Good Design Gets You in the Game…

…great design is the game winner.

Welcome to the world where design is king.

 

In the old days, designers were an afterthought, the people at the end of the production process. Engineers would hand over something that was functionally effective and have the designers make it look good. Those days are over.

Today, design is about experiences as well as products. It’s about services as much as it is hard goods.

Design is now differentiation.

Alan Webber, founder of Fast Company magazine and author of “Rules of Thumb,” puts it this way: Today companies use design to:

  • create distinctive products and services that capture their customers’ imaginations
  • restructure their corporate operations
  • unveil new logos and uniforms that express a fresh corporate identity
  • develop new communications tools that connect with customers and shareholders
  • build corporate offices that encourage and enable collaboration
  • collect and share information across a global platform

Design is a way to solve deep-seated social problems. And design is a money saver, a way to simplify products and make them easier and less expensive to manufacture and sell. Across the board designers have defines a way of seeing that adds to the delight of customers and the profitability of companies.

Application to ChurchWorld

You probably already understand this on some level. You understand that the design of your website says more about you and provides a quick glimpse of your “brand”. You know that the little – and not so little – things like the design of your logo and your letterhead, the print pieces you use, the “flow” of your worship experience all communicate instantly what your church is all about.

But if you are still a design novice, and want to learn more, here are Webber’s three ways to begin to crack the design code:

  • Reading – you may be a word person and you want to try to learn about seeing. Dan Pink’s “A Whole New Mind,” Tim Brown’s “Design Thinking,” Tom Kelley’s “The Art of Innovation” and “The Ten Faces of Innovation,” Jeanne Liedtka and Tim Ogilvie’s “Designing for Growth,” and Don Norman’s “The Design of Everyday Things” are required reading. Get one of them today; start reading it tonight, and put it into action tomorrow.
  • Viewing – You need to practice seeing. Go to an art museum; browse a furniture showroom gallery; check out the latest model cars. The more you look at objects like these, the more you appreciate great design. You’re not buying, so don’t worry about price. Look carefully at the lines, interior detailing and design, and the small things that make a big difference. “Seeing” is a critical skill for aspiring diagnosticians – like you.
  • Shopping – Go out and find an assortment of small objects that go in your home or office. Look at OXO products; visit an IKEA store. When you pick up one of these objects, you will immediately understand what “consumer-centered design” means. Go to an office supply store and sit in an Aeron chair. Look at the latest products from Apple: iPhone, iPad, the latest MacBook Air. Go to an antique store and see what great design looked like in the past. Take a virtual shopping trip to your heart’s content. When you have collected these objects (or examined them enough), what do these products have in common? Are they as good to look at as they are fun to use? Is there an emotional content to their design?

You don’t have to buy anything to get the idea. But you do have to buy into the idea:

Design is everywhere, and increasingly, design is everything.

 

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Prototyping is a State of Mind

It’s a given that the award-winning design firm IDEO utilizes prototyping in their quest to fulfill a client’s request for a better shopping cart or when creating the mouse for Apple.

But how does this help when innovation isn’t a daily ritual? And what if your organization doesn’t make things, but provides a service? And what if your organization is a church?

Quick prototyping is about acting before you’ve got all the answers, about taking chances, stumbling a little, but then making it right.

Prototyping is a state of mind.

In the book “The Art of Innovation, IDEO general manager Tim Kelley outlines some of the key principles of prototyping the firm has developed over the years:

  • Build to learn – when a project is complex, prototyping is a way of making progress when problems seem insurmountable
  • Make your luck – once you start prototyping, you begin to open up new possibilities of discovery
  • Prototypes beat pictures – living, moving prototypes can help shape your ideas
  • Bit by bit – don’t go for the touchdown all in one play; work on your project in stages, getting approval and/or revisions done in steps. Keep the momentum going
  • Shoot the bad ideas first – don’t stop when you’re stuck; prototyping even an unworkable solution often generates new ideas

A playful, iterative approach to problems is one of the foundations of the creative culture at IDEO. It can be at your organization, too.

So, what are you going to prototype today?