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Harshit P. Desai MIT Institute of Design, Pune, India harshitdesai@mitid.edu.in Keywords: User Driven Innovation, Meta Design, User Participation, Design in Use duboyaa mujhko hone ne, na hota mein to kya hota(Mirza Ghalib1) One interpretation the couplet is Im immersed in this world because of my being, what would exist if I didnt exist?
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The underlying assumption was that a steady state with well defined objectives and c lear
Now as society and business get increasingly interconnected, the traditional models become insufficient to understand the current situation and theorise about the future. One way to make sense of this complexity is to acknowledge the dual shift in our understanding of business. The first shift is in our conception about business which has changed from a linear, mechanical model to a biological to a socio-cultural model. The other shift is that of the methods of inquiry which has changed from an analytical method (science of independent variable) to a systems thinking (interdependent variables). (Gharajedaghi, 1999) This dual shift calls for looking at business as a multi-dimensional, socio-cultural system that is always in state of evolution as a living organism. Because of the dual shift, now it is getting increasingly difficult to conceptualise a steady state. Not only business is characterised by traits of a living organism, with a mind and consciousness of its own, all the other systems of our society are developing a life of their own. Two such systems are the ones of our concern- Design and Innovation. The same shifts that business is experiencing are also being witnessed by Design and Innovation and this has profound impact on Design and Innovation. In the following section, we look at how Design, Innovation and Business have evolved. The evolution is presented in the form of story with Design, Innovation and Business personified. The interplay between them is depicted as relationships between living entities. This restates the importance of the changed paradigm in which Design, Innovation and Business have to be seen as living systems. The story describes a general evolution and makes certain generalisations to keep it concise.
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Innovation was also in relationships with Quality, Marketing, Information Technology, Project Management and even Democracy which gave birth to Six-Sigma, Branding, ERP, Open Innovation (Chesbrough, 2003)etc Each relation of Innovation was influenced and mediated by Technology. So for Business to establish relationship with any of these off springs it was overtly dependant on Technology. This led to Business compromising THE most important relation that it ought to honour- the relation with Society. This strained relationship, between Business and Society, too resulted into off springs. Environmental Degradation, Income Inequality, Consumerism, Cultural Diversity Loss were some of these who actually grew up to be demons and became a nuisance to their parents. When Innovation looked towards Technology to tame these demons for Business it realised that Technology itself had a dual face. Dangerously, Technology was changing sides at times Technology was helping the demons to spread their wings- the very demons that it had to fight. This was a vicious circle where Technology was creating a problem and Business had to go back to Technology for solution. To make the situation worse one more close ally of Business- who enabled Business to reach all possible markets , across boundaries of counties and cultures and grow at an unprecedented pace, started proving a traitor. This ally was none other than the dynamic, intelligent poster boy of business- Capitalism. Society although aware of this Business-Capitalism relationship turned a blind eye towards this relationship. Society with the help of Government kept a check on this relationship through rules, policies, regulations and guidelines were relaxed. Society and Government were caught unawares when The Enron, WorldCom, Tyco International, Global Crossing, and Adelphia accounting scandals surfaced followed by the subprime meltdown of 2007-2008, double-dip recession and the EU debt crisis. (Martin, 2011) This maligned the image of Capitalism and of Business also. So much so that the veterans like Porter (Porter & Kramer, 2011), Kotler (Kotler, 2012) and Martin (Martin, 2011) criticised Capitalism for the damage that it had done. Among all this upheaval, Business had developed an interesting relation with a very unique but ubiquitous personality- Design. Design appeared to have come from different world, but soon Business realised that their intentions converged. Both of them were looking at solving problems, making the world a better place to live and enabling people to have a lifestyle that they wish for. This common intent ignited a spark and the relation started blooming. But as in any relationship, in spite of having the common intent, the approach, philosophy, thinking and practices of business and design appeared to be different. To make up for these differences, Design undertook a make-over initiative to appear to be more useful to Business. The first makeover came when Design got scientised. With its roots in the twentieth century modern movement of design and progressing through the design methods movement of the 1960s (Cross, 2001) and
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finally with an impetus from Simon (Simon, 1969), Design successfully acquired scientific avatar to fulfil the needs of Business in an industrial era.
