Category Archives: Design

Mathematician’s faith

From Isabelle Stengers’s Thinking With Whitehead (bold mine)

Thinking with Whitehead today therefore means accepting an adventure from which none of the words that serve as our reference points should emerge unscathed, but from which none will be disqualified or denounced as a vector of illusion. All are a part of the problem, whether they refer to the whys of human experience or to the hows of “objective reality.” If compromise solutions do not suffice, it is because they try to circumvent the problem instead of raising it; that is, they try to mitigate the contra­dictions and to make compatible that which defines itself as conflictual. Whitehead was a mathematician, and mathematicians are they who do not bow down before contradictions but transform them into an ingredi­ent of the problem. They are the ones who dare to “trust” in the possibil­ity of a solution that remains to be created. Without this “trust” in a pos­sible solution, mathematics would not exist.

This truth is the one William James called faith or belief, his only an­swer when confronted by those who have declared that life is not worth living, “the whole army of suicides (…) an army whose roll-call, like the famous evening gun of the British army, fo llows the sun round the world and never terminates.” It has nothing in common with what I would call, to underline the difference, “to be confident,” that is, to continue, to carry on in the mode of “everything will work out fine.” The mathematician’s trust is inseparable from a commitment not to mu­tilate the problem in order to solve it and to take its demands fully into account. Yet it implies a certain deliberate amnesia with regard to the obviousness of obstacles, an active indetermination of what the terms of the problem “mean.” Transferred to philosophy, this indetermination means that what announced itself as a foundation, authorizing a position and providing its banner to a cause, will be transformed into a constraint, which the solution will have to respect but upon which it may, if neces­sary, confer a somewhat unexpected signification.

It is funny that Stengers calls this a mathematician’s trust and views it as a characteristic that can be transferred to philosophy. I see this faith as the essence of philosophy (I wrote “dialectical imagination” in the margin of the page) and the element of  intellectual creativity common to problem-solving in any field.

It is certainly crucial to design innovation, and it is finding conditions favorable to it — the right level of desperation (which translates to willingness to trust), the right collaborators (who share this faith), the right deadlines and pace — that separates great design projects from dull ones.

It is also the difference between tedious debates and true collaborative dialogue: Do both parties have faith that another conception of a problem can yield radically new solutions — and actively prefer pursuing this utterly inconceivable, imperceptible, utter nothingness of an impossibility in the face of the most extreme anxiety? Or do they demand exhaustive disproof of all existing hypotheses prior to submitting unwillingly to some futile search for who-knows-what by some mysterious method nobody seems able to explain much less codify? The latter attitude make philosophical friendship impossible (and for those few capable of philosophy, taking this stance, in fact, is to refuse friendship). I feel like I need to add this softening qualification: Luckily, many other forms of friendship exist besides philosophical friendship.

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I have wedded this “mathematician’s faith” (or dialectical imagination) with a religious faith that perceives infinite importance in the exercise (especially collaborative exercise) of dialectical imagination, for the sake of deepening relationship with that who cannot be conceptualized — of transcendence. I have a simple word for the instinct that drives of this collaborative exercise: love.

This latter faith, the faith that there is better, and that better is tied to our relationship with realities beyond our sphere of understanding, and that this relationship involves other people is why I call myself a religious person.

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It is clear that I have to understand Whitehead.

 

SD vs UX research

In a couple of months I’ll be giving a talk on the difference between the kinds of research we do to inform user experience (UX) design and the kinds of research we do to inform service design (SD).

This question can be approached from multiple angles. The most obvious is probably differences in tools and techniques. What tools are common to both UX and SD, which UX tools are normally not used and what new tools have been developed for solving service design problems?

Besides the tools used, are there any other differences in how the research is done? Are different questions asked? Is there a shift in focus or emphasis? Is analysis conducted differently or documented differently? Are different people involved in fieldwork or analysis?

