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Lessons learned from contrasting Design Thinking and
        Agile Project Management Methodologies

                          Juan Gasca1 2, Daniel Collado-Ruiz 1

                            1
                             Thinkers Company, Zaragoza, Spain
                                   info@thinkersco.com
                    2
                      Polytechnic University of Valencia, Valencia, Spain
                      juagasru@doctorado.upv.es, dacolrui@dpi.upv.es



       Abstract. The Creative Problem Solving methodology called Design Thinking
       has achieved high levels of popularity in the last decade. Based on the
       collaborative creation of interdisciplinary teams completely devoid of hierarchy,
       Design Thinking can be seen as a methodology of structured creative
       troubleshooting. However, unstructured teams like those proposed by the
       Design Thinking seem to raise some doubts. How do these models fit within a
       wider model of project management? Or even, do they embed within functional
       management models? Does the absence of hierarchy really imply an absence of
       leadership, as is claimed? Or if there is, can design thinking benefit from
       making it explicit? This article will present the state of the art and research
       approach for integrating it in project management disciplines, particularly for
       methods adapted to continuously changing circumstances such as Scrum and
       Design Thinking, in order to answer these questions.


       Keywords. Design thinking, Project Management Methodology, Leadership,
       Scrum, Design Management, Agile



1 Introduction

In the XXI century, we face a globalized world in a constant flowing state, leaving
traditional patterns and plunging into new paradigms. It responds to emerging needs,
arising from the natural evolution of human beings. Singles, dinkies, metrosexuales,
adolescents, women alpha twins ... [1] are names coined by sociologists and marketing
experts in recent years to try to reflect the new social reconstruction. Due to recent
increase in market complexity and variety of consumers, there is a need for new tools
to capture knowledge about them. [2]
   This evolutionary change has fostered new methodologies to collect consumer
information. One clear lines of work is co-creation. Co-creation changes innovation
from designing FOR people to designing WITH people. Rather than being a tool or a
methodology, co-creation is a mindset that engages people in the development of
products and services, thus creating new meaningful and profitable solutions and
powerful organizations adaptable for change. Through co-creation, the value no
longer resides in the products and services developed by companies and delivered to
consumers, but are created jointly between the company and the consumer. [3]
   The co-creation mindset requires a set of skills, which are mainly those of so-called
―T-shaped people‖. Such people are specialists in their area, who are capable of
working efficiently in multidisciplinary teams since they are capable of interacting
and understanding specialists from other areas. [4]
   In most organizations, T-shaped skills are not created as a deliberate policy but
emerge because individuals have been willing to take risks on a somewhat marginal
career. Most formal organizational incentives encourage I-shaped skills — the deep
functional experience represented by the T‘s stem. As a result, individuals are driven
ever deeper into their expertise, which the organization continually draws on and
rewards. [5]
   Changing this discouragement of multidisciplinary requires education. People tend
to have a dominant profile: assimilating, converging, diverging or accommodating.
The way to develop T-shaped skills born in an environment of learning or working
where a group of different people (4-5) interact not only in the area they are good,
even through the resolution of a problem that involves the use of all the skills. With
the practice, they will be T-shaped profiles [6]
   These backgrounds in the organization are resulting in a changing framework of
relationships: new relationships between managers and knowledge workers, new
relationships with customers and suppliers…This is giving way in recent times to a
new philosophy of thinking, as well as the principles by which organizations should
be structured to accomplish each task are changing. [7]
   One of the emerging trends in that sense is the application of Design Thinking, a
methodology of worked shaped between others by IDEO. Placed along the planet, this
international innovation consultant group have been developing during the last 20
years new approaches of facing projects involving the persona as central pillar and
encouraging multidisciplinary teams working together to get a goal [5]
   Taking into account the philosophy of Design and the movement of designers
between the dominant profiles we have previously seen, they have developed T-
shaped profiles employees who are able to work in a creative environment through an
intuitive way of thinking to face different projects by this Creative Problem Solving
methodology: Design Thinking (DT).
   In this complex framework some new questions are starting to appear: How explicit
is this new model facing this context? Or even, do they embed within functional
management models? Is the absence of hierarchy so explicit? What will be the
consequences of this fact in the internal management? How are the multidisciplinary
groups managed inside the group?
In fact there is no much literature about the topic, mostly books and education
about the method talk about the benefits of using it and how could improve the values
of business and projects. However, furthermore than the principals of application,
there is no information available about the proper management of it more than the
intuitive movement of the team through the process. At the same time, first actions
appeared in some companies like Deutsche Telekom supports the possible
combination of it with the agile methodologies such us Scrums in order to incorporate
creativity in their daily process. [8] The presumption of following this path suggests
the chance of combining both trends. Then, it would be also possible to make explicit
a new approach which empowers the application of Design Thinking, through the
inclusion of the DT process inside a framework defined by Scrums.
    In the present report we do a study of the State of Art emerging in companies, to
face this new approach of working in groups and developing projects in short
timelines. A preliminary combined model is developed under these assumptions, and
it is tested in an exploratory case study to gather information about its performance.


