Writings about the business of design and strategy.

A recent article by Don Norman brings up some valuable and provocative questions about the value of design research. I read it as an extension of his previous shift in thinking about the value of usability analysis, where he concluded that it was vital for good to design, but it didn't lead to great design. In this new article he argues that design research has not led to breakthrough innovations or products, but is better suited for improving existing products and technologies.
I actually agree with much of what he says, though I see the definition of design research he's using as overly narrow. More on that in a moment.
He starts the article with:
I've come to a disconcerting conclusion: design research is great when it comes to improving existing product categories but essentially useless when it comes to new, innovative breakthroughs. I reached this conclusion through examination of a range of product innovations, most especially looking at those major conceptual breakthroughs that have had huge impact upon society as well as the more common, mundane small, continual improvements. Call one conceptual breakthrough, the other incremental. Although we would prefer to believe that conceptual breakthroughs occur because of a detailed consideration of human needs, especially fundamental but unspoken hidden needs so beloved by the design research community, the fact is that it simply doesn't happen.
He then goes on to list a number of breakthrough products (actually categories of products) that design research didn't have a hand in:
The Airplane, The Automobile, The Telephone, The Radio, The Television, The Computer, The Personal Computer, The Internet, SMS Text Messaging, The Cellphone
Design research did not exist in its current form when any of these technologies or products came about, so of course it did not have a hand in their development. However, the reason these ones took off was because someone recognized a user need, and shaped the technologies to address that need, adjusting the form of the technologies as the need evolved. So it was not formal design research, but it certainly was an attentiveness to understanding how the technology would be used, which is a key element of design research.
Invention and Innovation
We have to be careful about distinguishing between technological invention, and innovation. Technologies are invented all the time, many of which - as Don notes - are not immediately very useful, and which need refinement before they can become appealing to the mass-market. This is often where innovation plays a role, and where design research can help shape the rough technology into something that people will actually want and be able to use. I don't see any shame in design research not being present at the moment of invention - it still has a valuable role to play.
Design research takes place when design happens, and design is a downstream activity from scientific and technology invention. So it's not surprising that it has not launched new-to-the-world technologies. Could it do so in the future? Sure, it's early days yet. To have that kind of impact it would need to move more upstream, and to an extent that process is already underway.
But I do agree with Don's basic point that gaining a deep understanding of user needs does not in and of itself necessarily lead to a reframing of a technology or a business problem. This touches on something that we have been talking about a lot at frog recently - the pendulum has swung so much toward doing user research that we (as a profession) risk losing the magic that comes from conceptual thinking. The seductiveness of evidence and insight that comes from design research can push inspiration, intuition, hypotheses, hunches and non-linear thinking to the sidelines. Analysis overwhelms creativity.
Good design researchers are keenly aware of this of course, and seek to provide the appropriate balance for each project, making analysis and inspiration as sparring partners. An unscientific survey of colleagues and blog posts indicates that others are recognizing the issue and working to push the pendulum back the other way to a more balanced position.
Design research is not (just) user research
This brings me to my last point, one where I do have a disagreement with how Don sets up the article: he equates design research with user research.
Design research has many definitions, but within the product cycle, it consists of studies aiming to understand the activities, desires, and needs of the people for whom a product or service is desired. Design researchers use a wide variety of methods, but all of them, whether it be ethnographic observations, systematic probes, or even surveys, questionnaires, and focus groups aim at one thing: to determine those hidden, unspoken needs that will lead to a novel innovation and then to great success in the marketplace.
This is a very typical definition, but one that I reject. Design research can be, and should be, much more than user research. It should include research into technologies, brands, macro trends, retail settings, competitors and comparatives, and a company's own IP and capabilities. In my book I refer to this as multi-vector research - where we examine multiple vectors of data types simultaneously, and seek insights by finding the patterns across the vectors, not just within a single vector (e.g. user research).
As every design researcher knows, users can be myopic in their expression of needs, and we do everything we can to get at the underlying needs. If we expand our vision to include these other vectors then they can give us a better view into needs and - importantly - opportunities, than going by user needs alone.
Design is not solely about creating products that users want - design, like politics, must balance many requirements. Users are of course a very important stakeholder in those requirements, but designers are tasked with also working with the requirements of engineering, manufacturing, brand, technologies, costs, etc. Likewise, design research does itself a disservice if it only looks at user needs - its scope needs to match that of design itself.
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Design Research makes it not about being a genius.
Tennyson Pinheiro - December 15, 2009
Excelent post. O love Don's work on human desire psychology, but i also do think that Design Research was taken too narrow on his polemic declaration.
If by one side you can set yourself some limits by analyzing too much insight data ,by the other hand to do not deep dive on desires in a commoditized world is a high risk of failure and irrelevance.
All the inventions that were shown in Don's article are great "time-changing" inventions, but they are all technology driven innovations, led by people considered "genius" by the society.
Let's take also in consideration not tangible innovations like in services that provide a great experience, where to do not deep dive on branding, competition and desires makes it impossible to get it right. And even those great services that we know didn't directly name it Design Research (Disney in it's beginning for example), have stories that tell us that a human-centered-discovery approach was taken, as that of Walt Disney's giving gum's on the entrance and shadowing people to count steps before they throwed the gum paper on the ground, this resulted on a trash can each 30 step.
Let's also not leave aside social innovations, where if you do not understand deeply the needs, desires, roots, culture, enviroment and other key elements you will design something worse than irrelevant, it will be something that those people in need can not embrace due to deep rooted limitations that can not be easly overcome.
That way i do agree that only user centered will not do everything, and that it needs to be holistic enough to give you a full perspective. And i also agree and believe, that Design Research is the future pre-req for innovation (meaning not only high tech high amounts of R&D money innovation) in a world where people has access to almost everything, and everything is 10 seconds away of becoming a commodity. And where money is not so disposable anymore as it was before.
Innovation in my opinion it is not a "genius" skill, it comes indeed by trully connect with the entire context you are designing for . In that way, with properly techniques and practice i believe everyone can innovate in a field, a service or a product.
What good is design research
Terry love - December 15, 2009
Might be helpful to remember some of the main aims of design research over the last 50 years include:
1. To automate design activity
2. To reduce the high level of catastrophic design failures (as well as failures to succeed in the market) 3. To improve design productivity and the amount and quality of national design outputs 4. To reduce industry and business reliance on a small cadre of primadonna individuals 5. To increase design process speed and reduce time to market 6. To help address multi-disciplinary design process communication and collaboration issues 7. To bridge design, R&D and marketing departments 8. To enable those commissioning design to have the benefits of the use of mathematically-based optimization tools by designers.
9. To improve design document management 10. To integrate design and production processes 11. To help automatically address statutory requirements for conforming to standards and recording decisions for purposes of legal liability.
12. To help automate design of environmentally sustainable design and production processes.
13. To commoditize design activity as a service 14. To extend knowledge about best practices in automating design activity into other realms (e.g. education design, organizations design , information management etc)
Design researchers seem to have progressed well on most of these. Mostly, the outputs have emerged as computer software.
This situation seems to align well with and support four simultaneous changes in design professions that can be observed currently:
1. Increasing technicalisation of design activity in ways that require more scientific skills 2. Commoditisation, reducing many design activities to operating computers that use expert systems that replace the designer to create designs.
3. A transition by designers who focus on aesthetic issues backwards towards "design as 'styling'"
4. Emergence of new fields of design practice that require postgraduate levels of reasoning using academic knowledge in the sciences, social sciences, business and biological sciences.
Best regards
Terry