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The 3 dimensions of design:
A model to scale the human-centered problem-solving
practice across the organization
Andrea Picchi
andrea@andreapicchi.it
Version β	0.5 – January 2017
Abstract. Design is a human-centered, problem-solving, practice that
happens inside three dimensions. These dimensions are defined by the
thinking and doing activities, and the environment where these two events
take place.
After an introduction (section 1 and 2) to the landscape that developed
the main idea behind this essay, the paper illustrates (section 3 and 4) the
connection between design and being human-centered, and presents a
framework that supports the creation of a human-centered organization.
Subsequently (section 5.1), the paper articulates the abilities demanded by
the thinking and the doing activities and shows how to scale them across
the workforce. Following (section 5.2) the paper introduces the
characteristics that an environment must possess to engender and promote
the thinking and doing activities proposing a real implementation that can
be allocated to a multidisciplinary team.
The paper also compares (section 6) the proposed framework against three
popular approaches used to bring a design function inside an organization
analyzing their nature and limitations. In the final part (section 7), the
paper articulates some conclusions pointing the direction for further
elaborations.
1. The experience economy
The way a business generates value evolved in the past century, we transited
from making goods, extracting commodities, and delivering services to staging
experiences (Pine II and Gilmore 1999). Today we live in the “experience
economy”.
This evolution generated a meaningful, and still unsolved, problem. How to
create an organization that can solve relevant business problems from a human-
centered experience perspective? From a behavioral standpoint, how to reframe
the environment and the way of thinking and doing inside an organization to
achieve human-centricity in the day-to-day operations? Ultimately, how to scale
this human-centered problem-solving practice horizontally across the entire
organization?
Driven by an inductive reasoning and propelled by empirical evidence from my
past experiences at Apple, Google, Samsung, Nokia, and currently Sony, this
paper aims to set the necessary foundation to answer these meaningful questions.
The model introduced in this paper embodies a tentative hypothesis that seeks to
establish a novel approach and a new starting point for further elaborations.
2. Creating a sustainable business
Thriving in the experience economy era is all about uncovering human’s needs,
fulfilling them with a meaningful solution, and creating a business model around
that solution. In the 21st century, this is the definition of “sustainable business”;
business, in which De$ign, a practice that has the ability of positively impact the
organization’s bottom line, is a powerful tool.
In this new wicked-based ecosystem, the role of design mutated to a point where
it has the potential to be the single most impactful, relevant and restorative
business tool and companies around the world started to consider it a key asset
in their playbook.
Unfortunately, despite generous financial investments and a positive momentum,
almost every company struggle adopting the design mindset, and its human-
centered approach to problem-solving, in their day-to-day operations; especially
outside formal design teams.
Why this human-centered problem-solving practice, with the exclusion of few
companies, still far from being organically part of any organization’s DNA?
I believe there is a knowledge gap in the business world around what design and
designing is, and what being human-centered means and demands. I also believe
that is everyone’s responsibility contribute to filling that gap and avoid the risk
of seeing business dismissing design as non-functional, or even worst, as a fad.
Our first step in this paper will be setting the stage providing three empowering
definitions to these three concepts.
3. Design and designing
Design is a human-centered mindset. The main implication of this definition is
that design, as a mindset, is context agnostic and can be adopted by anyone in
the organization regardless of roles and job titles. Per extension, anyone that
possesses a human-centered mindset is a designer.
Designing is the practice of generating value through problem-solving. The main
implication of this definition is that “designing” as a problem-solving activity
finalized to the fulfillment of human needs, and indirectly, to the creation of
human value.
In this paper, the word design will be used as a synonym of human-centered
problem-solving practice and the verb designing as a synonym of its
implementation.
4. Being human-centered
From a designer standpoint, being human-centered (or design-driven) means
solving problems using a human-centered mindset. From a user point of view, it
means receiving value in the form of a solution to a given problem that fulfils a
set of human’s needs.
A human-centered organization requires hiring, and or training, “human-centered
problem-solvers”, regardless of their role or job title.
At this point, the challenge is embodied by two questions. What are the abilities
necessary to be a human-centered problem-solver? How can we scale these
abilities across the organization? In the next session, the paper is going to
introduce a model that aims to address these interrogatives.
5. The 3 dimensions of design
The "3 dimensions of design framework" (3DD) articulates and illustrates the
human-centered problem-solving practice defining three pillars: the workforce's
thinking and doing activities, and the environment, in which these two events
take place.