2 State of Art

Facing the trends of co-creation and multidisciplinary, a first review reveals two
trends in design and project management respectively.
   The design world is moving from the traditional individuality to a new address to
multidisciplinary teamwork. The main exponent of it is Design Thinking. On the other
hand, recent years have seen the apparition of a new praxis in project management:
considering flexibility and shorter timelines through Agile Methodologies.


2.1 Incorporation of Design to companies

“Design Thinking‖ is a trend taking place nowadays. In general terms it attempts to
apply in senior leadership and management positions of companies the mindset and
processes that designer‘s use. Thereby it attempts to provide greater leadership
capacity, giving business a broader perspective that diverges from traditional
paradigms of ―similar problems give similar solutions‖. Innovation is understood as
―(…) exploring the world with our hands, testing out ideas by building them, role
playing, (…) activities are natural characteristics of children at play.‖ [5]
   All the theory converges in three tangible pillars that apply in education, business
and companies (according to D. School education program[9]). The first of them is the
process: iteration against lineal thinking (see figure 1) The proposed sequence is not
closes like traditional workflows, but it rather goes back and forward depending on the
results.
Fig. 1. Design Thinking Process (Source: D.School Stanford,2009)


Mapping it on a convergence-divergence flow, we notice how the process suits to the
assumption of ―from exploration to consolidation of knowledge‖, one time after
another. (figure 2)




     Fig. 2. DT convergence-divergence flow of Thinking (Source: D.School Stanford,2009)


The second key pillar is the custom-built ―space‖ to foster creativity, which
incorporates mobile furniture that adapts to specific needs. Finally, Design Thinking is
based on multidisciplinary teams, usually of 4-6 members. In a traditional approach,
team members would receive tasks, but DT emphasizes the fact of all people
participating in all tasks. [6]
   This approach has been put to place in companies like IDEO, LEGO, Herbal
Essences, Mattel [5], Apple or Procter & Gamble [10],
   Despite the amount of literature on the topic, no papers were found to study the
relation between DT and project management tools, or even about how it performs
when related to the company‘s management. Project management is more elaborate
than a process or a space, and how DT fits as a task of a project, as a philosophy to
incorporate in project management, or as a framework to start projects, is still a matter
to be considered.
2.2 New models of Agile Praxis

On the completely different field of software, similar developments have taken place
as well. It has faced the need to be agile and quick in developing new products to their
customer needs, acting in a constantly changing environment, and reducing the time to
reach the market [11]. This has motivated the Agile Software Development.
   In March of 2001, seventeen experts on software development processes wrote the
Agile Manifesto:
                   Individuals and interactions over processes and tools
                 Working software over comprehensive documentation
                    Customer collaboration over contract negotiation
                      Responding to change over following a plan

These principles show the requisite to look for new ways of developing software than
the traditional standards. Mainly, they created a Manifesto that, in a way, considers
the importance of the individuals as well as the customer as the central pillar of their
work, trying to understand them and to answer faster to their needs.
   Inside this philosophy Scrum stands out as one of the most popular Agile Praxis. It
is a new reframed environment to develop software. Scrum is not a methodology, it is
a framework. Scrum does not say exactly what to do. [12]
   The praxis from Scrum has been implemented in several other fields in relation to
management models: NGO´s, Business, Food Distribution companies… Scrum is a
comprehensive model of management production environments based on routines,
that is, environments where the tacit knowledge of individuals is more relevant, than
the explicit content and technology processes. [11]
   Basically, Scrum is a model built as a timetable of tasks with a clear input, and a
concise output with a dateline, called Sprint. The result is a new workflow model
defined by the following points [12]:
      The definition of Sprint goals
      Definition of a member lists (creation of a team)
      Creation of the Stack Task
      Dateline for the Sprint Demo.

Once the Sprint is planned, all the tasks are carried out, considering all disturbances
for the next sprint.
   Scrum defines several roles in this process:
      Scrum Master: person who leads the process and helps the team properly
          flow.
      Product Owner: person who controls the results, and is closer to the client‘s
          needs and desires.
   Team: people who develop the tasks.

Despite the singularities of the process, the main difference between scrum and
traditional project management methodologies lies on the core set of values that agile
teams share. The success of these teams is based on fostering transparency, trust,
communication, self-organization, learning from failure, courage or generosity. The
team members share a common goal, and together discover the best way (so far) of
delivering the agreed product. Creativity, pragmatism and mutual support are key
aspects of agile projects


2.3 Space of convergence of both approaches

The similarities and commonalities can be spotted Scrum and Design Thinking. This
had led the research community to try for each one of them to gain the benefits of the
other It seems to be possible to point out the main differences:
     DT is focused on encouraging creativity in projects, allowing freedom in the
          process
     Scrum focuses on flexible management, whit a closed process that does not
          take into account the content.

