WEBVTT

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I want to talk about 21st Century Design.

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So, what do I mean by that?

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I mean it's&nbsp;a different kind of design.

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It's not the traditional design where we make beautiful,&nbsp;
wonderful objects and wonderful experiences.

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It's about thinking about design as *a way of thinking*,

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a way of addressing the major problems of the world,

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because designers have&nbsp;a special way of addressing issues.

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We call it Design Thinking – it comes under many other different&nbsp;names –

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but it's what designers have been doing for...

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well, since the beginning of designers!

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And

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in&nbsp;other words, it's not new.

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It's been around for

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80... 100 years.

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So, what is design as a way of&nbsp;thinking?

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Well, here's how *I* like to talk about it.

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And I call this *human-centered design*,&nbsp;and we'll come back to describe that term later.

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But it has four important components.

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First&nbsp;of all, well, it's *human-centered*.

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So, we always focus upon the people.

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And that's very important because&nbsp;it's the only discipline where

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the major focus is about making things that are appropriate&nbsp;for people.

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Second, we solve the right problem.

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You know, there are lots of really good problem-solvers in the world:

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The economists, the political scientists and especially the engineers

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– they're trained to solve problems.

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But engineers,

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they never stop and say, "Is this the right problem?"

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They give you a *solution*. But, you know,

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I have a rule when I do my consulting work, which is:

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Do&nbsp;not solve the problem that I am asked to solve.

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That's because usually we discuss a problem by the&nbsp;*symptoms*.

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And if you solve the symptoms, well, that's all very good...

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but the problem *comes back*.

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What you&nbsp;have to do is figure out: "What's the real cause?"

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So, we have epidemics,

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especially in cities – not the&nbsp;current epidemic –

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but just, say, cholera epidemics.

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And we say, "Well, we should go in&nbsp;and treat them and cure the people!"

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Yes... but *why* did you have epidemics?

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Well, it's&nbsp;usually carried by poor sanitation.

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All right, so let's improve the sanitation.

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*Why* is there poor sanitation?

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Well, because the people aren't using appropriate toilets.

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Well,&nbsp;OK, but why not?

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Well, because they're homeless.

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If you want to stop cholera epidemics, you have&nbsp;to solve the homeless problem;

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the point being: You have to look at what the *fundamental issues* are&nbsp;and address them.

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And those fundamental issues are much more *difficult* than solving the symptoms.

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But unless you address them, the symptoms keep coming back and back and back.

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Well, what can&nbsp;designers do to solve the homeless problem?

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Well, let's go back.

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What do we do?
We focus on the&nbsp;people.

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We focus on answering the right problem – the deep underlying causes.

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Third, we recognize&nbsp;that everything is a *system*.

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You can't solve one little piece, because everything is&nbsp;*interconnected*.

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So, you have to really look at the nature of the system.

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And, finally – and this is&nbsp;*extremely* important –

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we *don't rush* to a solution.

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We know that when we're dealing with human beings

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and societies and different cultures

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and political forces and economic factors

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that whatever we do is&nbsp;probably *not* going to be right.

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So, what we do is we try a *simple, small intervention*.

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We see what the&nbsp;*results* are.

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Then we modify it, and we continually

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experiment,

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do an intervention,

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learn from it, change&nbsp;what we're doing,

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and slowly we'll get bigger and bigger

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because each one allows us to do even more&nbsp;the next time;

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and we'll get better and better.

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So, that's the secret,

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but it's a *hard secret* because

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for a problem like the cholera epidemics I mentioned

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it could take 10 years to solve.

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But these are big,&nbsp;major problems – they will not be solved overnight.

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And that's what designers, though, are really well&nbsp;trained to do.

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Design is an interesting discipline.

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Designers don't really have any content.

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The&nbsp;content that designers have and what they learn when they go to a design school and get&nbsp;design degrees

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they learn the techniques; they learn the problem-solving and problem-defining&nbsp;methods.

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They have a whole bunch of powerful tools.

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And then,

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because we don't know the&nbsp;details of healthcare or even housing,

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we have to *bring in the experts*.

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So, we have to have&nbsp;a multidisciplinary team where we work together with people from all types of skills.

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And we&nbsp;have to learn how to work with them and bring together a solution that is most appropriate for the people.

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And the most important thing – which I'll come back to in a short time –

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this&nbsp;has to come *from the people*.

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If designers come in and look over a problem and say, "Ah! I&nbsp;
understand the problem; here's what you should do...",

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it doesn't even matter if that's&nbsp;the correct answer. It will *not* work,

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because unless the people who are being affected&nbsp;understand and believe and accept it, it will not work.

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So, the people themselves have to be part&nbsp;of the solution.

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And you know what?

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Quite often,

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they've already started.

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We have seven billion&nbsp;people in the world,

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and a lot of them are really creative and wonderful.

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And those people understand&nbsp;the problems they're facing.

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And a number of those seven billion have

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already started creative, wonderful&nbsp;solutions.

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So, instead of trying to come in and say, "Here's what we say, us experts, foreigners

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(who don't understand your culture and don't understand your resources and don't understand&nbsp;what you're able to do and what you need),"

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why not let the *people* lead the way?

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We see&nbsp;what they're doing; we say, "That's really clever!

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Ah! I wonder... if you need assistance, we can mentor,

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we can facilitate, we can bring in other resources.

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You have difficulty – *individuals* have&nbsp;difficulty tackling the whole system

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or tackling the political issues,

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but&nbsp;that's where we can come in and help."

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So, we call that *community-driven design*,

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which is&nbsp;a subset of human-centered design;

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which, as far as I am concerned, is really about *designing for&nbsp;humanity*.

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So, human-centered design is a subset of

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*humanity-driven design*,

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*humanity-centered design* – because we're trying to save

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– well, the planet.

