I did a short (20×20) presentation to the Designers Institute of New Zealand a couple of days ago. I can really recommend this presentation format - it’s a pig to prepare for, but it’s incredibly effective for making you really think about what you need to say. The presentation (heavily academicized and with some stuff on the end about what I’m hoping to do about it) is going to form the core of my preliminary review, which is due in a couple of months time - I figure now I’ve got it condensed down to almost nothing, expanding it to 30 pages or so should be a breeze.
The text and slides are below. A note on the slides: most of the images are either mine or came off flickr or wikimedia and are either GNU or Creative Commons licensed, but a few are taken from I can’t remember where on the web. I’m fairly comfortable that my use of high-res copies in the in the presentation and of thumbnails here is within “fair use” or “fair dealing” provisions, but if any of the imagery is yours and it offends you, let me know and I’ll pull it down.
The presentation is on the subject of how design can learn from other disciplines - primarily software and manufacturing - about managing their process. Since I come from the “hard” rather than “soft” end of design (i.e. engineering) I started by sticking a few stakes in the ground as to what I’m talking about when I say design - this probably doesn’t overlap much with the viewpoint of a lot of the audience, since many of them were from fashion or graphic design industries.
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The first point I want to make about design is it has a purpose. To me, all of these are designed objects. And all of them are designed for something. The purpose might be functionality, aesthetics, image, communication, or whatever. But what they have in common is the for. And the for’s not realized till the job’s complete. Completion is important.
The next thing about design is that it’s a process. It’s not enough to realize that what the world needs is a chilli banana chesecake – the job’s not done until the happy customers leave the restaurant, and slaving over the typeface of the menu is just as much a part of the process as the fun stuff in the kitchen developing the recipe.
The third thing is it’s an uncertain process. Novelty, by definition, means uncertainty. You can’t innovate in a perfectly controlled environment. And lets face it, in the small business environments in which most of us work, you can’t control the environment anyway. But the current innovation management methods try to do exactly that. And they fail.
They fail even in the big corporates they were designed for. In small, fast-growing tech businesses – the kind NZ needs – they’re exactly the wrong tools. Which is why nobody uses them. There’s plenty of research to show that most small businesses run design and product development by the seat of their pants. But winging it can only take us so far.
We need a way to keep a degree of control while letting creativity flourish. And oddly enough, we can find models for that where we might least expect them. The mass production paradigm has changed the world in the past century. But even in this controlled environment, the rise of lean manufacturing over the past 20 years has shown that flexibility and adaptability outweigh efficiency and control.
And in the IT world, the past decade has seen the waterfall software development model fighting a losing battle against the wide-eyed idealists of the Agile movement. What lean and agile share is an emphasis on people over process, flexibility over compliance to plan. But unlike the all-or-nothing approach we tend to have in the design world, these processes manage to combine flexibility with method.
It’d be nice to think we could just plug them straight into our design process. Unfortunately it doesn’t work like that. Agile straight out of the box relies heavily on the special characteristics of software. Lean has been translated into design management – not least by Toyota - but read a book like this one, and you quickly realise that plugging the Toyota system straight in to a small business would be both impossible and a disaster.
So we need to customize the tools. And that’s where my research lies – I’m going back to first principles and asking what these approaches have in common that can work for us. I don’t have any answers for you today, but I want to highlight some of the areas where there are lessons that could turn into tools.
I see the common thread coming from another unlikely area: industrial process control. Control theory tells us that to control an undefined process, you need to use frequent small adjustments. That means shortening the feedback loop as much as possible, and improving the system’s ability to respond to feedback. Both lean and agile focus on ways to do exactly that.
Lets look first at feedback. In design, feedback comes from generating information, learning from it, and adapting to it. That means getting the right info to the right people as early as possible and ensuring they can act on it. It means putting as much effort into surveys, tests and experiments as you do into the product: information gathering is a critical design activity and deserves respect.
It means working on cycle costs – the cheaper and faster it is to spit out a daft or prototype and get feedback on it, the more often you can do it and the faster and better you’ll learn. It means keeping the customer focussed on value not contracts: there’s no point in learning things if you can’t change course based on the new knowledge.
And it means keeping your options open. Once a decision is made it’s hard to unmake it. The right time to make irreversible decisions is as late as possible – at the last responsible moment. Planning needs to take this into account – plan like hell for the stuff you can predict, but don’t trap yourself into letting your plan make your decisions before you’re ready to make them.
Now lets talk about response. We’ve all been pushed to do stuff faster. Personally, I don’t believe design can be fundamentally sped up without compromises. Thinking takes as long as it takes, and if you try to do it faster you just get less of it. Maybe you’re lucky enough to cut out the low-value stuff, but mostly you just cut down quality. There’s a lot of evidence to show that the correlation between accelerated product development and profit is dodgy at best.
But there are argument for speed. Information is our stock in trade, and it gets lost, forgotten, and obsoleted. The photo here is the inside of a two year old Formula One engine. I took it – in public - about the same time Maclaren were being fined a hundred million bucks million for stealing one year old data. A hundred million to worthless in 1 year. F1 is an extreme case, but information depreciates fast.
What lean and agile show us is that to go faster, we shouldn’t focus on what we’re doing, but what we’re not.The leverage is in the gaps. There’s more time to be gained by keeping the work moving than by doing tasks faster. And the economics of information depreciation means it’s worth spending money on that. A job sitting waiting is bleeding money. We need to organize our processes around workflow.
A classic example of that is avoiding batch processing. Anyone been to the Coromandel? Remember the Kopu bridge? More importantly, anyone remember the two or three intersections after the Kopu bridge? Batches hold up the workflow – not just at the batchpoint, but downstream. They’re a convenient way to work – build it up till you’ve got enough to be worth doing – but they’re a bad way to work.
Another example is timeboxing. Keeping the job rolling to a rhythm lets feedback be incorprated smoothly and lets the players be ready when it comes their way. So instead of breaking it into chunks of work which take as long as they take, break it into chunks of time that achieve as much as they achieve. As long as you prioritize the important stuff within each time box, the 80/20 rule will work in your favour.
Another idea which I think has real value is extremism. Don’t do things by halves – take it to the limit one way or the other. In IT, finding bugs sooner is better. What’s the extreme of that? Finding them as they’re written. So Agilists put 2 people at one computer and do the dubugging simultaneously with the coding.What’s important in your process? And how do you turn the knobs on that up to 10?
Conversely, what can you turn right down? Lean gurus believe “if it’s not contributing value it’s waste”, and the agilists mantra is YAGNI – You Ain’t Gonna Need It. Elegance in design is the art of the minimum necessary. ISO9000 and suchlike encourage us to design processes like motorway bridges – we have to ask ourselves “how big a bridge do we REALLY need?”
I want to conclude by suggesting that design isn’t a machine, and we shouldn’t treat it as such. But neither is it a craft, and we shouldn’t treat it as that either. The design process is something that could benefit from some design, and, just as in the design of things, if we don’t take inspiration from outside our field, we’re letting ourselves down.