Rotman Management Magazine - Fall 2013
David Kelley has
infused his thinking into the legendary
design firm he founded more than 20 years ago, creating
thousands of breakthrough inventions and a growing
appetite for Design Thinking.
by Charlie Rose
EDITORS NOTE: In
January of 2013, Design Thinking reached a milestone when 60 Minutes featured
“one of the most innovative thinkers of our time; a man who has had an enormous
impact on our everyday lives.” Chances are, many viewers hadn’t heard of this visionary;
but for our readers, his name was familiar. Following is an adapted excerpt
from the segment, which indicates just how far Design Thinking has come in a
few short years.
DAVID KELLEY IS THE of
the Silicon Valley global design firm IDEO.
His
company has created thousands of breakthrough
inventions,
including the first computer mouse for Apple,
the
stand-up
toothpaste tube, and a better Pringle for Procter
&
Gamble.
IDEO may just be the most influential product design
company
in the world.
Kelley
is a pioneer in ‘Design Thinking’ — an innovative
approach
that incorporates human behaviour into design. “The
big
thing about Design Thinking,” he says, “is it allows people to
build
on the ideas of others. Instead of having just one thread,
you
think about it, and come up with an idea, then somebody else
says,
‘Oh, that makes me think we should try this, and then we
could
do that.’ You get to a place that you just can’t get to with
one
mind.”
If
you follow him around IDEO, as I
recently did, you can
see
how Kelley has infused this thinking into the Palo Alto firm
he
founded more than 20 years ago. Breakthrough ideas happen
here
every day, and the key to unlocking creativity at IDEO may
be
its unorthodox approach to problem-solving. Basically, they
throw
a bunch of people with different backgrounds together in
a
room. On a recent visit that included a business specialist, an
aerospace
engineer, a software engineer and a journalist. On
another
day, it might include doctors, opera singers and anthropologists.
Such
diversity of thought demands a certain corporate
culture,
of course.
“The
hard part is the cultural aspect: creating an environment
where
a diverse group of people can work together, and
having
them get really good at building on each other’s ideas,”
says
Kelley. At IDEO, they actively encourage wild ideas and visualize
solutions
by making prototypes; but the main tenet underlying
it
all is empathy for the consumer: figuring out what humans
really
want and need, by watching them.
“If you
want to improve on a piece of software, all you have
to do
is closely watch someone while they’re using it, note when
they
grimace, and correlate that to where they are in the software
program.
Then, you fix it. Our goal is to build a high degree of
empathy
in people, so they can understand others by closely observing
them.”
In
other words, user experience can communicate what innovators
need
to focus on. This is a concept that had its genesis
in
1978, when Kelley and some Stanford pals took to the notion
of
mixing human behaviour and design and started the company
that
would eventually become IDEO. One of their first clients
was
the owner of a fast-growing personal computer manufacturer
by
the name of Steve Jobs.
“Steve
Jobs basically made IDEO,” says Kelley, “because he
was
such a good client. We did our best work for him.” The two
became
friends, and Jobs would often call Kelley at 3 a.m. “We
were
both bachelors at the time; he’d call in the middle of the
night
and be like, ‘Hey, it’s Steve.’ Of course, at that hour, I knew
it
was him. There was never a preamble; he would just start right
in: ‘You
know those screws that we’re using to hold the two things
together
on the inside?’ I mean, he was deep into every single aspect
of
things.”
Kelley’s
company helped design dozens of products for Apple,
including
Apple III, Lisa and the very first Apple mouse — a
descendant
of which is still in use today. According to Kelley, Jobs
once
said to him, “For 17 dollars, I want you to make a mouse that
we
can use for all of our computers.” Kelley and his colleagues
had
to figure out how to do that — how a user would move their
hand
and how to make the thing move on the screen. “At first, we
thought,
‘We’ve got to make it really accurate, so that if you move
the
mouse one inch, it’s moves exactly one inch on the screen.
But
after we prototyped it, we realized that didn’t matter at all,
because
your brain is ‘in the loop’; the real challenge was to make
it
intuitive for a person to use.”
Even
after they solved that monumental problem, Jobs still
wasn’t
satisfied. “Steve didn’t like the way the ball [inside the
mouse]
sounded on a table. So we had to rubber-coat it. Well, this
was a
huge technical problem, because the rubber ball couldn’t
have
any seams in it. We had to get it just right.”
I had
to ask: “Suppose you had said to him, ‘We can’t do
that.’
What would he have said?” “Well,” said David, “the expletives
that
I would have heard can’t be repeated here, but it would
have
been something like, ‘I hired you guys because I thought
you
were smart. You’re letting me down’.”
