Purpose
Empathy, brainstorming, and ideation are essential elements of design thinking, allowing teams to generate creative solutions to user-centered challenges. In this discussion, you will engage in a hands-on design thinking exercise, practicing brainstorming and ideation techniques while collaborating with peers to refine and enhance innovative ideas.
Task
This discussion simulates a collaborative ideation process where you will analyze a common user challenge, generate creative solutions, and build on the ideas of your peers. Your work here will serve as a foundation for a future assignment.
Step 1: Explore the Challenge (Individual Work)
We have all waited in line and thought, I could be doing something else right now or there has to be a better way. For this brainstorming session, you will focus on the following challenge:
Improving the waiting experience: Redesign the experience of waiting in line to make it enjoyable and efficient.
In your initial post, address the following:
- Identify the User Group. Articulate the specific user group you are targeting for your challenge. What is the user waiting in line for?
- Empathize with User Pain Points. Using empathy, briefly describe one or two pain points this user group might experience while waiting in line.
- Generate Creative Ideas
Propose three ideas to address the challenge. Use a brainstorming technique such as mind mapping, SCAMPER, or rapid ideation to generate your solutions.
Indicate which technique you used and briefly describe how it helped you generate your ideas.
Step 2: Build on Ideas (Collaborative Work)
In your responses to peers:
- Enhance Ideas. Select at least one idea from your peer’s post and build upon it by suggesting enhancements or alternatives.
How can the idea be made more user-friendly, efficient, or innovative?
What additional features or perspectives might improve the solution? - Provide Feedback. Offer feedback on their understanding of the user’s pain points:
Do the proposed solutions effectively address the identified pain points?
What empathy-driven insights could strengthen their approach?
Submission
- Post your initial response outlining your challenge, user group, pain points, and three ideas by 11:59 p.m. ET on Saturday.
- Respond to at least two classmates by 11:59 p.m. ET on Tuesday, building on their ideas and providing constructive feedback.
Criteria for Success
Discussion participation is graded using a rubric based on the following criteria:
- Quality
- Quantity
- Timeliness
- Writing
- For more information, review the Discussion Rubric.
Student
Resource
Chapter 10: Creating new products and services
Chapter 10:
Creating
new
products
and
services
• In the following PowerPoint slides you will find the
key headings from CHAPTER 10 together with the
main illustrations, tables, etc.
• There are also slides summarizing the key
messages in bullet-point fashion, and a wide range of
activities which you can use to help students explore
around these themes.
• Finally there are some reflection questions which
can be used as the basis for discussion or
assignments.
Learning
Objectives
By the end of this chapter you will develop
an understanding of:
• a formal process to support new
product development, such as stage-
gate and the development funnel
• product and organizational factors
which influence success and failure
• choosing and applying relevant tools to
support each stage of product
development
• the differences between products and
services and how these influence
development
• applying the lessons of diffusion
research to promote the adoption of
innovations.
Core themes
and material
from the
book
Implementation as a
journey
The development funnel
Figure 10.2 of the book presents the ‘development funnel’ showing that there is a structure in place
which reviews both technical and marketing data at each stage
A simplified 4 stage model
• Concept generation – identifying the opportunities for
new products and services.
• Project assessment and selection – screening and
choosing projects which satisfy certain criteria.
• Product or service development – translating the
selected concepts into a physical product or a new
service.
• Product or service commercialization – testing,
launching and marketing the new product or service.
Project selection
Two filters:
Aggregate product plan – attempts to integrate the
various potential projects to ensure that the collective
set of development projects meet the goals and
objectives of the firm, and help to build the capabilities
needed.
Developing specific product concepts. The two most
common processes at this level are the development
funnel and the stage gate system.
Product development
This stage includes all the activities necessary to take the
chosen concept and deliver a product or service for
commercialization.
Success factors in new
product development
• Product advantage
• Market knowledge
• Clear product definition
• Risk assessment
• Project organization
• Project resources
• Proficiency of execution
• Top management support
Winning at new products
Product development influential
factors
Concept generation
On the Portal there are several tools to help with concept
generation, for example:
Design methods
Creativity tools
Competitiveness profiling
Value curves
Lead user methods
Market research tools
See
https://johnbessant.org/tools-for-innovation-and-
entrepreneurship/
https://johnbessant.org/tools-for-innovation-and-entrepreneurship/
https://johnbessant.org/tools-for-innovation-and-entrepreneurship/
Concept generation
Follow the link below to hear a podcast on how market
research marked a shift from a producer-led to a consumer-
led approach to business
https://www.bbc.co.uk/programmes/w3csv3gm
https://www.bbc.co.uk/programmes/w3csv3gm
Quality function deployment
• Identify customer requirements, primary and
secondary, and any major dislikes.
• Rank requirements according to importance.
• Translate requirements into measurable characteristics.
• Establish the relationship between the customer
requirements and technical product characteristics, and
estimate the strength of the relationship.
• Choose appropriate units of measurement and
determine target values based on customer
requirements and competitor benchmarks.
QFD matrix
Figure 11.5 of the book
presents QFD matrix that
was originally developed in
Japan and claimed to have
helped Toyota reduce its
development time and
costs by 40 %
Differences between
products and services
• Tangibility.