The reason these questions are most obvious is they are likely to provide the most useful answers, so obviously that won’t be the angle I will take.

No, my angle will have to be one that gets at the essential difference between UX and SD, which drives the need to dig for different kinds of insights.

I want to take this angle because, to be frank, SD is much weirder than UX and any other design medium I’ve researched and I still haven’t nailed down what makes it so weird. I want to use this talk as an excuse to figure it out, or at least generate some interesting ideas in an attempt to figure it out.

My starting hypothesis is this: I think the goal of service design research is to uncover design problems and the precise relationships between them — in other words, design problem systems, spanning moments, spaces, design media and disciplines.

Discovering and defining such problem-systems is different in nature from discovering and defining problems constrained to one particular medium, and this might be the root difference that drives all the other differences.

If you know anything about this topic, please do shoot at my feet and make me dance. I need to think this through.

Other names for design instrumentalism

This whole line of thought I’ve been calling “design instrumentalism” — and the minimally technical language I use for describing it — has become increasingly productive. I can’t write in my own voice and exclude all philosophical language — especially those words and names that have become experience-near for me and are organic elements of my thinking.

I have, however gotten feedback that the name itself might be confusing or annoying, so I’m considering other names.

“Axiopragmatism” is one option — which has the virtue of explicitly introducing valuative/moral/aesthetic concerns to a school which has been accused of excluding them.

I’m still thinking, and I’m open to suggestions.

The pluralism of design instrumentalism

Because design instrumentalism views knowledge as a result of conceptualizations of perceptions of particular experiences — that is, as a product of one of myriad possible praxes capable of producing different and even conflicting truths — with a particular set of design tradeoffs — that is, with varying degrees of descriptive, predictive, prescriptive, logical, practical, valuative and social adequacy — and, further, because some designs truly are better than others — that is, they make fewer tradeoffs overall, or solve particular relevant problems far better than expected — faced with an stubborn and morally-charged controversy a design instrumentalist is more likely to attempt to resolve the impasse with intellectual reframing than direct argument for one or another position within the current conflict.

And intellectual reframing is just another word for philosophizing — finding our way out of the current conceptualizations that make agreement impossible, into that uncanny shadowy region where words provide little help, and tacit thought must grope its way by smell, touch and tone through perplexity from one end to the other, out into the new light, where new ways of understanding are possible, and different ideas with different tradeoffs, perhaps acceptable or even inspiring to a wider range of people, can be produced.

(There are some folks out there who are averse to such reframing and from inability or unwillingness cannot bring themselves to cooperate with it. In design workshops, I can spot them from across the room. They alternate between sitting and crossing their arms and leaning aggressively forward, pushing the obvious truth, insisting that people show how the idea or objection they are asserting is false. They are suspicious of reframing, seeing it as a last resort to use only after existing theories have been shown to be nonviable. They often see themselves as hard-nosed rationalists, proud to set aside personal feelings so that objective truth can be served. That people like this can also, with equal inflexible fervor adhere to magical religious beliefs appears as contradictory to some conceptions of religion, but not to mine: rigid rationalism paired with metaphysical otherworldism go together in certain souls like two wings on a bird. Through various wily tricks of the design trade I keep people like this separated from from where collaboration is trying to emerge, because they make conception of truly new ideas impossible.)

Design Instrumentalism

The best name for my approach to philosophy might be “design Instrumentalism”, a variant of John Dewey’s instrumentalism. According to Wikipedia,

Instrumentalism is a pragmatic philosophy of John Dewey that thought is an instrument for solving practical problems, and that truth is not fixed but changes as problems change. Instrumentalism is the view that scientific theories are useful tools for predicting phenomena instead of true or approximately true descriptions.