Since
then, design thinking has led to thousands of breakthroughs,
from
redesigning Zyliss kitchen
tools so they’re easier
to
use, to coming up with a heart defibrillator that talks to you
during
an emergency. IDEO even came up with TiVo’s
‘thumbs
up,
thumbs down’ button, which basically makes your TV smarter
because
it learns what you like and what you don’t. This is why
Steelcase,
a company that has been building furniture for 100
years,
turned to IDEO to reinvent a classic product: the traditional
classroom
chair.
“When
we looked at that old wooden thing with the dog legs,
it
was awful,” he says. “If you watch kids closely, right away you
notice
that the main thing they need is a place to put their backpack;
so we
created a place for that. The next thing you notice is
that
they’re fidgety — they like to move around. That’s why we
added
wheels, so they can move around a bit. Once again, it was
about
empathy — really trying to understand what young students
value.”
Today,
IDEO is working with clients all over the globe, using
that
same intuitive human point of view to improve access to
safe
drinking water in India and Africa, redesign school systems
in
Peru and help The North Face expand
its brand in China.
Kelley
has always been good at coming up with ingenious solutions
to
everyday problems. His first job was at Boeing,
where
he
was part of a team that designed the lights around airplane
passenger
windows, as well as a milestone in aviation history: the
‘lavatory
occupied’ sign.
He
says the seeds of who he is today can be traced to his
childhood
in Barberton, Ohio, “the passenger tire capital of the world,” where he learned
the value of building things with
his
hands. “In my family, if the washer broke, we didn’t go out
and
order the part; we tore the washer apart and tried to make
a new
part to fix it. That was part of the game — knowing that
you
were capable of fixing things. One of the best stories my
mother
tells is, the time I took the family piano apart; the problem
was,
it wasn’t that interesting to put it back together, so this
big
harp-shaped thing just sat in our living room for most of
my
childhood.”
David
was in his 20s, working unhappily as an engineer,
when
he heard about Stanford University’s product design program.
What
he learned there would transform his life. “When I
got
to Stanford, it was heaven. It was the synthesis of art and engineering,
and
it was wonderful.”
It
was shortly after that that Steve Jobs came into the picture.
For
over 30 years they worked together and were close friends.
The
biggest misconception about Jobs, according to Kelley, is
that
he was malicious — that he enjoyed being mean to people.
He
wasn’t, says Kelley: “He was just trying to get things done
right,
and you had to learn how to react to that. He did some truly
lovely
things for me in my life.”
For
one thing, Jobs introduced Kelley to his wife, KC
Branscomb.
And
Jobs was also there for him when the unthinkable
happened:
in 2007, Kelley was diagnosed with throat cancer —
and
given a 40 per cent chance of survival. Jobs, already suffering
from
his own deadly cancer, gave him some advice. “Steve
came
over and said to me, ‘Look, don’t even consider any of that
alternative
stuff — go straight to Western medicine’. I think, in his
mind,
he had made a mistake by trying to cure his own cancer in
other
ways, and he was like, ‘Don’t mess around’.”
When
the two had cancer at the same time, they became
very
close. “One day I was at home, sitting around in my
skivvies,
waiting for my next dose of something. It was the day
after
the iPhone was released, and Steve called to say he had
one
for me! My own iPhone, delivered by Steve Jobs! He decided
to
hook it up for me, so he gets on the phone with AT&T,
but it
doesn’t
go well. Eventually he pulls the, ‘I’m Steve Jobs’ card —
and I’m
sure the guy on the other end was like, ‘Yeah buddy, and
I’m Napoleon’.
We never did get the iPhone hooked up that day.”
When
he learned he was sick, “Steve focused more on his
kids
than anything else,” says Kelley. “That focus on family was
something
he taught me. I started to think a lot about my daughter,
and
what her life would be like if I wasn’t around; and that
was
really motivating.”
It
was around this time that Kelley decided to commit himself
to
something even bigger. He approached Stanford University
and a
wealthy client named Hasso Plattner with
the idea of
setting
up a school dedicated to human-centered design. “Hasso
thought
that was a great idea and said he’d help me. He ended up
funding
the whole thing — giving Stanford $35 million. He actually
asked
me, ‘How much do you need?’ Sometimes I wish I had
said
$80 million.”
Kelley
now runs the groundbreaking and wildly popular
Hasso
Plattner Institute of Design at Stanford. Otherwise
known
as the ‘d. school’, it is recognized as the first program of
its
kind dedicated to teaching design thinking as a tool for innovation
— not
just to designers — but to students from all different
disciplines.
