strategy

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If you’ve ever seen Stanley Kubrick’s movie “Paths of Glory,” it’s a brutal illustration of the distinction between “ideas” and “ideology.”

Kirk Douglas at the "Strategy Table"Kirk Douglas’s character (Colonel Dax) is coming to the “strategy table” after leading his men in the first-hand experience of the trenches. Based on his observations from open-minded, first-hand experience of his troops on the ground, he has ideas about what should and shouldn’t be done strategically. But the strategists, basing their decisions on ideology, force him to lead his soldiers to make a completely suicidal attack: an attack that makes no sense based on what one can plainly see “on the ground.” In this movie, the Strategy Table is ideologically driven; Dax is driven by ideas shaped, and changed, by first-hand experience.

In my last post, Austin Govella commented with some terrific questions that made me think a lot harder about what I was getting at. Austin asked: “Is ‘design doing’ the practice of all design practitioners? Can you be a design practitioner whose practice consists of ideology and abstractions?” And it made me realize I hadn’t fully thought through the distinction. But it’s a powerful distinction to make.

In design practice, ideas are the imaginative constructs we generate as we try to solve concrete problems. Ideas are fluid, malleable, and affected by dialectic. They’re raw material for making into newer, better ideas.

Ideology is nearly the opposite. Ideology already has the questions answered. Ideology is orthodoxy, dogma, received doctrine. It comes from “the gods” — and it’s generally a cop-out. We see it in business all the time, where people make decisions based on assumed doctrine, partly because doing so means that if something goes wrong, you can always say “but that’s what the doctrine said I should do.” It kills innovation, because it plays to our fears of risking failure. And it plays to our tendency to believe in hierarchies, and that the top dog knows what’s best just because he’s the top dog.

Let me be clear: I don’t want to paint designers as saints and business leaders as soulless ideologues. That would, ironically, be making the mistake I’m saying we have to avoid! We are all human, and we’ve all made decisions based on dogma and personal ambition at some point. So, we have to be careful of seeing ourselves as the “in the trenches hero” fighting “the man.” There are plenty of business leaders who strive to shake their ideologies, and plenty of designers who ignore what’s in front of them to charge ahead based on ideology and pure stubbornness.

I also realize that ideology and ideas overlap a good deal — that strategy isn’t always based in dogma, and ideas aren’t always grounded in immediate experience. So, when I say “Strategy Table” I only mean that there’s a strong tendency for people to think as ideologues at that level — it’s a cultural issue. But designers are far from immune to ideology. Very far.

In fact, designers have a track record of inventing ideologies and designing from them. But nearly every example of a terribly designed product can be traced to some ideology. Stewart Brand nicely eviscerates design ideology in “How Buildings Learn” — famous architecture based on aesthetic ideologies, but divorced from the grounded experience of the buildings’ inhabitants, results in edifices that people hate to use, living rooms where you can’t relax, atriums everyone avoids. Falling Water is beautiful, and helped architecture re-think a lot of assumptions about how buildings co-exist with landscapes. But Wright’s own assumptions undermined the building’s full potential: for example, it leaks like a sieve (falling water, indeed). Ideology is the enemy of successful design.

Paradoxically, the only thing close to an ideology that really helps design be better is one that forces us to question our ideological assumptions. But that’s not ideology, it’s method, which is more practical. Methods are ways to trick ourselves into getting to better answers than our assumptions would’ve led us to create. (Note, I’m not saying “methodology” — as soon as you put “ology” on something, you’re carving it in marble.)

Jared Spool’s keynote at the IA Summit this year made this very point: ideology leads to things like a TSA employee insisting that you put a single 3oz bottle of shampoo in a plastic bag, because that’s the rule, even though it makes no practical sense.

But the methods and techniques we use when we design for users should never rise to that level of rules & orthodoxy. They’re tools we use when we need them. They’re techniques & tricks we use to shake ourselves out of our assumptions, and see the design problem at hand more objectively. They live at the level of “patterns” rather than “standards.” As Jared illustrated with his stone soup analogy: putting the stone in the soup doesn’t make the soup — it’s a trick to get people to re-frame what they’re doing and get the soup made with real ingredients.

That distinction is at the heart of this “design thinking” stuff people are talking about. But design thinking can’t be codified and made into dogma — then it’s not design thinking anymore. It has to be grounded in *doing* design, which is itself grounded in the messy, trench-level experience of those who use the stuff we make.

