SPOTLIGHT ON THE EVOLUTION OF DESIGN THINKING
SPOTLIGHT
ARTWORK The Office for Creative Research
(Noa Younse), Design Sketch
HBR.ORG
Design
for Action
How to use design
thinking to make great
things actually happen
by Tim Brown and
Roger Martin
September 2015 Harvard Business Review 57
SPOTLIGHT ON THE EVOLUTION OF DESIGN THINKING
Throughout most of history, design was
a process applied to physical objects.
Raymond Loewy designed trains.
Frank Lloyd Wright designed houses.
Charles Eames designed furniture.
Coco Chanel designed haute couture.
Paul Rand designed logos.
David Kelley designed products,
including (most famously) the
mouse for the Apple computer.
But as it became clear that smart, effective design
was behind the success of many commercial goods,
companies began employing it in more and more
contexts. High-tech firms that hired designers to
work on hardware (to, say, come up with the shape
and layout of a smartphone) began asking them to
create the look and feel of user-interface software.
Then designers were asked to help improve user experiences. Soon firms were treating corporate strategy making as an exercise in design. Today design is
even applied to helping multiple stakeholders and
organizations work better as a system.
This is the classic path of intellectual progress.
Each design process is more complicated and sophisticated than the one before it. Each was enabled by
learning from the preceding stage. Designers could
easily turn their minds to graphical user interfaces
for software because they had experience designing the hardware on which the applications would
run. Having crafted better experiences for computer
users, designers could readily take on nondigital
experiences, like patients’ hospital visits. And once
they learned how to redesign the user experience
in a single organization, they were more prepared
to tackle the holistic experience in a system of organizations. The San Francisco Unified School District,
58 Harvard Business Review September 2015
for example, recently worked with IDEO to help redesign the cafeteria experience across all its schools.
As design has moved further from the world
of products, its tools have been adapted and extended into a distinct new discipline: design thinking. Arguably, Nobel laureate Herbert Simon got the
ball rolling with the 1969 classic The Sciences of the
Artificial, which characterized design not so much as
a physical process as a way of thinking. And Richard
Buchanan made a seminal advance in his 1992 article “Wicked Problems in Design Thinking,” in which
he proposed using design to solve extraordinarily
persistent and difficult challenges.
But as the complexity of the design process increases, a new hurdle arises: the acceptance of what
we might call “the designed artifact”—whether
product, user experience, strategy, or complex system—by stakeholders. In the following pages we’ll
explain this new challenge and demonstrate how
design thinking can help strategic and system innovators make the new worlds they’ve imagined come
to pass. In fact, we’d argue that with very complex
artifacts, the design of their “intervention”—their
introduction and integration into the status quo—is
even more critical to success than the design of the
artifacts themselves.
DESIGN FOR ACTION HBR.ORG
Idea in Brief
THE PROBLEM
Complex new designs of products
(say, an electric vehicle) or systems
(like a school system) typically
struggle to gain acceptance. Many
good groundbreaking ideas fail
in the starting gate.
The New Challenge
WHY IT HAPPENS
New products and systems
often require people to change
established business models
and behaviors. As a result they
encounter stiff resistance from
their intended beneficiaries and
from the people who have to
deliver or operate them.
The launch of a new product that resembles a company’s other offerings—say, a hybrid version of an existing car model—is typically seen as a positive thing.
It produces new revenue and few perceived downsides for the organization. The new vehicle doesn’t
cause any meaningful changes to the organization
or the way its people work, so the design isn’t inherently threatening to anyone’s job or to the current
power structure.
Of course, introducing something new is always
worrisome. The hybrid might fail in the marketplace.
That would be costly and embarrassing. It might
cause other vehicles in the portfolio to be phased
out, producing angst for those who support the older
models. Yet the designer usually pays little attention
to such concerns. Her job is to create a truly great
new car, and the knock-on effects are left to others—
people in marketing or HR—to manage.
The more complex and less tangible the designed
artifact is, though, the less feasible it is for the designer to ignore its potential ripple effects. The business model itself may even need to be changed. That
means the introduction of the new artifact requires
design attention as well.
Consider this example: A couple of years ago,
MassMutual was trying to find innovative ways
to persuade people younger than 40 to buy life insurance—a notoriously hard sell. The standard approach would have been to design a special life insurance product and market it in the conventional way.
But MassMutual concluded that this was unlikely to
work. Instead the company worked with IDEO to design a completely new type of customer experience
focused more broadly on educating people about
long-term financial planning.
