MBUS 823 — Session 3

User-Centric Design & Design Thinking

Queen's Smith AMBA 2026 · June 3 (In-Person, Bootcamp) · Dr. Jake Brower
Tim Brown / IDEO Why Products Fail 5-Stage DT Process Stanford d-school Design Bootcamp Module 1 — Session 3 of 3
Block 1 — Why Do So Many New Products Fail?

The Problem Design Thinking Is Designed to Solve

Before examining what Design Thinking is, understand the structural problem it addresses. New product failure rates are high — and the causes are split between "fuzzy front end" problems (before the product even launches) and execution problems (how it goes to market). DT primarily attacks the fuzzy front end.

Product Failure Statistics

75%
of retail products fail to earn $7.5M in their first year; only 3% break $50M (Schneider & Hall, 2011)
40%
of products are still on the market after 3 years (Simester, 2016) — meaning 60% are gone
35–50%
general product failure rates across industries (Castellion & Markham, 2013)
61%
of companies report their products introduced in past 5 years were successful — rising to 82% among the best firms (2012 PDMA CPAS)
The "common myth" correction: The "80% of new products fail" figure is widely cited but imprecise. The actual rates vary by industry, time horizon, and how "failure" is defined. More importantly: the best firms (82% success rate) dramatically outperform average firms (61%) — suggesting failure is not random but structurally predictable and preventable. DT is one of the tools that separates best-in-class firms from average ones.

Two Categories of Causes

Fuzzy Front End Issues (Pre-Launch)
  1. Insignificant point of differentiation — product doesn't do anything meaningfully different
  2. Ignores how customers search, interpret, and decide — the decision journey was never mapped
  3. Requires customer learning, but doesn't get it — the burden of change is too high
  4. Revolutionary product, but no market exists yet — too early or wrong framing
  5. Incomplete definition of market and product — unclear who it's for and what job it does
Strategy / Execution Issues (Post-Launch)
  1. Product falls short of claims on critical factors — overpromise/underdeliver
  2. Poor execution of the marketing mix — right product, wrong price/channel/message
  3. Bad timing — unfortunate luck and/or poor planning
  4. Lack of economical access to buyers — distribution problem
  5. Company can't support fast growth — operational failure to scale
DT addresses the fuzzy front end directly: Issues 1, 2, and 5 above are all consequences of not deeply understanding the customer's job before building. Issue 1 (no differentiation) happens when companies design from Inside-Out. Issue 2 (ignoring decision process) happens when there's no empathy research. Issue 5 (unclear market) happens when teams skip the Define stage and jump straight to building. Design Thinking is the antidote to all three.

The Traditional NPD Process — and Why It Falls Short

Idea Generation
Screening
Concept Dev.
Business Analysis
Product Dev.
Market Testing
Launch
The traditional NPD problem: This process is linear. It assumes the problem is known at the start and that customer feedback only arrives at "Market Testing" — by which point the entire product has been built. DT inverts this: customer insight drives every stage, prototypes are built early (not late), and failure is welcomed at each stage because each failure is cheap. The further into NPD a company is, the more expensive failure becomes.
But does "Sense and Respond" mean we should always just listen to customers? Then what should we do instead?
— Prof. Brower's framing from Session 3 slides — leading into Design Thinking as the answer
Block 2 — What Design Thinking Is (and What It Isn't)

The Core Definition

Tim Brown (CEO of IDEO) defines design thinking as "a discipline that uses the designer's sensibility and methods to match people's needs with what is technologically feasible and what a viable business strategy can convert into customer value and market opportunity."

