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13. Digital transformations and their design – renewal of the socio-technical approach

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Deel III Voorbereiden op een ver<strong>and</strong>erend werkveld<br />

problem”<br />

challenge<br />

outcome<br />

“<strong>the</strong><br />

discover define develop deliver<br />

Figure 1: The double diamond diagram showing problem space <strong>and</strong> solution space<br />

(adapted from Design Council, 2019)<br />

The double diamond methodology (Design Council, 2015) states that <strong>design</strong><br />

starts with exploring <strong>the</strong> problem space by discovering <strong>and</strong> defining what<br />

<strong>the</strong> challenge is before developing (including testing <strong>and</strong> refining) multiple<br />

solutions <strong>and</strong> narrowing down <strong>the</strong> solution space to one solution to deliver.<br />

The red lines in <strong>the</strong> diagram show that <strong>design</strong>ing means repeatedly opening<br />

<strong>the</strong> space before narrowing it down again. And while <strong>the</strong> “challenge”, <strong>the</strong><br />

cross-over between problem space (discover <strong>and</strong> define) <strong>and</strong> solution space<br />

(develop <strong>and</strong> deliver), <strong>and</strong> <strong>the</strong> “outcome” are depicted on one linear line, it is<br />

well understood in <strong>design</strong>erly <strong>approach</strong>es that <strong>the</strong> refined challenge at <strong>the</strong> end<br />

<strong>of</strong> <strong>the</strong> discover <strong>and</strong> define activities might differ substantially from <strong>the</strong> initial<br />

challenge <strong>of</strong>fered. Equally <strong>the</strong> outcome need not be a linear consequence <strong>of</strong><br />

<strong>the</strong> refined challenge. Note also that various dotted blue arrows indicate that<br />

<strong>the</strong> sequence discover-define-develop-deliver is not seen as linear, ei<strong>the</strong>r.<br />

Ra<strong>the</strong>r, <strong>design</strong>ers might (<strong>and</strong> probably will) revert <strong>and</strong> pursue o<strong>the</strong>r routes<br />

<strong>of</strong> discover, define, develop, <strong>and</strong> deliver, to explore <strong>the</strong> problem <strong>and</strong> solution<br />

space more widely.<br />

The five stages <strong>of</strong> <strong>design</strong> thinking, as illustrated in Figure 2, represent a similar<br />

process that starts with underst<strong>and</strong>ing <strong>the</strong> problem before creating <strong>and</strong><br />

testing various solutions:<br />

• empathize (to underst<strong>and</strong> <strong>the</strong> real concerns <strong>of</strong> stakeholders);<br />

• define (to find out <strong>the</strong> deeper roots <strong>of</strong> <strong>the</strong> needs);<br />

• ideate (to explore <strong>and</strong> generate solutions);<br />

• prototype (to make tangible objects for some ideated solutions);<br />

• test (to evaluate <strong>the</strong> prototypes with <strong>the</strong> end-users <strong>and</strong> learn from <strong>the</strong>m).<br />

12

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