Coming to the “Strategy Table,” a big part of our job is to re-frame the problem for the Lords of the Table, and provoke them to see it from a different point of view. And that is a major challenge.

In Paths of Glory, one of the members of the Strategy Table, Paul Mireau, actually comes to the trenches himself. One of the real dramatic tensions of the film is this moment when we can see the situation through Dax’s eyes, but we can tell from Mireau’s whole bearing that he simply does not see the same thing we do. He’s wearing Strategy Goggles (with personal-ambition-tinted lenses!), and ignores what’s in front of his face.

At the “Strategy Table” one of our biggest challenges is somehow getting underneath the assumptions of the strategy-minded, and help them re-think their strategy based on ideas grounded in the real, messy experience of our users. If we try to be strategists who think and work exclusively at a strategic level, we stop being practitioners with our hands in the soil of our work.

But what if we approach this challenge as a design problem? Then we can see the people at the strategy table as “users,” and our message to them as our design. We can observe them, understand their behaviors and mental models, and design a way of collaborating with them that meets their expectations but undoes their assumptions. At the same time, it will help us understand them as well as we try to understand our users, which will allow us to communicate and collaborate better at the table.

Catching up on the AP blog, I saw Kate Rutter’s excellent post: Build your very own seat at the strategy table, complete with a papercraft “table” with helpful reminders! It’s about designers gaining a place at the “strategy table” — where the people who run things tend to dwell.

I had written something about this a while back, about Strategy & Innovation being “Strange Bedfellows.” But Kate’s post brought up something I hadn’t really focused on yet.

So I commented there, and now I’m repeating here: practitioners’ best work is at the level of practice.

They make things, and they make things better, based on the concrete experience of the things themselves. The strategy table, however, has traditionally been populated by those who are pretty far removed from the street-level effects of their decisions, working from the level of ideology. (Not that it’s a bad thing — most ideology is the result of learned wisdom over time, it just gets too calcified and/or used in the wrong context at times.) This is one reason why so many strategists love data rather than first-hand experience: they can (too often) see the data however they need to, based on whatever ideological glasses they’re wearing.

When designers leave the context of hands-on, concrete problem solving and try to mix it up with the abstraction/ideology crowd, they’re no longer in their element. So they have to *bring* their element along with them.

Take that concrete, messy, human design problem, and drop it on the table with a *thud* — just be ready to have some “data” and business speak ready to translate for the audience. And then dive in and get to work on the thing itself, right in front of them. That’s bringing “design thinking” into the strategy room — because “design thinking” is “design doing.”

This is based on a slide I’ve been slipping into decks for over a year now as a “quick aside” comment; but it’s been bugging me enough that I need to get it out into a real blog post. So here goes.

We hear the words Strategy and Innovation thrown around a lot, and often we hear them said together. “We need an innovation strategy.” Or perhaps “We need a more innovative strategy” which, of course, is a different animal. But I don’t hear people questioning much exactly what we mean when we say these things. It’s as if we all agree already on what we mean by strategy and innovation, and that they just fit together automatically.

There’s a problem with this assumption. The more I’ve learned about Communities of Practice, the more I’ve come to understand about how innovation happens. And I’ve come to the conclusion that strategy and innovation aren’t made of the same cloth.

strategy and innovation

1. Strategy is top-down; Innovation is bottom-up

Strategy is a top-down approach. In every context I can think of, strategy is about someone at the top of a hierarchy planning what will happen, or what patterns will be invoked to respond to changes on the ground. Strategy is programmed, the way a computer is programmed. Strategy is authoritative and standardized.

Innovation is an emergent event; it happens when practitioners “on the ground” have worked on something enough to discover a new approach in the messy variety of practitioner effort and conversation. Innovation only happens when there is sufficient variety of thought and action; it works more like natural selection, which requires lots of mutation. Innovation is, by its nature, unorthodox.

2. Strategy is defined in advance; Innovation is recognized after the fact

While a strategy is defined ahead of time, nobody can seem to plan what an innovation will be. In fact, many (or most?) innovations are serendipitous accidents, or emerge from a side-project that wasn’t part of the top-down-defined work load to begin with. This is because the string of events that led to the innovation is never truly a rational, logical or linear process. In fact, we don’t even recognize the result as an innovation until after it’s already happened, because whether something is an innovation or not depends on its usefulness after it’s been experienced in context.

