| ▲ | HillRat 3 hours ago | |||||||
Design thinking, at least in its formal STS approach, is essentially applied sociology; it's about using various toolkits to build a sufficient understanding of a domain from the "inside out" (using desk and field research) so that you can design valuable experiences that build upon the expertise of those actually inside the domain. In this, it's a bridge between UX/product and users/stakeholders (technical stakeholders are admittedly too often an afterthought, but that's a process problem). If anyone comes in and attempts to blindly shove workshops at you without first conducting in-depth research, interviews, and field studies in your domain, then they are (without resorting to the One True Scotsman) not doing design thinking, they're doing cargo-cult brainstorming. (It's also a process orthogonal to agile development, since by definition it's a linear process that needs to be conducted prior to developing the actual product features and requirements.) The books and papers the OP cites are solid (Rittel and Webber, Buchanan, etc., though TRIZ, I think, is rather oversold), but in my experience the problem with most design thinking practitioners is that they aren't qualified sociologists and ethnographers, so a lot of design thinking is basically a reinvention of the last century of sociological middle-range theory and ethnographic principles, without being strongly informed by either, likely due to the field's foundation in early software requirements studies. | ||||||||
| ▲ | randcraw 2 hours ago | parent [-] | |||||||
That's a great answer that offers concrete insight into what design thinkers are trying to achieve. And it seems like they have a chance to succeed if they also employ iterative experimental methods to learn whether their mental model of user experience is incorrect or incomplete. Do they? | ||||||||
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