Launched in October 2014, “Society of Grownups”
was conceived as a “master’s program for adulthood.”
THE SOLUTION
Treat the introduction of the new
product or system—the “designed
artifact”—as a design challenge
itself. When Intercorp Group in
Peru took that approach, it won
acceptance for a new technologyenabled school concept in which
the teacher facilitates learning
rather than serves as the sole
lesson provider.
Rather than delivering it purely as an online course,
the company made it a multichannel experience,
with state-of-the-art digital budgeting and financialplanning tools, offices with classrooms and a library
customers could visit, and a curriculum that included everything from investing in a 401(k) to buying good-value wine. That approach was hugely disruptive to the organization’s norms and processes,
as it required not only a new brand and new digital
tools but also new ways of working. In fact, every
aspect of the organization had to be redesigned for
the new service, which is intended to evolve as participants provide MassMutual with fresh insights
into their needs.
When it comes to very complex artifacts—say,
an entire business ecosystem—the problems of integrating a new design loom larger still. For example, the successful rollout of self-driving vehicles
will require automobile manufacturers, technology providers, regulators, city and national governments, service firms, and end users to collaborate
in new ways and engage in new behaviors. How
will insurers work with manufacturers and users
to analyze risk? How will data collected from selfdriving cars be shared to manage traffic flows while
protecting privacy?
New designs on this scale are intimidating. No
wonder many genuinely innovative strategies and
systems end up on a shelf somewhere—never acted
on in any way. However, if you approach a largescale change as two simultaneous and parallel challenges—the design of the artifact in question and the
design of the intervention that brings it to life—you
can increase the chances that it will take hold.
Designing the Intervention
Intervention design grew organically out of the iterative prototyping that was introduced to the design
September 2015 Harvard Business Review 59
SPOTLIGHT ON THE EVOLUTION OF DESIGN THINKING
process as a way to better understand and predict
customers’ reactions to a new artifact. In the traditional approach, product developers began by studying the user and creating a product brief. Then they
worked hard to create a fabulous design, which the
firm launched in the market. In the design-oriented
approach popularized by IDEO, the work to understand users was deeper and more ethnographic than
quantitative and statistical.
Initially, that was the significant distinction
between the old and new approaches. But IDEO
realized that no matter how deep the up-front understanding was, designers wouldn’t really be able
to predict users’ reactions to the final product. So
IDEO’s designers began to reengage with the users
sooner, going to them with a very low-resolution
prototype to get early feedback. Then they kept
repeating the process in short cycles, steadily improving the product until the user was delighted
with it. When IDEO’s client actually launched the
product, it was an almost guaranteed success—a
phenomenon that helped make rapid prototyping
a best practice.
Iterative rapid-cycle prototyping didn’t just improve the artifact. It turned out to be a highly effective way to obtain the funding and organizational
commitment to bring the new artifact to market. A
new product, especially a relatively revolutionary
one, always involves a consequential bet by the management team giving it the green light.
Often, fear of the unknown kills the new idea.
With rapid prototyping, however, a team can be
more confident of market success. This effect
turns out to be even more important with complex,
intangible designs.
In corporate strategy making, for example, a traditional approach is to have the strategist—whether
in-house or a consultant—define the problem, devise
the solution, and present it to the executive in charge.
Often that executive has one of the following reactions: (1) This doesn’t address the problems I think
are critical. (2) These aren’t the possibilities I would
have considered. (3) These aren’t the things I would
have studied. (4) This isn’t an answer that’s compelling to me. As a consequence, winning commitment
to the strategy tends to be the exception rather than
the rule, especially when the strategy represents a
meaningful deviation from the status quo.
The answer is iterative interaction with the decision maker. This means going to the responsible
60 Harvard Business Review September 2015
The Launch
Is Just One
Step in the
Process
In his book
Sketching
User Experiences,
user interface pioneer
Bill Buxton describes the
Apple iPod as the “overnight
success” that took three years
to happen. He documents the
many design changes to the device that took
place after its launch—and were essential to its
eventual success.
As this story illustrates, a sophisticated
designer recognizes that the task is first to build
user acceptance of a new platform and later to
add new features. When Jeff Hawkins developed
the PalmPilot, the world’s first successful
personal digital assistant, he insisted that it
focus on only three things—a calendar, contacts,
and notes—because he felt users initially could
not handle complexity greater than that. Over
time the PalmPilot evolved to include many
more functions, but by then the core market
understood the experience. The initial pitch for
the iPod was an extremely simple “1,000 songs
in your pocket.” The iTunes store, photos, games,
and apps came along later, as users adopted the
platform and welcomed more complexity.
