Why Three Perspectives? A human centred design approach to supporting digital dexterity: People, Design and Systems Thinking

By Kristy Newton (Digital Literacies Coordinator, UOW Library), Keith Brophy (Manager Digital Environment, UOW Library) and Donna Dee (Manager Workforce Planning & Development, UOW Library)


University of Wollongong (UOW) Library has a long-standing commitment to the professional development of our People through both informal and formal channels. The learning culture at UOW Library is fibrous and evolving, and our staff expect that ongoing professional development will be part of their journey. We have been building staff digital dexterity capacity for several years through an ongoing staff program, and in developing the most recent iteration of that program we have hit upon a valuable combination of staff skills and approaches that can be recognised as a composable team – a synergy of expertise that informs and describes the development of dexterity needs for our people.

Our composable team consists of three essential perspectives: Design Thinking + Digital Dexterity, People + Culture, and Systems Thinking + Integration. Forming working relationships that are based on the skills that each member brings to the group is far from a new concept. Nevertheless, over the past two years we have found the combination of these perspectives enables each of us to contribute our strengths and maximise the beneficial outcomes for the organisation. An attitude of open-mindedness and trust has been a key success factor, as much as the expertise that each of us contributes. It has been important for each of us to allow our ideas to be challenged, built on, and transformed by the input of the other group members. This can be understood via the lens of remix culture, in which the resulting outputs are born from existing elements and transformed via the remix process into something new. Researchers Yu and Nickerson (2011, in Flath et al. 2017) found that a human based genetic algorithm which functioned to combine existing human ideas, resulted in ideas which were “significantly higher in terms of originality and practicality” (Flath et. al, 2017, p. 309).

Putting People First: Design Thinking + the importance of Culture

Key to the practice of design thinking is the active practice of empathy with the needs of those you are designing for – in this case, the staff of UOW Library in addition to our strategic priority of the Future-Ready Library. Incorporating the design thinking perspective has meant that we have placed these two elements as twin anchors for our process. In empathising with the needs of the Library’s Future-Ready strategic direction, we understood that the reason for developing staff digital dexterity was greater than technical and immediately job-related skills and that the underlying need was to prepare staff for a rapidly evolving and digitally rich future work environment. This environment would change more rapidly than is practical for a structured skills development program, and so it was essential to empower staff to be quite autonomous in their own development and provide a supportive environment which removed potential pain points and encouraged them to contribute actively to this process. Practicing empathy with the needs of our people and understanding the areas of interest that drive them as well as their desire for a combination of group work and independent activity, has influenced the design of our current staff program which is underpinned by a series of communities of practice.

The Right Tool: Empathy + Collaboration + Functionality

Technology in and of itself is not going to change or improve how we work. As the adage says: If you apply digital to a thing that’s broken, you’ll have a broken digital thing. It’s been very important to recognise that an established culture of continuous learning, growth mindset and adaptive thinking is part of a holistic view of the potential system solutions. In evaluating potential tools and spaces, we have considered factors such as functionality, integration, and interoperability with existing and future systems within the environment, and combined the potential of the technical solutions with what we knew about our people and how they wanted to learn and grow together. Collaborative learning opportunities had been highlighted as valuable to our staff, as had the opportunity to drive a learning journey based on individual motivations. For these reasons, alongside the adoption of Microsoft Teams as a ‘virtual office’ during the rapidly evolving COVID19 pandemic, we chose to house our digital dexterity programs within the Microsoft Teams environment, creating channels for Professional Development and individual channels for each of the communities of practice.

Continuous Learning Journey: Growth Mindset + Ideation

We have also needed to be adaptable as the context in which we deliver our program evolves. This was particularly important as we moved into an extended period of remote or hybrid work in response to the pandemic. Our staff were variably in need of support, and then in need of space within the myriad of digital channels they now needed to monitor. Our mini composable team meets monthly to talk about how the program is progressing, and evaluate if we are making the best use of the tools and time that we have available to us. Part of this process has been to encourage and support each team in the evaluation of new functionality as the systems evolve – understanding that teams who actively identify the potential value in new system capabilities will enjoy a greater sense of ownership and autonomy in directing how they work. From promoting the use of online task trackers for project management to virtual whiteboards for brainstorming sessions to collaborative document editing, we further support and build an agile, growth mindset mentality – resulting in skills and outcomes that directly align with the Library strategic direction.

The agile asynchronous approach has also dictated the possibility for spontaneous groups to form elsewhere in the organisation. Staff were proactive in suggesting changes to the communities of practice that aligned more clearly with their learning goals, and we had enough adaptability built into the program to cater for that. By extension, we have also seen other composable teams form around shorter-term learning goals and components of strategic Library projects – groups of staff who have come together to tackle project priorities or explore a specific skill or interest area without formalising this as a community of practice.


If you are interested in adopting the principles of the approach we have outlined here, the following points are a good place to start in thinking about how this might work in your own context.