Design instrumentalism builds on Dewey’s instrumentalism by focusing on ideas as instruments that ought to be designed intentionally employing design methods and evaluated as designed products, using frameworks like Liz Sanders‘s famous triad of Useful, Usable and Desirable. These three evaluative considerations could be translated to the design of philosophies:

  • How well does the philosophy help its subscribers act effectively in response to concrete situations and produce good outcomes?
  • How well does the philosophy define, relate and elucidate ideas to allow subscribers of the philosophy to articulate clearly an account of reality as they experience it?
  • How well does the philosophy inspire its subscribers to value existence in whole and sum?

Philosophies, too ought to be designed as person-reality interfaces, which are should be viewed less as collections of true beliefs, than as as fundamental conceptions of reality that direct attention,  guide responses, shape beliefs and connect everything together into a comprehensive practical worldview (a.k.a. praxis).

Obviously, Design Instrumentalism has a lot of arguing to do to justify its legitimacy, but luckily most of this legwork has been done by Pragmatists and their various intercontinental offspring, and it is all solid and persuasive enough, and not in need of tedious rehashing. I’ll just skip to the bottom line, and rattle off some key articles of faith, which are basically the vital organs of Pragmatism.

This is a good start of a list of pragmatic presuppositions. The list is still incomplete and will be supplemented with ideas drawn from sources, including phenomenology, philosophical hermeneutics and material turn philosophies.

One more thing about Design Instrumentalism: It is, like every ambitious philosophy, multilayered. Design Instrumentalism is itself (a) a philosophical tool used to explore what it means that (b) philosophy is a philosophical tool for designing philosophical tools, which are (c) applied to practical living. So Design Instrumentalism might be useful, usable and desirable for some thinkers who enjoy doing philosophy (the tool designers), but it also focuses on the design of philosophies for non-philosophers with little interest in doing philosophy (the tool users) who need concepts for thinking about their lives in general and for focused “single-use” for specialized purposes, such as finding frameworks that support the resolving of particular design problems.

Doing just this kind of work (strategic designers call it “framing”) in the context of professional design strategy, in combination with my private philosophical work is what brought me to this view of philosophy. For me, none of this is speculative theorizing, but in fact my best attempt to equip myself with the ability to explain myself, to function effectively in the situations I find myself in every day, and to infuses my work and my life with a sense of purpose. Something like an inarticulate Design Instrumentalism led me to articulate Design Instrumentalism.

Is Sagmeister a designer?

I was chatting with my friend Stokes about Stefan Sagmeister. He said “I like him but I do not think It is helpful to consider him a designer. He is basically a conceptual artist who gets to practice in a totally different way.” I agreed — his way of being paid for work is just a new form of patronage.

This raises that old question: what distinguishes design from art?

My take: Design is only design if it is created for other people, and only incidentally for oneself. Art is the opposite: it is created for oneself, and only incidentally for others.

And what about engineering?

Engineering is for nobody — engineering is done purely to produce some objective outcome. Even when engineering involves human behaviors, it casts its problems in terms of behavioral outputs, rather than subjective qualities of experience, meanings or relationships. This is why Lean Startup and behavioral economics are so appealing to engineers — they are both ways to reframe design problems as engineering problems.

Simplicity simplified

I was told that my description of simplicity would be confusing to non-designers and non-nerds.

Here’s another way to say it…


If a person can say all 5 of these statements about a design, they will call the design “simple”:

  1. “This is a __________________ .”
  2. “It is good for __________________ .”
  3. “Everything I need/want is here.”
  4. “It has no extra crap I don’t need/want.”
  5. “Everything here makes perfect sense.”

Simple design

Friday afternoon at work, I facilitated a little salon where we tried to define what “simplicity” means in design.

Because I was facilitating, and it is bad form for facilitators to fight with participants, I had to keep my strong opinions to myself (which is probably exactly why they asked me to facilitate rather than participate).

But, of course, I did have uncomfortably strong opinions, and they had to do mostly with my own compulsion to simplify what we were saying about simplicity.

