The Rise of the Design Executive Officer

To solve the world's problems: we need to think like designers, feel like designers, and act like designers.

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To solve the world's problems: we need to think like designers, feel like designers, and act like designers. Whether you think of yourself as a designer or not, design is what leads change. Maria Giudice, spoke about her book, The Rise of the DEO: Leadership by Design today at Webvisions in NYC.

DefiningTheDEODefining the Designer CEO

A creative leader that places the importance of design at the center of the company. It's a combination of creative problem solver and strategic business leader.

Why Do We Need a DEO?

The world is moving faster. In 1937 large companies had a life expectancy of 75 years. Today, the expected longevity of those companies is 15 years. Plus only 1 in 4 employees believe in their company's leadership to sustain their organization.

What Makes a DEO Different?

Design executive officers are:

  • Change Agents: They lead revolutionary changes.
  • Risk Takers: They take smart risks as opposed to avoiding risk.
  • Systems Thinkers: They see patterns and can solve problems by connecting unrelated issues.
  • Socially Intelligent: They are people focused.
  • Intuitive: They make decisions based on more than just numbers.
  • GSD: They get shit done.

 5 Steps to Improve Your Organization with Design ThinkingDesignEqualsChange

  • Change Your Mindset about Design and Designers: Design should not be thought of as an expense but as an investment. Design is not a noun, it's an active verb. Design is about radical change.
  • Value "We" not "Me": We are no longer in the culture of "me". A lone rock star in the corner being worshipped by interns is outdated. The best solutions will come from multi-disciplinary teams. Once you respect everyone on the team has something to bring to the table, you'll create better work. This also means celebrating diversity, whether job experience, life experience, race, culture, or gender.
  • Live in People's Shoes: When you experience and witness the real lives of your customers, you go beyond what you can find out in an interview. Inform your intuition by trying out the lives of your employees and your customers. You will need empathy to figure out how to improve lives in ways that focus groups won't reveal.
  • Champion Creative Work Cultures & Make Work Fun: You'll work 90,000 hours in your lifetime so why not create a culture that everyone wants to be a part of. Nailing a creative and fun culture from the top to bottom increases your organization's chance for success. This can also mean getting folks to put away their devices and talk to each other. Try sharing a meal together or meeting during a walk.
  • Iterate and Evolve: Be open to constant change. Stay humble by soliciting feedback from your organization continuously. Embrace failure as a way of learning.

*Bonus Tip* Treat People Equally

The success of all businesses lie in people and how we can make powerful connections to each other. When people feel like they're being treated as equal, great things can happen. Instead of treating people based on their status, focus on being present with the people you encounter every day.

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Changing Behavior With Persuasive Technology

Design with the intent to change someone's behavior or attitude is a skill every startup and non-profit needs to master to get better results from their customers and communities.

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Plastic 52: Week 12I attended Behavior Change: As Value Proposition, given by Chris Risdon (@chrisrisdon, #behaviordesign) at SXSW Interactive in Austin.Changing behavior is hard:

  • Why do you drive short distances when you could easily walk and be healthier?
  • Why do you avoid going to the dentist when you know waiting longer will make your dental problems worse?

Using Opportune Moments

In 2004, you see a story about a Tsunami while waiting in the airport, which is followed by a commercial to donate to the Red Cross. You're moved to donate but then you have to take a flight, get home, unpack, and feed the dog. Maybe you remember to go to the Red Cross website but now you have to decide how much to donate, figure out your credit card billing information, and so on.In 2010, you saw the Haiti Tsunami story at the airport. You could text "Haiti" to 90999 and donate $10 via your cell phone bill to the Red Cross. This much simpler process matched the timing of the trigger and took advantage of your motivation in the moment.

Behavior Design

Design with the intent to change someone's behavior or attitude.

A bitter nail polish makes your finger nails taste bitter so you don't chew your nails. A study of countries by how many people volunteered for organ donation showed that countries had radically different rates because of the how they designed the sign-up process. Countries where you had to opt OUT of organ donation, had the majority of people registered for organ donation. Countries which made you opt IN to organ donation had the lowest rates. Just by changing the form process, you are able to design for your intended result, these are called "good defaults".

Persuasive Technology

Technology designed to persuade the user to use a system or platform in a desired way.

Amazon one-click is an example of a process designed to make purchasing easier. Instead of building a cart and comtemplating shipping charges, you're one click away from making a simple purchase. In the product space, software and services make it plain that you are trying to help the user organize their travel plans (TripIt) or finances (Mint). More and more of these sites use highly personal data to help you change your own behavior.

The New "Me" Generation

Products and services designed and marketed on the premise that their befits – the value received – are specific behavior-based outcomes.

  • Data collection is a primary feature: Nike FitBand collects data on your physical activity throughout the day.
  • System makes recommendation or guidance: Mint recommends credit card with less fees based on your purchasing data.
  • Behavior is measurable: Users can see their progress.
  • Prescriptive/Constrained self-determination: Service narrows options to guide user to their chosen outcome.

Sensors & Data

If it can be connected, it will be connected in the Internet of Things.

Sensors using GPS, Accelerometers, RFID, etc., measure everything from where we go to how fast we can bounce a basketball. Consumers are becoming less and less afraid of giving services access to personal data. Mint has convinced thousands of users to give them the login information for all their financial accounts.

Feedback and Feedforward

The progression from weighing at your weekly WeightWatchers meeting to a WiFi-connected scale that tracks you daily, illustrates how personal sensors can provide better timed feedback. Feedforward is proactive service design that gives you information before you make the decision instead of just showing you the results. Chris spoke about how at Subway sandwich shops he always intends to each a healthy sandwich but ends up buying the cookies at the end. What if a service detected he's entering the Subway and tells him how many calories he'd have to burn to get those cookies?

Framing & Profiling

Not everyone is motivated in the same way. Some folks need a cheerleader to "ra-ra" them up the hill, others need a drill sergeant to scare them into running harder. This is called "Persuasion Profiling," which means each one of us has a different set of triggers that will persuade us to act differently. Just in the wording of a choice, you can guide behavior.

Collection > Visualization > Story

We understand how to use the technology to show users their behavior but do we understand that every design decision influences the user? Documentaries demonstrate that HOW we tell a story changes people's perception, and eventually their behavior. Next stop let's go beyond the graph and show people how to change their word.

More Resources on Behavior Design

 

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