DOING STUFF:
On Innovation, Invention and Creativity in the Present
Iain Kerr
In collaboration with: Jason Frasca & SPURSE
2017
NOTE: This document is a very much a work in progress, and as a such it is not
intended for public distribution as a finished document. I share this to begin a discussion.
Sections are incomplete, many ideas are not fully worked out, and most citations are missing. I
apologize in advance for this. Please contact me directly if you wish to quote from this text in
any form (
[email protected] ). I welcome any and all feedback as this document evolves.
Iain Kerr retains all rights as the author. Copyright 2017.
INTRODUCTION
4
Innovation Design
4
Sources
6
FROM CHANGE TO WORLDS
7
Creation Creativity & Innovation
7
Change
7
Worlds
10
Worlds and Change-in-Kind
12
The Processes
12
EXPERIMENTATION
14
1. Getting out of your head
14
2. Turning Towards Things
15
3. Catalytic Probes
19
4. Problems
19
5. Systems
20
DESIGN
23
The Fallacy of Direct Design
23
Responsive Design
24
Developmental Design
24
Sympathy & Empathy in Design
26
1. INTRODUCTION
Innovation Design
is the name that we have given to a set of practices for producing
change. These are practices for developing novel outcomes. It is intended to be a set of
pragmatic skills and techniques for creativity, innovation, and design that are applicable across
a wide variety of fields from ecology to entrepreneurship, from philosophy to politics, and from
basic education to advanced biology. The core focus of Innovation Design is to help you
develop processes that allow for genuinely novel possibilities to emerge in the face of difficult
and open-ended problems.
Perhaps the most important and wondrous aspect of creativity and innovation is that reality in all
of its aspects is creative. Creativity and innovation are not exclusively -- or even mainly, human
practices. It is our strong sense that the contemporary logic of innovation needs to fully embrace
this insight. Human driven innovations emerge in a reality where at every moment something is
doing something wondrous and new without an author or a plan. We create in world in which
complex systems are spontaneously self organizing and doing things at all scales. It no longer
makes sense to talk of creativity as an internal human property, it is an environmental
phenomenon that we can skillfully participate in by collaborating with dynamic systems and
emergent phenomena. Innovation Design practices are first and foremost processes of
attunement and experimental engagement with these worldly events of ongoing creativity.
As you read this document it would be very easy to mistake Innovation Design for a capital M
“Method.” Innovation Design is not a Method, but a set of pragmatic tools and procedures. Why
bring this up? There is an easy dogmatism and false sense of security in Methods, which in their
one-size-fits-all exuberance can all-to-readily squash curiosity, difference, possibilities and
ultimately innovation. The philosopher A. N. Whitehead, who coined the term “creativity” in the
early twentieth century says it well, “Some of the major disasters of mankind have been
produced by the narrowness of men with a good methodology.1” Today Methods of innovation
abound. Design Thinking and the Lean Canvas are just two of the most popular Methods being
taught on a global scale such that their limits and problems as Methods have become obvious.
Despite this, or perhaps because of it, they remain an entrenched dogmatic force in the world of
innovation. Innovation Design, as a set of skills, should not be mistaken for a one-size-fits-all
Method. We are trying the best we can to avoid the limits and blind spots of Methods -- whether
historical models or more recent user-centered models such as Design Thinking, by offering an
open and flexible set of practices combined with a philosophical outlook. What looks like a
Method in this document is an attempt to do two distinct, and possibly contradictory things, (1)
develop new creative processes for innovation and (2) find a way to teach these in a simple
manner. (If you wish to insist upon calling it a method then it is only in the sense Melville claims
for himself, “There are some enterprises in which a careful disorderliness is the true method.”)
1
Whitehead Citation
Our aversion to Methods should not be a mistaken for a willingness to offer a laissez-faire
approach. Innovation Design has a distinct philosophical take on creativity and innovation:
Innovation Design puts experimental worldmaking at the core of innovation in contrast to most
western models of innovation and design that have focused on generating ideas, and solutions.
