IBM Design Thinking Field Guide
IBM Design Thinking Field Guide
Field Guide
We all think.
IBM Design Thinking is how we come up with the
answers to our toughest problems. It’s a way for us
all to think together—to work as one and make a
difference in the life of a user.
What’s inside?
Divided into two sections, this field guide provides a high-level
overview of IBM Design Thinking:
LEARNING IT
A summary of the fundamental concepts of IBM Design Thinking
LEADING IT
A quick reference for facilitating essential IBM Design Thinking
activities on your team
LEARNING IT
Explore Evaluate
“Designers don’t try With IBM Design Thinking, we have added three scaling practices
to search for a solution until they to the conventional design thinking approach—Hills, Playbacks,
have determined the real problem, and even and Sponsor Users—to help extend design thinking to the complex
then, instead of solving that problem, they stop to problems and teams a global organization like IBM has. These
consider a wide range of potential solutions. Only practices enable our teams to gain focus and alignment and ultimately
then will they finally converge upon their proposal. to develop truly great product outcomes.
This process is called design thinking.”
—Don Norman,
author, The Design of Everyday Things
Learn more
Hills are user-centric statements that define the mission and scope
of a release and focus the work on desired market outcomes. At any
given time, you should be working on no more than three major project
objectives—Hills—plus a technical foundation. Each individual Hill
articulates a clear and containable scope defined to be achieved in
one release or in a finite set of releases.
Design for real target users rather than imagined needs. Sponsor
Users should be real people, not personas or “types.” They participate
Sponsor Users are real people with with your team during the entire development process under NDA.
real opinions. They’re actual users Sponsor Users should attend Playbacks. Ideally, a Sponsor User
can actually present the product demo during your Playback Zero.
you can build your product with.
Involve your whole team. Finding Sponsor Users is not the
responsibility of a single person or discipline—everyone on your team
should be contributing ideas for Sponsor Users.
Social media
IBM Customer Councils
Learn more
Your IBM sales organization
LinkedIn
IBMers can find out much more about Co-working spaces
Your own experiences
Sponsor Users in this Designline episode: Meet-ups
[Link]/ibmdesignline_sponsorusers Friends and family
Fellow IBM colleagues
Conferences
Craigslist ads
…and others!
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LEARNING IT
TAKE-BACK TIPS
Be choosy. For any particular release, focus your work on one or two
of the six experiences.
It ain’t a checklist. Rather, use the six experiences as a lens to DISCOVER, TRY, AND BUY
ensure that your team is holistically considering all of your user’s How do I get it?
product experiences.
GET STARTED
User, user, user. The six experiences can help organize dispersed
How do I get value?
teams (including sales, support, and marketing) around user-focused
outcomes.
EVERYDAY USE
How do I get my job done?
SUPPORT
How do I get unstuck?
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LEARNING IT
Like the style and structure of a spoken language, the IBM Design
Language is crafted with similar units of expression to create different
products that work together. We invite you to use our language and
join the conversation at IBM Design.
TAKE-BACK TIPS
Learn more
Radical collaboration
Radical collaboration
“Radical collaboration” means that all key stakeholders are part of
co-creating great user experiences from the beginning. For your team
to take full advantage of IBM Design Thinking, you need to commit to a USER EXPERIENCE TECHNOLOGY
TAKE-BACK TIPS
BUSINESS
Good collaboration needs good tools. Create a “tool chain” of
integrated collaboration tools that enable stakeholders from each Offering Management
Organization
discipline to share their work-in-progress with other disciplines
while working day-to-day in the tools that fit their discipline best.
Don’t slip back into the waterfall. If you start to find your team
simply reviewing artifacts after-the-fact with stakeholders from other
disciplines: STOP AND START OVER with broad, up-front, and active
participation in their creation.
TAKE-BACK TIPS
Get outside. Great offering managers “get out of the building” to Build and
Deliver
discover real user experiences to improve upon. User, market, and
competitive research provide the fact base for all offering decisions.
Learn more
Agile and
IBM Design Thinking Individuals
and interactions
There’s a great deal of shared “DNA” between Agile and IBM
Design Thinking: individuals and interactions over processes and
tools, working prototypes over comprehensive artifacts, customer
collaboration over contract negotiation, and pivoting for change Agile principles Responding
over sticking to the original plan. IBM Design Thinking incrementally to change
delivers great user experiences, while Agile incrementally delivers Radical
great enabling software. What links them most closely is the collaboration
continuous cycle of experience maps and Playbacks.
Working
deliverables
TAKE-BACK TIPS Continuous
delivery and
learning
Everyone grooms the backlog. After Playback Zero, all disciplines
collaborate on a release backlog. Throughout the release cycle, leaders Customer
from each discipline meet to groom the backlog, updating the priority collaboration
as necessary and ensuring that the top of the backlog represents Focus on
outcomes IBM Design Thinking
current priorities and stays true to the “minimum delightful experience.” for users principles
WHITEWATER TOOLS
Currently, each tool in the program is undergoing close inspection Slack: A messaging app for teams offering a wide range
of integrations with other tools and services along with
to make sure you can use them in an IBM Confidential environment.
powerful search.
IBM teams that have access to the fully-secure environments can
begin exchanging confidential information in these tools right away.
Choose wisely. When choosing tools for your whole team to use,
consider the entire makeup of your team and decide if everyone
Bluemix Dedicated: A Platform as a Service that enables
would benefit from using the industry standard tools that Whitewater developers to quickly and easily create, deploy, and manage
is offering. Project teams in the IBM Design Hallmark program can applications on the cloud.
onboard to the Whitewater program and then pick-and-choose only
those tools that are “right” for their team.
