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DESIGN
A Strategy for Leadership
Development* |
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WHAT IS DESIGN? |
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- An activity or process
combining creativity and service:
- Creativity --
creating something new, or fitting already existing elements together
in a new way
- Service --
identifying and meeting specific needs of a client or client group
- An emerging discipline that
focuses on the commonalities among fields as diverse as architecture,
software engineering, landscape design, life planning, organization
design, interior design, etc.
- A lifelong arena of
"practice" -- requiring intentional focus, learning,
development, application, and reflection.
- A "third way of
knowing" -- (the other two are the arts / humanities and the
sciences) 1
- A strategy for developing leadership competencies in others.
- See examples of design as process (below). (Note that 'design' can also refer to the result or product of design
activity; however, the focus on this page is on design as process.)
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KEY DESIGN
PRINCIPLES |
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- Ask (and keep asking
so as to continually make more clear) "what is our design intent
(purpose)?" 2
- What are the intended
product outcomes -- measurable / observable program
deliverables?
- What are the intended
process outcomes -- qualitative ways that the product outcomes
will be achieved? (E.g., "As our design team plans and implements
the program, we intend to collaborate, value differences, improve
design skills, deepen trust, build client capacity, etc.)
- Form follows function.
(E.g., when the goal becomes to finish "on time," you have
ceased to be driven by purpose / function.) Design is driven by intention
/ purpose / function!
- Be clear about who the
client is and what each client's "stake" or interest is. In a
dynamic situation, the client role may shift and/or the design
specifications or scope may "creep" over the course of the design / development
process.
- When more than one person is
involved in design, we call the process co-design. It is useful
(and a significant leadership challenge) for
design team members to:
- talk through their
respective feelings about the project and the design team
- understand any stylistic
differences (e.g., in the way they think, in their ideas, or in their
energy levels) in the way they approach design, and
- identify what their
respective responsibilities on the design team will be. 3
- The work of co-design is
greatly aided by the use of non-verbal design notations (e.g., diagrams,
flowcharts, icons or drawings). 4
- Note "design
patterns" that can be re-used (i.e., when reflective, "double loop" learning
reveals what "worked" in a given context). One example of a
design pattern for leadership development is given below.
- Examples of "universal
design principles" for products / environments:
- Equitable use,
Flexibility in Use, Simple and Intuitive, Perceptible Information,
Tolerance for Error, Low Physical Effort, Size and Space for Approach
and Use 5
- For reflection:
What might some "universal principles" be for human environments
and social events or processes?6 (e.g., "allows for meaningful
participation," or "honors expressions of diversity")
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PARALLELS BETWEEN
DESIGN AND
LEADERSHIP |
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Leading people and the process of
design both:
- Harness creativity to
envision and achieve a desired future.
- As management differs
from leadership, so analytical problem solving differs from design.
- Require "inner
work" and the conscious choice to bring about change that will
benefit others.
- Involve doing
"adaptive" work (Heifetz), especially in complex, dynamic
situations fraught with ambiguity.
- Can be shared / distributed.
In addition, they are both:
- An applied form of service;
a way to demonstrate servant leadership.
- A participative process
(i.e., not a "spectator sport")
- Value based and action
oriented.
- A means for building
organizational capacity.
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EXAMPLES |
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- Design for a meeting / retreat /
conference /
team building event
- Design for a workshop / session /
curriculum or course
- Design for an instructional
simulation, game, role play, or structured exercise
- Design for a brochure or web
page
- Design for a program evaluation
- Design for a tool or survey
or other instrument and/or design the process by which to administer it
- In-the-moment re-design
(when conditions change or it becomes apparent that client needs were
initially misunderstood)
- A macro "design
pattern" / strategy for student leadership development:
- Give students a co-design
task (e.g., one of the above examples -- done together).
- Coach / educate students
on how to complete the task. (Specify who the client is -- it may be
you or a third party. Asking students to design for themselves as
client is also possible, but it adds another layer of complexity.)
- Allow students to
complete / implement the design.
- Guide students in a
reflective process on what they learned about one or more aspects of leadership in the course
of completing the design task (e.g., collaboration, resolving
conflict, making agreements, designing and facilitating meetings,
serving, program evaluation, etc.).
- Have students
(individually or collectively) envision
or plan another, similar design task, incorporating lessons learned through
their shared experience.
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* Poster session
presentation given by Jim Wolford-Ulrich at the annual conference of the
Association of Leadership Educators, Lexington KY, 13 July 2002. |
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ONLINE AND OTHER RESOURCES
FOR MORE INFORMATION AND FURTHER LEARNING |
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1 Condensed version of the articles
"Design Intelligence: The Use of Codes and Language Systems in
Design" Part 1
and Part
2. For other thoughts on defining design, click here.
(Back
to note 1) |
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2 Leadership
by Design: The Praxis of Intention (Back
to note 2) |
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3
See: Preparing, Designing and Leading Workshops: A Humanistic Approach,
Susan Cooper and Cathy Heenan, CBI Publishing Company, 1980, pp. 49-55. (Back
to note 3) |
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4
See Communicating
Meaning: Drawing in Leadership and Graphic
Facilitation Focuses A Group's Thoughts,
by Geoff Ball. (Back
to note 4) |
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5
Principles
of Universal Design, Images
of Universal Design (Back
to note 5) |
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6
See, for example, The
Design of Learning Events. For a discussion of the implications of new
design possibilities: New
Worlds to Design. For thoughts about designing meeting environments, click
here,
or for more links on effective meetings, click here.
(Back
to note 6) |
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Inflection
Points Home Page |
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