We fill in the narrative afterwards — looking back on what happened, we create a story that explains it for us, because our brains need patterns and stories to make sense of things. We “reify” the outcome and assume there’s a process behind it that can be repeated. (Just think of Hollywood, and how it tries to reproduce the success of surprise-hit films that nobody thought would succeed until they became successful.) I discuss this more in a post here.

3. Strategy plans for success in known circumstances; Innovation emerges from failure in unknown circumstances.

One explicit aim of a strategy is to plan ahead of time to limit the chance of failure. Strategy is great for things that have to be carried out with great precision according to known circumstances, or at least predicted circumstances. Of course strategy is more complex than just paint-by-numbers, but a full-fledged strategy has to have all predictable circumstances accounted for with the equivalent of if-then-else statements. Otherwise, it would be a half-baked strategy. In addition, strategy usually aims for the highest level of efficiency, because carrying something off with the least amount of friction and “wasted” energy often makes the difference between winning and losing.

However, if you dig underneath the veneer of the story behind most innovations, you find that there was trial and error going on behind the scenes, and lots of variety happening before the (often accidental) eureka moment. And even after that eureka moment, the only reason we think of the outcome as an innovation is because it found traction and really worked. For every product or idea that worked, there were many that didn’t. Innovation sprouts from the messy, trial-and-error efforts of practitioners in the trenches. Bell Labs, Xerox PARC and other legendary fonts of innovation were crucibles of this dynamic: whether by design or accident, they had the right conditions for letting their people try and fail often enough and quickly enough to stumble upon the great stuff. And there are few things less efficient than trial and error; innovation, or the activity that results in innovation, is inherently inefficient.

So Innovation and Strategy are incompatible?

Does this mean that all managers can do is cross their fingers and hope innovation happens? No. What it does mean is that to having an innovation strategy has nothing to do with planning or strategizing the innovation itself. To misappropriate a quotation from Ecclesiastes, such efforts are all in vain and like “striving after wind.”

Managing for innovation requires a more oblique approach, one which works more directly on creating the right conditions for innovation to occur. And that means setting up mechanisms where practitioners can thrive as a community of practice, and where they can try and fail often enough and quickly enough that great stuff emerges. It also means setting up mechanisms that allow the right people to recognize which outcomes have the best chance of being successes — and therefore, end up being truly innovative.

I’m as tired of hearing about Apple as anyone, but when discussing innovation they always come up. We tend to think of Apple as linear, controlled and very top-down. The popular imagination seems to buy into a mythic understanding of Apple — that Steve Jobs has some kind of preternatural design compass embedded in his brain stem.

Why? Because Jobs treats Apple like theater, and keeps all the messiness behind the curtain. This is one reason why Apple’s legal team is so zealous about tracking down leaks. For people to see the trial and error that happens inside the walls would not only threaten Apple’s intellectual property, it would sully its image. But inside Apple, the strategy for innovation demands that design ideas to be generated in multitudes like fish eggs, because they’re all run through a sort of artificial natural-selection mechanism that kills off the weak and only lets the strongest ideas rise to the top. (See the Business Week article describing Apple’s “10 to 3 to 1” approach. )

Google does the same thing, but they turn the theater part inside-out. They do a modicum of concept-vetting inside the walls, but as soon as possible they push new ideas out into the marketplace (their “Labs” area) and leverage the collective interest and energy of their user base to determine if the idea will work or not, or how it should be refined. (See accounts of this philosophy in a recent Fast Company article.) People don’t mind using something at Google that seems to be only half-successful as a design, because they know it’ll be tweaked and matured quickly. Part of the payoff of using a Google product is the fun of seeing it improved under your very fingertips.

One thing I wonder: to what extent do any of these places treat “strategy” as another design problem to be worked out in the bottom-up, emergent way that they generate their products? I haven’t run across anything that describes such an approach.

At any rate, it’s possible to have an innovation strategy. It’s just that the innovation and the strategy work from different corners of the room. Strategy sets the right conditions, oversees and cultivates the organic mass of activity happening on the floor. It enables, facilitates, and strives to recognize which ideas might fit the market best — or strives to find low-impact ways for ideas to fail in the marketplace in order to winnow down to the ones that succeed. And it’s those ideas that we look back upon and think … wow, that’s innovation.