• Perceptions of service quality:
• tangible aspects;
• responsiveness;
• competence;
• assurance;
• empathy.
• Simultaneity.
• Storage.
• Customer contact.
• Location.
Characteristics of service innovators
Characteristics of service innovators
continued
Success factors in service
innovation: the SPOTS model
SPOTS model
There is a full description of the model on the Portal
https://johnbessant.org/tools-for-innovation-and-
entrepreneurship/
Diffusion of innovations
• Diffusion is the means by which innovations are
translated into social and economic benefits.
• We know that the impact of the use of innovations is
around four times that of their generation
• However, the benefits of innovations can take 10–15
years to be fully effected, and in practice most
innovations fail to be adopted widely, and so have
limited social or economic impact.
Rogers’ definition
Rogers’ definition of diffusion is used widely:
‘the process by which an innovation is communicated
through certain channels over time among members of
a social system. It is a special type of communication, in
that the messages are concerned with new ideas’
Rogers’ 3 types of innovation
decision
• Individual, in which the individual is the main
decision-maker, independent of peers. Decisions may
still be influenced by social norms and interpersonal
relationships, but the individual makes the ultimate
choice. For example, the purchase of a consumer
durable such as a mobile phone.
Rogers’ 3 types of innovation
decision
• Collective, where choices are made jointly with others
in the social system, and there is significant peer
pressure or formal requirement to conform. For
example, the sorting and recycling of domestic waste.
• Authoritative, where decisions to adopt are taken by a
few individuals within a social system, owing to their
power, status or expertise (e.g. adoption of ERP systems
by businesses, or MRI systems by hospitals).
Models of diffusion
In practice the precise pattern of adoption of an
innovation will depend on the interaction of demand-side
and supply-side factors:
• Demand-side factors – direct contact with or imitation
of prior adopters, adopters with different perceptions of
benefits and risk.
• Supply-side factors – relative advantage of an
innovation, availability of information, barriers to
adoption, feedback between developers and users.
The S-curve
Barriers to adoption
• economic – personal costs versus social benefits,
access to information, insufficient incentives
• behavioural – priorities, motivations, rationality,
inertia, propensity for change or risk
• organizational – goals, routines, power and influence,
culture and stakeholders
• structural – infrastructure, sunk costs, governance.
Factors affecting diffusion
In predicting the rate of adoption of an innovation, five
factors explain 49–87% of the variance:
• relative advantage
• compatibility
• complexity
• trialability
• observability.
Relative advantage
• Relative advantage is the degree to which an
innovation is perceived as better than the product it
supersedes, or competing products.
• Typically measured in narrow economic terms, for
example cost or financial payback
• Non-economic factors such as convenience,
satisfaction and social prestige may be equally
important.
Attributes of innovation
• Primary attributes, such as size and cost, are invariant
and inherent to a specific innovation irrespective of
the adopter.
• Secondary attributes, such as relative advantage and
compatibility, may vary from adopter to adopter,
being contingent upon the perceptions and context of
adopters.
Compatibility
• Compatibility is the degree to which an innovation is perceived
to be consistent with the existing values, experience and needs
of potential adopters.
• Two distinct aspects of compatibility:
• existing skills and practices,
• and values and norms.
• Few innovations initially fit the user environment into which
they are introduced. Significant misalignments between the
innovation and the adopting organization will require changes in
the innovation or organization, or, in the most successful cases
of implementation, mutual adaptation of both.
Complexity
• Complexity is the degree to which an innovation is
perceived as being difficult to understand or use.
• In general, innovations which are simpler for potential
users to understand will be adopted more rapidly than
those which require the adopter to develop new skills
and knowledge.
Trialability
• Trialability is the degree to which an innovation can be
experimented with on a limited basis.
• An innovation that is trialable represents less
uncertainty to potential adopters, and allows learning
by doing. Innovations which can be trialled will
generally be adopted more quickly than those which
cannot.
• Sometimes called ‘divisibility’ – how far can the risk of
adoption be broken down into small steps rather than
requiring a full commitment at the outset
Observability
• Observability is the degree to which the results of an
innovation are visible to others.
• The easier it is for others to see the benefits of an
innovation, the more likely it will be adopted.
• The simple epidemic model of diffusion assumes that
innovations spread as potential adopters come into
contact with existing users of an innovation.
Checklist: Relative advantage
• How well does my plan show how much better off
people will be when they adopt it?
• Why is this plan better than what has been done
before?
• What advantages or benefits may there be to accepting
the plan?
• Who will gain from the implementation of the plan?
• How will I (or others) be rewarded by adopting the
plan?
• How can I emphasize the plan’s benefits to all?
Checklist: Compatibility
• How well does my plan demonstrate that it is
compatible with current values, past experiences and
needs?
• Is the plan consistent with current practice?
• Does the plan meet the needs of a particular group?
• Does it offer better ways to reach our common goals?
• Who will naturally support and agree with the plan?
• Can it be favourably named, packaged or presented?
Checklist: Trialability
• How well does my plan allow for trialability?
• Can the plan be tried out or tested?