In Scrum the team goes through goals and tasks, while in DT the team only moves on
when the team members feel comfortable, in an intuitive way.
   At the same time, there are several common points:
     The aim to reach the market (and more particularly, the user) with better
         expectations
     Human resources as a key element of the model
     The iterations as a working principle

Some attempts have been carried out from the Scrum perspective to incorporate the
creativity of DT into the process [8] from the perspective of Design Thinking and
creativity it is not possible to find literature about the desire and possibilities of
incorporating management praxis to the DT approach.


3 Methods and tools

To attempt first exploratory results in combining both DT and Scrum principles, an
exploratory model was carried out. The first suitable framework that was selected was
a 48 hour process, so it was decided that the application of a complete iteration
through the process of the D. School based in 6 steps and a second iteration of the
prototype would satisfy the action of facing a Design Challenge in that time. Isolating
the different tasks involved in the process, the different bubbles were redefining into a
set of successive steps. The aim is to translate the intuitive iterations of the DT process
into a clear structure of stages which a closed timing.
   The result was a first clear visualization of the model that mixes the properties of
both, Scrum and DT, as can be seen in Figure 3.




               Fig. 3. Translating DT into Scrum framework (Source: self-made)


Figure 3 shows the relation between the 8 tasks faced in the development of the idea,
and the traditional steps from Figure 1, which wouldn´t be mentioned to the
participants while using the methodology. Each stage would last 1:30-2 hours, and
include small sub-lines or optional tasks. The output would be controlled for each one.
First stage would have an introduction, and then the previous stage would be always
the input for the following one. Stages are defined as small sprints, controlling the
expectations and wishes of the material resulting of them, but giving freedom about
the activities, complexity, nature and tools in them (a free product backlog). Tools
would come from DT and other new disciplines of Human-Centered Innovation like
Service Design (Lego Serious Play, character profile tools, etc.). The result is the
Figure 4, where have been mapped also the ―DT convergence-divergence flow of
Thinking‖ appreciating how the task-restructuring respects the principles of Design.
Fig. 4. Combine methodology Scrum – DT (Source: self-made)

To ensure success, there would be a person overlooking the team and controlling the
flow throughout the process. The responsibility is similar to that of a Scrum Master,
with no expected or planned behavior, but only expectations on the outcome.
    The result was the development of a new model focused on a closed creative
structured process. The assumption of the model is that, by giving more specific tasks,
it is possible to manage a team quickly and result-oriented. At the same time it is
possible to have space for creativity and crazy ideas.
    Although the process is still prepared for a 48 hours interaction, it could be suit to
any kind of time or nature of project, reframing the tasks and making a correct plan.
    Once the preliminary model was set, it was applied in a case-study event: the
Global Service Jam (GSJ) taking place during March 11-13th. It consisted of a 48-
hour-long common experience on Service Design, where participants in more than 55
cities around the world were connected, but working and being managed
autonomously.
    This characteristic provided a very suitable framework to test this model in a real
scenario, organized in three cities in Spain, being able to compare it with a pure DT
experience (Berlin took D. School model as reference). In order to interpret the
differences from the new model and its predecessor, it is possible to interpret the
outputs of the 2 process (Berlin, and the events in Spain), studying the deviations
between their results and the consequences in the creativity from groups.
    The events from Madrid, Zaragoza y Valencia used the model during the weekend
from GSJ. Starting with an introduction to explain the beginning of the exercise, the
host responsible in the 3 cities would provide to the jammers (participants) the tasks to
do, moving the group from one to another, moderating the input point and the
expected output of the sprint.
    There was also a second level of responsibility, called facilitators, whose function
was to help the Host Responsible to encourage the work of the teams. There were
between 4-5 jammers or team members per team and 90% were not used to DT praxis.
    On the other hand the event in Berlin was organized by 5-6 members of Gammaka,
the last group of alumni from D. School Postdam. They participated as normal
jammers without a clear Host Responsible, following the flat organization principles
from DT. Around 35-40% of the participants were Design Thinkers (people formed or
used to the process, mostly alumni from D. School Postdam). They started the event
with an introduction to the different processes of Design Thinking (models from
Stanford, Fjord consultant, HPI…) debriefing on the steps and the tools involved.
    On a post-event online meeting, Mechmet Chiousemoglou, one of the organizers,
gave details on the development of the Berlin Jam [13]. During the workshop, no very
strict model was followed. They respected the steps and philosophy of DT, moving
through stages with similar properties and tools, and behaving as if they were using
the Stanford principles. They used common terminology for the steps such as
empathy, synthesis, etc. It was however not done with a clear process, but rather in an
intuitive way.