In Figure 1 we can see their interplay that shape the underlining assumption that
a human-centered (or design-driven) culture is a function defined by the
interaction between mindsets (thinking + doing) and environment: C=f(M/E).
The human-centered mindset inside the working environment establishes a two-
way relationship that creates, shapes and develops the organization's culture.
Figure 1: The relationship between the 3 dimensions of design.
The thinking dimension is defined by the ability to get “a deep holistic human
understanding” in exploring the problem domain. This ability implies the
acquisition, and or, development of a set of skills required to empathize with the
final user and subsequently to define the problem domain based on his, or her
needs..
The doing dimensions is defined by the ability to “make meaningful connections
materializing new possibilities” in the form of hypotheses. This ability implies
skills to ideate and generate a range of solutions and build a tactile
representation of them to propel the design conversation.
The environment dimension is defined by the physical context; where the
workforce operates. Ultimately, the physical environment is the system that
enables and nurtures the thinking and the doing activities.
5.1. The human-centered abilities
In a human-centered organization, every person must possess the ability to get “a
deep and holistic human understand” to drive or contribute, to the human-
centered problem-solving activity. This must-have requirement implies scaling the
thinking ability and activity horizontally across the entire organization because
every impactful problem has to be framed and attacked through that lens. One
single person in the whole problem-solving process, not equipped with this ability,
is enough to jeopardize the human-centricity of the final solution.
This ability is indispensable to explore a problem domain from an altruistic
perspective, frame or eventually reframe, its formulation, create mindful
connections, and extrapolate meanings from an ambiguous domain.
While the thinking is the common ground across all the problem-solvers in the
organization, the doing ability and activity is craft-specific. Every person in the
company must be able to “make meaningful connections materializing new
possibilities” but in his, or her, domain-specific way. In figure 2 we can visually
see how these two abilities scale across the organization.
Figure 2: The 3 dimensions of design mapped across the organization.
This ability is indispensable to generate and downselect a range of possible
solutions and create a domain-specific, real and often tactile, representation of
the underlying hypotheses behind that set of proposed solutions; in design terms,
building prototypes.
For the industrial design team can be making a physical model using a CNC
machine to validate a new smartphone design. For the marketing team, can be
sketching a campaign storyboard using pen and paper to test an original
advertising message. For the human resources, can be creating a welcome plan, a
team introduction strategy, and an orientation microsite to validate the first-day
employee onboarding process.
Ultimately, in a human-centered organization, a prototype is just a tangible way
to ask questions and validate assumptions with the users; whoever they are.
If we scale these two abilities, embedding them in every relevant problem-solving
activity, indirectly, we create the foundation of a human-centered organization.
In the next session, we will see how to architect the foundations of an
environment that can enable and support the thinking and doing abilities.
5.2. The human-centered environment
Space is the body language of an organization and reflects its values (Flink 2012).
The interplay between humans and the surrounding environment is profound.
From a cognitive standpoint, the evolutionally correct environment establishes a
“circle of safety” that engenders trust and fosters collaboration (Sinek 2014).

From an operational standpoint instead, this type of environment enables,
catalyzes, and ultimately because of the path of least resistance, makes a given
behavior sustainable; perceptual decisions are biased by the cost to act (Hagura,
Haggard and Diedrichsen 2017).
If we don’t architect the correct environment the thinking and the doing don’t
occur, and if they initially do as a result of an extreme effort, they don’t last. The
model presented in this paper defines the human-centered environment as a
composition of team’s independent and autonomous spaces. Each team’s space is
composed of three areas:
ĂĽ The thinking area.
ĂĽ The doing area.
ĂĽ The recreational area.
Starting from a continuous floor plan, we can obtain the three areas using non-
structural walls, or if this is not an option, movable whiteboards like the Z-Rack.
Figure 3 shows an example of a modular implementation of this type of
environment envisioned for a multidisciplinary team in a digital product design
and development context.
Make this space operationally independent and autonomous is crucial to provide
focus and maximize team problem-solving performances and happiness. This
configuration also avoids frequent random interruptions, distraction, and
consequential frustrations, typical for instance, of an open-space (Kim and de
Dear 2013). Furthermore, the consequent sense of privacy represents another
factor that boosts job performance, while the lack of can causes feelings of
helplessness (Sundstrom, Burt and Kamp 1980).
Figure 3: An instance of an environment that supports thinking and doing
activities.
The primary objective of the thinking area is to engender collective and holistic
focus. In this area, the team leverages the collective intelligence to “get a deep
holistic human understanding”, investigate unmet, unarticulated, and latent
needs, frame and or reframe the problem domain and visualize the problem-
domain definition.