• Can uncertainty be reduced?
• Can we begin with a few parts of the plan?
• How can others be encouraged to try out the
plan?
• Can the plan be modified by you or others?
Checklist: Complexity
• How well does my plan provide for easy
communication, comprehension and use?
• Is the plan easy for others to understand?
• Can it be explained clearly to many different people?
• Will the plan be easily communicated?
• How can the plan be made more simple or easy to
understand?
• Is the plan easy to use or follow?
Checklist: Observability
• How well does my plan provide results that are
easily observed and visible to others?
• Is the plan easy for others to find or obtain?
• Can the plan be made more visible to others?
• How can I make the plan easier for others to
see?
• Will others be able to see the effects of the plan?
• Are there good reasons for not making the entire
plan visible?
Checklist: Other factors
• What other resources will I need; how can I
get them?
• What obstacles exist; how can we prevent or
overcome them?
• What new challenges will be created; and
dealt with?
• How can I encourage commitment to the
plan?
• What feedback about the plan is needed?
• The process of innovation is much more
complex than technology responding to
market signals. Effective business planning
under conditions of uncertainty demands a
thorough understanding and management of
the dynamics of innovation, including
conception, development, adoption and
diffusion.
Summary
• The adoption and diffusion of an innovation
depend on the characteristics of the
innovation, the nature of potential adopters
and the process of communication. The
relative advantage, compatibility, complexity,
trialability and observability of an innovation
all affect the rate of diffusion.
Summary
• Forecasting the development and adoption of
innovations is difficult, but participative
methods such as Delphi and scenario planning
are highly relevant to innovation and
sustainability. In such cases the process of
forecasting, including consultation and
debate, is probably more important than the
precise outcomes of the exercise.
Summary
Summary
There is a vast amount of management research on the
subject of new product and service development, and we
are now pretty certain what works and what does not.
There are no guarantees that following the suggestions in
this chapter will produce a blockbuster product, service
or business, but if these elements are not managed well,
your chances of success will be much lower. This is not
supposed to discourage experimentation and calculated
risk-taking but rather to provide a foundation for
evidence-based practice.
Summary
Research suggests that a range of factors affect the
success of a potential new product or service:
• Some factors are product-specific (e.g. product
advantage, clear target market and attention to pre-
development activities).
• Other factors are more about the organizational context
and process (e.g. senior management support, formal
process and use of external knowledge).
Summary
• A formal process for new product and service
development should consist of distinct stages, such as
concept development, business case, product
development, pilot and commercialization, separated
by distinct decision points, or gates, which have clear
criteria, such as product fit and product advantages.
Summary
• Different stages of the process demand different
criteria and different tools and methods. Useful tools
and methods at the concept stage include
segmentation, experimentation, focus groups and
customer partnering; and at the development stage
useful tools include prototyping, design for
production and QFD.
Summary
• Services and products are different in a number of
ways, especially intangibility and perceived benefits,
and so will demand the adaptation of the standard
models and prescriptions for new product
development.
• The relative advantage, compatibility, complexity,
trialability and observability of an innovation all affect
the rate of diffusion.
Videos
There are several videos which can help
explore and present the key themes of
the chapter:
• Project implementation
• Stage gates in implementation
• Success and failure in
implementation
• Agile implementation
• Interview with Catherina van
Delden, Innosabi about agile
innovation
Media: NPD challenges
On the Portal there is a video showing Joe Tidd talking
about the challenges of organizing new product
development:
Media: NPD challenges
On the Portal there is a video interview with Armin Rau,
Strategy Partner of Sicap, talking about some of the
innovation management challenges in working in the
fast-moving world of software for mobile devices.
Transcript of the interview is also available.
http://www.innovation-portal.info/?s=armin+Rau+
http://www.innovation-portal.info/resources/armin-rau-
interview-transcript/
http://www.innovation-portal.info/?s=armin+Rau
http://www.innovation-portal.info/resources/armin-rau-interview-transcript/
http://www.innovation-portal.info/resources/armin-rau-interview-transcript/
Media: Why products fail
On the Portal there is a video showing Joe Tidd talking
about some of the reasons for product failure
Media: New product development
Follow the link below to listen to an interview with James
Dyson
https://www.acast.com/howibuiltthis/dyson-james-
dyson
https://www.acast.com/howibuiltthis/dyson-james-dyson
https://www.acast.com/howibuiltthis/dyson-james-dyson
Tools to help project selection –
financial methods
• Discounted cash flows, such as net present
value/internal rate of return.
• Cost-benefit analysis.
• Simple calculations of the payback period.
Tools to help project selection –
non-financial methods
• Ranking.
• Profiles.
• Simulated outcomes.
• Strategic clusters.
• Interactive.
Tools to help product development
• Design for Manufacture (DFM).
• Rapid Prototyping.
• Computer-aided Techniques (CAD/CAM).
