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Welcome back to the deep Dive. 
If you've ever looked at a 

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complex problem, you know, 
whether it's organizational 

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inertia, customer retention, or 
even improving public services 

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and thought, there has to be a 
more creative way to solve this 

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than today's deep dive is for 
you. 

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We're pulling apart Design 
Thinking, or DT. 

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It's a methodology that started 
with graphic and product 

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designers, but has since just 
exploded into this essential 

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strategy for tacking complexity 
in, well, every field 

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imaginable. 
That's right. 

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We've synthesized the sources to
get you immediately to the core 

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concepts. 
Our mission today is to define, 

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you know, the necessary 
conditions for using DT, explain

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why this approach is so 
fundamentally different from 

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traditional problem solving, and
then walk through the three 

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interconnected phases, 
inspiration, ideation and 

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implementation that really 
define the designers mindset. 

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This is your rapid deep 
shortcut. 

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I love that phrase the designers
mindset, because while design 

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thinking feels incredibly 
modern, sort of Silicon Valley 

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approved, the sources are quick 
to point out that the 

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techniques, things like empathy,
maps, rapid prototyping, they 

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have roots stretching way back 
to the 1960s, borrowed directly 

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from architecture and industrial
design. 

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It was an operational shift, 
really. 

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For decades, these techniques 
were used to make sure a new 

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lamp was functional or a new 
user interface was intuitive. 

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Right for physical things. 
Exactly. 

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Yeah, The turning point was the 
realization that these human 

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centered techniques, they 
weren't restricted to physical 

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objects. 
They could solve organizational 

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challenges, educational 
deficits, or even policy issues.

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And the company most responsible
for taking this mindset 

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mainstream in the 90s and really
formalizing the phrase design 

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thinking is IDO, the US based 
design consultancy. 

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They're famous for helping 
design Apple's first 

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commercially successful mice, 
among many other foundational 

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products. 
They really proved that this 

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human centered, iterative 
approach could generate genuine 

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market disrupting innovation. 
And that innovation is precisely

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the goal. 
But we need to establish a very 

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important caveat right off the 
bat, a point our source is 

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really stress. 
DT is not a universal panacea. 

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You don't use it for every 
business problem. 

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When do we use it then? 
If someone is listening and has 

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a task list, how do they know 
which items deserve the DT 

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approach? 
You should deploy design 

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thinking specifically for 
problems where both the problem 

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and the solution are unclear. 
Uncertainty is the key 

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ingredient here. 
OK, let's use the contrasting 

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examples from the material to 
really make that distinction 

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stick for you. 
Say a company is hired to build 

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a robust web-based system for 
managing online multiple choice 

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exams. 
That is a clear cut case. 

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The problem is defined, we need 
a testing platform and the 

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solution is known right? 
A web application with standard 

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features like user accounts, 
database integration, greeting 

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mechanisms. 
You use standard, often agile 

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based practices here. 
So user stories talking to a 

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product owner. 
Exactly. 

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That's sufficient to identify 
requirements and execute the 

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project. 
You don't need a designer to 

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question the fundamental premise
of multiple choice exams. 

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Now let's switch gears. 
A major university wants to 

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develop an innovative method for
teaching software engineering to

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the next generation of students.
That is a massive conceptual 

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leap. 
The demand is totally unclear. 

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They don't know if the solution 
involves a new curriculum, A 

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mandatory internship program, or
maybe developing a new 

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collaborative software suite 
entirely. 

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They don't even know if software
is required. 

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Exactly. 
The university is dealing with a

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deeply uncertain future state. 
Design thinking is essential 

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here to unpack the true needs of
the learners and prototype 

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potential educational models 
before committing huge 

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resources. 
So if you're staring at 

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complexity and you don't even 
know what questions to ask, 

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that's your trigger for DT. 
Absolutely, and fundamental to 

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managing that uncertainty is the
team structure itself. 