Innovation powered by direct observation of what people want and need — and what they like or dislike about how products are made, packaged, marketed, sold, and supported.
Tim Brown, IDEO — "Design Thinking," HBR June 2008

What Design Thinking Is NOT

Common MisconceptionWhat DT Actually Is
Aesthetics — making products look good A methodology for solving complex human-centered problems. Shimano's Coasting bike's visual design was intentionally deferred while the experience system was designed first.
A downstream activity after the "real" work is done Frontloaded strategic work. Design thinkers should be involved before any direction is set — not called in to "wrap a beautiful wrapper around an idea."
Something only professional designers do A mindset and methodology anyone can apply. Kaiser had nurses, doctors, administrators, and process designers all using DT methods to redesign shift changes.
A linear, step-by-step process A system of spaces that projects loop back through. Particularly between inspiration and ideation — iteration is the norm, not the exception.
About being creative/artistic About being systematic and human-centered. "99% perspiration" — hard work, direct observation, rapid experimentation, iterative refinement.
The Edison Origin Story — The First Design Thinker

Edison created the electric lightbulb — and then wrapped an entire industry around it. He understood that the bulb was "little more than a parlor trick" without a system of electric power generation and transmission. His genius was conceiving the full marketplace, not just the device.

His greatest invention may have been the modern R&D laboratory itself — team-based, iterative, experimental, blending art, craft, science, and business savvy.

Note: Edison wasn't always prescient — he initially thought the phonograph would be used mainly for business dictation. But the method of observation → iteration → prototyping → testing is precisely what DT codifies.

The strategic shift DT represents: Design used to be a downstream, aesthetic activity. Now it is an upstream strategic one. This maps directly onto the course's Inside-Out → Outside-In shift: traditional product development is Inside-Out; Design Thinking is the process engine for Outside-In strategy. DT is how you operationalize the orientation established in Session 1.
Block 3 — The Five-Stage Design Thinking Process

Empathize → Define → Ideate → Prototype → Test

The Stanford d.school / IDEO model. Not a one-way pipeline — teams loop back, especially between Empathize→Define and Ideate→Prototype→Test. The process is non-linear by design.

Stage 1
Empathize
"What do people actually experience?"
Stage 2
Define
"What is the real problem?"
Stage 3
Ideate
"How might we solve it?"
Stage 4
Prototype
"What might this look like?"
Stage 5
Test
"Does it work for people?"

What Happens at Each Stage

StageCore ActivityMethodsOutput
1. Empathize Direct observation of users in context. Not surveys — watching, shadowing, interviewing about experience (not preference). Ask "why" repeatedly. Ethnographic observation, contextual interviews, "a day in the life," shadowing, fly-on-wall observation Rich behavioral data, surprising observations, emotional insights. The Kaiser nurses' 45-minute debriefing problem surfaced here.
2. Define Synthesize observations into a clear problem statement. The "How Might We..." (HMW) question format. Reframe the problem based on what you observed, not what you assumed. Affinity mapping, Point-of-View statement ("User needs to... because..."), HMW questions, journey mapping A sharp, human-centered problem statement that reframes the original brief. This is where JTBD meets DT — the "job" becomes the "problem to solve."
3. Ideate Generate as many ideas as possible before evaluating any. Quantity over quality. "Yes, and..." not "yes, but..." Wild ideas welcome — they often seed practical ones. Brainstorming, brainwriting, SCAMPER, Worst Possible Idea, Crazy 8s (8 sketches in 8 minutes) A large set of diverse ideas. The goal is to avoid premature convergence — too many teams jump to the first idea that seems feasible.
4. Prototype Build a cheap, rough version of the idea to make it tangible and learnable. "Prototypes should command only as much time and effort as needed to generate useful feedback." A marker + film canister + clothespin is a prototype. Physical mockups, paper prototypes, role-playing, storyboards, Wizard of Oz tests (simulate the system) A testable artifact. Not a finished product — "the more finished a prototype seems, the less likely its creators will pay attention to feedback."
5. Test Expose the prototype to real users and observe their reactions. Not "do you like it?" but "show me how you'd use this." Failures teach more than successes. Iterate based on what you learn. User observation, think-aloud protocols, A/B comparisons, speed dating (rapid feedback from many users), video documentation Refined understanding of the problem (often loops back to Empathize or Define) plus improved prototype directions.
The critical failure mode in bootcamps: Teams jump from stage 1 (a brief observation) directly to stage 3 (brainstorming solutions). The most important work — and the most skipped — is stage 2 (defining the real problem). Kaiser's insight wasn't "nurses need better notes software." It was "patients experience each shift change as a hole in their care." That reframe — found in the Define stage — changes everything that follows.
>50%
Reduction in nurse arrival-to-patient-contact time after Kaiser's DT redesign
2.5M
Customers enrolled in Bank of America's "Keep the Change" in under one year
$4
Aravind's cost to manufacture an intraocular lens (vs. $200 for a Western equivalent)
Block 4 — Stanford D-School Framework: Discover → Map → Create

The d.school's Organizational Design Thinking Model

The Stanford d.school framework (from Prof. Brower's slides) applies DT at two levels: the market/customer level and the organizational level. The same five movements apply — but the inputs and outputs change depending on whether you're designing for a customer or redesigning how an organization thinks.