We believe that innovation, at its most creative, is a worldmaking and not an idea or product
making practice. Innovations are assemblages of novel deeply embodied practices, tools,
implicit mentalities, concepts, environments and goals. It is this assemblage is what we are
calling a “world.” Experimental worldmaking is a fundamentally engaged, responsive and
emergent practice that re-orients creativity towards an embedded, co-evolving, problem
producing, worldmaking and systems based practice. In short it is a hands-on worldly and
experimental action-oriented collaborative approach. This philosophical critique and alternative
focus is not about winning an intellectual debate about the definition of creativity, it matters
deeply because our most pressing issues today from climate change to equality are complex,
dynamic, systemic and open-ended problems that cannot be effectively addressed (and have
often been caused or exacerbated) by narrow, linear solution centric methods of design and
innovation.
Ultimately we see Innovation Design as an experiment: a set of pragmatic practices that are
open to your changes, revisions, substitutions and evolution. This document is a toolkit which
you can enter in a number of different ways: you could just read the first section to get a new
philosophical sense of innovation, you could skip over everything and jump to the exercises, or
you could go straight to the glossary. The table of contents is designed to give you a sense of
the multiple entry points. Experiment freely. However you proceed, don’t ignore the glossary:
while we strive to use simple everyday language, there is a downside to this: we need to use
commons words in very specific ways. The glossary is meant to help clarify our tools and
concepts. As you read the text you will find the first use of the words that appear in the glossary
are underlined.
Innovation Design’s utility can be judged by whether it works for you. How will you know if it
works? Try the practices, do they lead you somewhere interesting? In doing so you will change
these practices and make them your own. Try things out: experiment and evolve things and if
you like what you discover in your experiments be in touch, share what you discover -- let’s
continue this journey as partners.
Sources
Innovation Design draws upon a whole host of fields from Complexity Science to Evolutionary
Theory (see below). We have put this diagram here at the beginning of the text, not to ground
and lend authority to what follows, but to open what follows to the rich and discordant fields from
which these concepts and tools first emerged.
FROM CHANGE TO WORLDS
Creation Creativity & Innovation
To create is to make. Everything is made and everything is created. Creation is the process of
making from the big bang to human gestation. Creation, creativity and making are all around us
and happening all the time, they are not some uniquely human property or process, and if
anything, it is we who need to wake up to the wonder of this. “Life is invention, unceasing
creation2”, as Henri Bergson reminds us.
All creation involves change, even if it is very minimal. Change is a constant. “Sameness” is just
a process of change where everything is changed for something nearly identical. To say
creativity is to just stress the newness that is inherent in all creating. In this way creativity,
making and creation are synonymous.
In our culture it is very easy to fetishize the new and the novel as superior to all else. Creativity
or novelty is not better or worse than sameness, it is just a form of change that produces
something different. Difference and repetition are not in opposition--they are simply contrasts.
We need to be skillful in participating in both.
Innovation is a novel act of creativity that “sticks.” Innovations are forms of novelty that are
resilient enough to allow the novelty to have a lasting and transformative impact. This is no easy
task. Most events of radical creativity simply disappear as quickly as they emerged. The world in
some manner had no place for them. The real craft is in nurturing the novel into becoming a
“difference that makes a difference3.” This is the core task of innovation.
Change
Creativity and Innovation are practices for producing a change. A change is simply when
something different occurs. It could be a slight difference or it could be a major difference. This
is where things get interesting: small differences and big difference are two very distinct
processes. A big change is not the same as thousands of small changes done all at once.
A small incremental difference is called a “change-in-degree”. The term “in-degree” refers to the
nature of the change: it is the same thing as before -- only a little bigger, stronger, sharper,
hotter, etc. It is a numerical and incremental transformation. Most of the change and creativity
we see around us is of this kind -- it is a variation on what already exists: a bigger camera, a
thinner device, a faster processor, etc. When we are frustrated by our boots leaking and we
develop a better boot we are making a change-in-degree.
2
3
Bergson Citation
Bateson Citation
In contrast big differences involve a disruptive change that changes the whole game. They are
qualitative and not simply quantitative. This is termed: change-in-kind. A change-in-kind is the
production of a truly new and novel world -- it is the making of a world that has not yet existed
(see below).
Changes-in-degree lead to different things -- variations, while changes-in-kind are not new
things but new worlds. This is a critical distinction, something totally novel does not add to an
existing world but makes a new world. The car did not simply come into being as an
improvement of the horse -- it made a new world emerge in which the horse had no place as a
form of transportation. The car did not just appear as a discrete product, but displaced the world
of the horse and replaced it with a total novel infrastructure: the car but emerged alongside the
evolution of roads, oil-fields, gas stations, an ethos of the “open road,” the production line, etc. -all of which collectively constituted the world of “cars.”