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DT processes rely on 
multidisciplinary teams. 

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You need professionals from 
development, marketing, 

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education, maybe anthropology 
all working together. 

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Why is that multidisciplinarity 
so crucial though? 

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Can't a smart team of four 
engineers just solve the 

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problem? 
Because if everyone is looking 

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at the problem through the same 
lens, say a purely technical 1, 

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you will always arrive at a 
technical solution. 

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You risk developing a faster 
horse. 

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You risk developing a faster 
horse. 

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A multidisciplinary team breaks 
that professional bias, 

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maximizing the chances of 
generating those truly 

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out-of-the-box ideas needed for 
innovative solutions. 

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That sets the stage perfectly. 
Now we can get into the process 

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itself. 
The sources remind us that DT is

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not a checklist, not a strict 
algorithm. 

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It's characterized by three core
activities, inspiration, 

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ideation, and implementation. 
Let's start with the foundation 

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inspiration. 
Inspiration is synonymous with 

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deep, radical empathy. 
Before proposing anything, 

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designers have to internalize 
and genuinely experience the 

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problem from the perspective of 
those who are affected. 

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The users, how far did they go 
to gather that kind of insight? 

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I mean, it has to be more than 
sending out a survey, right? 

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Miles more, Yeah. 
The techniques are rooted in 

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ethnographic studies, intensive 
interviewing, visiting users in 

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their workplaces, observing 
behaviors in their natural 

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environments. 
It's about uncovering the 

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unspoken needs, the subtle, 
everyday frustrations that users

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might not even realize they 
have. 

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This is where those great 
stories that define design 

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thinking come in. 
The sources share that powerful 

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anecdote from Tim Brown, the 
former IDEO executive. 

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A designer was tasked with 
improving customer care at a 

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hospital. 
So instead of just relying on 

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patient interviews or comment 
cards, the designer simulated 

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having a broken foot, right? 
They put themselves in a 

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wheelchair and tried to navigate
the waiting rooms, the check in 

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process, the appointment 
scheduling. 

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They deliberately experienced 
the service first hand. 

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That level of dedication is 
necessary because it reveals 

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things no survey or interview 
ever would The subtle 

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infrastructural failures or, you
know, the emotional distance in 

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the care process. 
That is next level dedication, 

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but it sounds incredibly time 
consuming and quality, so this 

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raises a challenge. 
DT gives less emphasis to 

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traditional instruments like 
large scale surveys or 

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quantitative market research. 
Why sideline what most companies

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rely on as reliable data? 
It's not about ignoring data 

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entirely. 
It's about prioritizing insight 

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over sheer volume. 
Quantitative data tells you what

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happened. 
Design thinking cease to 

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understand why it happened and 
what hasn't happened yet. 

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We always rely on those 
legendary quotes to explain the 

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limitation of just asking users 
directly. 

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The faster horse phenomenon. 
Precisely Henry Ford's reputed 

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line. 
If I'd asked customers what they

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wanted, they would have told me 
a faster horse. 

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Users are constrained by their 
current reality. 

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They can describe the pain, but 
they can't leapfrog into 

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innovation. 
And Steve Jobs echoed that 

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sentiment decades later. 
He said people don't know what 

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they want until you show it to 
them. 

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Exactly. 
So the designer's job is to read

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between the lines of what the 
customer says they need and 

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infer A revolutionary solution 
they haven't even conceived of 

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yet. 
Yes. 

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Our role is to uncover the 
latent needs, and to help us do 

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that, the inspiration phase uses
some powerful advanced 

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techniques. 
The first is paying attention to

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extreme users. 
This is fascinating. 

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Why focus on the margins? 
Why look at the children, the 

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elderly, the early adopters, or 
the very best and worst 

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performers in a system? 
Because average users tend to 

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smooth out the data, they hide 
infrastructure weaknesses. 

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Extreme users push the system to
its breaking point. 