• Quality Function Deployment (QFD). For more on QFD
see the toolbox:
•http://www.innovation-portal.info/resources/quality-
function-deployment-qfd/
http://www.innovation-portal.info/resources/quality-function-deployment-qfd/
http://www.innovation-portal.info/resources/quality-function-deployment-qfd/
Tool: Risk assessment matrix
On the Portal there is a description of this tool to help
assess complexity issues
http://www.innovation-portal.info/resources/risk-
assessment-matrix/
http://www.innovation-portal.info/resources/risk-assessment-matrix/
http://www.innovation-portal.info/resources/risk-assessment-matrix/
Accelerating diffusion
On the Portal there is a tool describing the use of
models to help think about accelerating diffusion.
http://www.innovation-
portal.info/toolkits/accelerating-diffusion/
There is also an activity linked to this
http://www.innovation-
portal.info/resources/accelerating-diffusion-activity/
http://www.innovation-portal.info/toolkits/accelerating-diffusion/
http://www.innovation-portal.info/toolkits/accelerating-diffusion/
http://www.innovation-portal.info/resources/accelerating-diffusion-activity/
http://www.innovation-portal.info/resources/accelerating-diffusion-activity/
- Slide 1: Student Resource
- Slide 2: Chapter 10: Creating new products and services
- Slide 3: Learning Objectives
- Slide 4: Core themes and material from the book
- Slide 5
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- Slide 41
- Slide 42: Summary
- Slide 43: Summary
- Slide 44: Summary
- Slide 45
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- Slide 48
- Slide 49
- Slide 50: Videos
- Slide 51
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1
JOHN BESSANT
Managing Innovation
Design
thinking
2
Design thinking
(This is a chapter from I. Goller and J. Bessant, ‘Creativity for innovation management’, Routledge,
London, 2017).
Design thinking (DT) is a popular and widely-used framework approach to creativity . It uses many of
the competences we have been discussing in an explicit way and deploys various tools and techniques
to help with this. Importantly it has emerged as a methodology which can be taught and practised –
there are many training programmes and several universities now have a ‘D-School’ on their campuses.
Many organizations have begun to embed this as an innovation approach, both in the public and private
sector. And it lies at the heart of many consulting offerings, providing client companies with a
systematic approach to finding novel solutions to product, service and process innovation.
You can find a link here to the ‘d.school’ at Stanford (its correct name is the Hasso Plattner Institute of
Design) which offers a free a 90-minute video-led cruise through their methodology for anyone
interested
DT is an approach to innovation which involves building and testing ideas in a sequential developmental
fashion. Its origins lie in the work of the US Nobel Prize winner Herbert Simon who worked on various
aspects of decision-making. He defined it in his 1969 book The Sciences of the Artificial as the
‘transformation of existing conditions into preferred ones’ [1]. He originally suggested a seven step
process for this: Define, Research, Ideate, Prototype, Choose, Implement, Learn.
But the number of stages is less important than the idea of building towards a solution by a formal
method. In essence it takes human creativity and focuses it via a process to solve a problem – in other
https://dschool.stanford.edu/resources-collections/a-virtual-crash-course-in-design-thinking
https://dschool.stanford.edu/resources-collections/a-virtual-crash-course-in-design-thinking
https://dschool.stanford.edu/resources-collections/a-virtual-crash-course-in-design-thinking
3
words it is a methodology for innovation. Many writers have contributed to the approach from a
number of different disciplines including Nigel Cross (architecture, one of the founders of the journal
Design Studies), Sydney Gregory (engineering, author of The design method (1967)), Rachel Cooper
(industrial design) and Robert McKim (Experiences in Visual Thinking (1973) [2-3]. The approach drew
on many of the tools and techniques for industrial design but applied them to more generic forms of
problem-solving, extending the range of application from making products look and feel more
interesting and attractive to applying creativity in structured fashion to solve a wide range of business
and social problems.
One of the pioneering firms in this field was IDEO , founded by an engineering professor at Stanford
University, Dave Kelley [4].
But there are others models out there as well. One which we think equally noteworthy is the double
diamond model by the British Design Council, developed in 2005 on the basis of case studies of
11
global firms. It describes in four phases the design process from problem to solution. The way the
phases are visualized clarifies the way of working in these phases. Starting from a defined problem or
challenge, we open up and ‘discover’ (phase 1) the problem in more detail; just after that a convergent
process is going on (define). The problem is clearly described and boiled down to a key challenge. This
is again the starting point for another divergent phase: develop. Here it is about collecting ideas,
opening up to see all kinds of possible solutions. And then another convergent phase is starting to
emerge: deliver. It’s about testing and evaluating, about making the concept ready for implementation.
At the end stands a solution to the initial problem.
4
Design thinking follows certain ‘ground rules’ regardless the modelling of the phases. For example, all
innovation is based on the need of the user, innovation is develop best in teams, and iterations are
necessary in order for a successful innovation. Group processes like sharing insights and knowledge,
supporting ideas of others, pushing the frontiers of an idea to make it ‘wow’, getting and receiving
feedback from the group and from potential users, felt psychological safety within the ‘design team’
are all vital elements to the idea of design thinking. So, competencies are the back bone of design
thinking.