4 Results

After 48 hours of workshop, both models reach a satisfactory final with 4-5 final ideas
per city. Assessment of the creativity and feasibility of the ideas shall allow the
comparison between the results of the 2 models (the new one and traditional Design
Thinking). For the cases presented, there do not seem to be considerable deviations,
since results seem rather similar in nature.
   Some big differences can be detected at first sight. The teams in Spain reached a
higher level of development in their presentations, creating videos or PDF´s through
storytelling, taking photos or recording videos, i.e. incorporating post processing
tools. The submissions from the teams in Berlin were videos from their final
presentations, where they use tools like role-playing to act out the concept (2/4) or
explain it directly with the help of some additional materials. It did not have any post
processing, and they did not have time for a final auto explanation presentation.
   This fact goes hand in hand with the number of prototypes developed by each one.
The Spanish teams developed at least 2 prototypes, and dedicated all Sunday to the
presentation of the results, whilst the German teams invested most of their Saturday in
a continuous discussion.
Another divergence was the role of the facilitator. In the Spanish Jam, facilitators
provided the jammers with a series of gates, to guide their process. The German Jam
had much more freedom in the process, as dictated by the DT approach. It must be
pointed out that the role of the facilitator is critical in this aspect, and therefore this
would need a much deeper study in order to be able to draw conclusions.
   When it comes to creativity, its assessment is a rather complicated matter.
Nevertheless, independent assessments of such creativity have shown that both sets of
projects (4-5 in each case) seem equally creative in their contents.


5 Conclusions

On a first analysis, the structured approach seems to deliver a much better time
management of the process. Spanish teams yielded much more mature concepts and
were able to test more prototypes. They were ensured not to stay too much time in the
discussion phase, whilst the German teams dedicated the whole Saturday to that
endeavor. In DT, time control is partly the role of the coaches, or is embedded in the
time-setting – to ensure a creative environment – but in this case it was successfully
channeled to the facilitator by basing itself in Scrum principles.
   It seems that, Spanish teams managed to keep a closed timetable when it comes to
the development process, whilst the German teams following DT behaved more
chaotically incorporating tasks and controlling iterations are not unproductive matters,
since they contributed to attaining the final goal. It could have been considered
initially a potential hinder to creativity, but as a matter of fact it seems that it created a
better workflow to reach the final goal.
   Additionally, open stages instead of closed steps with clear sublines (Stack Task
from Scrum) look like a good framework to foster the creativity, since it gives the
chance to reframe stages at any moment. This opens a new potential for Scrum to
develop in this direction.
   The main hypothesis to be proven is the feasibility of the proposed approach. This
paper has shown that, at least preliminarily, such an approach can yield at least results
that are as good as DT results in a creative task. However, this opens a new line of
research in integration of DT to deliver project management principles that fit better
with the creative tasks.
   Further research of the authors will aim at combining Scrum and Design Thinking,
in a more elaborate way that the exploratory study presented in this paper. The aim
will be to develop a new project management model to face Human Focus Centered
Innovation projects in a time-controlled way. The new approach would be pragmatic,
flexible and it would be built around the development of 3 roles:
      Coach Leader: in charge of control the process and move the people over it.
    Facilitator: to move people to think wide and encourage creativity
        Team members: who would be the core group

This paper presents a basic model, but upcoming steps would provide a deeper
understanding of the idea generation process, specially aimed at being explored in the
case of Idea Generation Agencies such as Humantific or Brainstore. Knowing how
people interact in the ideation process, and how to manage it accordingly, should shed
some light in how new products are designed – and their projects managed – in the
future.


References

1. AECOC 2006, ―Nuevos modelos de hogar, todo un reto para la innovación‖
1. Media Planning Group (2003), ―Los ‗seniors‘ en Europa: la madurez del sigloXXI‖
2. D. K. Rhea, President, Cheskin+Masten. A New Perspective on Design: Focusing on
   Customer Experience. Design Management Journal (Former Series) Volume 3, Issue 4,
   pages 40–48, Fall 1992
3. C. K. Prahalad (Author), Venkat Ramaswamy (2004) : The Future of Competition: Co-
   Creating Unique Value with Customers
4. Leonard-Barton(1995), D. A. Wellsprings of Knowledge: Building and Sustaining the
   Sources of Innovation. Boston: Harvard Business School Press.
5. Brown, Tim (2009): Change by Design: How Design Thinking Transforms Organizations
   and Inspires Innovation.
6. S. L. Beckman ; M. Barry. (2007) "Innovation as a Learning Process: Embedding Design
   Thinking" California Management Review (2007) Volume: 50, Issue: 1, Publisher:
   California Management Review, Pages: 25-56 ISSN: 00081256
7. Spear, Steven J. Designing Products and Processes: Aligning Hierarchical Problem Levels
   with Problem-Solving Team Forms. Harvard Business Review. 17 pages. Publication date:
   Nov 02, 2004.
8. Different interviews face to face with Jana Lév, Alumni D.School, Founder Darkhorse, Ex-
   Worker Deutsche Telekom, December 2010
9. D.School Stanford 2009, Bootcamp Bootleg
10. Martin, Roger L.(2009): The Design of Business: Why Design Thinking is the Next
    Competitive Advantag. (Dean The Rottman School of Management, University of Toronto)
11. Scrum y XP desde las trincheras. (2007) Como Hacemos Scrum. Henrik Kniberg
12. Scrum Manager: Proyectos – Formación. Versión 1.3.2- Octubre 2010 Juan Palacio,
    Claudia Ruata.
13. Speech after event Mechmet Chiousemoglou, Alumni D.School, Founder Gammaka,
    Organicer GSJ Berlin, 29th. March 2011

