panies who invested in design,
clearly showed that design-led
businesses outperformed their
design-lacking counterparts and
the FTSE index by a full 200 percent [ 15].
I do believe basic competency
in design lies at the root of what
it means to innovate; it’s a very
important and strategic activity individuals and organizations attempt every day. And
I do believe that individuals,
teams, and whole organizations
can develop a level of design
competency and apply it to the
making of anything, whether
that “thing” is a product, program, process, place, policy, or
perfume. The practice of design
is broadly applicable and once
mastered can help anyone and
any organization “make things
better.” Like basic mathematics,
it is not rocket science, but well
within the full range of everyone’s cognitive and kinesthetic
capabilities and will help the
rocket scientist, product manager, entrepreneur, filmmaker,
and industrial designer alike
harness the power and complexity inherent in 21st-century life
and work.
But even if you agree with this
premise, the reality of design
literacy is easier said than done.
The seeds have been planted,
but for the everyday practice of
design to become as pervasive
and central to our way of being
and making as arithmetic, we
need to make an overall shift in
the way we think about design,
innovation, education, and work
itself. For starters, two very
popular stereotypes need to be
stamped out. The first is design
as merely the act of arranging
how something looks. The second is innovation as good ideas
that suddenly turn on in our
mind, like a lightbulb. This is
no small task when one consid-ers the extent to which these
notions are embedded in the
way we work, and the culture
at large. [ 16] But they are necessary to challenge and change if
we want the majority of leaders
in business, government, and
education (not the small minority we have now) supporting
initiatives like corporate-wide
HCD institutes, training whole
divisions of engineers how to
make low-fidelity prototypes
and test them, and incorporating design thinking throughout
K- 12 curriculums. In addition
the praxis of design needs to be
more formally understood and
clearly expressed. Design is rife
with exploratory, integrative,
and abductive reasoning methods, but they are no mystery.
The habits of a virtuoso can be
observed, codified, and taught
to everyone and will do much to
balance our education system’s
primary emphasis on mastery
(see Figure 2). In the end, I do
think pervasive competency in
the collaborative and iterative
skills of “looking” and “making”
to understand and advance our
world, or as Simon put it, “turn
existing situations into preferred
ones” may prove to be another
watershed moment in our history (see Figure 3). Once added
to our current pervasive human
competency of reading, writing, arithmetic and our capacity
to be objective, analytical, and
deductive, it may even prove to
be profound.
You may wonder, and you
have the right to, what’s all this
fuss over design thinking and
making everyone a designer?
Industry and life have been
getting along just fine without
it. This is true and difficult to
argue. Industry and society, par-
ticularly in the West, have been
getting along just fine. But let
me leave you with this. I would
argue that most of those living
in 1202 thought they were get-
ting along just fine with Roman
numerals. No one, not even
Fibonacci, foresaw how this new
way of solving problems would
emerge into a pervasive lit-
eracy and become the source of
such massive and fundamental
changes. Truly, it was an evolu-
tion of the mind.
[ 14] For P&G see:
Lafley’s The Game
Changer. For GD
see: http://www.
luma-institute.com/
workshops/testimoni-
als. For Emerson see:
http://www2.emerson-
process.com/en-US/
news/pr/Pages/909-
HumanCenteredDesign.
aspx/
ABOUT THE AUTHOR
Chris Pacione is the direc-
tor of LUMA Institute where
he leads a highly skilled,
multidisciplinary team of
practitioners and educa-
tors, who are passionate about helping
organizations foster pervasive competency
in design. Pacione is also an adjunct
instructor in the School of Design at
Carnegie-Mellon University (CMU). He is a
frequent speaker, teacher, and writer on the
topic of design and education both in the
U,S, and Europe. In 1999 he co-founded
BodyMedia, Inc., one of the early pioneers
in wearable health monitoring, and was
responsible for interaction design and cus-
tomer marketing for the company until
2008. From 1995 to 1999, he was an assis-
tant professor in the School of Design at
CMU where he held the McCandless Chair
and taught courses in HCI, interface
design, information design, and drawing.
During and prior to his tenure at CMU,
Pacione worked as an interaction designer
for the Engineering Design Research
Center at CMU and Fitch Richardson
Smith’s Exploratory Design Lab, where he
collaborated on new product development
projects for such clients as Intel, Motorola,
Xerox, and Kodak. He has an undergradu-
ate degree in design from CMU and a mas-
ter’s degree in painting from Cranbrook
Academy of Art. He holds several IDEA
Gold Medal Awards sponsored by
Business Week and the IDSA, and has been
awarded numerous U.S. and EU patents for
his work.
[ 15] Design Council
(UK). Design Index
“The Impact of Design
on Stock Market
Performance,” 2004;
http://www.designcoun-cil.org.uk/About-Design/
Research/Design-Index/
[ 16] Consider the definition of a U.S. design
patent as that which
“covers the ornamental
design for an object
having practical utility,”
or the use of the word
“designer” as a prefix
to market fashionable
apparel like “designer
sunglasses” and
“designer jeans,” or
the persistent image of
glowing light bulbs hovering above one’s head
to represent innovation.
March + April 2010
DOI: 10.1145/1699775.1699777
© 2010 ACM 1072-5220/10/0300 $10.00