3. SUBJECTIVE / QUALITATIVE
(People, Activities, Context)
Has personal signiﬁcance
Memorable experience worth sharing
Convenient THIS IS THE “CHASM” THAT IS REALLY, REALLY
HARD FOR ORGANIZATIONS TO CROSS
Super easy to use, works like I think
Can be used without diﬃculty
Is available and accurate
Works as programmed
OBJECTIVE / QUANTIFIABLE
53. A ROUGH DESIGN MATURITY CONTINUUM
DESIGN AS Design redefines the challenges facing the
FRAMING Framing sets the agenda, outlines the
boundaries and axes of interest, and moves
design from executing strategy to shaping
strategy. Disruptive innovation lives here.
Design finds new opportunities by solving
Design process generates alternatives within
a problem space. Design also narrows down
SOLVING those options to a specific solution.
Design makes things work better.
FUNCTION This is the classic practice of design - but it's
still commonly limited to incremental
+ improvements through iteration over existing
Design is the gateway to be hip and cool.
Design is stylish, but too often is percieved
and practiced as a cosmetic afterthought.
Design value isn't recognized.
NO CONSCIOUS This attitude fosters design by default -
however things come out is fine, because
DESIGN there are more important issues to deal with.
(Jess McMullin - Design Maturity Model - http://www.bplusd.org/2005/10/19/a-rough-design-maturity-model/ )