The thinking space physically accommodates on its walls the result of human,
business, and technical analyses required to propel the problem-solving
conversation. These analyses typically aim to frame the problem domain and
trigger the idea generation. Displaying this information on the walls enhances the
quality of the team’s collective thinking increasing its efficacy during the
problem-solving process by optimizing the short-term memory usage; which has
limited storage and processing capacity (Cowan 2001).
The primary objective of the doing area is to engender individual and atomic
focus. In this area, the team maximizes independent contribution.
The doing space accommodates personal desks where every member can go deep
and investigate a given detail of a given hypothesis avoiding unplanned
interruptions. This area also has a bookshelf to store relevant knowledge in the
form of a book and a cabinet for stationery.
The team uses the thinking and the doing physical space as a tool to explore the
ambiguity generated by the problem domain. The team’s cadence of the physical
switch between the thinking and the doing area is a tangible indicator of the
team’s frequency of the mental switch doing during the problem-solving process.
This bivalent relationship can also be captured in a behavioral metric that
represents the team’s problem-solving efficacy.
The primary objective of the recreational area is to create a neutral zone where
the team can mentally and physically unplug from the other spaces and cognitive
modalities and relax without leaving the working context.
The recreational space accommodates sofas to sit and relax comfortably and to
support casual conversations.

Furthermore, this break-out area fosters lateral thinking generating an additional
layer of thought and communication; for the most part informal, but often,
highly productive. This area doesn’t, and shouldn’t, preclude having shared
recreational spaces between teams inside the building, where the goal instead, is
to increase cross-pollination between groups.
While the organization predefines the
logic behind the space layout, the team has to exercise full control on its look and
feel because this affects team cohesion and satisfaction positively. In contrast,
when the team doesn’t have control over the way that things looks, or have the
ability to adjust the lighting, the temperature, or choose how to conduct
meetings, the team spirits plummet (Lee and Brand 2005).
6. Comparison with other models
The 3 dimension of design model defines a multidisciplinary, organic, and
integrated approach to the adoption of a human-centered problem-solving
practice inside an organization.
This model embodies a paradigm that wants to be an answer to the needs
originated by the Experience Economy and to the limitations displayed by some
popular approaches aiming to integrate a design function inside an organization.
6.1 The in-house agency model
A typical approach is based on the agency model. This model defines an in-house
central team that works using a ticket-based system to interact with all the other
teams in the organization. This model is the simplest to implement because it
requires the lowest level of systemic integration demanding no significant changes
in the company procedures and operations.
The agency model has been the starting point for many businesses in the past,
and at the time of writing, 42 design firms have been acquired since 2004, with
50% of them, acquired within the past 12 months (Maeda 2017).
Unfortunately, this model confines the benefits of having a human-centered
mindset, mainly, to the isolated design team. Furthermore, this environment
restricts the reach of the thinking and doing activities, and therefore the
interaction between designers and non-designers to what is required to promote
buy-in from stakeholders. This model doesn’t scale by definition, and by
restraining the problem-solving practice, fails to scale the human-centered
mindset across the organization.
6.2. The agile-embedded model
Another approach is based on the embedded agile model. This model defines one
or more designers and or researchers integrated inside an agile development team;
typically, a Scrum team, as today Scrum is the agile approach used in the 92% of
cases (Scrum Alliance 2016).
This model generates a lot of frustrations on both sides because it ignores the
conflicting nature of the two practices: Design is a practice driven by hypotheses
while development is a practice driven by requirements.
The designer(s), and or researcher(s) participate in all the agile ceremonies, but
his or her hypothesis-driven thinking and doing clashes with the requirement-
driven workflow defined by the sprint cycle and demanded by the developers.
While the original agile manifesto advocates a certain degree of customer-
centricity (Beedle, Beck and Grenning 2001), this model doesn’t scale because it
confines the human-centered problem-solving mindset inside an operational-
antagonist practice. The design practice in this environment is unsupported,
unfulfilled, and can’t grow.
6.3. The independent design team model
The last approach we are going to use as a comparison is based on the
independent design teams model. This model defines n independent design teams
associated with a one-to-one relationship with m development teams. This type of
design team usually includes design and research skills in different role
permutations depending on the team domain’s requirements.
This model is often used trying to merge the benefits of the previously introduced
models while attempting to mitigate their limits. It follows a hybrid approach
between the agency model, where the team operates outside the agile sprint in its
environment, and the agile embedded model, where the team, often of 1, has a
one-to-one relationship with one development team only.