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Lessons learned from contrasting Design Thinking and Agile Project Management Methodologies

  • 1. Lessons learned from contrasting Design Thinking and Agile Project Management Methodologies Juan Gasca1 2, Daniel Collado-Ruiz 1 1 Thinkers Company, Zaragoza, Spain info@thinkersco.com 2 Polytechnic University of Valencia, Valencia, Spain juagasru@doctorado.upv.es, dacolrui@dpi.upv.es Abstract. The Creative Problem Solving methodology called Design Thinking has achieved high levels of popularity in the last decade. Based on the collaborative creation of interdisciplinary teams completely devoid of hierarchy, Design Thinking can be seen as a methodology of structured creative troubleshooting. However, unstructured teams like those proposed by the Design Thinking seem to raise some doubts. How do these models fit within a wider model of project management? Or even, do they embed within functional management models? Does the absence of hierarchy really imply an absence of leadership, as is claimed? Or if there is, can design thinking benefit from making it explicit? This article will present the state of the art and research approach for integrating it in project management disciplines, particularly for methods adapted to continuously changing circumstances such as Scrum and Design Thinking, in order to answer these questions. Keywords. Design thinking, Project Management Methodology, Leadership, Scrum, Design Management, Agile 1 Introduction In the XXI century, we face a globalized world in a constant flowing state, leaving traditional patterns and plunging into new paradigms. It responds to emerging needs, arising from the natural evolution of human beings. Singles, dinkies, metrosexuales, adolescents, women alpha twins ... [1] are names coined by sociologists and marketing experts in recent years to try to reflect the new social reconstruction. Due to recent increase in market complexity and variety of consumers, there is a need for new tools to capture knowledge about them. [2] This evolutionary change has fostered new methodologies to collect consumer information. One clear lines of work is co-creation. Co-creation changes innovation from designing FOR people to designing WITH people. Rather than being a tool or a methodology, co-creation is a mindset that engages people in the development of
  • 2. products and services, thus creating new meaningful and profitable solutions and powerful organizations adaptable for change. Through co-creation, the value no longer resides in the products and services developed by companies and delivered to consumers, but are created jointly between the company and the consumer. [3] The co-creation mindset requires a set of skills, which are mainly those of so-called ―T-shaped people‖. Such people are specialists in their area, who are capable of working efficiently in multidisciplinary teams since they are capable of interacting and understanding specialists from other areas. [4] In most organizations, T-shaped skills are not created as a deliberate policy but emerge because individuals have been willing to take risks on a somewhat marginal career. Most formal organizational incentives encourage I-shaped skills — the deep functional experience represented by the T‘s stem. As a result, individuals are driven ever deeper into their expertise, which the organization continually draws on and rewards. [5] Changing this discouragement of multidisciplinary requires education. People tend to have a dominant profile: assimilating, converging, diverging or accommodating. The way to develop T-shaped skills born in an environment of learning or working where a group of different people (4-5) interact not only in the area they are good, even through the resolution of a problem that involves the use of all the skills. With the practice, they will be T-shaped profiles [6] These backgrounds in the organization are resulting in a changing framework of relationships: new relationships between managers and knowledge workers, new relationships with customers and suppliers…This is giving way in recent times to a new philosophy of thinking, as well as the principles by which organizations should be structured to accomplish each task are changing. [7] One of the emerging trends in that sense is the application of Design Thinking, a methodology of worked shaped between others by IDEO. Placed along the planet, this international innovation consultant group have been developing during the last 20 years new approaches of facing projects involving the persona as central pillar and encouraging multidisciplinary teams working together to get a goal [5] Taking into account the philosophy of Design and the movement of designers between the dominant profiles we have previously seen, they have developed T- shaped profiles employees who are able to work in a creative environment through an intuitive way of thinking to face different projects by this Creative Problem Solving methodology: Design Thinking (DT). In this complex framework some new questions are starting to appear: How explicit is this new model facing this context? Or even, do they embed within functional management models? Is the absence of hierarchy so explicit? What will be the consequences of this fact in the internal management? How are the multidisciplinary groups managed inside the group?
