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APDD
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Approach

Design thinking

A way of tackling open problems with design methods: understanding people, reframing the problem, generating many options and learning by prototyping.

Origin
Rowe (1987) and Buchanan (1992) in design theory; spread by Brown (2008) and the Stanford d.school

What it’s for

Many problems have no clear statement and no single right solution. Design thinking offers a way to move forward on them without having all the information at the start.

Principles

  • Focus on people

    Understand their needs before proposing anything.

  • Reframe the problem

    Restate it with what you learn.

  • Learn by prototyping

    Test early and go back if needed.

How it’s done

  1. Understand and define. Observe people and reframe the problem with what you learn.

  2. Ideate. Many options before settling on one.

  3. Prototype and test. Build something quickly and learn from how people use it. If needed, go back.

Applications in design

  • When to use it

    When the problem isn’t clear yet: it helps you find it, not just solve it.

  • Avoid

    Reducing it to a workshop with sticky notes: without research with real people, it’s just brainstorming.

  • Don’t fall for it

    The phases aren’t a linear recipe: go back when a prototype teaches you something new.

Authors and works

  1. 1987

    Peter Rowe

    Gave this title to his study of how architects and urban planners design, based on observing them at work.

  2. 1992

    Richard Buchanan

    Explained that design works with “wicked” problems, which can’t be fully defined before being solved.

  3. 2008

    Tim Brown

    Presented it to businesses as a way to meet needs in a technologically feasible and strategically viable way.

  4. Stanford d.school

    Teaches it in five modes: empathize, define, ideate, prototype and test.

Sources

Original sources

Secondary sources

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