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If you design a process that 
successfully accommodates the 

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most technologically illiterate 
elderly user or the most 

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demanding power user early 
adopter, you create a robust 

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solution that works seamlessly 
for everyone in between. 

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Their needs aren't just 
magnified, they reveal hidden 

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constraints and unexpected 
potential. 

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And the second technique in this
inspiration phase, which is 

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maybe the most intellectual 
demanding, is reframing. 

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This means intentionally 
changing the fundamental 

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definition of the problem the 
client originally brought to 

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you. 
It's transformative. 

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You step back and say the 
problem isn't what you think it 

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is. 
The example from the sources is 

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brilliant. 
A publisher struggling to sell 

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books. 
The expected path is better 

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marketing, better distribution, 
maybe cheaper paper. 

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The usual stuff, right? 
But the team reframes the 

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problem entirely. 
They redefine the core assets. 

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What do you mean? 
They realize the core asset 

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isn't the physical book, it's 
the curated intellectual content

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within the catalog. 
By reframing the problem from we

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are bad at selling books to we 
are inefficiently delivering 

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knowledge, they completely shift
the solution space. 

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And they start offering online 
courses based on their catalog. 

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Exactly. 
It transforms the business model

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entirely. 
Drive from the same core assets.

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That is the power of the 
designer's mindset. 

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It's not about optimization, 
it's about transformation. 

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So we have our inspiration, our 
deep empathy, our reframed 

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problem. 
Now we shift into phase two 

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ideation. 
Ideation is where we generate 

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and rapidly test those 
possibilities. 

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It has two main highly active 
sub processes, divergent and 

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convergent thinking and then 
prototyping and testing. 

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Let's talk about that thinking. 
Dynamic. 

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Divergent thinking is the blue 
sky moment, right? 

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You go wide quantity over 
quality, sketching, 

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brainstorming, no judgement. 
The necessary chaos. 

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Generating hundreds of ideas, 
conventional or unconventional. 

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Yes, since the goal is 
innovative solutions, you have 

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to maximize your volume of raw 
material. 

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We rely on the wisdom of the two
time Nobel Prize winner Linus 

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Pauling. 
To have a good idea, you must 

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first have lots of ideas. 
If you only generate 10 ideas, 

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the best you can hope for is an 
incremental improvement. 

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So you fill the whiteboard and 
then you apply the brakes and 

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move to convergent thinking. 
Which is the necessary 

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discipline? 
It's narrowing down grouping, 

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prioritizing and discarding the 
non feasible or less impactful 

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ideas. 
The team collaboratively 

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determines which limited set of 
solutions is worth the 

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investment of prototyping. 
And once you have those few best

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ideas, you jump straight into 
the second ideation activity, 

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prototyping and testing. 
But you mentioned low fidelity 

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is key. 
Why not build something polished

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right away? 
You must fail cheaply and 

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quickly. 
Prototyping is about making the 

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abstract tangible without a 
major investment. 

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The sources highlight that 
famous IDO anecdote. 

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When they built the very first 
mouse prototype for Apple, they 

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weren't using high grade 
plastics or advanced machinery. 

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They used a roll on deodorant 
ball and a margarine container. 

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Exactly. 
That is the genius of Low 

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Fidelity. 
It cost pennies. 

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You build it in an afternoon and
you put it in a user's hand. 

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The user immediately tells you 
the shape is wrong or the 

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placement of the button is 
awkward. 

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You learn what's wrong before 
you spend $100,000 on tooling. 

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Right, It manages financial risk
while maximizing learning. 

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The prototyping can get tricky 
if you're not building a 

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physical object. 
I mean, if you're designing a 

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service or a new software 
interface, how do you manage 

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that low fidelity test? 
For services, it sometimes 

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requires setting up an 
improvised physical space, maybe

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using cheap furniture or 
Styrofoam to simulate the user 

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journey, much like the designer 
simulating the broken foot. 

