Design Thinking
Design Thinking
Design Thinking
Human-centered
outcomes at
speed and scale
At IBM, we define design as the intent behind an outcome.
We use design thinking to form intent by developing
understanding and empathy for our users.
What’s inside?
Divided into two sections, this field guide provides a high-level
overview of Enterprise Design Thinking:
LEARNING IT LEADING IT
A summary of the A quick reference for
fundamental concepts facilitating essential
of Enterprise Design Thinking Enterprise Design Thinking
activities on your team
Learn more
HILLS
Align complex teams around a common understanding
of the most important user outcomes to achieve.
PLAYBACKS
Bring your extended team and stakeholders into the
loop in a safe, inclusive space to reflect on the work.
Learn more
Get aligned
State your intent: Hills turn users’ needs into project goals, helping
your team align around a common understanding of the intended
outcomes to achieve.
WOW
Learn more
Stay aligned
Not everyone has time to be in the loop on every project. Depending
on your perspective, over time, it might seem like the project is
drifting off-course, or that your stakeholders are out of touch with
Playbacks
what your team has learned.
TAKE-BACK TIPS
Reflect together in a safe space to No surprises! Leading up to milestone Playbacks, hold meetings
and working sessions with all necessary stakeholders to gain
give and receive criticism. consensus and share work-in-progress along the way.
Show before you tell. Playback decks should have a strongly visual
emphasis based on the work—not contrived synopses or feel-good
scenarios.
Sponsor Users
your team to help you deliver an outcome that meets their needs.
While Sponsor Users won’t replace formal design research and
usability studies, every interaction you have together will close the
gap between your assumptions and their reality.
Invite them to observe, reflect, Design for real target users rather than imagined needs.
Sponsor Users should be real people, not personas or “types.”
and make with you. They participate with your team during the entire development
process under Agreements.
Learn more Potential users are all around us. You can find users in surprising
places like conferences, meetups, and through social media. But
Enable you and your team to work with
when engaging Sponsor Users, be sure to follow secure and ethical
Sponsor Users: ibm.biz/SponsorUsers
practices and maintain compliance with all IBM policies.
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Design a
are framed by universal experiences. Each experience offers
opportunities to solve unmet needs and emotionally bond people to
better way
our products and experiences, or offerings. When someone is “trying”
your offering, they should create value just as if they were “using” it.
for people to
Take your user to heart.
The people we serve’s, or our users’, worlds are inevitably more
enjoy flowers
complicated than what’s observable on the surface. Zoom out. Strive
to understand their end-to-end experience, what you’re asking them
to do, and the impact it will have. In enterprise business, process-
based dependencies often impact the user. We must be authentically
thoughtful in our design of an experience, and respect what a user
needs from across all experiences.
TAKE-BACK TIPS
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Radical collaboration
Radical collaboration
“Radical collaboration” means that all key stakeholders are part of
co-creating great user experiences from the beginning. For your
USER EXPERIENCE TECHNOLOGY
team to take full advantage of Enterprise Design Thinking, you need
to commit to a cross-discipline way of working throughout Design Engineering
the entirety of a release. Organization Organization
Keep in mind: when teams fail, it’s not usually because they didn’t
have great ideas. It’s probably because they didn’t include the people
who had them. Radical collaboration is about proactively including
diverse perspectives and disciplines in our conversations—see the
principle of “diverse empowered teams” on page 3. When you’re not
sure who to invite to a conversation, err on the side of inclusivity.
BUSINESS
TAKE-BACK TIPS
Offering Management
Organization
Good collaboration needs good communication. As your team
starts to work together, come to agreement on a set of expectations
and a system for communicating with each other. Create a “tool chain”
of collaboration tools that lets stakeholders share their work-in-
progress while they work day-to-day in the tools that best fit their role.
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.
N-in-a-box. Whenever possible, go beyond “3-in-box” (design,
engineering, and offering management) to include other disciplines
such as content design, sales, marketing, and support in design thinking
activities, key decisions, workshops, and milestone Playbacks.
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Define and
Offering managers are empowered to act as entrepreneurs to
Prove
explore new markets of users with new user experiences. They are
responsible for leading the co-creation of “whole” offerings that
deliver value across all of the six universal experiences.
Measure and
Evaluate
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
Enterprise Design Thinking
There’s a great deal of shared “DNA” between Agile and Enterprise
Design Thinking: individuals and interactions over processes and IBM Agile Academy
principles Iteration &
tools, working prototypes over comprehensive artifacts, customer learning
collaboration over contract negotiation, and pivoting for change Restless
over sticking to the original plan. Enterprise Design Thinking helps reinvention
you discover what problem to solve, while Agile helps you plan how
to solve it. What links them most closely is the continuous cycle of
Self-directed
experience maps and Playbacks. whole teams
Diverse
empowered
teams
TAKE-BACK TIPS
Clarity of
Hypothesis-driven design and development. Create measurable outcomes
hypotheses describing what you think success looks like and then Enterprise Design
Focus on
investigate and possibly pivot when reality doesn’t meet your user outcomes Thinking
principles
expectation—positively or negatively.