  • 3. In fact there is no much literature about the topic, mostly books and education about the method talk about the benefits of using it and how could improve the values of business and projects. However, furthermore than the principals of application, there is no information available about the proper management of it more than the intuitive movement of the team through the process. At the same time, first actions appeared in some companies like Deutsche Telekom supports the possible combination of it with the agile methodologies such us Scrums in order to incorporate creativity in their daily process. [8] The presumption of following this path suggests the chance of combining both trends. Then, it would be also possible to make explicit a new approach which empowers the application of Design Thinking, through the inclusion of the DT process inside a framework defined by Scrums. In the present report we do a study of the State of Art emerging in companies, to face this new approach of working in groups and developing projects in short timelines. A preliminary combined model is developed under these assumptions, and it is tested in an exploratory case study to gather information about its performance. 2 State of Art Facing the trends of co-creation and multidisciplinary, a first review reveals two trends in design and project management respectively. The design world is moving from the traditional individuality to a new address to multidisciplinary teamwork. The main exponent of it is Design Thinking. On the other hand, recent years have seen the apparition of a new praxis in project management: considering flexibility and shorter timelines through Agile Methodologies. 2.1 Incorporation of Design to companies “Design Thinking‖ is a trend taking place nowadays. In general terms it attempts to apply in senior leadership and management positions of companies the mindset and processes that designer‘s use. Thereby it attempts to provide greater leadership capacity, giving business a broader perspective that diverges from traditional paradigms of ―similar problems give similar solutions‖. Innovation is understood as ―(…) exploring the world with our hands, testing out ideas by building them, role playing, (…) activities are natural characteristics of children at play.‖ [5] All the theory converges in three tangible pillars that apply in education, business and companies (according to D. School education program[9]). The first of them is the process: iteration against lineal thinking (see figure 1) The proposed sequence is not closes like traditional workflows, but it rather goes back and forward depending on the results.
  • 4. Fig. 1. Design Thinking Process (Source: D.School Stanford,2009) Mapping it on a convergence-divergence flow, we notice how the process suits to the assumption of ―from exploration to consolidation of knowledge‖, one time after another. (figure 2) Fig. 2. DT convergence-divergence flow of Thinking (Source: D.School Stanford,2009) The second key pillar is the custom-built ―space‖ to foster creativity, which incorporates mobile furniture that adapts to specific needs. Finally, Design Thinking is based on multidisciplinary teams, usually of 4-6 members. In a traditional approach, team members would receive tasks, but DT emphasizes the fact of all people participating in all tasks. [6] This approach has been put to place in companies like IDEO, LEGO, Herbal Essences, Mattel [5], Apple or Procter & Gamble [10], Despite the amount of literature on the topic, no papers were found to study the relation between DT and project management tools, or even about how it performs when related to the company‘s management. Project management is more elaborate than a process or a space, and how DT fits as a task of a project, as a philosophy to incorporate in project management, or as a framework to start projects, is still a matter to be considered.
  • 5. 2.2 New models of Agile Praxis On the completely different field of software, similar developments have taken place as well. It has faced the need to be agile and quick in developing new products to their customer needs, acting in a constantly changing environment, and reducing the time to reach the market [11]. This has motivated the Agile Software Development. In March of 2001, seventeen experts on software development processes wrote the Agile Manifesto: Individuals and interactions over processes and tools Working software over comprehensive documentation Customer collaboration over contract negotiation Responding to change over following a plan These principles show the requisite to look for new ways of developing software than the traditional standards. Mainly, they created a Manifesto that, in a way, considers the importance of the individuals as well as the customer as the central pillar of their work, trying to understand them and to answer faster to their needs. Inside this philosophy Scrum stands out as one of the most popular Agile Praxis. It is a new reframed environment to develop software. Scrum is not a methodology, it is a framework. Scrum does not say exactly what to do. [12] The praxis from Scrum has been implemented in several other fields in relation to management models: NGO´s, Business, Food Distribution companies… Scrum is a comprehensive model of management production environments based on routines, that is, environments where the tacit knowledge of individuals is more relevant, than the explicit content and technology processes. [11] Basically, Scrum is a model built as a timetable of tasks with a clear input, and a concise output with a dateline, called Sprint. The result is a new workflow model defined by the following points [12]:  The definition of Sprint goals  Definition of a member lists (creation of a team)  Creation of the Stack Task  Dateline for the Sprint Demo. Once the Sprint is planned, all the tasks are carried out, considering all disturbances for the next sprint. Scrum defines several roles in this process:  Scrum Master: person who leads the process and helps the team properly flow.  Product Owner: person who controls the results, and is closer to the client‘s needs and desires.