Unfortunately, despite its hybrid approach, this model, like the other previously
presented, doesn’t promote a human-centered problem-solving practice at scale
inside the organization. In this configuration, unfortunately, the design team
collaborate with the development team but doesn’t share any physical working
space with it. This model invalidates the benefits of having a multidisciplinary
approach to problem-solving because it defines a design team that creates design
solutions in isolation inside a separate area.
While this model mitigates the frustration of the embedded model and provides
some benefits of the agency-like model, it doesn’t promote the multidisciplinary
conversation required by a problem-solving practice at scale.
7. Considerations
The value of design is difficult to define; nevertheless, today is clear that design
can drive exceptional returns for shareholders.
In 2016, The Design Value Index (DVI) showed that over the last ten years,
human-centered (or design-led) companies had maintained a significant
advantage, outperforming the S&P by an extraordinary 211% (Design
Management Institute 2015).
Apple, the most valuable company on the planet, also proves in a very tangible
way that a human-centered culture can have a considerable impact on the
company bottom line. "We make tools that, at the best of our abilities, empower,
and enable people," remarked Apple Chief Design Officer Jonathan Ive, in one of
his rare interviews (Ive 2014). Apple, with a market capitalization of almost
$850bn, represents about 4% of the $21.7 trillion that makes up the entire S&P
500 index (The Guardian 2017).
While being human-centered is the way to navigate the Experience Economy,
embracing this type culture is not an easy task; it's about changing human
mindset and behavior. Creating, or switching to, a humanized way to conceive
company's operations require more effort compared to the three other models
previously introduced as a comparison. In table 1, we can see a comparison based
on an empirical assessment.
MODEL
NAME
HUMAN
CENTRICITY
MINDSET
PERVASIVENESS
ORGANIZATIONAL
CHANGE
ADOPTION
TIME
RETURN OF
INVESTMENT
3 DIMENSIONS
OF DESIGN High High High High High
EMBEDDED
AGILE Low Low Medium Medium Low
INDEPENDENT
TEAM Medium Low Low Low Medium
Table 1: Comparison between 3DD and two other popular models.
Developing human-centered abilities by integrating problem-solving skills, inside
employee's mindset and company's operations represents a wicked problem that
demands a company-tailored approach. The 3DD model supports this plan by
providing a mental model that drives a possible change program and its core
initiatives addressing the limitation and frustration originated by the currently
popular approaches.
The hope behind this model is to open new avenues in the organizational design
space and being able to drive novel strategies that will increase the change of
success of design inside the business world.
8. Conclusions
In this paper, we presented a definition of design, designing, and human-centered
and we used them to introduce a model that aims to articulate the adoption of a
human-centered problem-solving practice inside an organization.
The 3DD model has two objectives, to visualize how to scale the human-centered
abilities across the organization and to articulate the adoption effort of a
changing program. The model articulates the adoption effort dividing it into
three pillars: establishing the thinking activity, promoting the doing activities
and designing an environment that can support and nurture these events instead
of obstacle them.
The paper also reinforced the idea that every person involved in a problem-
solving process that affects the company product, or service, is nolens volens, a
designer and therefore he, or she, has the moral responsibility to possess the
required abilities to be up to the job. One unqualified person in the design and
development decisional flow is often enough to compromise the final product or
service experience.
In the end, this paper wanted to inspire new avenues to changing programs
introducing a novel way to approach the design of an organization
acknowledging, nurturing, and supporting all the three dimensions of designing.
References
Adler, Rachel, and Raquel Benbunan-Fich. 2012. "Juggling on a high wire:
Multitasking effects on performance." International Journal of Human-
Computer Studies.
Beedle, Mike, Kent Beck, and James et al. Grenning. 2001. Agile Manifesto.
http://agilemanifesto.org/.
Cowan, Nelson. 2001. "The magical number 4 in short-term memory: A
reconsideration of mental storage capacity." Behavioral and Brain Sciences.
Design Management Institute, DMI. 2015. "The Design Value Index Study."
Flink, Chris, interview by Hasso Platter Institue of Design at Stanford. 2012.
How to Set the Stage for Creative Collaboration
Hagura, Nobuhiro, Patrick Haggard, and Jörn Diedrichsen. 2017. "Perceptual
decisions are biased by the cost to act." eLife Sciences Publications.
Ive, Jonathan, interview by Graydon Carter. 2014. "Vanity Fair’s New
Establishment Summit." Apple’s Jonathan Ive in Conversation with
Vanity Fair’s Graydon Carter.
