Community-based, human-centered design
jnd.org
jnd.org
This offers no solution with regards to the transendence between the principles and the output. And reads to me just like marketing material for a process which will cost you way more than it will ever solve.
If one want to introduce a new framework you prove it you dont propose it, it has to be based on some skin in the game. Dons like IDEOs design thinking is a way to make money first and formost.
To understand where I am coming from i wrote this a while back
http://000fff.org/getting-to-the-customer-why-everything-you...
(Disclosure: Don is a relative.)
I would like to these issues addressed going forward: (And please don't take this as a list of reasons why this won't work; these are all things that I think can and eventually will be addressed.)
1. How do the stakeholders learn what is or isn't technically feasible? (I've seen stakeholders propose cumbersome solutions because they had no idea that the technology existed to make something better.)
2. How do the stakeholders learn about the non-obvious trade-offs between different design options? (As a trivial example: Lots of first-time product designers learn the hard way not to use white for the plastic exteriors of electronics. Why? It's extremely difficult to get white plastic to have a consistent color, and the two halves of the shell won't match. Even Apple, with their massive budget, struggles with this.)
3. How do stakeholders learn about prior art in the field? There's rarely a good reason to reinvent the wheel, and there's even more rarely a good reason to repeat other people's mistakes.
4. How do the stakeholders communicate their design to the engineers accurately and unambiguously?
5. How do you accomplish all of the above without constraining the stakeholders to design by multiple choice (which is still inherently limited by an outside expert's idea of what is and isn't going to be useful to the stakeholders) or forcing them to become domain experts themselves?
If I have a suggestion off the cuff to address (some of) these issues, it would be to make a tiered set of design tools available. Level 1 would be straightforward multiple-choice, level 2 would be a mix of fill-in-the-blank and click-and-drag, up to level N using the same tools as the professionals. Community stakeholders could then decide for themselves what is the appropriate trade-off between flexibility and time investment.
To the extent that a designer isnt needed neither is the non designer who should be doing to design instead.
Perhaps this assertion is patently obvious within the field, and doesn't need a reference, but for those of us less familiar with human-centred design are there any well known instances of human-centered design being "effective and[/or] productive"?
I wrote about it several years ago
http://000fff.org/getting-to-the-customer-why-everything-you...