So here is my distillation, in the simplest terms possible, of how I think of design simplicity:


A design is simple when it is experienced by someone as having the following qualities:

  1. Everything relevant is included.
  2. Nothing irrelevant is included.
  3. It is conceived as systematic: all relationships among parts and within the whole are clear. 
  4. It is perceived as a whole: the entire system is experienced spontaneously as a single unit. 
  5. Its relevance as a whole is immediately obvious. 

3 C’s of service design

More on this later, but I wanted to jot down this framework:

Service design aims to get three things right:

  • Continuity: ensure the whole experience is designed without thoughtless gaps at any unconsidered moment where the customer is confused, frustrated or unserved.
  • Consistency: design the experience to maximize familiarity and “learn once, use often.”
  • Climax: build memorable and differentiating highlights into the experience that make it special to the customer.

Perspectives on hybrid systems

Approaches to the composition of hybrid systems (systems made up of both objective and subjective elements) can be classified according to perspective.

Actor-Network Theory views hybrid systems from a 3rd-person perspective, in objective terms, without emphasis on either the human or the nonhuman components that make up the system.

Postphenomenology views hybrid systems from a 1st-person perspective, in subjective terms, emphasizing how a human experiences, interacts with — or, better, participates in — the hybrid system.

This suggests a question: what would a 2nd-person perspective on hybrid systems look like? I would assume a radical Buberian I-Thou conception of 2nd-person, that would concern itself with accurately empathizing with and understanding others, appealing to and persuading others and motivating participation in order to influence the formation, development and or stabilization of hybrid systems. I am tempted to answer: Design. And by design, I always mean Human-Centered Design.

One way to see design

Design is materialized philosophy.

When designing something — which always and necessarily means designing something for someone — the central question is always: what is the right philosophy for this context?

The purpose of design research is to get to the heart of this central question out, and then to pose the design problem in such a way that designers think about the design problem in the right way, from the philosophical perspective suited to the problem.

Design briefs are tiny philosophical primers.

A good design brief will effect a perspectival shift in the reader (the designer) that brings new possibilities into view, possibilities that were inconceivable prior to the shift. This phenomenon is what is commonly called inspiration.

It is the job of design researchers to produce precision inspiration.

Designers develop hybrid systems

Reading Verbeek’s What Things Do, I’m reminded of Latour’s handy term “hybrid”, an entity that is neither purely subjective nor purely objective, but a fusion of both.

In Latour’s eye, the distinction between nature and society, or subject and object, which has seemed so self-evident since the Enlightenment, needs to be seen as a product of modernity that has far exceeded its expiration date. No other society makes this distinction in such a radical manner, and in ours it is more and more painfully obvious how poorly it allows us to comprehend what is happening in the world. The project of modernity, according to Latour, consists of the attempt to purify objects and subjects — we set objects on one side, subjects on the other, and draw a line between them. What is on the one side of the line is then material for scientists to investigate, with what is on the other side for the social scientists. … This purification and separation of subjects and objects, according to Latour, is coming to be less and less believable. Ever more entities arise that cannot be comfortably placed in this dichotomy. Latour calls these entities “hybrids.” The irony is that these hybrids thrive thanks to the modem purification: precisely because they don’t fit within the subject-object schema, we cannot recognize them and therefore they can proliferate at an astounding rate without anyone trying to stop or change them. But now, as their numbers become ever greater, it becomes more and more difficult to deny their existence. We are flooded with entities that straddle the boundary between humans and nonhumans…

Humans and nonhumans are just as bound up together in our culture as they are in others; therefore, Latour concludes, we need to study our technological culture similarly to the ways that anthropologists study other cultures. This means studying how the networks of relations between humans and nonhumans develop and unravel. In order to understand our culture, we must trace out both the process of purification and that of hybridization; we must understand how hybrids arise and why they are not seen as hybrids. In order to understand phenomena, they should be approached as black boxes that, when opened, will appear to contain myriad relations and activity.