Change-in-kind is a disruptive worldmaking practice in which things do not improve but, become
otherwise.
Improving a product (idea, practice, tool, etc.) is an entirely different skill set and craft from the
practices of world-rupturing and worldmaking. Improving is a form of “Developmental Design”,
which is something we do everyday -- we are constantly developing things with small fixes, and
improvement hacks. Worldmaking, on the other hand, is a rare process in our daily lives. More
often we meet distinct worlds when we travel to other cultures, or experience experimental
artistic events. While we teach the skills of Developmental Design (Design Thinking and Lean
Startup are version of this), we sadly do not teach worldmaking as a fundamental skill.
Innovation Design sets out purposely to fill this void and put worldmaking into the core skillset of
design.
While change-in-kind and change-in-degree are two very distinct forms of change they are not
in opposition: you can go from change-in-degree to a change-in-kind by incrementally changing
something so much that it crosses a threshold and becomes something quite distinct. Water
reaching its boiling point and transforming into a gas, or a village growing into a city are
examples of this. Each crosses a threshold where they become qualitatively different. Searching
for thresholds and pushing processes across thresholds are critical to innovation (see below).
And vice-versa a disruptive change-in-kind can lead to a process of incremental development
(change-in-degree) see below. Afterall, a new world is only as good as you can develop and
improve all of the parts. Having a vision for an ultra-high speed train is easy but making this
become something that works (an innovation) is an altogether different beast wholly dependent
on one's ability to shift from disruptive worldmaking practices to developmental practices.
In summary: To understanding creativity, a clear grasp of the distinction between degree and
kind is critical. Real innovation begins by knowing the difference between disruption and
development (see below). A robust facility with innovation develops by understanding the
passageways between change in degree and change in kind. In this way innovation begins with
a conscious decision: am I interested in disruption or development?
Worlds
Once we have a good grasp of the difference between quantitative and qualitative change the
next critical concept to understand is that things, processes and ideas do not exist
independently -- they are always part of a “world” (an assemblage of practices, environments,
objects, concepts, and subjects). A quick example: A hammer is not an object floating in the
void. The hammer is part of a way of life that has deeply held values and practices and well as a
whole host of very tight connections to other practices and products. Hammers need nails,
saws, cut trees, etc. Hammers need arms and hands. Hammers also need a logic for building in
a certain manner. The saying “when you hold a hammer everything looks like a nail” gets at the
ethos of this world. If you enter a culture without hammers and nails you will quickly notice be a
very different sensibility to everything (think classical Japanese houses). Every object, idea, and
process is tightly enmeshed in a world. Things emerge from, develop, and return back into their
world (see below).
Worlds in their most important aspects are wholly implicit and invisible to those living in the
world. Much like a fish cannot understand “water” we who dwell in a world have a very difficult
time seeing that it is a world and not the world. But this does not mean that worlds are
immaterial things -- they are not “worldviews” in the sense of an immaterial mindset. Worlds
involve a tightly entangled set of tools, concepts, environments and practices. Some of these
are explicit, but much of what matters in any world is implicit and invisible. What is implicit is not
mental but more embodied in users and distributed in the environment itself. A chair implicitly
shapes its user in unspoken and rarely conceptualized ways. Much of this is simply “lived” we
embody the perspective of a world.
Underlying any problem is a series of unspoken assumptions that give the problem its true
shape. Prior to creatively transforming a problem one needs to understand the implicit world that
shapes and gives rise to the space of a problem and our ways of conceptualizing solutions. This
is a difficult and profoundly destabilizing task, for it asks us to challenge our deeply help
assumptions and change one's perspective and practices. This can be quite radical and involve
a major paradigm switch, but this is not always the case or even always necessary -- at times
this can be as simple as a transformation of one's current problem framework. What is critical, is
that whatever scale of change and innovation we are working on, disclosing a world and
working at the scale of the world needs to proceed the taking on of the problem. Worldmaking
innovation precedes problem creation.
Note: The concept of world is not about shifting to thinking that creativity only happens on a
massive scale. Worlds occur at all scales and cut across scales. In everyday speech we use the
word in this manner, “in the world of Louisiana bass fishermen…” or “in the world of
rockclimbing…”
Worlds and Change-in-Kind
Disruptive or Transformative Innovation begins by disrupting an existing world and bringing new
worlds into being:
Transformative innovation always involves a process of understanding an existing world (1),
such that one can step out of it (2), and develop an alternative world (3). See above.
