Use a project compass

Whichever process map you follow, by checking your compass, you’ll be able to see if anything is going wrong, how you could have done it better, and what needs to be done next.

For novel projects where you’re trying to do something for the first time in uncharted territory. The strict processes of traditional engineering can be seen to stifle your creativity. It’s hard to constrain creative tasks into neat boxes and thus hard to report on progress to a client or manager. Which is why many highly creative organisations, such as in advertising for example, struggle to implement them.

I believe that if you’re able to keep track of what you’re doing on a simple visual chart and diary, you can see where things might be going wrong before they do. This simple ‘compass’ is based around the two reasons I believe all projects fail:

If you’re solving the wrong problem, it doesn’t matter how well you solve it.

So whilst I believe it’s impossible to properly understand a novel problem at the start of the project, most established design methods (which I refer to as project maps) work on the assumption that it can be: Encouraging or prescribing an initial problem finding stage followed by the solving stages.

The Agile Method is perhaps the most exciting recent development in this space, coming from software development and now making its way strongly into the language (at least) of project management and design. The Agile approach is an iterative circular method which encourages regular checking in and small scale testing with the client. The idea being that the client is “at the heart” of the project, with the team consisting of cross-functional members to avoid silo thinking and a blind passing-the-ball to the next person down the chain.

So whilst I’m not a fan of circular methods, it’s definitely a positive step forward and I’d like to see how well it works in a hardware environment. But even so I believe it could be improved further with the addition of a project compass to keep an eye on the big picture and check everyone’s perception of reality.

 
A selection of the most popular project ‘maps’ broken down into problem exploration and problem solving.

A selection of the most popular project ‘maps’ broken down into problem exploration and problem solving.

Trust the compass, not the map.

Finding your balance

What’s right for you in this project? (It might be different for someone else). This is not a prescriptive process, it’s a visual record and risk assessment of what you’ve been doing. It’s the compass that keeps you on the right path.

How and Why.png
 

Your project compass should show you what turns you took, what places you saw and also reveal the things you could have done. So that no matter which set of instructions you’re following or how closely you follow them, you’ll always be able to see if you’re on the right path or not.

The goal is balance, but how to balance is a personal choice based on how much risk you want.

Your How activities, that progress the design and build of the project, whether it’s a new product or a new business, should balance with the Why activities that give you clarity of purpose and validate the need.

Deeper and deeper understanding of the need you’re trying to satisfy allows you to commit more and more resources to achieving it.

Without sufficient understanding, going any further forward is a risk.

So lets see how it comes together…

Level 1 Chart - The basic construction

Step 1

Balance Chart 01.png

Step 2

Balance Chart 02.png

Jumps & Dives

Step 3

You had some ideas, chose the perfect one, made it and everyone loved it straight away, nothing needed improving… Perhaps possible for Mozart, but for everyone else, forget it. So whilst you might be genius, your chances of success have got to be sl…

You had some ideas, chose the perfect one, made it and everyone loved it straight away, nothing needed improving… Perhaps possible for Mozart, but for everyone else, forget it. So whilst you might be genius, your chances of success have got to be slim.

Remember from our idea generation, you’ve got to kiss a lot of frogs before you find a prince.

Step 4

So if your chances of solving the problem in the first attempt are slim, land this creative jump as soon as you can so that you have time for a second go at improving it.

So if your chances of solving the problem in the first attempt are slim, land this creative jump as soon as you can so that you have time for a second go at improving it.

Step 5

Activities above the line are necessary to complete the task but carry with them cost and resources, whereas activities below the line increase your understanding of the task and so reduce the risk of failure. Examples of good dive activities might …

Activities above the line are necessary to complete the task but carry with them cost and resources, whereas activities below the line increase your understanding of the task and so reduce the risk of failure. Examples of good dive activities might be potential customer interviews and ethnographic studies as well as understanding the environment, technological and societal factors that might have an impact.

Step 6

Spending all you time below the line should improve your understanding of what needs to be done but obviously if you spend too long there you won’t have a chance to build the solution in time.

Spending all you time below the line should improve your understanding of what needs to be done but obviously if you spend too long there you won’t have a chance to build the solution in time.

Step 7

Balance Chart 07.png

Step 8

Balance Chart 08.png

Project Waves

Like gentle waves at the shore or big imposing ones out to sea, the further you go, the greater the energy and the larger the risk. To balance, your problem understanding needs to also get deeper and deeper.