If we grasp and internalize this understanding of hybrids, it becomes possible to compactly differentiate how designers approach their problems versus how engineers approach theirs — and why they so often marginalize designers and accidentally prevent designers from working in the way designers believe is best. Here it goes:

Designers develop hybrid systems. Engineers develop objective systems.

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I’ve written two elaborations of this idea, material to supply the understanding that makes grokking the compact definition above possible. I’ll post both, because there’s no time this morning to combine them.

Version 1

An engineering perspective treats design as a sub-discipline of engineering. Design adds an aesthetic (and among more enlightened engineers) and usable “presentation layer” to a functional objective system.

A design perspective ought to treat engineering as a sub-discipline of design. Once a hybrid subjective-objective system is developed through a design approach, objective sub-systems can be defined within the larger context of the hybrid system and built according to engineering methods. According to a design mindset, an engineered system is always and necessarily a subsystem belonging to a larger hybrid system that gives it its purpose and value.

The reason so few people see the obvious truth of the latter design perspective is that their vision is obstructed by a philosophical blockage. The hybrid system concept does not play nice with the modern subject-object schema. Designers learn, through the practical activity of design, to view problems in a new way that is incommensurable with modernity’s default philosophy (as described by Latour).

But designers are rarely philosophical, so the methods rarely progress to the point of praxis. Design language is all bound up with humans and the trappings of subjectivity (emotions, opinions, habits, etc.) on the side of who the design is for and the trappings of romanticism on the side of who does the designing (insight, inspiration, creativity, passion, etc.) Design practice is a jumble of “recipes” — procedures, jargon, styles and theater — a subterfuge to make design fit the preconceptions of folks who don’t quite get what designers are really up to. So design submits to modernist schema and goes to modernism’s special territory for people people, romanticism.

Version 2

Designers consciously work on developing hybrid systems where subjective and objective elements relate and interact. In design, people and things are thought of together as a single system. And things are not only material objects; they can be ideas, habits, vocabularies, etc. Whatever makes a design work or not work, including the engineered elements, as well as all business, cultural, environmental considerations are part of a design problem. When a designer opens a black box of their own making, they will see subjects interacting with objects and subjects, and objects interacting with other objects and subjects.

Engineering, on the other hand, works inside the subject-object dichotomy, and works on problems of objective systems. As a matter of method, engineering purifies objects and arranges them in systems. When an engineer opens a black box of their own making they see objective components interacting and working as a system.

From the view of engineers, the interior of the black boxes they make are their concern, and the surface layer of the box — the point where subjectivity encounters engineering, is the concern of designers. Engineers build the black box; designers paint and sculpt it to make it appealing to people.

Philosophy fails

This morning I was forced to use the redesigned Freshbooks. They’d totally revamped the user interface. It was very slick and visual. And it was six times harder to use.

This is a depressingly typical experience in these times. I’m constantly suffering the consequences of wrongheaded, well-meaning changes made to things I rely on to not change.

I was lamenting to a friend how much work, time and money Freshbooks (and companies like them) sink into solving the wrong problem and making new problem.

I complained: “Not only did they thought about it wrong — they didn’t even think about how they were thinking. This was a philosophy fail.”

And these are the mistakes that offend me: philosophy fails. People failing to reflect when reflection is most needed. They need to think about how they are thinking about what they are doing… and they instead choose to be all startuppity, and just do. Just doing is valorized, and it shouldn’t be, any more than just thinking. We need thoughtful practice matched with practical thinking: praxis.

Let’s stop engineering philosophies

My pet theory is that philosophies have been developed in an engineerly mode of making, with emphasis on the thought system, and to be evaluated primarily epistemically: “is it true?” The Pragmatists improved on this by asking, “does it work”?

But I believe the pluralistic insight requires us to take a designerly approach to philosophy by expanding the questions we ask of philosophies to those of design (as originally posed by Liz Sanders): “is it useful; is it usable; is it desirable?” And human-centered design has taught us always to dimensionalize this triad with “…for whom, in what contexts?”