A world is always at the heart of our existence. Things cohere. Meaning is of a whole. The
whole is other than its parts as Gestalt Psychology makes clear. We don’t begin by noticing
details and adding them up into a picture of a person, a room, or an event. The whole comes
first: a person, an office, a parade. We are worldly beings. And so to is it for innovation. At the
heart of innovation is worldmaking. One we can see the interplay of worldmaking and change
we open ourselves up to new possibilities as innovators.
The Processes
There are three key processes to innovation: (1) Disclosing an existing world, (2) Deviating
away from this existing world, and (3) experimentally helping a new world emerge. We label
these three phases (1.) Disclose, (2.) Deviate, and (3.) Emerge (see below). NOTE: you go
backwards to go forwards.
Understanding that these three processes come from our two core ideas (1. Change comes in
two forms, and 2. Things are part of worlds) is critical to grasping the total space of possibilities
when innovating. One simple way to think of this is that much of everyday life is lived on right
side of the diagram (see below). This is where we use, adapt and develop ideas, processes and
things directly while implicitly living in a world. This is where most teaching and learning
happens (how to do things in a world, without question the world). As we move to the left we
leave everyday life and become more critical and reflective and begin to search for what
underlies what we know and what we do. As we go further to the right we move into the
unknown -- the world of re-making and reimagining what anything is and how we could become
differently. This is an experimental space where things as yet do not exist. There is no better or
worse in this view. We should not fall prey to the idea that disruptive innovation is the answer to
everything. All three aspects of life and change matter, what is important is that we understand
each and develop useful pragmatic tools to work well across the full universe of change.
Thinking of these processes as a sequence of phases is powerful both in terms of learning and
applying creative processes, but it can also become limiting if we get habituated to the idea that
creativity and innovation follows a clear linear step by step path. Seeing these three
abstractions of Disclosing, Disrupting and Developing as general headings that are available to
us at any time and in multiple manners is most helpful. Developing a facility at moving between
all three in the moment in a spontaneous manner is ideal. With this facility comes the ability to
see and flip through worlds and frameworks, develop blockages and leaps while staying
comfortable with deep uncertainty, and quickly develop things in fast collaborative give and take
manner.
EXPERIMENTATION
From this basic understanding of worldmaking, change and the three process of Disclose,
Deviate and Emerge we can start to put this Innovation Design process to work -- which is to
say we can begin to concretely experiment. But, what does it mean to experiment in this context
of innovation? At the core of Innovation Design is a unique approach to experimentation. Here
are five key aspects of experimentation:
1. Getting out of your head
In the western tradition innovation has historically been assumed to begins with ideas -- great
ideas that come as fast strikes of lightning -- those eureka moments, or as carefully worked out
ideas involving years of lonely struggle. Either way, thinking is assumed to be something that
happens both separate from and prior to making (see “The Fallacy of Direct Design” below).
This is a type of “god model” of ideation--a god who is all powerful, outside of creation, and
knows everything in advance. Luckily, this is not true for us mere mortals. But, none-the-less we
as a culture are deeply attached to the classical ideal that first your need a great idea and then
a plan to make it. While this might work to develop or improve an existing product or idea, it is
totally wrong for radical innovation. A radical innovation is something genuinely new and as
such it categorically exceeds knowing. You cannot have an idea about what you cannot know
because that novel thing does not exist. It is profoundly important to understand that the new
cannot be known or thought because it does not exist at the beginning of an innovation process.
Knowledge is always a backward looking form of abstraction while innovation is a forward facing
evolutionary process. This is hard to grasp given that we one one hand value knowledge above
everything, and have told stories of great innovations from the perspective of the idea moment
so often and for so long. But these stories turn out to be distracting myths created after the fact
to make a messy innovation process fit the god model. A close look at the history on any
disruptive innovation is to see a long period of uncertainty, experimentation, and collaboration.
The radically new emerges via a long series of iterative actions, which are never exclusively or
even mainly mental. Innovation involves critical periods of experimentation guided by tinkering
where vague hunches, material cues, perplexity and intuitions play critical roles. During the
early experimental phase of innovation making cannot be separated from thinking. Making is a
form of thinking, because of this we need to challenge the lofty role of ideas even further:
Innovation involves unknowing & non-knowing. If novel ideas only emerge via a process of
engaged experimental doing then pure ideation techniques which are far removed from
experimentation such as brainstorming do not play a significant role in the early stages of
innovation. What is critical is developing an immersive experimental practice that favors implicit
and embodied forms of knowing and doing. This is what is best understood as Know-how4.