Discover
Market/Customer: Learn by Observation
Learn about the audience by observation and interview. For organizations: uncover personal and organizational assumptions and biases.
Explore
Create a Point of View
Based on user needs and insights. For organizations: develop emerging trends, patterns, and clusters from creativity, data, intuition, and research.
Map
Brainstorm Solutions
Come up with as many creative solutions as possible. For organizations: develop sets of divergent and provocative maps to inform long-range planning and inspire innovation.
Create
Build a Representation
Build a representation of one or more ideas to show to others — prototyping. For organizations: explore possible futures before committing to a strategy.
Test
Share for Feedback
Share your prototyped idea with your original user for feedback. The cycle then restarts: discover again based on what you learned.
How the d-school framework differs from the 5-stage model: The d.school model emphasizes the organizational dimension of DT — it's not just a product design tool. When applied to business strategy, the "discovery" stage is about uncovering what assumptions your organization has been making about its market. The "mapping" stage creates divergent strategic options. This is Design Thinking applied to strategy, not just to product development.

How Is Design Thinking Different?

Traditional ApproachDesign Thinking Approach
Problem is defined at the start by leadership or market researchProblem definition is a creative act — what you discover in empathy often changes the problem entirely
Customer input collected once (market research) before development beginsCustomer is present at every stage; user feedback drives iteration throughout
Prototyping happens late (market testing) after significant investmentPrototyping happens early and often; failure is expected and cheap by design
Success = product launches; failure = product doesn't reach marketSuccess = learned something; failure = built something no one can react to
Multidisciplinary teams are a "nice to have" for big projectsInterdisciplinary teams are the core engine; insights emerge from disciplinary collision
Block 5 — Tim Brown's Three Spaces Framework

Inspiration → Ideation → Implementation

Brown describes the design process as "a system of spaces rather than a predefined series of orderly steps." Projects loop — especially between inspiration and ideation — as ideas are refined and new directions are taken.

1

Inspiration

The circumstances — a problem, opportunity, or change in business fortunes — that motivate the search for solutions. This is where the team defines what they're trying to learn about, not what solution they're building toward.

Shimano: The trigger was growth stagnation. The inspiration space expanded the question from "what new high-end bike?" to "why don't 90% of American adults ride bikes at all?"

2

Ideation

Generating, developing, and testing ideas that may lead to solutions. Brainstorming, prototyping, rapid testing. Characterized by divergence (many ideas) followed by convergence (selecting and refining the most promising ones).

Kaiser: Teams brainstormed in workshops, built working prototypes of the new shift-change process in just one week — including new procedures and simple software.

3

Implementation

Charting the path to market. Involves communicating, engineering, and deploying the solution. Not a hand-off moment — design thinkers should stay engaged through implementation to protect the intent.

Shimano: Implementation included not just the bike design but in-store retail redesign, a brand platform ("Chill. Explore. Dawdle."), and partnerships with local governments for safe bike paths.

Why spaces, not steps? Steps imply a one-way sequence. Spaces allow back-and-forth. Testing (step 5) often reveals that the problem was defined wrong (step 2) — which sends the team back to empathize and redefine before prototyping again. Linear models of innovation almost always underperform because they resist this looping. The value of DT is that it institutionalizes iteration rather than treating it as a failure.
Block 6 — A Design Thinker's Personality Profile

Five Traits That Enable DT

Brown identifies five characteristics of effective design thinkers. These are not innate personality types — they are developed through practice and the right organizational environment.

👁️

Empathy

Imagine the world from others' perspectives. "People first" approach. Notice things others miss. Use observations to inspire innovation — not validate preconceptions.