  • 6. Team: people who develop the tasks. Despite the singularities of the process, the main difference between scrum and traditional project management methodologies lies on the core set of values that agile teams share. The success of these teams is based on fostering transparency, trust, communication, self-organization, learning from failure, courage or generosity. The team members share a common goal, and together discover the best way (so far) of delivering the agreed product. Creativity, pragmatism and mutual support are key aspects of agile projects 2.3 Space of convergence of both approaches The similarities and commonalities can be spotted Scrum and Design Thinking. This had led the research community to try for each one of them to gain the benefits of the other It seems to be possible to point out the main differences:  DT is focused on encouraging creativity in projects, allowing freedom in the process  Scrum focuses on flexible management, whit a closed process that does not take into account the content. In Scrum the team goes through goals and tasks, while in DT the team only moves on when the team members feel comfortable, in an intuitive way. At the same time, there are several common points:  The aim to reach the market (and more particularly, the user) with better expectations  Human resources as a key element of the model  The iterations as a working principle Some attempts have been carried out from the Scrum perspective to incorporate the creativity of DT into the process [8] from the perspective of Design Thinking and creativity it is not possible to find literature about the desire and possibilities of incorporating management praxis to the DT approach. 3 Methods and tools To attempt first exploratory results in combining both DT and Scrum principles, an exploratory model was carried out. The first suitable framework that was selected was a 48 hour process, so it was decided that the application of a complete iteration
  • 7. through the process of the D. School based in 6 steps and a second iteration of the prototype would satisfy the action of facing a Design Challenge in that time. Isolating the different tasks involved in the process, the different bubbles were redefining into a set of successive steps. The aim is to translate the intuitive iterations of the DT process into a clear structure of stages which a closed timing. The result was a first clear visualization of the model that mixes the properties of both, Scrum and DT, as can be seen in Figure 3. Fig. 3. Translating DT into Scrum framework (Source: self-made) Figure 3 shows the relation between the 8 tasks faced in the development of the idea, and the traditional steps from Figure 1, which wouldn´t be mentioned to the participants while using the methodology. Each stage would last 1:30-2 hours, and include small sub-lines or optional tasks. The output would be controlled for each one. First stage would have an introduction, and then the previous stage would be always the input for the following one. Stages are defined as small sprints, controlling the expectations and wishes of the material resulting of them, but giving freedom about the activities, complexity, nature and tools in them (a free product backlog). Tools would come from DT and other new disciplines of Human-Centered Innovation like Service Design (Lego Serious Play, character profile tools, etc.). The result is the Figure 4, where have been mapped also the ―DT convergence-divergence flow of Thinking‖ appreciating how the task-restructuring respects the principles of Design.
  • 8. Fig. 4. Combine methodology Scrum – DT (Source: self-made) To ensure success, there would be a person overlooking the team and controlling the flow throughout the process. The responsibility is similar to that of a Scrum Master, with no expected or planned behavior, but only expectations on the outcome. The result was the development of a new model focused on a closed creative structured process. The assumption of the model is that, by giving more specific tasks, it is possible to manage a team quickly and result-oriented. At the same time it is possible to have space for creativity and crazy ideas. Although the process is still prepared for a 48 hours interaction, it could be suit to any kind of time or nature of project, reframing the tasks and making a correct plan. Once the preliminary model was set, it was applied in a case-study event: the Global Service Jam (GSJ) taking place during March 11-13th. It consisted of a 48- hour-long common experience on Service Design, where participants in more than 55 cities around the world were connected, but working and being managed autonomously. This characteristic provided a very suitable framework to test this model in a real scenario, organized in three cities in Spain, being able to compare it with a pure DT experience (Berlin took D. School model as reference). In order to interpret the differences from the new model and its predecessor, it is possible to interpret the outputs of the 2 process (Berlin, and the events in Spain), studying the deviations between their results and the consequences in the creativity from groups. The events from Madrid, Zaragoza y Valencia used the model during the weekend from GSJ. Starting with an introduction to explain the beginning of the exercise, the host responsible in the 3 cities would provide to the jammers (participants) the tasks to
  • 9. do, moving the group from one to another, moderating the input point and the expected output of the sprint. There was also a second level of responsibility, called facilitators, whose function was to help the Host Responsible to encourage the work of the teams. There were between 4-5 jammers or team members per team and 90% were not used to DT praxis. On the other hand the event in Berlin was organized by 5-6 members of Gammaka, the last group of alumni from D. School Postdam. They participated as normal jammers without a clear Host Responsible, following the flat organization principles from DT. Around 35-40% of the participants were Design Thinkers (people formed or used to the process, mostly alumni from D. School Postdam). They started the event with an introduction to the different processes of Design Thinking (models from Stanford, Fjord consultant, HPI…) debriefing on the steps and the tools involved. On a post-event online meeting, Mechmet Chiousemoglou, one of the organizers, gave details on the development of the Berlin Jam [13]. During the workshop, no very strict model was followed. They respected the steps and philosophy of DT, moving through stages with similar properties and tools, and behaving as if they were using the Stanford principles. They used common terminology for the steps such as empathy, synthesis, etc. It was however not done with a clear process, but rather in an intuitive way. 4 Results After 48 hours of workshop, both models reach a satisfactory final with 4-5 final ideas per city. Assessment of the creativity and feasibility of the ideas shall