Know-how -- those embodied skills precedes knowledge -- Know-how (embodied skills,
hunches, and experiments), leads to Know-what (clear ideas, concepts, and frameworks). This
not to say ideas are bad or play no role in innovation, far from it, they are necessary but they
4
This draws upon the work of Varela (Citation)
neither come first nor come clearly. Doing -- making-sensing is at the very core of all radical
innovation. And it is only late in the process that “the idea” can be articulated in any clear
fashion (know-what).
Hunches: The new begins non-conceptually, thus we need to follow, join, probe, push and in
general experiment in ways that put doing far in advance of clear and distinct ideas. We often
talk about this as “having a hunch” -- this is a far better way to describe things than saying “idea”
for it embraces the vagueness and uncertainty of the thinking involved early on in any
innovation process. Something in the process is shaping us to have a vague idea -- a hunch.
What does it mean to say this?
2. Turning Towards Things
Getting out of your head means quite simply: a renewed paying attention to things. But, this not
an easy task. What matters just a much as the paying attention to things, is how you pay
attention to things (disclosure):
Step one: see things as having agency and being active. The materials, objects and
things that we use, make and that surround us are not just passive they push back and
even shape us. Often we imagine that the objects we make are simply our ideas given
form and as such they are simply our intentions materialized. Nothing could be further
from the truth. Matter has agency. Take a sheet of paper for example. Will it do anything
you want? Not really, but as you handle it it will begin to communicate with you: it will
reveal that can crease and hold a three dimensional form. Or that when creased it can
tear neatly. Now if you are sensitive to this (and not just your ideas) you can begin to
work with the active nature of the material to jointly develop ideas. This sympathy for
how things communicate and shape other things is not some flakey idea about the soul,
essence or spirit inside of things -- it is the simple realization that things have agency.
The great theorist of technology, Marshall Mcluhan put it this way: “All things work us
over completely. They are so pervasive in their personal, political, economic, aesthetic,
psychological, moral, ethical, and social consequences that they leave no part of us
untouched, unaffected, unaltered… Any understanding of social change is impossible
without a knowledge of the things work as environments.” Think of the smartphone as an
example of this--how much of our very being has transformed?
Deep Collaboration not heroic individualism: This tuning and working with materials and
their situational agency is collaboration in its most basic form. This is also the wellspring
of ideas--they emerge for the middle of such collaborations and neither you nor the
material can claim credit. Innovation happens in a world in a collaborative manner.
Collaboration needs to be seen as extending beyond and prior to human-to-human
collaboration. We are always in collaboration with tools, processes, accidents,
environments -- even when we think it is just “us” removed from the world having a
lonely genius thought...
None of this is to ignore the great importance of human collaboration, it like our
collaborations with materials, is a constant and ever present truth of being human -- we
simply are always more than one and always in collaboration--the trick is to become
aware of this and actively work as a willing collaborator with others.
Step two: Disclosing unintended possibilities. Turning towards things as agents is also
to see that things exceed at every point and in every way their intended purposes. That
things exceed their purpose is the reservoir of open-ended possibility that is the key
source of innovation. In evolutionary theory the non-adaptive potential of things is
termed “exaptation”. Exaptation means literally outside aptation: that which is outside
purpose. All features of all organisms began as exaptations--ears, eyes, hands, wings -all of it is an innovation that began as the utilization of something in an unintended
manner.
Exaptations XXXXXXXXXXX
This reservoir is the positive contribution that joins the important negative contribution of
disclosure and blocking to allow genuine novelty to emerge.
If disruptive innovation requires disclosure of frameworks (so as to block them) it also
requires disclosure of unintended possibilities. XXXXXXXXXXXXXX
Step Three: Following/Co-evolving: Innovators, when they are innovating, are
followers. If things are active and novel ideas only emerge from the in the midst of
experimental collaborative forms of doing then it follows that the act of creation is a form
of following and co-evolution. How did origami emerge? Someone followed paper and
co-evolved with the paper into developing the world of origami. Paper, techniques,
habits, and worldviews transformed and evolved in the process. In the end it is hard to
say who followed who. Innovation is the experimental act of working with and following
systems to and across ruptures, shifts, transformations and emergences into newness
(the unknowable). You need to be a follower before you can be a leader if you wish to
innovate5.