Kim, Jungsoo, and Richard de Dear. 2013. "Workspace satisfaction: The privacy-
communication trade-off in open-plan offices." Journal of Environmental
Psychology.
Lee, So Young, and Jay Brand. 2005. "Effects of control over office workspace on
perceptions of the work environment and work outcomes." Journal of
Environmental Psychology.
Maeda, John. 2017. Design in Tech Report 2017.
https://designintechreport.wordpress.com/.
Pine II, Joseph, and James Gilmore. 1999. The Experience Economy. Harvard
Business Review Press.
Scrum Alliance. 2016. State of Scrum Report. Scrum Alliance.
Sinek, Simon. 2014. Leaders Eat Last: Why Some Teams Pull Together and
Others Don't. Portfolio Penguin.
Sundstrom, Eric, Robert Burt, and Douglas Kamp Kamp. 1980. "Privacy at
Work: Architectural Correlates of Job Satisfaction and Job Performance."
The Academy of Management Journal.
The Guardian. 2017. Apple becomes first company worth $800bn.
https://www.theguardian.com/technology/2017/may/10/apple-becomes-
first-company-worth-800bn.
	
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The 3 Dimensions of Design: A Model to scale the Human-Centered Problem-Solving Practice across the Organization V0.5

  • 1. The 3 dimensions of design: A model to scale the human-centered problem-solving practice across the organization Andrea Picchi andrea@andreapicchi.it Version β 0.5 – January 2017 Abstract. Design is a human-centered, problem-solving, practice that happens inside three dimensions. These dimensions are defined by the thinking and doing activities, and the environment where these two events take place. After an introduction (section 1 and 2) to the landscape that developed the main idea behind this essay, the paper illustrates (section 3 and 4) the connection between design and being human-centered, and presents a framework that supports the creation of a human-centered organization. Subsequently (section 5.1), the paper articulates the abilities demanded by the thinking and the doing activities and shows how to scale them across the workforce. Following (section 5.2) the paper introduces the characteristics that an environment must possess to engender and promote the thinking and doing activities proposing a real implementation that can be allocated to a multidisciplinary team. The paper also compares (section 6) the proposed framework against three popular approaches used to bring a design function inside an organization analyzing their nature and limitations. In the final part (section 7), the paper articulates some conclusions pointing the direction for further elaborations. 1. The experience economy The way a business generates value evolved in the past century, we transited from making goods, extracting commodities, and delivering services to staging experiences (Pine II and Gilmore 1999). Today we live in the “experience economy”.
  • 2. This evolution generated a meaningful, and still unsolved, problem. How to create an organization that can solve relevant business problems from a human- centered experience perspective? From a behavioral standpoint, how to reframe the environment and the way of thinking and doing inside an organization to achieve human-centricity in the day-to-day operations? Ultimately, how to scale this human-centered problem-solving practice horizontally across the entire organization? Driven by an inductive reasoning and propelled by empirical evidence from my past experiences at Apple, Google, Samsung, Nokia, and currently Sony, this paper aims to set the necessary foundation to answer these meaningful questions. The model introduced in this paper embodies a tentative hypothesis that seeks to establish a novel approach and a new starting point for further elaborations. 2. Creating a sustainable business Thriving in the experience economy era is all about uncovering human’s needs, fulfilling them with a meaningful solution, and creating a business model around that solution. In the 21st century, this is the definition of “sustainable business”; business, in which De$ign, a practice that has the ability of positively impact the organization’s bottom line, is a powerful tool. In this new wicked-based ecosystem, the role of design mutated to a point where it has the potential to be the single most impactful, relevant and restorative business tool and companies around the world started to consider it a key asset in their playbook. Unfortunately, despite generous financial investments and a positive momentum, almost every company struggle adopting the design mindset, and its human- centered approach to problem-solving, in their day-to-day operations; especially outside formal design teams. Why this human-centered problem-solving practice, with the exclusion of few companies, still far from being organically part of any organization’s DNA? I believe there is a knowledge gap in the business world around what design and designing is, and what being human-centered means and demands. I also believe that is everyone’s responsibility contribute to filling that gap and avoid the risk of seeing business dismissing design as non-functional, or even worst, as a fad.