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Very few people grasp what philosophies are, and how and why they are so important. They use philosophies that lead them to believe their philosophy is their belief system — the things they believe to be true true and the means by which they evaluate these truths. They think they know what their philosophy is, because their philosophy points them only to their explicit assertions and arguments, and this sets sharp limits to what they can think and what they can do with their thoughts.

Philosophies are the tacit thinking that give us our explicit truths and our sense of reality. We had better design them well! But we keep engineering them… for other engineers.

Maybe philosophy is waiting for its own Steve Jobs.

Design brief

A design brief is a compact design problem definition, carefully designed to inspire designers to produce effective solutions to a real-world problem.

I’ve been thinking about and collecting briefs for years, and I have noticed that the very best briefs do three things well: define the problem, inspire solutions and provide guidance for evaluating solutions.

1) An ideal brief should be informed by an understanding of a real-world problem.

…which means the brief focuses on the right problem, addresses the full problem, and gets the details of the problem right. This way a design team will work on solving the right problem, will consider the most important factors, will incorporate the most important elements and will strike the smartest balances and tradeoffs when designing a solution, and the team’s efforts won’t be won’t be guided by assumptions or errors. The elements of a design problem definition will always include who the design is for, why the design will be useful and desirable for them, and all factors from the use context that might affect the solution. It will also include all requirements and constraints from the client organization.

2) An ideal brief should convey the problem powerfully.

…which means the brief communicates its problem clearly, memorably and inspiringly. Clear communication means the problem is crisply and unambiguously defined for the design team. Memorable means each designer can hold the whole problem in their minds, so that the parts of the problem all hang together as a whole, while remaining distinct. Inspiring is the most difficult part: this means that the brief can help produce surprising ideas not specified or implied by the brief, but which still satisfy it. The brief stimulates ingenuity that surpasses anything the brief anticipates. (* Note: A tight, effective brief is likely to require supplemental materials to educate the team and get them aligned with the people and contexts of the design problem. Ideally, the designers will participate in the research and gain a tacit feel for the situation they are designing into. The brief does not have to carry the entire team educational load, only the interpretation of the situation into a design problem.)

3) An ideal brief should provide an explicit evaluative standard.

…which means the brief outlines criteria by which a member of the design team can assess the quality of the solution, and determine where it is and is not successful. This removes arbitrariness from the process and fully empowers designers to try bold, radically novel approaches to solve the problem.

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I have never created nor have I seen a design brief that fully lives up to the ideal sketched above. I believe what I’ve written may be a design brief for a designing a design brief.

10,000 foot view

Lately I’ve been reflecting on what strikes me as the most difficult and interesting challenge I’ve faced adjusting to service design after decades of practicing other flavors of human-centered design: the problem of altitude and granularity appropriate to solving service design problems.

In design, thinking about altitudes and zoom levels is common to the point of being a tradition, starting  with the Eamses’s classic “Powers of Ten” film. Given its strategic, integrative, multidisciplinary scope, Service Design is particularly zoomy, so it is unsurprising that altitude-based frameworks and analogies are frequently used in the Service Design world.

As important as it is to understand the value of working at multiple altitudes, it is also helpful to be prepared for the experience of changing altitudes, especially within Service Design’s own peculiar range. For the uninitiated, the shifts in granularity, theme and perspective can be a slightly strange experience. As a sort of expectation-setting initiation, I offer an extended, but hopefully not too labored, analogy.

If strategy flies at 30,000 feet (where the ground is so distant it looks like a map) and we agree most design flies at 3 feet (where the ground is so close and so chaotic it is hard to survey), service design flies at 10,000 feet, approximately the cruising altitude of a single-engine prop plane.

10,000 feet is a very useful altitude that bridges 30,000 foot and ground — clarifying relationships between strategy, operations and the experiences real people (real customers, real employees) have as a result — but flying at this altitude does introduce practical challenges.