🔄

Integrative Thinking

See contradictory aspects of a problem simultaneously and create solutions that go beyond either/or choices. Roger Martin's "Opposable Mind" — hold tension without resolving it prematurely.

🌅

Optimism

Assume that at least one solution exists better than all existing alternatives — regardless of constraints. Constraints are creative springboards, not dead ends (see Aravind).

🧪

Experimentalism

Pose questions and explore constraints in creative ways that lead in entirely new directions. Significant innovations come from experimentation, not incremental tweaks.

🤝

Collaboration

Enthusiastic interdisciplinary work. At IDEO: engineers + marketers + anthropologists + industrial designers + architects + psychologists. Many have experience in more than one discipline.

The myth of the lone genius: Brown specifically refutes this. Edison built a team. Kaiser's redesign involved strategists, OD specialists, technologists, process designers, union representatives, and IDEO designers working alongside frontline nurses. The best DT outcomes come from teams where no one person owns the creative direction — insights emerge from the collision of disciplines.
Block 7 — Design Thinking Case Studies

Four DT Cases — Each Illustrating a Different Principle

Kaiser Permanente — Process Innovation

Redesigning Nursing Shift Changes

The problem: Nurses spent the first 45 minutes of each shift at the nurses' station debriefing the departing shift. Methods varied across every hospital. Critical patient information was routinely missed.

What the DT team observed: "For many patients, each shift change felt like a hole in their care." Nurses noted info on scraps of paper and even on their scrubs.

The reframe (Define stage): The problem wasn't "how to improve debriefing notes" — it was "how to eliminate the gap in patient care during transitions."

The solution: Nurses pass information in front of the patient rather than at the nurses' station. Simple software lets nurses update notes throughout the shift. One week to build the working prototype.

Result: Mean arrival-to-patient contact time cut by more than half. "I'm an hour ahead, and I've only been here 45 minutes."
Shimano — Market Expansion

Coasting: Reconnecting Adults to Cycling

The problem: Shimano faced growth stagnation in high-end road and mountain bike segments. First instinct: find a new high-end product innovation.

DT reframe: Don't ask what product to make — ask why 90% of American adults don't ride bikes at all. Discovery: (1) Nearly everyone had happy childhood cycling memories; (2) Adults were intimidated by Lycra-clad specialist salespeople, complex gear systems, expensive equipment, unsafe roads, and maintenance demands.

The "Coasting" solution: No handlebar controls, no visible cables, back-pedal brakes, auto-shifting 3-speed computer. Designed the whole experience: retail redesign, brand platform ("Chill. Explore. Dawdle. Lollygag."), partnership with governments for safe routes.

Key move: The bike's visual design was intentionally deferred until the experience system was complete. 7 manufacturers built Coasting bikes; 8 more joined in 2008.

Result: Entirely new non-consumer market unlocked — not competing on high-end features, but eliminating barriers to cycling re-entry.
Aravind Eye Care — Constraints as Springboard

World's Largest Eye Care System — for the Rural Poor

The mission: Eradicate needless blindness in India's population including rural poor. Founded 1976 from 11 beds in the founder's home. By 2007: 5 hospitals, 2.3M+ patients/year, 270K+ surgeries.

The constraint-as-innovation: Western intraocular lenses cost $200/pair. Rather than negotiate with suppliers, Aravind built its own manufacturing plant in a hospital basement and produced equivalent lenses for $4/pair.

System design: Eye camps in rural areas for screening; telemedicine trucks for specialist remote consultations; buses to transport patients needing surgery. 60% of patients served for free.

Result: "Quality is for everyone" — premium eye care at $4/lens, serving populations written off by the global industry. Constraints became the fuel for systemic innovation.
Bank of America — Behavioral Insight

"Keep the Change" — Savings by Design

The observed behavior: Many people collect coins from cash purchases in a jar at home, then take them to the bank when the jar is full. It's a painless, nearly invisible savings behavior already exhibited by millions.

The design insight: Don't tell people to save — build the behavior they already do into the debit card system. When a customer uses a debit card, round up to the nearest dollar and deposit the difference into savings automatically.