5
The diagram below draws directly upon the work of Ingold (Citation)
This process of following is stranger still: you are following a path that is only emerging
vaguely in your act. The path or direction does not pre-exist. The experiments are
opening up possible paths that might be real if you follow them in the right (experimental)
way. “Following” is a form of way-finding in way-making as a collective act. It is only
after “you” have walked a path into existence, and you then look back upon it does it
look obvious and real. See below.
3. Catalytic Probes
If the things we make have agency and can push back upon us in ways that will surprise us,
then, for the sake of innovation, it would be best not to think of them as “products” but as
“probes.” If during the innovation process we treat as a product we will tend to see it only in
terms of our intentions and goals. By doing this we have jumped over the object and the open
process of experimentation and are simply left with forcing an object to become our ideas
materialized. Let’s return to our example of paper. Paper was designed to be written on, and if
we focus on it as a “writing product” we will focus on a limited range of its capacities and
potentialities. In doing so we do not pay attention to how it wrinkles, folds, tears or any other
unexpected possibility. But when we treat the sheet of paper as a “probe” we are open to where
it could take us that goes beyond our intentions.
For innovation it is important to see that outcomes (products) are not ends or even temporary
solutions -- they are probes. Outcomes (things) are catalyzers and probes that can shift systems
into new states. Feeding forward and feeding back. Innovators make probes, not solutions.
Think of the Wright brothers multiple bikes, kites, gliders, models, motors, and early planes as
probes and you can see why the succeeded while others failed. They probed while others
rushed to build final products...
4. Problems
Disruptive worldmaking innovation does not solve existing problems — it makes existing
problems irrelevant. Here is a favorite example: One of the major problems of horse
transportation in the 1800’s was that they shat everywhere. The introduction of cars did not
“solve” the “shit problem,” in fact it did not even address the problem, the shit problem simply
became beside the point. To simply focus on solving existing problems directly is to renounce
the greatest space of creativity: the invention of problems. Great innovations do not solve
problems before they invent a problem worth having for a world worth making.
Normally creativity and innovation is understood to be the development of the most novel
solution to a given problem. But to only focus on solutions is to radically limit the scope of
innovation (this is what we term “solution thinking”). Much better is to start with reframing the
problem, and even more creative is to invent the problem. This act of “problem producing” is at
the heart of Innovation Design. How does one go about inventing new problems? Disclose,
Disrupt and Emerge. See below.
5. Systems
Nothing in this approach to creativity will make any sense if one does not understand that
innovation and creativity are not “things” but processes that are systemic. Far too often, either
explicitly or implicitly creativity is talked about as if it were a thing that someone could possess.
Terms like “creatives” and phrases like “unleashing your inner creativity” are entirely beside the
point if creativity is actually a process. Creativity is not a psychological property of creatives but
something fully of the world.
“Life is invention, unceasing creation”, as Henri Bergson reminds us. Given this, innovation is
best understood as a “more-than-human” process. Innovation is a design process of making
that is embedded, evolutionary, responsive, emergent and systems based. The three sets of
processes (Disclose, Deviate and Emerge) are not only human processes but ones that we can
see across all systems from the emergence of single cell life to language to ipads. Human
creative processes are most effective to the degree they can join with other worldly ongoing
processes and systems. No one owns these processes, people can be great -- even gifted -- at
creative processes but thats it. No matter how hard anyone tries to find “creativity” in the brain it
will not happen. It is a foolish as trying to find “flight” by dissecting a bird wing.
To really sense creativity as a process we need to recognize that reality is composed of
systems. When we look at the world around us: it is all about systems. Reality is not composed
of a series of discrete objects that are in direct relation to each other (that could be innovated
and transformed one at a time). Reality is totally and absolutely relational-- it is a dynamic
system through and through.
Innovation is not the making of new products but new systems. Making paper only makes sense
if there are also pens, a written language, reading, and a vast network of other key components
-- a world of nested systems. All innovation that has ever happened was and is a systems
innovation. Underlying the problem of “solution thinking” is the worldview of “thing thinking” -- we
need to shift our worldview to a systems based worldview through and through. Here are five
key features of systems to keep in mind as we approach innovation6:
1. Systems are not neutral. Systems are not just a set of things working together. The
system itself has a logic and a point of view that shapes and transforms everything that
is part of its universe. Worlds and systems are connected.