Step 9

The more iterations you can do, that include both a creative jump and a corresponding research dive, within the allowed time frame the better your outcome will be. Each step reduces the risk of failure and gets you closer and closer to an ideal solu…

The more iterations you can do, that include both a creative jump and a corresponding research dive, within the allowed time frame the better your outcome will be. Each step reduces the risk of failure and gets you closer and closer to an ideal solution, removing the guesswork at each stage.

Step 10

Logically the size of the jumps and dives get bigger and deeper as the work being done gets more involved (hunches to ideas to designs to detailed designs etc…) and the research uncovers deeper insights (talks, test and trial etc…).

Logically the size of the jumps and dives get bigger and deeper as the work being done gets more involved (hunches to ideas to designs to detailed designs etc…) and the research uncovers deeper insights (talks, test and trial etc…).

Level 2 Chart - Some extra complexity

Balance Chart 11.png
 

We’ve kept track of all our activities in this novel project (some resources on how to do this can be found here) and created our compass of the project so far.

Every time we try to solve the problem, we’ve plotted the curve above the line and every time we’ve tried to talk to customers or run tests and trials with them, we plot the activity below the line.

The result is hopefully a nice wiggly line going back and forth between the two.

Why? Well because novel projects are by their nature very risky, almost all sadly fail. So we need to be constantly validating what we’re doing with the user in order that we know sooner rather than later if this is going to be the case.

To show this we can add up all our costs to date (time, money, resources, equipment etc…) and balance that against our hopefully corresponding level of confidence. The deeper the confidence, the greater the chance of project success.

Balance Chart 15.png

To help you give some structure to the height of your jumps or the depth of your dives, you can transpose across the stages from the Explorer Project Model from the previous page on Builders & Explorers. So whilst their size doesn’t really matter, this isn’t a scientific graph, it helps to be consistent.

Let’s see an example project…

This is a real project that I was involved in as an R&D monitor to ensure the project team spent their R&D budget wisely.

Balance Chart 12.png

In this project a small engineering company was tasked with working on a new product. Something they had never done before but they were all experts in their field and were confident that it was technically possible despite being a new challenge for them.

The project started when the boss, an expert in their field, had come back from a trade show with a new idea for a product. Because the boss was well informed, the starting point of the project has some reasonable understanding of the need.

They briefed their engineers and the team was excited to get going, coming up with lots of ideas.

Sadly though there were unexpectedly a load of other things that needed to be done in the business and so the project would have to wait.

6 months later they resume development activities in earnest and produce a range of working prototypes. Their confidence soars as each new iteration is better and better than the one before it.

After 18 months they reveal a range of products on a theme, some small, some powerful, some quick. They are excited to go to market.

 

So let’s chart the spend profile of this project, how much did it cost them and when? Initially things were cheap, just some engineer time to brainstorm possible solutions. But costs climb rapidly in the second half as development work ramps up and they get excited with their progress. Not sure if what they have made is good enough and seeing the potential to improve it they spilt up their efforts and actually build a range of products. Each with different primary attributes for different tasks.

Below the line, the team understanding stays the same, all being based on the boss’ insight at the start.

Without telling you if this project was a success or not, looking at it plotted like this, do you think their chances of success were high or low?

This team were not fools. They are very talented engineers, but what chance do we think the boss’ hunch was right? I’d say slim.

Then we have 6 months of inactivity where they had to start again almost from scratch, based on memories of the issue. Again, chances are slim that this had a beneficial impact on the project.

Finally they spent a large portion of their money making changes they didn’t know were needed. So whilst they have cast their net very wide, it’s almost a certainty that much of this work was wasted on variations the market didn’t want or need.

Balance Chart 13.png

With time, confidence decays to zero.

Adding in a “Rate of Decay” angle to axis can help the team visualise the problem. In this real world example, the team began all their development activity just at the same time their understanding and confidence in what problem they were trying to…

Adding in a “Rate of Decay” angle to axis can help the team visualise the problem. In this real world example, the team began all their development activity just at the same time their understanding and confidence in what problem they were trying to solve had decayed to zero. The real confidence in their understanding of the problem was replaced with a false confidence and excitement in their solution.

Different rates of decay can be set for different industries, fast moving tech may have a faster rate of decay than a heavy industry like metal working or mining.