In addition to this field guide, you can sign up for access to more
online learning and resources at ibm.com/design/thinking. There,
you will find comprehensive courses designed to help you take the
next step in your design thinking journey and work toward your
Enterprise Design Thinking certification. With an account, you will
also gain access to a full, digital library of the activities in this guide.
DIGITAL EXPERIENCE
Enterprise
comprehensive online training program, and unlock the tools that
you need to practice it in your day-to-day.
Design Thinking
and team progress through the official Enterprise Design Thinking
badging program.
Education
Access online educational resources
Learn more
designed to help you practice design
Individuals and teams can begin a free trial of the
thinking today. online learning by visiting: ibm.com/design/thinking
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Mantras Activities
of the
This section of the field guide contains activities for your team to use
Master Facilitator every day to help you practice radical collaboration and put the user
at the center of your project. Each activity can be used in isolation
or as part of a broader set of activities with your team and Sponsor
LESS TALKING, MORE WRITING Users. Think of each activity as a tool that helps you establish the
Everyone should capture lots of ideas onto sticky notes Enterprise Design Thinking framework, understand your user’s
and post them on the wall before discussing them. problems and motivations, explore new concepts, prototype
designs, and evaluate with stakeholders.
LESS WRITING, MORE DRAWING
Different words mean different things to different people. Instead, Remember, this is not a cookbook or a set of recipes. Nor is it a
try making a quick or crude sketch to communicate your idea. process or methodology. It’s a set of recommended practices that will
help you think orthogonally and move beyond feature-centric delivery.
QUANTITY OVER QUALITY
Ideas with big potential can be killed easily by TAKE-BACK TIPS
negative attitudes, so first get lots of ideas posted
to the wall and then discuss and distill.
Space and supplies. Prepare your workspace with pads of sticky
notes of various colors, some Sharpie® markers, and a drawing
MAKE EVERY VOICE HEARD surface—a whiteboard or large pad will do. These tools encourage
Everyone has a Sharpie®. Everyone has a pad of sticky notes.
every team member to engage in the thinking behind the design.
Everyone contributes ideas. Everyone’s ideas are valid.
If your team is distributed, there are plenty of virtual substitutes—
see page 20.
INCLUSIVE, WHOLE-TEAM APPROACH
Don’t make decisions without involving people that
Conversations and collective decisions. The activities
will act on them. Everyone pitches in to fill the gaps!
contained here are intended to encourage focused and productive
conversations between multiple disciplines on your team. The
YES, AND… value isn’t in having a completed artifact—it’s in doing the activities
It’s easy to play the devil’s advocate. Instead,
together so that you can agree on the right course of action together.
push yourself to build on your teammates’ ideas
by saying, “Yes, and…” while iterating.
If you’re sitting down, you’re having a meeting. Get everyone up
and active—it’s difficult to include many voices when one person is
BE HONEST ABOUT WHAT YOU (DON’T) KNOW
Sometimes you won’t have all of the answers—that’s
standing at the front of the room. If you have lots of participants,
okay! Actively work to admit and resolve uncertainty, break them up into working groups of 5–8 people and frequently
especially on topics that put your project most at risk. playback to each other.
Learn more
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.
© 2018 IBM CORPORATION v3.5W
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Stakeholder Map
WHEN YOU MIGHT USE THIS TIME
INSTRUCTIONS
TAKE-BACK TIPS
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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.
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
© 2018 IBM CORPORATION v3.5W
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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.
in the As-is.
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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
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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Prioritization Grid
WHEN YOU MIGHT USE THIS TIME
When many items (such as ideas, Hills, scenarios, 30–90
or user stories) are being considered, this activity minutes
helps 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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Needs Statements
WHEN YOU MIGHT USE THIS TIME
INSTRUCTIONS
TAKE-BACK TIPS
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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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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.
© 2018 IBM CORPORATION v3.5W
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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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Experience-Based Roadmap
WHEN YOU MIGHT USE THIS TIME
INSTRUCTIONS
2. Begin writing ideas directly related to your vision and plotting them
in the Long-Term column. Starting each idea with “Our user can…”
or “Our user will be able to…” helps keep the ideas user-focused.
4. Once many ideas are on the grid, begin to discuss with your
teammates and reposition them in relation to each other—do
certain ideas need to be implemented in the near-term, or can
they wait until a future release?
TAKE-BACK TIPS
Let them eat cake. Many IBM teams use the metaphors of “Cupcake,”
“Birthday Cake,” and “Wedding Cake” to describe the ideas on their
roadmap, respectively, as being near-term, mid-term, and long-term.
What will you learn? The best roadmaps explicitly describe what
you expect to learn at each stage. Once you deliver to market, what
will you learn about your users, domain, product, capabilities, and
competition? Use these learnings to further define your roadmap
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