Business appreciated this avatar and gave Design a place as Function in the world of Business. Partnering with Engineering, Design did a good job in making things look better and even work better. Business also was no longer able to excite Users with the help of these old pals. Design proved useful to create differentiation and Business saw a potential in this relationship with Design. Motivated by this, Design went on a second makeover. A sleek, professional avatar of Design came into being Design Thinking (Brown, 2008). This was a made-to-order avatar of Design for Business was very appealing to Business. It also assumed a title Design Management (What is design management?, 2010 ) to secure a place in the board room. Design also realised its potential beyond its traditional role. Because of its problem-solving lineage (Simon, 1969) (Buchanan, 1992) it could even help out business in solving problems. It could even few lessons to business on how to manage. (Boland, Collopy, Lyytinen, & Yoo, 2008). If need be, Design could also help Business reach to Innovation so that it need not rely only on Technology for it. This idea of being Design-Driven was supported by the old friend Marketing. Marketing anyways had turned old and wanted a helping hand. So now Business is happy. Innovation and Technology are anyways dry and emotionless so it hardly matters if they are happy or not. Design appears to be happy but somewhere there is a feeling of loneliness. Somewhere something is amiss. To aid Business journey towards Innovation, Design seems to have lost its own direction. Business, because of its prior commitments to Technology, is unwilling to change its path. So however hard Design tries to move up and provide higher order contribution to Business, it is again pulled back to its archaic role of making things look good and functional. In the story above, we can see a disconnect between the current practice of Business, Innovation and Design and the original purpose with which they started with. Business committed a mistake of treating Innovation as the end result. Losing sight of the objectives of delivering value to society and solving the problems that bother society by creating relevant offerings, Business currently is embroiled in fighting its own Frankensteins monsters. Innovation was to be a means and not an end. Innovation Management has produced theories, models and frameworks for How to achieve Innovation. (Basadur & Gelade, 2006) (Davila, Epstein, & Shelton, 2006) (Gloor, 2006) (Hippel, 2005) (Huston & Sakkab, 2006) (Piore & Lester, 2004) (Porras & Collins, 1994) (Chesbrough, 2003) (Christensen, 1997) (Nussbaum, Berner, & Brady, 2005) , but hardly anybody answered the Why and What For of Innovation.
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The mistake that Design made in its relationship with Business, and still is making, is that of trying to make and prove itself useful to Business. The old economy which was quite linear and comparatively simple nurtured an Innovation that largely followed the producers model. (Baldwin & Hippel, 2010) The dual shift described above has increased the complexity that conventional models and paradigms are insufficient to craft a better future. And whose future is it after all? It is our common future that we are talking about. And if its our common future we should be the ones to create it. Innovation should be means to reach this future and not the end. Business, Innovation and Design should be oriented towards framing and solving the problems that not only take us to this future, but also enable us to equip the coming generations to create a better future for them.
Towards User-Driven-Innovation
For the people to be capable of creating their future they should be empowered and provided an appropriate ecosystem where they have the freedom to do so. Tracing the lineage of Design in making things, Design is the most obvious candidate to bring about such empowerment. Changing existing situations into preferred ones (Simon, 1998), Silent Design, (Gorb & Dumas, 1987) and All men are designers. All that we do, almost all the time, is design, for design is basic to all human activity (Papnek, 1972) echoes that Design is capability inherent in all human beings. This capability of users (non-designers) has received enough attention both in Design as well as Innovation studies. User Centred Design and Participatory Design are the most popular approaches that attempt to bring about Innovation by involving users in different phases of design process. User-centered design approaches have given little emphasis and provided few mechanisms to support systems as living entities which can be evolved by their users. In user-centered design, designers generate solutions placing users mainly in a reactive role. In Participatory design despite the best efforts at design time, systems need to be evolvable to fit new needs, account for changing tasks, and incorporate new technologies. (Fischer, 2003) In Innovation studies concepts like Open Innovation (Chesbrough, 2003) Democratic Innovation (Hippel, 2005) and lately Reverse Innovation (Govindarajan & Trimble, 2012) have been proposed to leverage the capability of users to bring about Innovation. Democratizing Innovation comes closest to User-Driven-Innovation but it discusses the Innovation that User-Firms do. However, end user had very little control over the product in its Use Time. (Fischer, 2003)
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Thus the earlier approaches that attempt to bring about Innovation by leveraging the relationships with user fail to break the producers model of Innovation. A closer examination reveals that although successful in their own ways, all these approaches overlook the capabilities that users inherently have. They also discount the fast learning curve that todays users have and always put the users in a reactive role. This leaves out the numerous possibilities that can arise by empowering the users through Design to Innovate. Design can be one of the important agents that can bring about User-Driven-Innovation.