Top secret? Not all of the tools that IBM product teams want will be
immediately ready for IBM Confidential information. When using a tool’s
free trial, be sure to check the Whitewater website to find out when or if Learn more
it is expected to be “IBM Confidential Approved.”
IBMers can follow the evolution of Whitewater, check tool
status, and leave feedback at [Link]
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LEADING IT
LESS WRITING, MORE DRAWING Remember, this is not a cookbook or a set of recipes. Nor is it a
Different words mean different things to different people. Instead, process or methodology. It’s a set of recommended practices that will
try making a quick or crude sketch to communicate your idea. help you think orthogonally and move beyond feature-centric delivery.
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LEADING IT
INSTRUCTIONS
2. Ask team members, “What about this project are you really excited
about? What has potential? And what are you concerned about?
What do you think won’t work?”
3. Diverge, with each team member writing one “hope” or “fear” per
sticky note and applying it to the appropriate area on the map.
TAKE-BACK TIPS
Let it persist. Keep the artifact posted where team members can see
it and refer back frequently to track progress. Place stars on “hopes”
notes that become realized and remove “fears” notes that melt away.
“Fears” that persist should be directly addressed.
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LEADING IT
Stakeholder Map
WHEN YOU MIGHT USE THIS TIME
INSTRUCTIONS
TAKE-BACK TIPS
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LEADING IT
Empathy Map
WHEN YOU MIGHT USE THIS TIME
INSTRUCTIONS
1. Draw the map and its four quadrants: Says, Does, Thinks, and Feels.
2. Sketch your user in the center and give them a name and a bit of
description about who they are or what they do.
3. Diverge, with each team member writing one observation per sticky
note and applying it to the appropriate quadrant of the map.
TAKE-BACK TIPS
Involve your users. Share your Empathy Maps with your Sponsor
Users to validate or invalidate your observations and assumptions.
Better yet, invite them to co-create the artifact with your team.
Go beyond the job title. Rather than focusing on your user’s “job
title,” consider their actual tasks, motivations, goals, and obstacles.
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LEADING IT
INSTRUCTIONS
1. Draw four rows and label each: Phases, Doing, Thinking, and Feeling.
2. Fill in the phases, one per sticky note. Don’t worry about what the
“next phase” is; iterate through the scenario at increasing resolution
until you are comfortable with the level of detail.
TAKE-BACK TIPS
It’s not about the interface. Rather than focusing on the user’s
pathway through a product’s user interface, pay close attention to the
job tasks they actually perform in order to accomplish their goals.
Warts and all. When creating the As-is Scenario Map, it’s important to
articulate your user’s actual current experience—don’t neglect tasks or
qualities that are not ideal or positive. Be honest and thorough.
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LEADING IT
INSTRUCTIONS
4. Cluster similar ideas and converge on a set that you would like to
take deeper using Scenario Maps or Storyboarding.
TAKE-BACK TIPS
Say yes to the mess. Avoid evaluating or dismissing ideas while you’re
generating them—dedicate a period of time to get everyone’s thoughts
onto the wall and only then begin to discuss what’s been shared.
Everyone has ideas. Don’t make the mistake of leaving idea generation
only to the designers, the engineers, the offering managers, or the
executives. Everyone has a unique perspective on the user and the
problem, so everyone should contribute ideas for solutions!
Stay out of the weeds. Evaluate which ideas are important and
feasible (using a Prioritization Grid) before deep-diving into the details.
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LEADING IT
Prioritization Grid
WHEN YOU MIGHT USE THIS TIME
When many items (such as ideas, Hills, scenarios, or 30–90
user stories) are being considered, this activity helps minutes
your team evaluate and prioritize them by focusing
discussions on importance and feasibility.
INSTRUCTIONS
1. Draw two axes: Importance to the user (low to high) and Feasibility
for us (difficult to easy).
3. Once many items are on the grid, begin to discuss with your
teammates and reposition them in relation to each other—do
certain ideas seem more important or less feasible than others?
4. Avoid spending too much time discussing items that fall into the
“unwise” zone unless you believe they have been mis-categorized.
TAKE-BACK TIPS
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LEADING IT
Needs Statements
WHEN YOU MIGHT USE THIS TIME
INSTRUCTIONS
TAKE-BACK TIPS
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LEADING IT
Storyboarding
WHEN YOU MIGHT USE THIS TIME
INSTRUCTIONS
TAKE-BACK TIPS
Comics aren’t just for kids. Try thinking of your storyboard like a
comic strip. Combine quick sketches with speech and thought bubbles,
action bursts, captions, and narration.
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LEADING IT
Any time you feel that your team’s work needs a 30–90
“reality check,” use this activity to identify and minutes
prioritize what assumptions are being made, what
you’ve been guessing about, and what your team
still doesn’t know.
INSTRUCTIONS
4. Once many items are on the grid, begin to discuss and reposition
them in relation to each other—how certain are you in knowing the
correct answer to the question, and how risky is it if you’re wrong?
TAKE-BACK TIPS
Do this early and often. Risk will never disappear, but the sooner you
recognize and evaluate your team’s assumptions and questions, the
more quickly you can act to reduce the risk they pose.
Don’t hold back. Be honest about the questions you have and the
assumptions you’re making—even if you’re afraid of appearing naïve.
An unasked question will forever go unanswered.
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LEADING IT
Feedback Grid
WHEN YOU MIGHT USE THIS TIME
INSTRUCTIONS
1. Draw the grid and its four quadrants: Things that worked, Things
to change, New ideas to try, and Questions we still have.
3. Cluster similar ideas and discuss. Search for patterns and themes.
TAKE-BACK TIPS
The sooner, the better. Use the Feedback Grid to capture ideas in
real-time during a meeting or workshop. Or do the activity immediately
following a Playback or a cognitive walk-through with a user.
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