  • 3. Our first step in this paper will be setting the stage providing three empowering definitions to these three concepts. 3. Design and designing Design is a human-centered mindset. The main implication of this definition is that design, as a mindset, is context agnostic and can be adopted by anyone in the organization regardless of roles and job titles. Per extension, anyone that possesses a human-centered mindset is a designer. Designing is the practice of generating value through problem-solving. The main implication of this definition is that “designing” as a problem-solving activity finalized to the fulfillment of human needs, and indirectly, to the creation of human value. In this paper, the word design will be used as a synonym of human-centered problem-solving practice and the verb designing as a synonym of its implementation. 4. Being human-centered From a designer standpoint, being human-centered (or design-driven) means solving problems using a human-centered mindset. From a user point of view, it means receiving value in the form of a solution to a given problem that fulfils a set of human’s needs. A human-centered organization requires hiring, and or training, “human-centered problem-solvers”, regardless of their role or job title. At this point, the challenge is embodied by two questions. What are the abilities necessary to be a human-centered problem-solver? How can we scale these abilities across the organization? In the next session, the paper is going to introduce a model that aims to address these interrogatives. 5. The 3 dimensions of design
  • 4. The "3 dimensions of design framework" (3DD) articulates and illustrates the human-centered problem-solving practice defining three pillars: the workforce's thinking and doing activities, and the environment, in which these two events take place. In Figure 1 we can see their interplay that shape the underlining assumption that a human-centered (or design-driven) culture is a function defined by the interaction between mindsets (thinking + doing) and environment: C=f(M/E). The human-centered mindset inside the working environment establishes a two- way relationship that creates, shapes and develops the organization's culture. Figure 1: The relationship between the 3 dimensions of design. The thinking dimension is defined by the ability to get “a deep holistic human understanding” in exploring the problem domain. This ability implies the acquisition, and or, development of a set of skills required to empathize with the final user and subsequently to define the problem domain based on his, or her needs.. The doing dimensions is defined by the ability to “make meaningful connections materializing new possibilities” in the form of hypotheses. This ability implies skills to ideate and generate a range of solutions and build a tactile representation of them to propel the design conversation. The environment dimension is defined by the physical context; where the workforce operates. Ultimately, the physical environment is the system that enables and nurtures the thinking and the doing activities.
  • 5. 5.1. The human-centered abilities In a human-centered organization, every person must possess the ability to get “a deep and holistic human understand” to drive or contribute, to the human- centered problem-solving activity. This must-have requirement implies scaling the thinking ability and activity horizontally across the entire organization because every impactful problem has to be framed and attacked through that lens. One single person in the whole problem-solving process, not equipped with this ability, is enough to jeopardize the human-centricity of the final solution. This ability is indispensable to explore a problem domain from an altruistic perspective, frame or eventually reframe, its formulation, create mindful connections, and extrapolate meanings from an ambiguous domain. While the thinking is the common ground across all the problem-solvers in the organization, the doing ability and activity is craft-specific. Every person in the company must be able to “make meaningful connections materializing new possibilities” but in his, or her, domain-specific way. In figure 2 we can visually see how these two abilities scale across the organization. Figure 2: The 3 dimensions of design mapped across the organization. This ability is indispensable to generate and downselect a range of possible solutions and create a domain-specific, real and often tactile, representation of the underlying hypotheses behind that set of proposed solutions; in design terms, building prototypes. For the industrial design team can be making a physical model using a CNC
  • 6. machine to validate a new smartphone design. For the marketing team, can be sketching a campaign storyboard using pen and paper to test an original advertising message. For the human resources, can be creating a welcome plan, a team introduction strategy, and an orientation microsite to validate the first-day employee onboarding process. Ultimately, in a human-centered organization, a prototype is just a tangible way to ask questions and validate assumptions with the users; whoever they are. If we scale these two abilities, embedding them in every relevant problem-solving activity, indirectly, we create the foundation of a human-centered organization. In the next session, we will see how to architect the foundations of an environment that can enable and support the thinking and doing abilities. 5.2. The human-centered environment Space is the body language of an organization and reflects its values (Flink 2012). The interplay between humans and the surrounding environment is profound. From a cognitive standpoint, the evolutionally correct environment establishes a “circle of safety” that engenders trust and fosters collaboration (Sinek 2014).