Several factors can over time reduce the chance of success in any project, three such factors are highlighted:

Declining or Changing Need:

Nothing stays still, over time things change, the customer’s issues and pains change and other solutions appear to help them. So is the original need still valid, still strong? An alternative acceptable solution may have already been found.

Scope Creep:

A common problem with new project development is an ever expanding list of objectives or features to build. Such as the team producing a range of product options rather than one strong solution. All of these distract the team and divert resources away from the real Why or from time better spent asking Why.

False Confidence:

Engineers love making things, the more they do the more confident they become. But only a Why activity can create real confidence in your solution being a success. If it’s the wrong solution it will never succeed, no matter how well it’s made.

Risk is a personal choice

Risk is risk, and everyone has a different tolerance to, or ability to absorb, it.

The previous project example may turn out to be a great success for the company, all I can say for certain is they have not done anything to reduce their risk of it being a failure. And maybe that’s fine. Maybe the boss is happy for the engineers to spend money developing something new as part of a learning process and improving their technical abilities. Although if that was the aim I’m sure they could have achieved more for less money.

What’s a shame is that this hidden risk of not validating the customer need at any stage in their process will probably remain a mystery to them, they’ll find something to blame (“everything we did was right, we sadly simply couldn’t find the right customer this time”) and then jump into the next project having not learnt the biggest lesson.

James Dyson can afford to waste $600 million on a vanity project if he wants to. If my business made over $1 billion in profit a year with no other shareholders to share it with I’d waste it all too!

But that’s not to say it’s good practice.

Don’t emulate someone who has a very different ability to risk than you.

james-dyson-and-car.jpg

Confidence is subjective.

Risk is a personal choice, I’m happy for the team not to do any customer validation until we get to this later stage, because I don’t care if it fails at that point. I don’t need to check before then because I have loads of money…

So whilst risk is a personal (or corporate) decision. Confidence shouldn’t be. You should be able to persuade someone why you’re confident in something being the case.

Now you don’t need to persuade everyone, but if you can’t persuade anyone, you definitely need to stop and do more customer research.

A project tracking logbook template (with further explanation) to help you, can be found here.

 

FAQs

This process seems vague, how do I use it?

You’re right, it’s not a detailed prescriptive process, it doesn’t tell you what to do. We use prescriptive methods to tell us what to do, they are a set of instructions. But if I am exploring a novel problem I don’t know what to do or which instructions to follow. So I don’t want a prescribed route, instead I want to have freedom to do whatever I need to do to tackle the problem, whilst all the time keeping an eye on how much I’m spending and how far away I am from solving it.

The Jump & Dive approach helps you keep track of your efforts to solve novel problems by revealing imbalances in your activities. Why is that useful? So that you can change your focus if needed and predict the likely chance of future success.

If you were in a management position and needed to make a decision on whether this project should continue or be stopped, perhaps you can only continue with 3 out of 4 projects… Comparing the Cost / Confidence for each of them would help you know which were more likely to succeed. See project diaries and reflective tools for more information on how to do this.


Does it matter if you Jump or Dive first?

It makes no difference at all. I tend to have lots of ideas quickly so will generally do a jump first, but this first jump stage might only take an hour, a day, a week maybe before I start trying to test these ideas through user research. It all depends on the scale of the project.

Whichever way you wish do it, be careful that the first ideas you have don’t send you down a narrow solution path too soon or that your initial research doesn’t close too many interesting doors before you’ve given them a creative push.

You need to always keep an open mind whichever way you do it.


What can be done to limit the level of false confidence in a project that has progressed by quite a bit?

False confidence is an infectious disease. I believe the only way to tackle it is with frequent WHY activities and independent projects reviews. Once you’ve drawn the project compass it’ll be obvious to see whether the team’s confidence is based on some truth or falsehood.

Just like COVID… take a step away from the infected project, and look at it objectively, test the real confidence level: is the problem you are solving the right one to achieve your objective.


I’ve read how the fear of failure in creative processes can cause a reduction in innovation. During the design process, how would you go about finding the balance between the risk of failure while making sure that people still feel emboldened to make innovative decisions?

I believe failure for every novel project is inevitable, the problem is too complex to ever be right first time. So if the first version is always a failure, there is no reason to fear it, don’t worry about it! Get through it as quickly as possible so that you start uncovering real customer insights to make version 2 a success.

There’s a few issues I see where development teams get this wrong:

  1. They treat novel problems as routine and spend far too long trying to get it right first time (which as we’ve said is a waste of time and money).