2. Systems are processes. Systems are processes. developmental processes -subjects/things are outcomes -- individuations. Pay attention to process over product.
Relations over things. Qualities over quantities. Systems make a field of possibilities
emerge. Zoom out to the meta-state of a system.
3. Systems work via feedback loops and thresholds. To understand a system you need
to look beyond the players to the implicit rules of the game. The “unit” of creativity is the
system... (this does not mean work at only one scale). Work at the level of the system:
while working on “components.”
4. Systems have emergent properties. The whole is greater (and different) than parts:
The behavior of a system cannot be known from only knowing the parts -- it is more than
the sum of its parts. To understand this we need to understand emergence: Emergence
is the technical term for a process of coming into being that exceeds and supersedes its
inputs. Once a set of things functions as an emergent systems they can cause their own
behavior, make their parts, and are no longer de-composable. Emergence is a form of
non-linear and non-incremental change (change in kind). Radical Innovation comes
about not via some mysterious or mystical internal process but via the process of
emergence.
5. Change happens via restructuring the system. Innovation needs to take on the
structure of the system to develop any form of change-in-kind. Pay attention to
structure, behavior (emergent), interconnectivity, and boundaries.
6
Donella Meadows Citation
DESIGN
“Design is a method of action”
Ray & Charles Eames
Design refers to all the active processes involved in every form of making. Design is necessarily
conflated with making, never separate, just as making and change never end, neither does
design. We need to mutate Ray & Charles Eames famous definition:
“Design is the action of making shaping itself. ” Let’s unpack this.
Making is creating. Creativity is making from the perspective of creating novelty. Innovation is
approaching making from the perspective of making creativity stick. Design is approaching
making from the perspective of developing and engaging the ongoing processes. Design is the
design of the processes inherent to making in all of its forms. This means the big bang = design,
Black Lives Matter = design, Clean water = design, a chair = design…
Design, as should be clear from this introduction, is not just the making of some cool object.
This is only a very very small area in the vast ecosystem of design. All making involves the
historical development of processes that make things happen, and this is design. Design comes
in many forms and a whole host of processes--processes that are continuously evolving, and
disappearing as novel ones emerge. Good design is critical to all of our lives -- we need
processes to design ethics, environments, concepts, and tools.
When designing an object the goal of design is no different than designing something more
nebulous-- design is about no more and no less than making something happen. Design is
always about events, and actions. A good chair catalyzes events and actions: sitting, working,
napping, attending. The form of an object is always the form of an event or action.
The Fallacy of Direct Design
Even when we understand design as far broader than just making a cool watch, we can still fall
back into understanding the processes of design in a very narrow and problematic manner. It is
worth taking a moment at the beginning of introducing design to look into one of the biggest and
most problematic traps to designing for creativity and innovation: The Fallacy of Direct Design.
This is something that we already touched upon: the concept of “idea first,” “idea centered” or
“the god model” of design. This model haunts the very idea of (western) design. Part of the
problem with design and designing is how historically we in the west have understood the steps
of the design process. Design is an old term coming from the latin meaning “I mark.” For the
longest time the process of design could be accurately summed up by this phrase. Let us take a
moment to unpack this phrase as being a shorthand for a process of design:
1. You have an idea, 2. You mark it out in a plan/model, and 3. You make it to resemble exactly
the original mark/idea. This is Direct Design. It is a model of design where a fully realized idea
wholly precedes making. We term this model Direct Design because it imagines making to
involve a direct line from idea to product via a plan. Direct Design works via a closed loop: How
will I know if my idea is perfect? If you make exactly my idea. As such it has great difficulty
allowing for any outside forces to influence the design in a positive manner. Everything is
determined in advance! Making becomes viewed as a losing entropic battle: If only I knew how
to draw better! If only I had more money to hire really good craftspeople then my vision would
have been realized!
What you think in a clear enough manner to model is what you get, and sadly thinking clearly
means not experimenting towards truly novel and unrecognizable forces. Direct Design
ultimately substitutes knowledge, control and vision for sympathy, responsiveness,
collaboration, innovation and novelty.
Direct Design is not so much an actual method as an illusion of a method. It is a fallacy. It is not
possible to go directly from idea to outcome. All reality and all making is complex, responsive,
and multi-sourced. Direct Design perpetuates an illusion that we mere humans can aspire to be
some form of god who could have an idea and say “make it so”. This is never a useful illusion.