Is Design Ready?
For Design to empower the end user, Design should be ready with a sound conceptual and theoretical background to do so and evidence in practice that point to such possibilities. Fortunately, involving users in the Design Time and Use Time is not a new concept in Design literature. Such involvement of users in a larger continuum of design makes it possible to have situated perspectives on design activity. This has been used to develop design approaches and theory [Jones 1984, Redstrm 2006, Ehn 2008 as cited by (Botero, Kommonen, & Marttila, 2010). User participation in ICT and digital domain is a well researched phenomenon under HCI and its known that users engage in a continuous and dynamic process of learning, creative appropriation, domestication and shaping of technology (Haddon, Mante, Sapio, Kommonen, Fortunati, & Kant, 2006), (Shove, Watson, Hand, & Ingram, 2007)
(Fischer & Giaccardi, 2004) And (Fischer, 2003) have proposed the concept of meta-design. Objective of meta-design is to create socio-technical environments that empower users to engage in informed participation rather than being restricted to the use of existing systems. Garud et al (Garud, Jain, & Tuertscher, 2007) question the notion of completeness of Design. They argue that in a complex world, problems are ill defined, preferences are fluid and solutions emerge in action. In such situations, an emphasis on completeness is likely to result in the creation of designs that foreclose future options.
Kimbell (Kimbell, 2009) notes that, users through their engagement with a product or service over time and space continue to be involved in constituting what the design is. Vermaas et al (Vermaas, Houkes, & Ridder, 2005) talk about Altruistic amateur designers as persons that are not professionally trained designers or engineers who develop a new use plan for existing products and communicate this plan to others. Andrea Botero et al (Botero, Kommonen, & Marttila, 2010) propose the concept of Expanding Design Space which should be conceptualized as the space of possibilities for realizing a design, which extends beyond the concept design stage into the design-in-use activities of people
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Gero and Kannengiesser (Gero & Kannengiesser, 2012) with concept of Reflective Affordances proposes that range of use for a design can expand beyond what was intended by the designer. This also points towards the possibility of a user-driven innovation. Despite these advances on our understanding of design-in-use activities, the fundamental ways in which these activities are articulated in our everyday life practices and vice-versa have not been fully understood and analysed (Shove, Watson, Hand, & Ingram, 2007). So there is a need to consolidating the different approaches under a single umbrella and link it to Innovation. Moreover, visualising and mapping the relationship of Business, Innovation and Design in the changed socio-technological environment is also necessary so that value of Design is explicitly identified and clearly expressed. To absorb and integrate such innovation, Business should also have a framework which it can relate and identify with. The socio-technological and economical environment within which business has to operate is changing both- the society and the role of business in society.
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Image 1: Washing Machine Lassi Maker Users have ascribed a new meaning to washing machine by using it a different manner. It is the same product seen by Users in a different light and innovated a different use. There are many such examples where illiterate, uneducated users innovate to meet their daily needs. Lack of resources, poverty and inability to afford a better product often forces such innovators to use their ingenuity to find solution to their problems. Organisations working towards Grassroots Innovation (Smith, Arond, Fressoli, Thomas, & Abrol, 2012) are documenting such Innovations. Such not-so-radical innovations are a common phenomenon and often find mentions in consumer research reports, as shown below. Horlicks is used as health beverage for cattle in Bihar, in Haryana, Godrej Hair Dye is used to make a pitch black beauty out of a buffalo and North Indian weavers are using condoms. For what? Well, to protect their fingers! Just considering the fact that such innovations happening in rural India where 830 million (70%) of 1.2 billion Indians live, the idea seems particularly mesmerising. (The uses that hair dye, Horlicks and condoms are put to, 2005 ) Certain cases are clubbed together under Jugaad which is a Hindi word that loosely translates as "the gutsy art of overcoming harsh constraints by improvising an effective solution using limited resources." (Radjou, Prabhu, & Ahuja, 2011) Nobody talks of Nanos Innovation story only as an Engineering feat. It is undoubtedly a Design success. In the various solutions that come out of silent-innovation, Design is easily able to communicate the value it can bring. This highlighted role can communicate the real value of design to non-designers. When Design is open, accessible and closer to life, more and more people can adopt it in their own life and work. Taking Design beyond the Design Time, also helps to retain its value by making it part of the lived experience.