  2. After a novel project inevitably fails, they don’t learn from their mistakes and just repeat the same routine process again hoping to be luckier the second time.

  3. Because of point 1 & 2, management are reluctant to continue funding the project (or start a new similar) because a repetition of the process gives no guarantees that anything will change a second time round. Management want data, not luck.

If the failures are small, fast and the outcome is learning, you can be emboldened to make more. Think of them not as failures but as experiments. Real failure is spending more than you can afford on something that doesn’t return what you need whilst learning nothing from it.


How do you manage time in general between each jump and dive without running the risk of not doing sufficient idea generation or research?

There’s no definitive answer because it can depend on a range of factors affecting you or the project being worked on. Idea generation is relatively very quick. The problem is that without focus, idea generation doesn’t yield much. So move quickly to a testing phase as quickly as you can because that’s where the progress is made. A couple general approaches I’d suggest would be:

  • For fixed time projects with a known deadline - Since the first idea is almost certain to be a failure, we need to plan for several creative jumps. The Explorers “Fuzzy to Finished” Model would be a useful guide for this.

  • For open ended projects with no fixed deadline - I’d do it with a series of “Cost Gates”. For example, it could be don’t go beyond £1,000 of spend before we reach a certain level of confidence, then maybe £5,000, then £15,000 and so on.

Spend vs Time.png

Do you think this visual representation is accurate for large companies? Wouldn’t some activities (design, testing and refinement) occur in parallel?

Small teams will tend to do things one after the other, but big teams or big projects, can absolutely run things in parallel. It all depends what level of ‘zoom’ you want to apply to the project. Are you zoomed out and looking at the big picture stages or zoomed into the details and activities of each individual person?

Jump & Dive Process 1.png

In this example, the development team splits to focus on two different elements at the same time, one doing a research dive and then a subsequent development effort whilst the other meanders through a different technical challenge. The outcome from the first was not used for any user testing but some of the technology developed was incorporated into the output of the second to form a new version for customer tests.

Design, technical testing and refinement are all HOW activities that can definitely all run in parallel. But meaningful user testing (WHY) can only happen when you have something tangible to show them. Yes development activities can and will continue in the background to those user tests, but they are at risk if the results are not what you expected.

Individual elements within a project will all happen sequentially but likely in parallel with each other… An engine will go through the same process but perhaps in parallel to the progress of the chassis, styling or interior for example. Look at the project diary template, this is where the real details are kept. The jump and dive model is meant to be just a quick visual guide.


I have done some research into structured problem solving techniques ( Lean Six sigma DMAIC for example) and have not found much on the application of problem solving techniques like this in product design and development. I appreciate that it is important to not over-constrain the design process, but I’m also a believer that well defined processes are key to success. What is your opinion on this topic?

I think there is absolutely a place for something like DMAIC in design. It is the same as many other processes, circular in nature with logical steps that basically follow a process of: establish what the problem is, measure it and improve it. In my mind its the same as any other traditional method... establish a spec, design and build.

It or something similar is exactly what I would use for what I call a "routine" problem. Routine problems require only problem solving. There's no (or a highly constrained) problem 'finding' element. Fixing something that has gone wrong, improving efficiency, all the usual manufacturing challenges are all strictly problem solving.

But designing a consumer product, something with human interaction or something new and different can't be done effectively with routine methods. Unless you try to split it in two, a problem finding phase followed by a problem solving one. But this is impossible because you only discover the real problem that needs solving as you try and solve the first one. If during this second phase you only have your solving hat on (like DMAIC suggests) you won't notice the problem has changed until you complete the whole cycle, which may take years for complex or highly inventive projects.

Personally I don't like process. I think it's a very slippery slope into bureaucracy, box ticking and the death by design of creativity. 

Which is why I've come up with the balanced jump & dive approach. This approach doesn't matter what you do, as long as you think about why you're doing it. It's very strong on reflective practise, do something, analyse if that helped, continue or change course, and at the end of the project, if you’ve kept a project diary you can see where you went wrong and improve next time.

I believe you only need a strict process if you're new to something (the more experienced the less constrained by process people tend to become) or if you have to report to someone (so they can easily understand, compare and judge).

As teachers we want to see your process so that we can judge if you were logical or just lucky. There are plenty of lucky people around, but you wouldn't ask for financial advice from a lottery winner. It's the same with engineering and design.

Related Topic: Project Tracking Diaries

Keep track of what’s going on so you can easily build your project compass and compare projects