Overview of the phases
Typically DT involves working through a series of stages, but it is also about recognizing the cyclic nature
of creativity – learning from testing and implementation helps refine and elaborate. We describe the
key phases of the IDEO model in the following section. The phases are:
• Empathise
• Define
• Ideate
• Prototype
• Test
• Implement
• (and repeat)
Empathy – drawing on fields like anthropology emphasis is placed on understanding how people
actually behave in a situation, what their experiences of a problem are, creating solutions which work
for them in their context. One of the problems in innovation is that we often make assumptions about
what users want rather than developing a clear understanding of their context. This is complicated by
the fact that what people say – for example in response to a market survey or in a focus group – is not
necessarily what they actually do!
Tom Kelley of IDEO explains the DT approach they take in this area; ‘We’re not big fans of focus groups.
We don’t much care for traditional market research either. We go to the source. Not the ‘experts’ inside
a (client) company, but the actual people who use the product or something similar to what we’re
hoping to create…we believe you have to go beyond putting yourself in your customers’ shoes. Indeed
we believe it’s not even enough to ask people what they think about a product or idea…customers may
lack the vocabulary or the palate to explain what’s wrong, and especially what’s missing.’
Creativity in action: Users know best
One of the dangers in humanitarian innovation is that well-intentioned providers make assumptions
about what end users actually need, and what will actually work in their context. Inappropriate
5
solutions provided with the best intentions litter the sites of disasters – complex equipment which
cannot be maintained, supplies used for different purposes. (For example researchers from the Oxford
University’s Humanitarian Innovation Project found that in Ugandan refugee camps people were using
emergency mosquito nets not as an anti-malarial aid but as a source of rope with which to build the
shelters which they felt were a more urgent need).
Underpinning this is an assumption that solutions can be designed far from the context in which they
are to be implemented. What is needed is a recognition of the importance of user perspectives – for
example how people actually behave under crisis conditions, how they prioritize their emergency needs,
how best they can support themselves, etc.
And empowered users are a rich source of ideas – many important humanitarian innovations arose in
this bottom up fashion. For example the crisis-mapping app Ushahidi emerged from users mashing up
Twitter and other social media feeds to help provide a reliable information platform in the post-election
violence in Kenya. The app has subsequently been used all around the world including in the Brisbane
floods and the Fukushima disaster.
Developing a deep understanding can generate new insights – for example Tim Brown of IDEO writes
about the company’s work with the Japanese cycle manufacturer Shimano. Working to try and
understand why so few (less than 10%) of US adults rode bicycles they uncovered a variety of concerns
including intimidating retail experiences, the complexity and cost of sophisticated bikes, and the danger
of cycling on heavily trafficked roads. This led to a new concept ‘ coasting’ – which drew on people’s
happy memories of childhood biking and which influenced various aspects of the subsequent offering
including new in-store retailing strategies, a public relations campaign to identify safe places to cycle,
and a reference design for cycle companies to use in producing ‘coasting’ bikes [5].
Creativity in action: Understanding user needs in Hyundai Motor
One of the problems facing global manufacturers is how to tailor their products to suit the needs of
local markets. For Hyundai this has meant paying considerable attention to getting deep insights into
customer needs and aspirations – an approach which they used to good effect in developing the Santa
Fe, reintroduced to the US market in 2007. The headline for their development programme was ‘touch
the market’ and they deployed a number of tools and techniques to enable it. For example, they visited
an ice rink and watched an Olympic medallist skate around to help them gain an insight into the ideas
of grace and speed which they wanted to embed in the car. This provided a metaphor – ‘assertive grace’
– which the development teams in Korea and the US were able to use.
Analysis of existing vehicles suggested some aspects of design were not being covered – for example,
6
many sport/utility vehicles (SUVs) were rather ‘boxy so there was scope to enhance the image of the
car. Market research suggested a target segment of ‘glamour mums’ who would find this attractive and
the teams then began an intensive study of how this group lived their lives. Ethnographic methods
looked at their homes, their activities and their lifestyles – for example, team members spent a day
shopping with some target women to gain an understanding of their purchases and what motivated
them. The list of key motivators which emerged from this shopping study included durability, versatility,
uniqueness, child-friendly and good customer service from knowledgeable staff.
Another approach was to make all members of the team experience driving routes around Southern
California, making journeys similar to those popular with the target segment and in the process getting
first-hand experience of comfort, features and fixtures inside the car, etc.
A good example of the DT approach comes from work in the UK’s Luton and Dunstable hospital (L&R)
which involves using design methods to create a user-led solution to the challenge of improving patient
care amongst neck and head cancer sufferers. Part of this project involves patients and carers telling
stories about their experience of the service; these stories provide insights which enable the team of
co-designers to think about designing experiences rather than designing services. Importantly the role
of designer includes all of those involved in the collaborative process: patients, staff, researchers,
improvement leaders as well as design professionals [6].
Experience-based design (EBD) of this kind involves identifying the main areas or ‘touch points’ where
people come into contact with the service, and tries to identify areas of exceptional practice, and areas
where systems and processes need to be redesigned to create a better patient experience of health
services [7]. These touch points effectively help to prioritise actions. Working together patients, carers,
doctors, nurses, and hospital administrative staff can begin to design experiences rather than just
systems or processes. The process is enriched by taking into consideration the different skills, views
and life experiences of the patients, carers and others involved.