As strategies and large systems become the
focus of design thinking, imagining the launch
as just one of many steps in introducing a new
concept will become even more important. Before
the launch, designers will confront increasing
complexity in early dialogues with both the
artifact’s intended users and the decision maker
responsible for the design effort. A solution with
purposely lower complexity will be introduced,
but it will be designed to evolve as users
respond. Iteration and an explicit role for users
will be a key part of any intervention design.
New information and computing technologies
will make it far easier to create and share
early prototypes, even if they are complex
systems, and gain feedback from a more diverse
population of users. In this new world, the launch
of a new design ceases to be the focus. Rather,
it is just one step somewhere in the middle of a
carefully designed intervention.
—Tim Brown
DESIGN FOR ACTION HBR.ORG
executive early on and saying, “We think this is
the problem we need to solve; to what extent does
that match your view?” Soon thereafter the strategy designers go back again and say, “Here are the
possibilities we want to explore, given the problem definition we agreed on; to what extent are
they the possibilities you imagine? Are we missing
some, and are any we’re considering nonstarters for
you?” Later the designers return one more time to
say, “We plan to do these analyses on the possibilities that we’ve agreed are worth exploring; to what
extent are they analyses that you would want done,
and are we missing any?”
With this approach, the final step of actually
introducing a new strategy is almost a formality.
The executive responsible for green-lighting it has
helped define the problem, confirm the possibilities,
and affirm the analyses. The proposed direction is
no longer a jolt from left field. It has gradually won
commitment throughout the process of its creation.
When the challenge is introducing change to a
system—by, say, establishing a new kind of business
or a new kind of school—the interactions have to extend even further, to all the principal stakeholders.
We’ll now look at an example of this kind of intervention design, which involved a major experiment in
social engineering that’s taking place in Peru.
Designing a New Peru
Intercorp Group is one of Peru’s biggest corporations,
controlling almost 30 companies across a wide variety of industries. Its CEO, Carlos Rodríguez-Pastor
Jr., inherited the company from his father, a former
political exile who, upon his return in 1994, led a
consortium that bought one of Peru’s largest banks,
Banco Internacional del Peru, from the government.
Rodríguez-Pastor took control of the bank when his
father died, in 1995.
Rodríguez-Pastor wanted to be more than a
banker. His ambition was to help transform Peru’s
economy by building up its middle class. In the
newly renamed Interbank he saw an opportunity to both create middle-class jobs and cater to
middle-class needs. From the outset, however, he
grasped that he couldn’t achieve this goal with the
“great man” approach to strategy characteristic of
the large, family-controlled conglomerates that
often dominate emerging economies. Reaching it
would take the carefully engineered engagement of
many stakeholders.
Seeding a culture of innovation. The first
task was making the bank competitive. For ideas,
Rodríguez-Pastor decided to look to the leading financial marketplace in his hemisphere, the United States.
He persuaded an analyst at a U.S. brokerage house
to let him join an investor tour of U.S. banks, even
though Interbank wasn’t one of the broker’s clients.
If he wanted to build a business that could trigger social change, absorbing some insights by himself and bringing them home wouldn’t be enough,
Rodríguez-Pastor realized. If he simply imposed
his own ideas, buy-in would depend largely on his
authority—not a context conducive to social transformation. He needed his managers to learn how
to develop insights too, so that they could also spot
and seize opportunities for advancing his broader
ambition. So he talked the analyst into allowing
four of his colleagues to join the tour.
This incident was emblematic of his participative approach to strategy making, which enabled
Rodríguez-Pastor to build a strong, innovative management team that put the bank on a competitive
footing and diversified the company into a range of
businesses catering to the middle class: supermarkets, department stores, pharmacies, and cinemas.
By 2015 Intercorp, the group built around Interbank,
employed some 55,000 people and had projected
revenues of $5 billion.
Over the years, Rodríguez-Pastor has expanded
his investment in educating the management team.
He sent managers each year to programs at top
schools and companies (such as Harvard Business
School and IDEO) and worked with those institutions to develop new programs for Intercorp, tossing
out ideas that didn’t work and refining ones that did.
Most recently, in conjunction with IDEO, Intercorp
launched its own design center, La Victoria Lab.
Located in an up-and-coming area of Lima, it serves
as the core of a growing urban innovation hub.
But Rodríguez-Pastor didn’t stop at creating an
innovative business group targeting middle-class
consumers. The next step in his plan for social transformation involved moving Intercorp outside the
traditional business domain.