First, there is the issue of clouds. At 30,000 feet, the clouds are below you. Standing on the ground, the clouds are above you. But at 10,000 feet you are flying in and out of clouds, which can be very disorienting, in the most literal sense. It can be tricky to know which way you are facing or which way is up. And the view is neither clear nor continuous.  One moment you can see a bit of ground, the next you see nothing but your instruments, and you have to use your memory, imagination and your recording and data-gathering tools to form a sense of the whole. But the understanding that develops from these varying sources has far more structural clarity than you can get from the ground, and more human richness than you can detect way up in the cold, thin air of the stratosphere. To put it all together, though, interpretation is necessary. The picture doesn’t automatically emerge by itself. The heterogeneous parts must be skillfully pieced together into a coherent image.

Second, you are dealing with some odd scales of meaning. Looking down at a town, everything looks miniaturized but still human, maybe even exaggeratedly human because the tedium of life is abstracted away and we relate to it like kids playing with toys. Some homes are big, some are small, some are complexes or towers. Some are arranged in grids, some along windy branches of street bulbing in cul-de-sacs, and some cluster along the edges of lakesides or hills. Some homes have trees or yards, pools, trampolines or gardens, driveways or parking lots. You can imagine what life in the neighborhood might be like. But you can also see the layout of the city, and get a sense of how parts of the town connect up. You can see where the schools, the stores, the churches and the sports fields are. You can see where things have been built up, what has been left in a wild state, and where development is happening.

Now, imagine telling a story about the life you see below, doing justice both to the individual lives taking place in the tiny buildings below but showing how it all connects to form a system… this is not the usual storytelling scale. It is neither intimate nor epic. It must generalize, but without blurring key particularities or averaging individuality into bland anonymity. But if you wish to tell the story of how a town works, or if you want to propose significant structural modifications to the town, this is the narrative scale required. Telling such a story requires thoughtful zooming in and zooming out to show connections between whole and part, connecting fine grain details of breakfasts, meetings and bills, with grander-scale phenomena like demographic trends, commerce and traffic patterns. Translated back to Service Design, this means combining stories of cultural and industry trends, corporate strategies and vignettes from customer’s and employee’s lives to show how these macro-level trends and strategies impact the everyday existence of individual people, and conversely, how the micro-level behaviors impact strategies and generate trends.

Finally, intervening at this height is strange. Many proposals for change fall somewhere between strategic and tactical. They anticipate details of implementation, but without over-specifying them. Specifications are suggestive and provisional and intended more to clarify a problem than provide a solution. Many people find the interpretive latitude confusing: what in the recommendation is fixed and what is variable? If everything is open-ended what use is the recommendation at all? It can all seem vague and insubstantial, yet there is a thrust and lasting momentum in the work that carries initiatives forward and in a direction that benefits both the organization as a whole, its employees and the people it serves. Somehow the recommendations made from this altitude are capable of creating continuity between the grand plans of strategists and the intricacies of implementers on the ground.

The 10,000 view manages to refract the grand plans and sweeping aspirations of the 30,000 foot view into actions on the ground that actualize it and prevent it from remaining mere aspiration and plan. And the 10,000 foot view provides individual actors on the ground a way to relate and connect their efforts to tangible, relatable and realistic goals that connect up with the purpose of the organization.

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Recently it occurred to me that this 10,000 foot theme is closely related to a framework I found useful and amusing earlier in my career, which I’ve called the Bullshit-Chickenshit model:

Bullshit – Meaningful, inspiring ideas that that seem to promise practical action but never fulfill that promise and never find application.

Chickenshit – Practical actions that seem like they ought to serve some meaningful purpose, but in fact is meaningless and done for no reason.

Bullshit is meaning without application. Chickenshit is application without meaning.

