. This pertains both to the processes being
applied and also to not pre-determine what the final outcome is expected to be. In turn, DT applicants
were said to enjoy a larger freedom and flexibility in what they do and pour their efforts into, which
creates room for creativity and innovation. One interviewee also suggested that this flexibility,
inadvertently, makes people reflect on their progress more consciously, which is a positive effect,
although progress may not always be achieved as quickly as with more traditional, less flexible
approaches. Another participant suggested that learning effects, employee satisfaction and employee
innovativeness can be increased, though it is hard to quantify this in any way.
Participant #2: “I have always related the power of [Design Thinking] to flexibility, being flexible with
your goals and resources.”
Subsequently, the benefit of early prototyping and visualising was highlighted as ‘good practice’ to
facilitate design outcomes.
Participant #1: “[In my experience], many companies prototype quite late, but the good companies start
early making quick and dirty sketches, even [as early as] part of their [initial] strategy meetings.”
Finally, two interviewees stated that, ultimately, market success determines if DT has led to better/
(more) suitable outcomes.
Participant #5: “I think the success factor is actually that eventually there is a market for whatever you
have designed.”
It was admitted though that measuring a direct correlation between the use of DT and market success
is very difficult. Yet, the relevant participants argued that DT offers a higher likelihood of creating a
substantial market opportunity, given its focus on the prospect user and their needs and desires, which
then – by design – (should) make the created solutions appealing to the target user group.
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Still, most interviewees think all companies can benefit from DT, but not in all situations. It is seen as
not suitable in situations when a company is under significant time pressure, when there is not much
flexibility as to what the outcome should be or when the company is mainly interested in incremental,
rather than radical innovations.
Participant #1: “It depends on the type of portfolio they have. You have to have a coherent portfolio. And
your portfolio [should be] balanced between radical and incremental innovation. So you cannot be radical
all the time or looking for the great solution all the time.”
For some companies it is easier to adopt DT than others. Progressiveness and design orientation are
imperative. The number of designers in a company is also an influencing factor, since having
designers in the team adds to the skillset the team can draw upon in applying DT and having had
exposure to designers’ ways of working increases confidence in the benefit this can bring.
Participant #5: “In the end for any company that doesn’t have designers and doesn’t deal that much with
uncertainty, those are the most challenging for Design Thinking.”
Finally, DT was described to be not suitable for a highly competitive corporate culture (as this can
impede team work), emergency cases, i.e. failing companies, finally, start-ups in middle of their growth.
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biggest impact when working with problems that are wicked, vague and need considerable
reformulation and exploration before they can be matched with a potential solution.
5.3 Help non-designers see a new world and foster innovation at the merging points
Ultimately, the expert interviews strongly support extant literature in highlighting the varied,
disjointed nature of how DT is interpreted, which might make it even more ambiguous for its
practitioners. Interestingly, there is a lot of agreement though as to success factors and pitfalls. Most
striking is the unanimous perception that seeing DT as some kind of plug-and-play solution to solving
any given problems and the related hype around it as a key issue. DT runs the danger of becoming
obsolete when it is advertised and perceived to be able to do much more than it can deliver and then
inevitably leads to significant disappointment with the people applying it. Eventually, this must reflect
badly on design as a wider discipline, if – mainly commercial – advocates of DT advertise it as the
core of design, and design also as being “too important to be left to designers” (Brown, 2009, p.37).
Participants also agree that it is imperative to have designers train others thoroughly in how to apply
DT for it to provide significant benefit. This aligns clearly with the concept of mindset and skill
inherent to design as incorporating DT as an approach. DT is not so much about methods and tool,
these are only instances of much deeper, but often tacit, skills and knowledge.
This research originally set out to find a consensus in what DT is and its applications. It seems
plausible that DT is both applicable as a toolbox and a mindset approach. Participants agree that its
main benefit is for people who are non-designers to start thinking explicitly about the user in solving
adequate problems and to generate creative solutions for them. This can generate very quick ‘wins’ as
novel insights spark for entirely new ideas for non-designers. Ultimately, it is a push into a creativity
mindset and perspective. Methods/tools like personas and user stories, or skills like visualisation and
prototyping or methodologies like co-creation are seen as practical ways to instil designerly ways of
working and thinking. On the verge of deep technical, business, scientific or other knowledge directed
towards a novel perception and facilitated by designerly cues and approaches, novel ideas and
combinations of disciplinary knowledge can manifest (Bason, 2010). As such, DT is a pertinent means
to inspire and to facilitate transdisciplinarity leading to novel solutions at disciplinary intersections. To
achieve this, and prevent DT from becoming meaningless, it is and remains vital for trained designers
to be involved, to lead non-designers, know when to do what and add particular expertise to use.
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