Experienced designers find design thinking too linear, but this structure is a feature for managers. It provides "guardrails" to change ingrained habits, overcome the fear of mistakes, and instill the confidence needed to navigate the ambiguity of innovation.
Structured analysis works when you can theorize potential causes and test them. However, for problems where the causes are "unknown unknowns," design thinking is superior. It starts with user empathy and observation to build a theory from the ground up, rather than imposing one prematurely.
To avoid stifling teams with bureaucracy, leaders should provide slightly less structure than seems necessary. This approach, described as "give ground grudgingly," forces teams to think actively and prevents the feeling of "walking in the muck" that comes from excessive process. It's a sign of a healthy system when people feel they need a bit more structure, not less.
Imposing strict constraints on a creative process isn't a hindrance; it forces innovation in the remaining, more crucial variables like message and resonance. By limiting degrees of freedom, you are forced to excel in the areas that matter most, leading to more potent output.
The CDO argues that one-size-fits-all structures are ineffective. He believes management's true job is to thoughtfully and dynamically create the right rituals, structures, and processes for each unique combination of problem, people, and timeline, rather than forcing teams into a pre-defined box.
Design thinking's immersion phase goes beyond understanding customer needs. By having innovators physically mirror the customer's experience, it forces them to confront and dismantle their own unexamined biases, leading to a fundamental reframing of the problem itself.
When products offer too many configurations, it often signals that leaders lack the conviction to make a decision. This fear of being wrong creates a confusing user experience. It's better to ship a simple, opinionated product, learn from being wrong, and then adjust, rather than shipping a convoluted experience.
Diller’s process for navigating the unknown isn't about brilliance but relentless iteration. He describes it as taking "one dumb step" at a time, bouncing off the walls of bad ideas and mistakes, and course-correcting. This embraces looking foolish as a prerequisite for finding the right path.
Leaders readily design tangible elements like incentives, job ladders, and meeting agendas. However, they often feel uncomfortable with the idea of intentionally designing the overall "process" or "environment," fearing it's overly controlling or manipulative, despite it being a logical extension of their other design activities.
The most common failure in problem-solving is rushing past defining ("State") and structuring the problem to get to the more gratifying "Solution" phase. A disciplined, multi-stage process forces a shift from instinctive (System 1) to deliberative (System 2) thinking, preventing premature and often flawed solutions.
Product managers often operate like "poker players," optimizing for short-term wins. In contrast, designers tend to be "chess players," thinking holistically and several moves ahead—a trait they share with C-suite executives. This strategic alignment is a powerful, often overlooked, advantage.