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To elaborate further consider the example of ageing population. By 2020, 50% of UK population will be over 50, 20% of US and 25% of Japan will be over 65. (Shaw, 2002), (Vincent & Velkoff, 2010) Without integrating this population in society and without appropriate products, services and system, these developments pose serious threat to the existing social systems, government policies and overall wellbeing of a society. (Overview of the European strategy in ICT for Ageing Well, 2010). This change will drastically drive the need for design solutions that address issues of vision, hearing, dexterity, mobility, memory and integration of ageing population into everyday life. Such Inclusive Design has to be flexible, provide more choice, control and promote social interaction. By all means Technology alone wont be able to deliver this value. So it is not about whether the Innovation is technology-led or design-led. More important is that it is User-Driven. The user may choose either Design or Technology or both. Users may even combine it with any other agent as long as it is able to solve the problem or fulfil the need. The role of Business in this context becomes to enable this process and act a platform operator. We will discuss this further in next section.
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Amazon.com is not just a retailer but also as a bundle of capabilities. Amazon could go beyond selling on its own account and also become a gateway for other merchants, and even get into entirely new businesses such as cloud computing services that are seemingly unrelated to the retail business.(Gupta & Wang,2010)
Even in purely manufacturing such platform model is evident in the case of most of the commercial vehicle manufacturers. What they produce is only the chassis, which are further customised and build by vehicle body builders and local fabricators. Such model not only raises the company up in the value chain but also creates and multiplies job and entrepreneurship opportunities in economy. Half the worlds economy is informal such innovation can truly be inclusive innovation.
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This same notion can be expanded to other non-designers. When Design is undisciplined, it will be easier for non-designers to identify with Design. It becomes a responsibility of a Designer to demystify the Design process. Design which is otherwise perceived as very esoteric, closed and specialised practice needs to be decoded and translated into a language that users can understand, relate to and appreciate. Unless this happens there is a risk that "Design Thinking is trotted out as a salve for businesses who need help with innovation." (Merholz, 2009) and society may fail to appreciate the true power of Design. The academic programs that attempt to marry Design and Business are based on three major approaches Including courses on business in Design program Separate programs on Design Management Courses on Design Thinking in Business schools
All the three approaches have their own merits and demerits but there is common flaw that needs to be addressed for all three. Business Courses, taught in Design schools or Business schools still fall under the older paradigm. Moreover, the majority of business courses exist from a time when design as a s ource of competitive advantage (Martin, 2009) was unheard of. Therefore most of these courses dont reflect the changes that Design has been through past few decades. So any education program that combines Design and Business should address this issue and present both Design and Business in their changed avatar.
Discussion
The Industry segments have their own dynamics within which each firm has a different vision and strategy to run business. Further each firm has its own functions and processes that are aligned to this strategy. For any innovation to materialise, it has to penetrate through all these layers to produce the desired effect. With substantial investments done in R&D, technologies, supply chain, Capital equipment, IP etc, there is a switching cost involved for any business to move to this model of Innovation. This can be barrier for some businesses to adopt such model of innovation. Moreover, all products and service wont be suitable for this model of innovation e.g. industries with strict safety and regulatory requirements. Achieving such Innovation through Design is not as simple task and Design alone cannot make this happen. It has to be an effort which involves all of us. If it is our future, it is everyones responsibility and r ight to craft it. Empowered by Design we can surely craft a better future. This brings us back to the couplet that we started with. Na hota main to kya hota. (It is me who is creating this world. What would be the world if Im not creating it?)
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