allow the comparison between the results of the 2 models (the new one and traditional Design Thinking). For the cases presented, there do not seem to be considerable deviations, since results seem rather similar in nature. Some big differences can be detected at first sight. The teams in Spain reached a higher level of development in their presentations, creating videos or PDF´s through storytelling, taking photos or recording videos, i.e. incorporating post processing tools. The submissions from the teams in Berlin were videos from their final presentations, where they use tools like role-playing to act out the concept (2/4) or explain it directly with the help of some additional materials. It did not have any post processing, and they did not have time for a final auto explanation presentation. This fact goes hand in hand with the number of prototypes developed by each one. The Spanish teams developed at least 2 prototypes, and dedicated all Sunday to the presentation of the results, whilst the German teams invested most of their Saturday in a continuous discussion.
  • 10. Another divergence was the role of the facilitator. In the Spanish Jam, facilitators provided the jammers with a series of gates, to guide their process. The German Jam had much more freedom in the process, as dictated by the DT approach. It must be pointed out that the role of the facilitator is critical in this aspect, and therefore this would need a much deeper study in order to be able to draw conclusions. When it comes to creativity, its assessment is a rather complicated matter. Nevertheless, independent assessments of such creativity have shown that both sets of projects (4-5 in each case) seem equally creative in their contents. 5 Conclusions On a first analysis, the structured approach seems to deliver a much better time management of the process. Spanish teams yielded much more mature concepts and were able to test more prototypes. They were ensured not to stay too much time in the discussion phase, whilst the German teams dedicated the whole Saturday to that endeavor. In DT, time control is partly the role of the coaches, or is embedded in the time-setting – to ensure a creative environment – but in this case it was successfully channeled to the facilitator by basing itself in Scrum principles. It seems that, Spanish teams managed to keep a closed timetable when it comes to the development process, whilst the German teams following DT behaved more chaotically incorporating tasks and controlling iterations are not unproductive matters, since they contributed to attaining the final goal. It could have been considered initially a potential hinder to creativity, but as a matter of fact it seems that it created a better workflow to reach the final goal. Additionally, open stages instead of closed steps with clear sublines (Stack Task from Scrum) look like a good framework to foster the creativity, since it gives the chance to reframe stages at any moment. This opens a new potential for Scrum to develop in this direction. The main hypothesis to be proven is the feasibility of the proposed approach. This paper has shown that, at least preliminarily, such an approach can yield at least results that are as good as DT results in a creative task. However, this opens a new line of research in integration of DT to deliver project management principles that fit better with the creative tasks. Further research of the authors will aim at combining Scrum and Design Thinking, in a more elaborate way that the exploratory study presented in this paper. The aim will be to develop a new project management model to face Human Focus Centered Innovation projects in a time-controlled way. The new approach would be pragmatic, flexible and it would be built around the development of 3 roles:  Coach Leader: in charge of control the process and move the people over it.
  • 11. Facilitator: to move people to think wide and encourage creativity  Team members: who would be the core group This paper presents a basic model, but upcoming steps would provide a deeper understanding of the idea generation process, specially aimed at being explored in the case of Idea Generation Agencies such as Humantific or Brainstore. Knowing how people interact in the ideation process, and how to manage it accordingly, should shed some light in how new products are designed – and their projects managed – in the future. References 1. AECOC 2006, ―Nuevos modelos de hogar, todo un reto para la innovación‖ 1. Media Planning Group (2003), ―Los ‗seniors‘ en Europa: la madurez del sigloXXI‖ 2. D. K. Rhea, President, Cheskin+Masten. A New Perspective on Design: Focusing on Customer Experience. Design Management Journal (Former Series) Volume 3, Issue 4, pages 40–48, Fall 1992 3. C. K. Prahalad (Author), Venkat Ramaswamy (2004) : The Future of Competition: Co- Creating Unique Value with Customers 4. Leonard-Barton(1995), D. A. Wellsprings of Knowledge: Building and Sustaining the Sources of Innovation. Boston: Harvard Business School Press. 5. Brown, Tim (2009): Change by Design: How Design Thinking Transforms Organizations and Inspires Innovation. 6. S. L. Beckman ; M. Barry. (2007) "Innovation as a Learning Process: Embedding Design Thinking" California Management Review (2007) Volume: 50, Issue: 1, Publisher: California Management Review, Pages: 25-56 ISSN: 00081256 7. Spear, Steven J. Designing Products and Processes: Aligning Hierarchical Problem Levels with Problem-Solving Team Forms. Harvard Business Review. 17 pages. Publication date: Nov 02, 2004. 8. Different interviews face to face with Jana Lév, Alumni D.School, Founder Darkhorse, Ex- Worker Deutsche Telekom, December 2010 9. D.School Stanford 2009, Bootcamp Bootleg 10. Martin, Roger L.(2009): The Design of Business: Why Design Thinking is the Next Competitive Advantag. (Dean The Rottman School of Management, University of Toronto) 11. Scrum y XP desde las trincheras. (2007) Como Hacemos Scrum. Henrik Kniberg 12. Scrum Manager: Proyectos – Formación. Versión 1.3.2- Octubre 2010 Juan Palacio, Claudia Ruata. 13. Speech after event Mechmet Chiousemoglou, Alumni D.School, Founder Gammaka, Organicer GSJ Berlin, 29th. March 2011