Twice as many Stanford grad students want to
take
classes as are seats available. The lucky 500 students in the
program
augment their master’s degree studies in Business,
Law,
Medicine, Engineering and the Arts by solving problems
collaboratively
and creatively, and immersing themselves in the
methodology
Kelley has made famous.
But
there are no degrees. That is something Steve Jobs talked
him
out of. “He said to me, ‘I don’t want somebody with one
of
your flaky degrees working for me; but if they have a Computer
Science
degree or a Business degree, and then they learn this way
of
thinking on top of that, I’d be really excited about that.”
Today,
Kelley’s cancer is in remission. He spends more time
doing
the things that he cares about most, including tinkering in
his
workshop with his 15-year-old daughter, Clara. When I ask her
what
goes on in there, she says, “Everything. Really: everything!”
David
adds, “Our big project is right over there, which is to
make
a 3D printer. We call it a ‘printerbot’, and it’s a little machine
that
makes three-dimensional objects in much the same
way
that a printer puts ink on a page.”
His
love of making things is as much a part of his DNA as
his
appreciation for the automobile, which he calls ‘the most important
object
in our lives’. Almost every day, you can find him
driving
his ‘54 Chevy pickup truck between Stanford and IDEO,
inspiring
the design thinkers of tomorrow and quietly shaping
the
future.
Before
I leave, I tell him this: “If I could write the first line
of
your epitaph it might be, ‘David Kelley helped people find the
confidence
in their creativity…’
“That
would be lovely,” he says.
‘And
changed the world’, I would add.
When it comes to design, one size does not
fit all. The design
framework that we have developed at IDEO
over the years is not
a definitive step-by-step process for
design. However, it can be
seen as a recipe to learn from. Just add
your own fertilizer, water
and soil and see what you come up with.
Phase 1:
Understanding. If
you’re going to develop something
new in a certain area, you need to start by
talking to the people
who know that area best. If you want to
design a great new medical
device, for instance, you have to really
immerse yourself in it: study
the state of the art, go out and talk to
the experts, do research. In
my experience, you will be really surprised
at how quickly you can
get up to speed, even in a highly technical
area.
Phase 2:
Observation. You
can learn plenty by interviewing
people, but we believe that you learn
different, even more important
things from observing them. That’s why we ‘get
out there’ on a regular
basis, travelling around the world,
wherever there are interesting
people with interesting needs. We’ve
watched nurses and seen the
problems they experience with shift
changes, and we’ve watched
people using vending machines. What we have
found is, if we’re going
to have some kind of breakthrough, it often
occurs at this stage.
If you see somebody having trouble using
something, or if they
seem unhappy or scared, there is a need for
innovation. By observing
people and building empathy for them, you
will start to have
insights about them. While it won’t be
obvious at first, you will begin
to notice what they really value. Because
Design Thinking is a team
sport, it is best to have all sorts of
different eyes doing the observing.
We might have a business person, a
technology person, and a
psychologist or anthropologist, so they all
notice different things.
Phase 3:
Visualization. Okay,
so now you’ve seen what the problems
are; you know what you need to fix, and you
have some big
ideas from the observation phase. Now it’s
time to visualize some
possible solutions. By this stage, you will
have developed a point of
view: you might think, for example, that ‘the
problem with checking
into a hospital is that it’s too redundant —
that you should be able
to do some things in advance of getting
there’. That’s your point of
view, and then you start building systems:
you start making physical
things out of cardboard — prototypes, or
videos that show what
the solution might be. If it’s a service,
like checking into a hospital,
you would make a video of what you think
would be a really cool,
efficient and better way. You are basically
‘painting the future’ in this
phase.
Phase 4: Iteration. Now it’s time to
start showing the prototype
around. In the Visualization phase, you
haven’t worried about
being wrong, or been too careful about the
whole thing — you’ve
just cranked out a few possible prototypes
or videos of the ‘better
future’. The prototypes we make are not
precious: they’re really
quick and dirty — just a way to get our
ideas out, so that we can
get help from other people. Now, in the
last phase, you are engaging
the brain power of everybody else. The big
deal about this
entire process is the iteration part:
rather than having meeting after
meeting and planning incessantly, quickly
come up with something,
you show it to some users, take their
feedback and do it over
— again and again. That’s iteration, and it
is extremely powerful.
It’s the reason why I often give my
students the same problem over
and over again: because no matter what the
problem is, you can
always get to an even better answer.
-David Kelley
Charlie Rose is the co-host
of CBS This Morning and
has hosted a latenight
talk
show on PBS since 1991. He also contributes to 60 Minutes.
The
preceeding is an adapted excerpt from a segment that aired January 6,
2013
on 60 Minutes.
Published with permission from CBS.
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