In the L&D such co-design has led to changes – for example patients and carers have changed project
documentation so that it better reflects their needs, and clinic staff and patients have worked together
to redesign the flow of outpatients in the consulting room. Various methodologies were used to
encourage patient involvement in the process, including patient interviews, log books and film-making.
This enabled patients to show their experience of the service through their own lens, and bring their
story to life for others. In total 38 improvement projects were identified.
Definition – recognising that what appears to be the problem may in fact be a symptom of a wider
problem and that exploring and playing with different definitions can help set up the conditions for
successful solution. As we saw in chapter 2 problem exploration and discovery is a key part of the
creativity journey and DT provides a systematic way of managing this. There is a particular link with the
7
competency around building shared vision, gaining agreement about and commitment to the problem
we are trying to solve.
Taking time out to redefine the presented problem in different ways and from different perspectives
is an essential part of Design Thinking. Tools like ‘how to’ statements, problem redefinition, root cause
analysis (fishbone technique), process mapping and levels of abstraction are used. But again trying to
express different viewpoints reflecting the concerns of the defined stakeholders is core to the process.
In the double diamond model a key challenge from the standpoint of the user is defined at the end of
the second phase. So, at the end we do not only have defined the user we are looking to ‘help’ to satisfy
his/her needs but also defined the challenge we have to overcome to have a successful ‘product’ at the
end. This will be the starting point for our ideation process in the next phase.
Ideation – in this stage various approaches are used to come up with suggested solutions and pathways
to be explored. These include the use of ‘wild ideas’ as a stimulus for others, ‘brainstorming’ as a careful
process of suspending/postponing judgment and the use of visual aids to capture and make people’s
ideas available to others. Again this stage draws extensively on creativity research including the
powerful role played by unconscious processes in forming novel associations. But it also builds on group
competences like striving for excellent ideas and the constructive controversy within that.
DT is not about a single technique but about skilled teams able to open the ideation toolbox and find
different resources to help – they recognise the difficulties around setting effects, functional fixedness
and other barriers to creativity and can deploy techniques to help counter them. Similarly although
brainstorming is a central approach it is carried out in a way which allows for extensive challenge and
debate but in a supportive context. And diversity is seen as an important element in team composition
to try and maximise the range of experiences and domain expertise on which the team can draw.
An important element in DT is the explicit recognition of users as central to the process – both in terms
of understanding their needs (empathy) but also as sources of relevant ideas which will also be
compatible. The previous chapter on user innovation highlights this key role.
Prototyping – rather than seeking to plan and develop a perfect solution, design thinking involves a
series of interactive experiments which allow for learning around prototypes.
We saw the importance of this approach in earlier chapters; it provides a way of moving from vague
notions, hunches, half-formed ideas towards something more workable. Prototypes offer a series of
stepping-stones, bridges, scaffolding – essentially playing with ideas about the problem. As James
Dyson, reflecting on his company’s approach, points out, ‘…… prototypes allow you to quickly get a feel
for things and uncover subtle design flaws.’
8
The clue is in the name – proto-type. It’s not about the finished object but a stepping-stone, a test-bed
for learning, some way of exploring in laboratory/experimental mode. Kids do this naturally – from the
moment they can start to hold and examine an object they begin to explore it, trying out all its
possibilities. And when they play together they multiply the possible options in inspiring fashion – a
humble cardboard box can become a spaceship, a shop, a stage, an article of clothing, and it can change
its identity with impressive speed!
Prototyping offers some important features to help in the creative process:
• It creates a ‘boundary object’, something around which other people and perspectives can
gather, a device for sharing insights into problem dimensions as well as solutions
• It offers us a stepping stone in our thought processes, making ideas real enough to see and play
with them but without the lock-in effect of being tied into trying to make the solutions work –
we can still change our minds
• It allows plurality – we don’t have to play with a single idea, we can bet on multiple horses early
on in the race rather than trying to pick winners
• It allows for learning – even when a prototype fails we accumulate knowledge which might
come in helpful elsewhere
• It suggests further possibilities – as we play with a prototype it gives us a key to open up the
problem, break open the shell and explore more deeply.
• It allows us to work with half-formed ideas and hunches – enables a ‘conversation with a
shadowy idea’…
• It allows for emergence – sometimes we can’t predict what will happen when different
elements interact. Trying something out helps explore surprising combinations
Prototypes can take many forms, from simple sketches and models through to complex simulations.
German researcher Bernhard Doll offers a helpful map on which different kinds of prototype can be
mapped – the important point in DT is not the form but the way in which the prototype is used to help
build shared ideas. This approach also helps draw in user experience since the prototype becomes a
‘boundary object’ around which various people can provide their ideas and input [8].
9
Test – the next stage from prototyping is trying those ideas out on end users. ‘Fail often to succeed
sooner’ is a motto not only used at IDEO which characterises this approach of learning through testing;
it builds on the idea of rapid cycles of experimentation rather than planned launch of an exhaustively
developed idea. The core idea is around hypothesis testing and gradually learning through a series of
build-test-refine loops which allow for fast learning.
