I will chime in and say that Andrew Otwell's comments are probably the most appropriate for the 2nd Ed of "D4I", given the primer-like nature of the book.

I think it might be harmful to equate "strategy" with "business" as many are doing here. I think the magic of "D4I" is approaching IxD in an almost Aristotelian, pure fashion. There are many examples of IxD that aren't suited to business, but none that aren't suited to strategy.

When I think of strategy in the context of our design work, I think of three things:

 - philosophy
 - vision
 - planning

Philosophy asks, "What are you about? What do you stand for, what is your approach?" This is akin to branding, and figuring out your brand personality, your characteristics. Whatever it is that you will be designing needs to be informed by some underlying philosophy.

Vision asks, "Where are you headed? How will you know you're successful?" This vision is an articulation of the philosophy that motivates action. Think "Made To Stick". A philosophy is insufficient for driving design, particularly something as complex as interaction design. Vision provides the north star that guides your efforts toward a successful outcome.

Planning asks, "How will you get there?" I find that in most discussions of strategy, planning is overlooked, with people more interested in talking about positioning or competition or other big picture items. But when I've seen products fail, it's often because there was bad planning -- the go-to-market strategy was flawed, either too ambitious or not ambitious enough, resulting in the release of products that either aren't yet ready for prime time or woefully behind the pack. Perhaps the single most useful technique we teach at Adaptive Path's UX Intensive Design Strategy day is the Product Evolution Map, which brings rationality and sensibility to the standard product roadmap.

--peter
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