 From an operational standpoint instead, this type of environment enables, catalyzes, and ultimately because of the path of least resistance, makes a given behavior sustainable; perceptual decisions are biased by the cost to act (Hagura, Haggard and Diedrichsen 2017). If we don’t architect the correct environment the thinking and the doing don’t occur, and if they initially do as a result of an extreme effort, they don’t last. The model presented in this paper defines the human-centered environment as a composition of team’s independent and autonomous spaces. Each team’s space is composed of three areas: ĂĽ The thinking area. ĂĽ The doing area. ĂĽ The recreational area. Starting from a continuous floor plan, we can obtain the three areas using non- structural walls, or if this is not an option, movable whiteboards like the Z-Rack. Figure 3 shows an example of a modular implementation of this type of
  • 7. environment envisioned for a multidisciplinary team in a digital product design and development context. Make this space operationally independent and autonomous is crucial to provide focus and maximize team problem-solving performances and happiness. This configuration also avoids frequent random interruptions, distraction, and consequential frustrations, typical for instance, of an open-space (Kim and de Dear 2013). Furthermore, the consequent sense of privacy represents another factor that boosts job performance, while the lack of can causes feelings of helplessness (Sundstrom, Burt and Kamp 1980). Figure 3: An instance of an environment that supports thinking and doing activities. The primary objective of the thinking area is to engender collective and holistic focus. In this area, the team leverages the collective intelligence to “get a deep holistic human understanding”, investigate unmet, unarticulated, and latent needs, frame and or reframe the problem domain and visualize the problem- domain definition. The thinking space physically accommodates on its walls the result of human, business, and technical analyses required to propel the problem-solving conversation. These analyses typically aim to frame the problem domain and trigger the idea generation. Displaying this information on the walls enhances the quality of the team’s collective thinking increasing its efficacy during the problem-solving process by optimizing the short-term memory usage; which has
  • 8. limited storage and processing capacity (Cowan 2001). The primary objective of the doing area is to engender individual and atomic focus. In this area, the team maximizes independent contribution. The doing space accommodates personal desks where every member can go deep and investigate a given detail of a given hypothesis avoiding unplanned interruptions. This area also has a bookshelf to store relevant knowledge in the form of a book and a cabinet for stationery. The team uses the thinking and the doing physical space as a tool to explore the ambiguity generated by the problem domain. The team’s cadence of the physical switch between the thinking and the doing area is a tangible indicator of the team’s frequency of the mental switch doing during the problem-solving process. This bivalent relationship can also be captured in a behavioral metric that represents the team’s problem-solving efficacy. The primary objective of the recreational area is to create a neutral zone where the team can mentally and physically unplug from the other spaces and cognitive modalities and relax without leaving the working context. The recreational space accommodates sofas to sit and relax comfortably and to support casual conversations. 
Furthermore, this break-out area fosters lateral thinking generating an additional layer of thought and communication; for the most part informal, but often, highly productive. This area doesn’t, and shouldn’t, preclude having shared recreational spaces between teams inside the building, where the goal instead, is to increase cross-pollination between groups.
While the organization predefines the logic behind the space layout, the team has to exercise full control on its look and feel because this affects team cohesion and satisfaction positively. In contrast, when the team doesn’t have control over the way that things looks, or have the ability to adjust the lighting, the temperature, or choose how to conduct meetings, the team spirits plummet (Lee and Brand 2005). 6. Comparison with other models The 3 dimension of design model defines a multidisciplinary, organic, and integrated approach to the adoption of a human-centered problem-solving practice inside an organization.
  • 9. This model embodies a paradigm that wants to be an answer to the needs originated by the Experience Economy and to the limitations displayed by some popular approaches aiming to integrate a design function inside an organization. 6.1 The in-house agency model A typical approach is based on the agency model. This model defines an in-house central team that works using a ticket-based system to interact with all the other teams in the organization. This model is the simplest to implement because it requires the lowest level of systemic integration demanding no significant changes in the company procedures and operations. The agency model has been the starting point for many businesses in the past, and at the time of writing, 42 design firms have been acquired since 2004, with 50% of them, acquired within the past 12 months (Maeda 2017). Unfortunately, this model confines the benefits of having a human-centered mindset, mainly, to the isolated design team. Furthermore, this environment restricts the reach of the thinking and doing activities, and therefore the interaction between designers and non-designers to what is required to promote buy-in from stakeholders. This model doesn’t scale by definition, and by restraining the problem-solving practice, fails to scale the human-centered mindset across the organization. 6.2. The agile-embedded model Another approach is based on the embedded agile model. This model defines one or more designers and or researchers integrated inside an agile development team; typically, a Scrum team, as today Scrum is the agile approach used in the 92% of cases (Scrum Alliance 2016). This model generates a lot of frustrations on both sides because it ignores the conflicting nature of the two practices: Design is a practice driven by hypotheses while development is a practice driven by requirements. The designer(s), and or researcher(s) participate in all the agile ceremonies, but his or her hypothesis-driven thinking and doing clashes with the requirement- driven workflow defined by the sprint cycle and demanded by the developers. While the original agile manifesto advocates a certain degree of customer-