Examples can be found in beta testing in software and the ‘lean start-up’ approach where a core tool
is the ‘minimum viable product’ – an early test of the idea designed to get feedback and information.
We’ll discuss these ‘agile’ approaches in more detail in chapter 15.
Implement – put the idea into practice. Although this might appear to be the end of the journey the
reality is that moving an idea into implementation restarts the process, allowing refinements and
improvements, identifying other dimensions of the problem which could be addressed. One of the key
lessons around diffusion of innovations is that as ideas spread out and scale so they are changed by the
interactions with the adopting population [9].
It’s easy to see DT as a simple and logical progression through a series of stages. But innovation in real
life is not like that – it is a meandering journey involving backtracking, blind alleys and sudden sprints.
So DT as a framework methodology should be seen as something involving multiple cycles and
10
extensive feedback between these stages.
Tools for design thinking
DT is a framework methodology with some core underlying principles like empathy, constructive
controversy and prototyping. The underlying competences are very much those which we have
explored in the book and the good news is that there is plenty of equipment in the gym to help train
and develop skills. Table 13.1 gives some examples and you can find details of all the tools and
techniques on our website.
Table 13.1: Useful tools and techniques for design thinking
Stage in DT Cycle
Useful tools and techniques
Empathize
Ethnography
User led innovation
Lead user methods
Customer journeys
Storytelling
Outcome driven innovation
Empathic design
Netnography
Kano methods
Repertory grid
Personas
Define
5 whys
Fishbones
How to statements
Process mapping
Value curves
Competitiveness profiling
Abstract driven search
Value curves
Value stream analysis
Ideate
5Rs
Brainstorming
Lateral thinking
Analogy and metaphor
Recombinant innovation
Attribute listing
Morphological analysis
TRIZ
11
Prototype Prototyping methods
Serious play, simulation, storytelling
Lean start-up
Living Labs
Test Lean start-up and hypothesis design
5x5x5
Lead user methods
Getting Feedback
Implement Beta to scale
Building communities
Learning logs
BMGT 620 Discussion Rubric
Course: BMGT 620 9085 Innovation & Entrepreneurship (2252)
Initia
l
Post
Excellent Proficient
Approachi
ng
Proficiency
Needs
Improvement
Not Evident
(0)
Criteri
on
Scor
e
Initia
l
Post
(10
pts)
/ 10
Timel
iness
(5
pts)
/ 5
1
0
points
Applie
d
knowledge
of
appropriate
topical content
in a
comprehensive
and
insightful
way. In-depth
analysis is
present.
(10 pts)
9 points
Demonstrates
a
good
understanding
of the topic
al
material
and
applies it in a
satisfactory
way. Good
analysis is
present.
(9 pts)
8 points
Demonstrates
a more basic
understanding
of the topical
material and
applies it in a
basic way.
Rudimentary
analysis is
present.
(8 pts)
7 points
Demonstrates
a limited
understanding
of the topical
material or
applied it in a
limited way.
Little or no
analysis is
present.
(7 pts)
0 points
No evidence,
or the post
was dated
after the end
of the
discu
ssion
activity.
(0
points)
5 points
Submits initial
post on time
(4.5 – 5
points)
4 points
Submits initial
post within 24
hours of the
deadline.
(4.25 – 4
points)
3.5 points
Submits initial
post within
48 hours of
the deadline.
(3.75 -3.5
points)
3 points
Submits initial
post within
72 hours of
the deadline.
(3.25 – 3
points)
0 points
No evidence,
or the post
was dated
after the end
of the
discussion
activity.
(0
points)
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Initial
Post
Excellent Proficient
Approaching
Proficiency
Needs
Improvement
Not Evident
(0)
Criterion
Score
Resp
onse
1 (5
pts)
/ 55 points
Provided a
sufficiently
detailed and
insightful
response,
demonstrating
a deep
understanding
of the
course
material.
(4.5 – 5
points)
4 points
Provided a
sufficiently
detailed
response,
demonstrating
a basic
understanding
of the course
material.
(4.25 – 4
points)
3.5 points
Provided a
response that
was not
sufficiently
detailed or
insightful and
did not
demonstrate
a clear
understanding
of the course
material.
(3.75 -3.5
points)
3 points
Provided a
response that
was poorly
written and
organized and
demonstrated
little or no
understanding
of the course
material.
(3.25 – 3
points)
0 points
No evidence,
or the post
was dated
after the end
of the
discussion
activity.
(0 points)
3/27/25, 9:59 AM Rubric Assessment – BMGT 620 9085 Innovation & Entrepreneurship (2252) – UMGC Learning Management System
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Initial
Post
Excellent Proficient
Approaching
Proficiency
Needs
Improvement
Not Evident
(0)
Criterion
Score
Resp
onse
2 (5
pts)
/ 5
Cum
ulativ
e
Posts
:
Evide
nce
and
resea
rch.
(7.5
pts)
/ 7.5
5 points
Provided a
sufficiently
detailed and
insightful
response,
demonstrating
a deep
understanding
of the course
material.
(4.5 – 5
points)
4 points
Provided a
sufficiently
detailed
response,
demonstrating
a basic
understanding
of the course
material.