The emotional job: The real payoff is the monthly statement showing customers they've saved money "without even trying." Bank sweetens the deal: 100% match on change saved in first three months, 5% annually thereafter.

Result: 2.5M customers in <1 year. 700K new checking accounts, 1M new savings accounts. $500M+ saved collectively. "Design thinking identified a human behavior and converted it into both a customer benefit and a business value."
The pattern across all four cases: Each started by observing human behavior rather than analyzing product categories. Each reframed the problem during the Define stage — and the reframe was the creative breakthrough. Each built tangible prototypes rapidly (Kaiser: one week; BofA: behavioral observation → product design). And each created solutions that were not the obvious first answer — they required the full DT cycle to arrive at.
Block 8 — The Design Thinking Bootcamp: What to Expect

Surviving and Excelling in the Bootcamp

Session 3 is a bootcamp — learning is experiential, not lecture-based. You will go through the DT process in compressed time with your team, likely around a human-centered design challenge. Here's how to approach each stage for maximum quality.

1

Empathize — Go Deeper Than Surface Answers

In a bootcamp, you'll often interview a classmate about a real experience. Don't accept the first answer — ask "why?" three to five times. If someone says "I find grocery shopping stressful," ask why. Then why again. The insight is usually two to three levels below the surface: "I feel like I'm failing my family if I don't buy the right things." That's the emotional job. That's what DT can redesign around.

2

Define — Write a "How Might We" Statement That's Neither Too Broad nor Too Narrow

Too broad: "How might we make grocery shopping better?" (infinite scope). Too narrow: "How might we add a self-checkout feature?" (already a solution). Good: "How might we help time-pressed parents feel confident they're feeding their family well — without the planning burden?" The HMW question should feel both constraining (specifies the user and the tension) and generative (doesn't prescribe the solution).

3

Ideate — Separate Generation from Evaluation

The most common bootcamp failure: someone generates an idea and the team immediately debates its feasibility. Kill the "yes, but" reflex. In ideation, bad ideas are worth surfacing — they often contain a useful kernel. "What if the grocery store came to you?" sounds wild; it leads to the idea of a personal shopper service. Run Crazy 8s: 8 rough sketches in 8 minutes. Volume is the goal.

4

Prototype — Make Something Physical in 15 Minutes

The whiteboard marker + film canister + clothespin is a real example from IDEO — it gave surgeons a concrete object to react to. In a bootcamp: use paper, sticky notes, post-its, role-play, or storyboards. The goal is to make the idea tangible enough that someone else can react to it. A rough sketch of a user interface is a prototype. A staged roleplay is a prototype. Don't over-engineer it — you'll iterate anyway.

5

Test — Observe, Don't Defend

Show the prototype to the person you interviewed. Don't explain how it works — watch them try to use it. Their confusion is data. When they ask "wait, what's this for?" — that's the most valuable thing they could say. Resist the urge to defend your idea. The test stage is about learning, not validation. "We were wrong about X" is a better test outcome than "they liked it."

The bootcamp mindset shift: In most MBA work, you're rewarded for having the right answer early. In DT bootcamps, you're rewarded for discovering you were wrong about the problem early — before you've invested heavily in the wrong solution. Speed of learning, not quality of first attempt, is the metric that matters.

How to Stand Out During the Bootcamp

  • During empathy interviews: Ask "Can you walk me through the last time you did X?" — situation-based questions get richer data than preference questions.
  • During define: Push the team to reframe — "What if we're solving the wrong problem? What's underneath this?"
  • During ideation: Be the person who builds on wild ideas rather than shooting them down. "Yes, and..." energy is infectious and produces better outcomes.
  • During prototyping: Be the one who says "let's make something right now" — teams that talk about the idea longer than 5 minutes before building anything almost always prototype worse.
  • During testing: Notice what users do vs. what they say. If they say "yes I'd use this" but their body language shows confusion — that's the real data.
Block 9 — Discussion Questions & Sharp Answers