Ask yourself:

  • Who is it for?
  • What elements do we have in our institutional culture that enable learning and growth?
  • How can we link this to broader strategy?
  • How might we think of a holistic solution, placing our users and their journey at the centre?
  • How do we maintain engagement and a culture of continuous learning?
  • Rather than being tied to what has worked in the past, what inputs and the data do we currently have that help us imagine what could work for the future?
References

Brophy, K, Dee, D, & Newton, K 2020 ‘UOW Library: Embedding learning and development as part of our organisational DNA’, International Information & Library Review, 52(3), pp.250-252.

Flath, C, Friesike, S, Wirth, M, & Thiesse, F 2017, ‘Copy, transform, combine: exploring the remix as a form of innovation’, Journal of Information Technology, vol. 32, no. 4, pp. 306-325.

Design thinking as a tool for innovative libraries

By Kristy Newton, Digital Literacies Coordinator at UOW Library / Design Thinking Facilitator.
Contact: knewton@uow.edu.au or @librariano on Twitter.

What is design thinking and why is it useful for libraries?

Design thinking is an iterative, human centred methodology for creative problem solving. It is a method that prioritises user needs throughout the development process and emphasises a mindset shift from “How do we?” to “How might we?”. Rather than starting from a pre-determined solution, the process generates a range of ideas and solutions to choose from.

Design thinking is a really valuable tool for libraries to use in developing innovative resources or services and gaining a stronger understanding of their client base. The understanding of client needs is particularly critical – after all, there’s no point in basing your service model around the best and tastiest oranges you can find, if what your client really wants and needs is apples. In terms of increasing the capacity for innovative practice, design thinking allows staff to take the focus off common roadblocks such as being stuck in discussing what has worked well (or not so well) in the past. Instead, staff are empowered to engage in a proactive exploration of what has the potential to work well now and into the future, using the current contexts, client and staff needs, and potential resources as valuable sources of data to aid in developing new solutions.

As an example from my own institution, design thinking has been used at UOW Library to illustrate the potential for new library services, to assess and redevelop team practices, to explore themes emerging from staff or student feedback, and develop a wide range of support resources.

5 primary phases of design thinking

There are five primary phases of the design thinking process, and it is common to cycle between the phases throughout the development and implementation of a solution to a design problem. Design thinking is an ongoing process of refinement and adjustment, but does not mean that you never reach a solution. Rather, you shift your attitude to embrace the perspective that your users, ideas, and solutions are continually evolving.
Note: there are multiple models of design thinking and the language may vary between the models, but the essential core of the practice remains consistent through the various models.

Empathise

This phase focuses on understanding the needs of the people in a given situation. This might be Library clients like students, staff, or community members.

Define

Once you understand the various needs and perspectives of the people you are designing for, you can define a design question. This will be the anchor point for all the work you do from this point forwards. It should be derived from your understanding of the people you look at in the Empathise phase.  

E.g If during the empathise phase you found that many people were confused about who to ask for help with their assessments, your design question might be “How might we increase understanding of the assessment support available at [your institution]?”.  

Note that this is different from “How might we help people with their assessments?” (too broad) or “How might we advertise our Library research workshops?” (too specific).

Ideate

This phase focuses on generating multiple ideas for ways to address the design question. A creative, blue-sky approach is best here, and participants should avoid trying to move to solution mode too quickly. No idea is too crazy during the Ideate phase.

Prototype

This phase focuses on choosing the most appropriate idea from the Ideate phase and starting to “build” it. This can take a physical form, or it might be more of a documentation of the details of an idea.  

E.g. If your idea was to develop an app that linked together all the support services that can help students with their assessments, you could develop a working prototype, or a series of visual mock-ups. This phase involves fleshing out the details of the idea, considering how it will work for the user, and how they will interact with it. 

Test

This phase focuses on getting real time feedback for your idea – putting it out into the world and seeing how it works in action. The feedback gathered during this phase often starts the cycle over again. You need to consider how the solution works for the intended user, and address any issues through mini-cycles of the Ideate and Prototype phases. This is similar to beta testing.  

Where to get started with design thinking

There are a variety of training opportunities for anyone interested in learning more about design thinking. Sites like LinkedIn Learning offer several self paced online options and a quick Google will often reveal local opportunities for facilitated training with an experienced practitioner. Good places to start also include organisations like IDEO, and the Stanford d-School that have a great range of online resources available.

Regardless of how you choose to begin learning about the methods, it’s important to remember is that design thinking is a practice that requires engagement to truly experience the benefits. Within the structure of the five phases, there are many sub-skills like effective questioning techniques and creative ideation methods that enhance the practice of design thinking. If you or your colleagues are interested in exploring design thinking, forming a group with whom you can practice the methodology as you learn will be really valuable.

So get in there, start learning, and let us know how you go by sharing your experiences with the hashtag #MyDigiDex !