From wallets to hearts and minds. Good
education is critical to a thriving middle class, but
Peru was severely lagging in this department. The
country’s public schools were lamentable, and
the private sector was little better at equipping
children for a middle-class future. Unless that
September 2015 Harvard Business Review 61
SPOTLIGHT ON THE EVOLUTION OF DESIGN THINKING
Intervention Design at Innova
Final design
guidelines were
created for the
classroom space, the
schedule, teaching
methods, and the role
of the teacher.
SETTING
THE STAGE
Innova Schools launched its
initiative to bring affordable
education to Peru by holding
information sessions on its
interactive-learning approach
with local parents
and students.
SEPTEMBER 2011
DESIGNING A
NEW MODEL
The team began by
exploring the lives and
motivations of Innova’s many
stakeholders to find out
how it could create a system
that would engage teachers,
students, and parents.
Ideas began to crystallize
around a technology-enabled
model that shifted the teacher
from “sage on stage” to “guide
on the side” and would make
schools affordable and scalable.
Teachers tried out software
tools and provided
feedback on them.
changed, a positive cycle of productivity and prosperity was unlikely to emerge. Rodríguez-Pastor concluded that Intercorp would have to enter the education business with a value proposition targeted at
middle-class parents.
Winning social acceptability for this venture was
the real challenge—one complicated by the fact that
education is always a minefield of vested interests.
An intervention design, therefore, would be critical
to the schools’ success. Rodríguez-Pastor worked
closely with IDEO to map one out. They began by
priming the stakeholders, who might well balk at
the idea of a large business group operating schools
for children—a controversial proposition even in a
business-friendly country like the United States.
Intercorp’s first move was starting an award in
2007 for “the teacher who leaves a footprint,” given
to the best teacher in each of the country’s 25 regions. It quickly became famous, in part because
every teacher who received it also won a car. This
established Intercorp’s genuine interest in improving education in Peru and helped pave the way for
teachers, civil servants, and parents to accept the
idea of a chain of schools owned by the company.
62 Harvard Business Review September 2015
As that strategy solidified,
Innova held many sessions
with teachers, parents,
and school leaders to get
feedback on classroom
design, discuss ways the
schools would evolve,
and invite stakeholders
into the process of
implementation.
Next, in 2010 Intercorp purchased a small school
business called San Felipe Neri, managed by entrepreneur Jorge Yzusqui Chessman. With one school in
operation and two more in development, Chessman
had plans for growth, but Intercorp’s experience
in building large-scale businesses in Peru could
take the venture far beyond what he envisioned.
However, the business would have to reengineer its
existing model, which required highly skilled teachers, who were in extremely short supply in Peru.
Rodríguez-Pastor brought together managers from
his other businesses—a marketing expert from his
bank, a facilities expert from his supermarket chain,
for instance—with IDEO to create a new model,
Innova Schools. It would offer excellent education
at a price affordable for middle-class families.
The team launched a six-month human-centered
design process. It engaged hundreds of students,
teachers, parents, and other stakeholders, exploring their needs and motivations, involving them in
testing approaches, and soliciting their feedback
on classroom layout and interactions. The result
was a technology-enabled model that incorporated
platforms such as the U.S. online-education pioneer
DESIGN FOR ACTION HBR.ORG
NOVEMBER 2012
PILOTING THE
PROGRAM
Full pilots were run in two
seventh-grade classrooms in two
schools. Teachers were thoroughly
trained in the new approach,
and the model was repeatedly
adapted to address their
real-time feedback.
2013–PRESENT
IMPLEMENTATION &
EVOLUTION
Today the technology-enabled
learning model is being implemented
in all 29 of Innova’s schools. Innova
continues to work with its 940-plus
teachers to help them use this new
approach. It also regularly runs parent
engagement sessions; seeks feedback
from teachers, coaches, and students;
and iterates on its methodology
and curriculum.
Khan Academy. In it the teacher was positioned as a
facilitator rather than the sole lesson provider.
The intervention design challenge was that parents might object to having their children learn via
laptops in the classroom, and teachers might rebel at
the notion of supporting learning rather than leading it. So after six months of preparation, Innova
launched a full-scale pilot and brought in parents
and teachers to design and run it.
The pilot demonstrated that students, parents,
and teachers loved the model, but some of the assumptions were far off base. Parents didn’t object
to the teaching approach; in fact, they insisted that
the laptops not be taken away at the end of the pilot.
Additionally, 85% of the students used the laptops
outside classroom hours. The model was tweaked on
the basis of the insights from the pilot, and both the
parents and teachers became huge advocates for the
Innova model in nearby locations.