Likely Professor Questions

Q1: How is Design Thinking different from traditional R&D or market research? Isn't "user-centered" design just what good product teams already do?
Traditional R&D starts from technology or capability ("what can we build?") and works toward the user. Traditional market research asks declared preferences ("what do you want?") and builds toward those answers. DT starts from direct observation of actual human behavior — what people do, not what they say — and uses that to define the problem before generating solutions. The differences are structural: (1) Problem definition is a creative act in DT, not a given. (2) Prototyping happens early as a learning tool, not late as a validation tool. (3) Failure is institutionalized — each iteration expects to find something wrong. Good product teams do some of this intuitively. DT is the methodology that makes it consistent, teachable, and scalable.
As a PM, this question resonates. Most product teams say they're "user-centered" but mean "we do user research before building." DT is different — the user is present throughout, and the Define and Test stages are treated with the same rigor as engineering decisions. The discipline separates the best from the average — which is exactly what the PDMA data shows.
Q2: The Shimano case involved an interdisciplinary team — designers, behavioral scientists, marketers, engineers. Why can't the marketing team or the engineering team just do this themselves?
Because the problem Shimano faced — "why don't 90% of adults ride bikes?" — required expertise in human psychology (behavioral scientists), market context (marketers), and technical feasibility (engineers) simultaneously. A marketing team would have segmented existing bike-buyers. Engineers would have improved the drivetrain. Neither would have discovered that the real barrier was the retail experience (intimidating Lycra-wearing sales staff) or the fear of unsafe roads — those came from behavioral observation. The Shimano solution required designing not just a bike but a complete system: the bike, the retail environment, the brand, and the public infrastructure. No single discipline owns that.
This is directly analogous to the founding team composition question — the best founding teams are T-shaped individuals who overlap across disciplines. Shimano's DT team was essentially a high-performing founding team working on a bounded innovation problem.
Q3: Rapid prototyping sounds good for software products. How do you apply it to services, processes, or strategy — the kinds of innovation that most MBA graduates will actually work on?
Service prototypes aren't physical — but they're still tangible. Brown is explicit: "Prototypes of a service innovation will not be physical, but they must be tangible." Kaiser videotaped the performance of prototyped service changes so teams could learn from watching. Bank of America's "Keep the Change" concept was tested by observing existing jar-saving behavior — the behavior itself was the prototype of what the product would be. For process innovations: role-play a new customer interaction. For strategy: write a press release as if the strategy has been executed ("working backwards" — Amazon's method). The prototype forces you to decide specific things you've been leaving ambiguous.
Native equivalent: a "fake door" landing page for a feature before building it. Or a manual walkthrough of a new onboarding flow before building any UI. The prototype reveals what questions you haven't answered yet — which is exactly the point.
Q4: Aravind built intraocular lenses for $4 instead of $200 by treating constraints as creative springboards. Is this realistic for most companies, or is it a heroic exception?
It's more common than it appears — but only when constraints are taken seriously as design inputs rather than excuses. Brown's "optimism" trait is the key: the belief that at least one better solution exists regardless of constraints. Most companies treat constraints as filters that eliminate options early. DT treats them as generative forces. Aravind couldn't afford $200 lenses — so they designed around that constraint and found a solution that Western manufacturers with access to $200 lenses hadn't bothered to find. The "cheap prototype" mandate consistently produces more useful feedback than expensive polished prototypes. Constraints are DT's version of Dawar's downstream insight.
This is also the bootstrap startup insight — resource constraints force founders to find solutions well-funded teams never look for. Paystack solving Nigerian payment rails that Stripe passed on. M-Pesa working within the constraint of feature phones. Constraints in African markets force Outside-In design because Inside-Out solutions simply don't work.
Block 10 — Participation Hooks & Taju's Edge

How to Contribute Distinctively — Session 3

Why Products Fail

Connect the failure stats to the DT motivation: "Most new products fail not because the engineering was bad — but because the problem definition was wrong. DT is primarily a tool for getting the problem right before committing to the solution." That's the fuzzy front end argument in one sentence.

The Key Reframe

If discussion gets surface-level ("DT is about being creative"), push to the structural insight: DT moves the problem definition from a given to a creative act. The value isn't in the brainstorming — it's in the reframe that makes a great solution obvious. Kaiser's insight wasn't "better notes" — it was "the patient experiences a hole in care."