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For software interfaces or 
complex processes, you use 

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storyboards. 
Storyboards being simple 

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drawings or visual narratives 
that depict the users step by 

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step journey through the 
proposed new service or 

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interface. 
Exactly. 

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They serve as effective 
prototypes because they allow 

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the team and the user to 
identify friction points and 

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logical flaws before a single 
line of code is written or a 

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single policy is finalized. 
They are cheap, fast and easy to

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modify. 
So we've been inspired, we've 

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ideated and prototyped, and 
we've selected a viable, tested 

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solution. 
This leads us to the final phase

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implementation. 
Now this phase sounds like the 

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handoff to the rest of the 
organization, marketing, 

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production, sales. 
It's more than a handoff, it's 

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accompaniment. 
Once the solution is chosen, the

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designer has to help shepherd 
its execution. 

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The implementation phase 
involves assisting with 

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organizational explanation, 
communicating why this radical 

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new solution was chosen, and 
helping develop the 

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communication and marketing 
strategies. 

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That sounds critical, especially
for a radical reframing like the

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publisher example changing the 
business from books to courses. 

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The design team has to sell that
radical shift internally. 

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Precisely if the idea generated 
an ideation is truly innovative,

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it may not conform to the 
organization's existing 

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structure or sales channels. 
The implementation phase 

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addresses that organizational 
inertia. 

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The designer provides the 
context and the human centered 

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narrative that proves this 
strained new idea is exactly 

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what the user actually needed. 
No, you just walked us through 

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inspiration, ideation, and 
implementation. 

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Hearing it laid out that way, it
sounds like a perfect linear 

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assembly line. 
But our sources are very clear 

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that this is a common and 
dangerous misconception. 

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Absolutely. 
Design thinking is fundamentally

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non sequential. 
It is always possible and 

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usually necessary to loop back 
to a previous stage. 

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The process is iterative, not 
linear. 

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What's the most common reason 
you would loop backward? 

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Well, say you're deep in the 
ideation phase brainstorming 

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ideas, and you realize that all 
your best ideas rely on 

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understanding how a specific 
minority user group interacts 

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with technology data you just 
didn't gather during the initial

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research you have. 
A blind spot. 

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A huge 1. 
So you have to stop, loop 

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immediately back to inspiration,
conduct those specific 

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ethnographic studies, and then 
return to ideation armed with a 

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necessary insight. 
Or conversely, you build the low

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fidelity prototype, test it with
real users, and it fails 

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spectacularly. 
You don't just push it into 

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implementation anyway. 
You can jump back to ideation or

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potentially even all the way 
back to inspiration to redefine 

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the need and generate a new 
path. 

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That constant iterative 
movement, often illustrated by 

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interconnected loops, is what 
defines DT. 

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It's a learning cycle, not a 
production line. 

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The solution emerges through 
continuous refinement and user 

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feedback, not by following a 
rigid set of steps. 

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So what does this entire 
framework, this ability to 

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empathize deeply, generate 
widely, and iterate 

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relentlessly, require from the 
individual? 

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What are the essential traits of
a successful design thinker 

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according to Tim Brown? 
The traits are rooted in 

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synthesis and perspective. 
First, the capacity to identify 

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patterns hidden within complex, 
often contradictory information.

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Second, the skill of taking 
those identified fragments and 

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synthesizing brand new novel 
ideas. 

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And perhaps most vital, the 
ability to genuinely empathize 

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with people who are 
fundamentally different from 

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oneself, moving beyond self 
reference. 

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That makes design thinking feel 
less like a methodology manual 

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00:14:38,760 --> 00:14:41,400
and more like a mastery of 
perspective And intellectual 

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agility is a powerful framework 
for tackling massive complexity 

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and deep uncertainty by focusing
relentlessly on the human 

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experience and daring to 
completely reframe the original 

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problem. 
Thank you for joining us on this

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deep dive.