Direct Design as a process is still far too often the default way to do design. When we say
“Design” or “Designer” we think of the ideas or idea person who is comes up with the design
prior to making. While this logic might have some use in designing a minor improvement in a
coffee mug, imagine trying to design a new education system this way: you have a fixed idea of
what education should be, you articulate this, and then have some school system carry it out.
This is a recipe for a disaster. There is no room for consultation, feedback, discovery, mutation,
evolution and real innovation. Despite the obviousness of these massive problems far too often
we resort to this “god model” of design without even realizing it.
Responsive Design
The way to step out of the fallacy of direct design is to see that all design is responsive. There
simply is no way to avoid outside forces -- in the end all systems are open and all forms of
making are responsive, thus all design that avoids Direct Design is a form of Responsive
Design.
Developmental Design
While Direct Design is still far too widely taught and applied, during the twentieth century many
alternatives proposed. The major current alternatives to forms of Direct Design are variations of
User Centered Design. These are all in one way or another (1) more responsive to users (and
outside forces in general), (2) understand design to develop iteratively, and (2) see design as
being bigger than product design. See below.
Design Thinking is a very popular variety of user centered design. It is justifiably popular for two
reasons: (1.) it takes design out of the very narrow world of product design and rightly places
design at the center of all activities, and (2.) it takes on the false image that innovation is done
best by a singular designer (Direct Design). This second move towards participatory design
involves putting empathy into design which is the critical to User Centered Design. Empathy in
design can be a game changer. It moves design from a closed process to an open one in which
the world is invited to participate.
The problem with Design Thinking is that despite stressing its three big differences from Direct
Design, deep down it is not all that different. Design Thinking is essentially the Direct Design
method with empathy tacked on at the beginning. See below.
While Design Thinking needs to be credited for popularizing the ideas that (1) design is not just
for products and (2) design begins with empathy, as a specific methodology it leaves much to
be desired. A revised Direct Design is still Direct Design. Both Direct Design and Design
Thinking have their place for they are two useful, if limited, models of change-in-degree. Direct
Design is most useful when one notices a simple improvement that can be made to something.
It really runs into trouble when the question at hand is bigger and more complex for it has no
processes for internalizing outside feedback or iterating into novelty. Design Thinking and other
forms of User-Centered Design are best at responding directly to user problems by improving
and developing existing systems and products. But they are very poor processes for developing
genuinely novel approaches to questions -- for this one needs both a process of Disclosure and
Deviation (see below).
Design Thinking, and other forms of User Centered Design are best understood as forms of
Developmental Design (see above). They understand innovation and design to be focused on
developing and improving existing products, processes and systems. Developmental Design is
most powerful the further it moves from an idea centric model and towards an iterative,
experimental model of co-production. Developmental Design techniques are powerful and
useful -- if one understands how they fit into a larger landscape of design processes for
Disclosure, Deviation and Development.
Sympathy & Empathy in Design
Making is an inherently responsive processes. All making happens embedded in a world,
collaborating with others, iteratively, and outside of full control or prediction. At the core of being
responsive is empathy. With empathy we recognize the other as being a distinct being with its
own world, perspective, agency and goals. Empathy lets us respond instead of mandate (Direct
Design).
Responsive Design ultimately needs to goes beyond empathy towards sympathy. Empathy as it
is used in design today is a psychological concept: we have empathy for the users of things that
are designed. This is User-Centered Design in a nutshell. But for innovation to happen we need
to go beyond the human and have empathy towards things, events, habits and concepts
themselves. For it is only when we empathize with things that we can see them as exceeding
our intentions, goals and ideas. And it is only then that innovation can begin (see above).
Empathy is the first step into allowing things to have agency. But we need to go further.
Empathy needs to lead to sympathy. Sympathy is, as the designer Lars Spuybrock puts it, “what
things feel when they shape each other7”. Sympathy is at the very core of disruptive innovation:
we are allowing things to change us. It is in feeling as we are being shaped that we begin the
process of know-how becoming innovative know-what. The world of innovation emerges in
caring for those very fragile moments when things exceed purpose and we let go of intentions to
actively follow them. This is what we need to design.
7
Citation
***
Design is about developing processes to make things happen. When this involves novelty we
are in the terrain of Innovation Design. Now let us turn directly to the processes involved in
Innovation Design.