Module 1 Synthesis

Connect all three sessions: "Outside-In is the orientation (Session 1). JTBD is the lens for understanding the customer's world (Session 2). Design Thinking is the creative process for turning those insights into solutions (Session 3). They're three layers of the same idea." Say this explicitly — Prof. Brower wants students to see this integration.

Taju's Edge — PM Lens

DT is product management with a different vocabulary. "Empathize" = user research. "Define" = problem statement / "jobs story." "Ideate" = solution brainstorm. "Prototype" = MVP / fake door / paper prototype. "Test" = user testing / A/B test / beta launch. The difference: DT spends more time in Empathize and Define than most PM teams do. That's the discipline worth importing.

Taju's Edge — Aravind / African Context

Aravind's constraint-driven innovation (manufacturing $4 lenses) mirrors how breakthrough products in emerging markets get built. M-Pesa (Kenya) — mobile money on feature phones. Paystack — solving Nigerian card rails global players ignored. Constraints in African markets force Outside-In design because Inside-Out solutions optimized for Western infrastructure simply don't work.

Taju's Edge — Native Application

The Kaiser case is directly applicable to Native's parent onboarding experience. New parents using the app are like patients during shift changes — high anxiety, partial information, need to feel confident quickly. DT approach: shadow new parents during their first week with the app, observe where confusion occurs, reframe from "complete onboarding steps" to "parent feels confident their child is in good hands" — then prototype from that reframe.

One-Line Diagnostics for Class

  • On what DT uniquely contributes: "The most valuable thing DT does isn't brainstorming — it's reframing the problem. Every case we've looked at had a reframe in the Define stage that made the solution obvious in hindsight."
  • On prototyping: "A prototype's job is to be wrong in a useful way. The more finished it is, the less you learn from testing it."
  • On the bootcamp: "The hardest part of the bootcamp wasn't ideating — it was stopping ourselves from solving the problem before we'd defined it properly."
  • On Shimano: "Shimano's bike design was intentionally deferred. They designed the experience first — who the customer is, what makes them afraid, what would make cycling feel like childhood again — and then the bike followed from that. That ordering is the whole point of DT."
  • On why products fail: "Most products don't fail in marketing or engineering. They fail in the fuzzy front end — when the problem was never properly defined and the customer's actual job was never discovered."
Block 11 — Module 1 Connections & Assessment Links

How Session 3 Completes Module 1

← Session 1 (Outside-In)

Session 1 established the orientation — start with the customer's world. Design Thinking is the organizational methodology for operationalizing that orientation at scale. Outside-In is the "why"; DT is the "how."

← Session 2 (JTBD)

JTBD is the lens for understanding the customer's job. DT's Empathize stage is where you discover the job. DT's Define stage is where you articulate it as a problem statement. The two frameworks are sequential: JTBD gives you the target; DT gives you the creative process for hitting it.

→ Module 1 Case (35%, July 16)

You now have the complete Module 1 toolkit: diagnose Inside-Out vs Outside-In → understand the JTBD (3 dimensions) → prescribe a DT-based solution approach. The case analysis should move through all three frameworks in order. DT gives you a concrete "what to do next" recommendation that JTBD alone doesn't provide.

Journey Analysis (June 30)

The journey analysis is essentially the Empathize + Define stages applied to a real customer journey. You're doing the first two stages of DT — observing behavior, mapping the journey, identifying friction points — and then using JTBD to explain what job is being failed at each friction point.

↔ Profitability Logic

DT generates solutions that serve the customer's job better. Better job-serving → stronger downstream advantage → higher price premium (Dawar's logic). This is the chain: DT → better job-fit → downstream competitive advantage → margin. All of Module 1 is about how customer understanding creates pricing power.

→ Sessions 4–6 (Module 2)

Module 2 (CDJ, adoption lifecycle, crossing the chasm) assumes you have a product/service that serves the job. DT is how you ensure that assumption is true before you try to scale it. Crossing the chasm requires a "whole product" — which is a DT output: a complete experience designed around the mainstream customer's job, not just a core technology.

MBUS 823 · Session 3 Prep · Queen's Smith AMBA 2026 · Dr. Jake Brower · Module 1 Case Analysis = 35% · Due July 16