Word of mouth spread, and soon the schools were
fully enrolled before they were even built. Because
Innova had a reputation for innovation, teachers
wanted to work there, even though it paid less than
the public system. With 29 schools up and running,
Innova is now on track to meet its goal of 70 schools
by 2020 and plans to expand into every market in
Peru and even markets outside the country.
Spreading the wealth. If it followed conventional business wisdom, Intercorp would have focused on the richer parts of the country’s capital,
Lima, where a middle class was naturally emerging.
But Rodríguez-Pastor recognized that the provinces
needed a middle class as well. Fostering one there
obviously involved job creation. One way Intercorp
could create jobs was to expand its supermarket
chain, which it had purchased from Royal Ahold in
2003 and renamed Supermercados Peruanos.
In 2007 the chain began establishing stores in the
provinces. Local consumers were certainly receptive to the idea. When one store opened in Huancayo,
curious customers queued up for an hour or more to
enter it. For many it was their first experience with
modern retail. By 2010 the chain was operating 67
supermarkets in nine regions. Today it boasts 102
stores nationwide.
Early on, Intercorp realized that retail ventures
of this kind risked impoverishing local communities
rather than enriching them. Though a supermarket
September 2015 Harvard Business Review 63
SPOTLIGHT ON THE EVOLUTION OF DESIGN THINKING
did provide well-paid jobs, it could hurt the business
of local farmers and producers. Since they were small
scale and usually operated with low food-safety standards, it would be tempting to source almost everything from Lima. But the logistics costs of doing that
would erode profit margins, and if the chain crowded
out the local producers, it might destroy more jobs
than it created.
Intercorp thus needed to stimulate local production through early engagement with local businesses.
In 2010 the company launched the Perú Pasión program, with support from the Corporación Andina de
Fomento (an NGO) and Huancayo’s regional government. Perú Pasión helps farmers and small manufacturers upgrade their capabilities enough to supply
their local Supermercados Peruano. Over time some
of these suppliers have even developed into regional
or national suppliers in their own right.
Currently, Supermercados Peruanos sources 218
products, representing approximately $1.5 million
in annual sales, from Perú Pasión businesses. One
HBR.ORG
is Procesadora de Alimentos Velasquez. Originally
a neighborhood bakery serving a few small nearby
grocery shops, it began supplying a Supermercados
store in 2010, generating just $6,000 in annual sales.
Today, thanks to Perú Pasión’s help, it supplies three
stores for nearly $40,000 in annual sales. Concepción
Lacteos, a dairy producer, is another success. In 2010
it began supplying its local Supermercados store for
about $2,500 in annual sales. In 2014 it supplied 28
stores, including the chain’s upscale outlets in Lima,
and generated $100,000 in sales.
Intercorp’s success in boosting the middle class
in Peru depended on the thoughtful design of many
artifacts: a leading-edge bank, an innovative school
system, and businesses adapted for frontier towns
across Peru. But equally important has been the design of the introduction of these new artifacts into
the status quo. Rodríguez-Pastor carefully mapped
out the steps necessary to engage all the relevant
parties in their adoption. He deepened the skills of
the executives on his leadership team, increased the
design know-how of his people, won over teachers
and parents to the idea that a conglomerate could
provide education, and partnered with local producers to build their capacity to supply supermarkets. In
conjunction with well-designed artifacts, these carefully designed interventions have made the social
transformation of Peru a real possibility rather than
an idealistic aspiration.
“...and this is our meeting simulation tank,
where associates train for the rigors of long-term sitting.”
64 Harvard Business Review September 2015
Tim Brown is the CEO and president of the
international design consulting firm IDEO and the
author of Change by Design (HarperBusiness, 2009). A
professor at and former dean of the Rotman School of
Management, Roger Martin is a coauthor of Getting Beyond
Better (Harvard Business Review Press, forthcoming) and
Playing to Win (Harvard Business Review Press, 2013).
BURNS
THE PRINCIPLES of this approach are clear and consistent. Intervention is a multistep process—consisting
of many small steps, not a few big ones. Along the entire journey interactions with the users of a complex
artifact are essential to weeding out bad designs and
building confidence in the success of good ones.
Design thinking began as a way to improve the
process of designing tangible products. But that’s
not where it will end. The Intercorp story and others
like it show that design thinking principles have the
potential to be even more powerful when applied to
managing the intangible challenges involved in getting people to engage with and adopt innovative new
ideas and experiences.
HBR Reprint R1509C
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