(4.25 – 4
points)
3.5 points
Provided a
response that
was not
sufficiently
detailed or
insightful and
did not
demonstrate
a clear
understanding
of the course
material.
(3.75 -3.5
points)
3 points
Provided a
response that
was poorly
written and
organized and
demonstrated
little or no
understanding
of the course
material.
(3.25 – 3
points)
0 points
No evidence,
or the post
was dated
after the end
of the
discussion
activity.
(0 points)
7.5 points
Included
multiple
specific and
relevant
examples
to
support claims
from course
resources and
additional
research.
(7.5-6.75
points)
6 points
Included
some
good
examples
from course
resources and
research, but
they were not
always
specific or
relevant to
claims.
(6.5 – 6
points)
5.25 points
Included only
a few
examples
from course
resources and
research, or
the examples
provided were
not specific or
relevant
enough.
(5.75 – 5.25
points
4.5 points
Did not
include
evidence from
course
resources or
research or
provided
inaccurate
evidence to
support
claims.
(5 – 4.5
points)
0 points
No evidence,
or the post
was dated
after the end
of the
discussion
activity.
(0 points)
3/27/25, 9:59 AM Rubric Assessment – BMGT 620 9085 Innovation & Entrepreneurship (2252) – UMGC Learning Management System
https://learn.umgc.edu/d2l/lms/competencies/rubric/rubrics_assessment_results.d2l?ou=1367088&evalObjectId=4914114&evalObjectType=5&userId=… 3/6
Initial
Post
Excellent Proficient
Approaching
Proficiency
Needs
Improvement
Not Evident
(0)
Criterion
Score
Cum
ulativ
e
Posts
:
Profe
ssion
al
writi
ng
and
orga
nizati
on
skills
(5
pts)
/ 55 points
Demonstrated
professional
writing and
organization
skills, with
very few or no
errors.
(4.5 – 5
points)
4 points
Demonstrated
professional
writing and
organization
skills with
some minor
errors.
(4.25 – 4
points)
3.5 points
Demonstrated
professional
writing and
organization
skills but with
several
errors.
(3.75 -3.5
points)
3 points
Demonstrated
poor writing
and
organization
skills with
multiple
errors.
(3.25 – 3
points)
0 points
No evidence,
or the post
was dated
after the end
of the
discussion
activity.
(0 points)
3/27/25, 9:59 AM Rubric Assessment – BMGT 620 9085 Innovation & Entrepreneurship (2252) – UMGC Learning Management System
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Initial
Post
Excellent Proficient
Approaching
Proficiency
Needs
Improvement
Not Evident
(0)
Criterion
Score
Cum
ulativ
e
Posts
:
Appli
catio
n of
cours
e
mate
rial
to
real-
worl
d
situa
tions
(5
pts)
/ 55 points
Post(s)
incorporated
examples of
real-world
situations to
support and
substantiate
the position.
Demonstrated
a deep
understanding
of how the
course
material can
be used to
solve
business
problems.
(4.5 – 5
points)
4 points
Post(s)
incorporated
some
examples of
real-world
situations to
support and
substantiate
the position.
Demonstrated
a good
understanding
of how the
course
material can
be used to
solve business
problems.
(4.25 – 4
points)
3.5 points
Post(s)
incorporated
few examples
of real-world
situations.
Examples may
not have been
specific or
relevant, or
the post(s)
demonstrated
a limited or
inaccurate
understanding
of how the
course
material can
be used to
solve business
problems.
(3.75 -3.5
points)
3 points
Post(s) did not
incorporate
any examples
of real-world
situations or
demonstrated
inaccurate
understanding
of how the
course
material can
be used to
solve business
problems.
(3.25 – 3
points)
0 points
No evidence,
or the post
was dated
after the end
of the
discussion
activity.
(0 points)
3/27/25, 9:59 AM Rubric Assessment – BMGT 620 9085 Innovation & Entrepreneurship (2252) – UMGC Learning Management System
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Total / 50
Overall Score
Initial
Post
Excellent Proficient
Approaching
Proficiency
Needs
Improvement
Not Evident
(0)
Criterion
Score
Evide
nce
of
Skills
(7.5
pts
/ 7.57.5 points
Submission
provided an
exceptional
application of
business
strategies
skills in the
discussion
response
(7.5-6.75
points)
6 points
Submission
provided a
sufficient
application of
business
strategies
skills in the
discussion
response
(6.5 – 6
points)
5.25 points
Submission
provided a
somewhat
sufficient
application of
business
strategies
skills in the
discussion
response
which did not
show
proficiency
(5.75 – 5.25
points)
4.5 points
Submission
provided an
insufficient
application of
business
strategies
skills in the
discussion
response
(5 – 4.5
points)
0 points
No evidence,
or the post
was dated
after the end
of the
discussion
activity.
(0 points)
Excellent
45 points
minimum
Proficient
40 points
minimum
Approaching
Proficiency
35 points minimum
Needs
Improvement
30 points minimum
No
Submission
0 points
minimum
3/27/25, 9:59 AM Rubric Assessment – BMGT 620 9085 Innovation & Entrepreneurship (2252) – UMGC Learning Management System
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