  • 10. centricity (Beedle, Beck and Grenning 2001), this model doesn’t scale because it confines the human-centered problem-solving mindset inside an operational- antagonist practice. The design practice in this environment is unsupported, unfulfilled, and can’t grow. 6.3. The independent design team model The last approach we are going to use as a comparison is based on the independent design teams model. This model defines n independent design teams associated with a one-to-one relationship with m development teams. This type of design team usually includes design and research skills in different role permutations depending on the team domain’s requirements. This model is often used trying to merge the benefits of the previously introduced models while attempting to mitigate their limits. It follows a hybrid approach between the agency model, where the team operates outside the agile sprint in its environment, and the agile embedded model, where the team, often of 1, has a one-to-one relationship with one development team only. Unfortunately, despite its hybrid approach, this model, like the other previously presented, doesn’t promote a human-centered problem-solving practice at scale inside the organization. In this configuration, unfortunately, the design team collaborate with the development team but doesn’t share any physical working space with it. This model invalidates the benefits of having a multidisciplinary approach to problem-solving because it defines a design team that creates design solutions in isolation inside a separate area. While this model mitigates the frustration of the embedded model and provides some benefits of the agency-like model, it doesn’t promote the multidisciplinary conversation required by a problem-solving practice at scale. 7. Considerations The value of design is difficult to define; nevertheless, today is clear that design can drive exceptional returns for shareholders. In 2016, The Design Value Index (DVI) showed that over the last ten years, human-centered (or design-led) companies had maintained a significant
  • 11. advantage, outperforming the S&P by an extraordinary 211% (Design Management Institute 2015). Apple, the most valuable company on the planet, also proves in a very tangible way that a human-centered culture can have a considerable impact on the company bottom line. "We make tools that, at the best of our abilities, empower, and enable people," remarked Apple Chief Design Officer Jonathan Ive, in one of his rare interviews (Ive 2014). Apple, with a market capitalization of almost $850bn, represents about 4% of the $21.7 trillion that makes up the entire S&P 500 index (The Guardian 2017). While being human-centered is the way to navigate the Experience Economy, embracing this type culture is not an easy task; it's about changing human mindset and behavior. Creating, or switching to, a humanized way to conceive company's operations require more effort compared to the three other models previously introduced as a comparison. In table 1, we can see a comparison based on an empirical assessment. MODEL NAME HUMAN CENTRICITY MINDSET PERVASIVENESS ORGANIZATIONAL CHANGE ADOPTION TIME RETURN OF INVESTMENT 3 DIMENSIONS OF DESIGN High High High High High EMBEDDED AGILE Low Low Medium Medium Low INDEPENDENT TEAM Medium Low Low Low Medium Table 1: Comparison between 3DD and two other popular models. Developing human-centered abilities by integrating problem-solving skills, inside employee's mindset and company's operations represents a wicked problem that demands a company-tailored approach. The 3DD model supports this plan by providing a mental model that drives a possible change program and its core initiatives addressing the limitation and frustration originated by the currently popular approaches.
  • 12. The hope behind this model is to open new avenues in the organizational design space and being able to drive novel strategies that will increase the change of success of design inside the business world. 8. Conclusions In this paper, we presented a definition of design, designing, and human-centered and we used them to introduce a model that aims to articulate the adoption of a human-centered problem-solving practice inside an organization. The 3DD model has two objectives, to visualize how to scale the human-centered abilities across the organization and to articulate the adoption effort of a changing program. The model articulates the adoption effort dividing it into three pillars: establishing the thinking activity, promoting the doing activities and designing an environment that can support and nurture these events instead of obstacle them. The paper also reinforced the idea that every person involved in a problem- solving process that affects the company product, or service, is nolens volens, a designer and therefore he, or she, has the moral responsibility to possess the required abilities to be up to the job. One unqualified person in the design and development decisional flow is often enough to compromise the final product or service experience. In the end, this paper wanted to inspire new avenues to changing programs introducing a novel way to approach the design of an organization acknowledging, nurturing, and supporting all the three dimensions of designing. References Adler, Rachel, and Raquel Benbunan-Fich. 2012. "Juggling on a high wire: Multitasking effects on performance." International Journal of Human- Computer Studies. Beedle, Mike, Kent Beck, and James et al. Grenning. 2001. Agile Manifesto. http://agilemanifesto.org/.
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