You did not specify you application of the word strategy... but I use four basic frameworks for design strategies. They are as follows...

a) filling the order.
This is almost a non-strategy, but it really has to be mentioned as the lower common denominator. The scenario is: the client or product manager comes to design (designer or design team) with a firm idea of what they would like to end up with. Design complies by executing pretty much as described. I tend to be very uncomfortable with this as it renders design as craft and the designer a tactician.

b) problem - solution
While this may seem pretty basic and fundamental to designers... it is not obvious to those in product, marketing or even engineering/ tech, where projects often originate. When I am struggling with projects coming to me or my team in the form of framework a)... I try and switch the conversation to defining the problem. The trick here is to not call out what may be faulty assumptions that have lead to the 'vision' or 'solution' provided to the designer, but to go back to square one and think very fundamentally. Most bad design, where I have been privy to the process, is a result of solving the wrong problem, not poorly solving the problem given.

c) goal/objective/policy/tactics structure.
This can actually be layer on top of the problem solution scenario. This structure helps to further define complex problems. They usually tend to be a combination of problems and constraints. The validity of constraints is always an issue for designers... but that is best left for another conversation (Chris Conley and others).

d) design solution
No conversation regarding strategy would be complete without discussing the concepts presented by Boland, Collopy in "Managing as Designing". The initial chapter calls out the sort of process designers get sucked into when business drives projects... they call it 'decision' based, versus one that is 'design' based. As an example the author relates one of Frank Geary's team's projects. They begin by satisfying the criteria, constraints and goals... then, setting that aside they embark on the 'how great can we make it' part of the process. I have had very good success using this approach when the standards of the client (or their expectations) are not high enough. I've used a good. better, best labeling to show three solutions. The client then has the opportunity to gage the ROI of any additional resources required for the better or best solutions.

I really don't think it matters if you are designing interactions, products, places or anything else... understanding these approaches can help to elevate the work, the conversation and the results. Hope this is in the neighborhood or your ask, and that is it helpful.

Mark


On Jan 4, 2009, at 1:43 PM, Dan Saffer wrote:

I'm starting a revision of my book Designing for Interaction.

<http://www.designingforinteraction.com>

In the second edition, I'd like to include a chapter on Strategy, that is: how to decide WHAT should be designed and WHY.

So when I ask, what should interaction designers know about strategy? You respond...




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