Flying at 10,000 feet helps prevent strategy from losing sight of concrete application and devolving into idealistic bullshit that gets nodded at and then immediately ignored. And the 10,000 foot view provides context for people working on or near the front lines to help them to remember how their everyday work connects up with larger organizational goals, so the tasks don’t lose their purpose and fragment into procedural chickenshit, obeyed, entered into TPS reports, tracked and graphed for reasons nobody remembers.

I posted something (plus a bunch of comments) on Facebook that belongs here:

  • I propose an amendment to Useful, Usable and Desirable: RELIABLE. Who’s in?
    • Reliability is knowing that when you go to use a thing that it will work as expected.
    • The problem with most software design today is that it is embedded in bad service design, a.k.a. nonintentional service design.
    • The problem with most software design today is that it is embedded in bad service design, aka nonintentional service design.
    • Bad design = nonintentional design = mere engineering
    • Engineering is a specialized subdiscipline of design, not the other way around as most industrially-minded folks still think.

Less toxic ideology, more human-centered design

Yesterday, I opened a can of Johnny Letter on Fast Company, for running what I saw as an uninformed and blatantly bigoted opinion piece, “Design needs more feminism, less toxic masculinity”.

Rather than complain about the bigotry, though, I chose instead to focus on what I believe is the root cause of most lousy, unempathic design: the failure to research design problems before attempting to solve them. Far too often we reflexively impose our own perspectives and interpretations upon situations and assume we know what needs doing to improve the situation — neglecting the essential hard work of listening, observing and developing an understanding of people in their contexts.

This is a failure the author herself exemplifies in making reckless assumptions about the cause of the bad design she laments and her proposed solution to this problem. Here’s the letter I sent (with slight edits):

I am disappointed that Fast Company chose to run “Design needs more feminism, less toxic masculinity”. I’ve worked with many male and female designers, and have found that the difference between those who are able to empathize and design to the emotional and functional needs of other people has far more to do with willingness to investigate and to get over our own preconceived notions than anything else. In this piece Tillyer investigated nothing. She does not know who designed that airport gate. Instead, with no attempt to understand how the design happened or who did it she applied her preconceived notions about how men essentially are and how women essentially are and decided to blame men for a design she didn’t like. If I had written that article, I’d have begun by investigating the design process that produced that gate, and if I’d discovered my suspicions were correct — that nobody had looped passengers into the design process — I’d have written an article titled “Design needs more understanding, less toxic uninformed speculation”.

I think rhetorically the choice to deemphasize morality in favor of effectiveness was the right one, but that does not mean I do not see this as a moral issue.

Our social justice discourse has become hopelessly mired in questions of Who. Who is doing the wrong thing to whom? What category of person does it? What category of person suffers? But this is exactly how irresolvable resentments are formed, entrenched and intensified. Justice is traditionally depicted blindfolded for good reason.

If we want to live in a just society, we need to refocus on the How of justice: the How of learning, understanding, interpreting and responding to specific people in specific contexts.

This kind of investigation into particulars is difficult, tiring and uninspiring work, and it is no fun at all. In this work we constantly discover where we were wrong (despite every appearance of self-evident, no-brainer truth), because that is what truth requires.

In pursuit of truth, we lose our sense of omniscience, fiery self-righteousness and uncompromising conviction, and acquire more caution, patience, reticence, reflection, humility, self-skepticism and nuance. These qualities may not be rousing, inspiring, galvanizing, romantically gratifying or revolutionary — but they are judicious.

If we truly want justice — as opposed to revenge, venting of resentment and intoxication of table-turning aggression —  we need to re-acquire a taste for the judicious virtues.

Making conversational space

A post I put on Facebook just now:

This morning I was reading a pdf book (using the Notability app on my iPad) about the relationships people have with the things in their lives. As always, I was writing all over the pages, underlining, starring, etc. However, the book format was cramped, and there was insufficient space to write my own comments in the margin. I was feeling written at. So I reformatted the pdf with generous margins to make room for myself, and turned the monologue into a conversation.