I’m doing a research study exploring organizational change using service design thinking

Imagine a stomach in the human body. It has a very specific job to perform, but if it’s digesting only liquids, or produces acid reflux, we need to find ways to change what kinds of food it can take and how it digests. It also belongs to the digestive system, which might need to adapt to any changes we make to the stomach. Can you also imagine if the stomach could tell us what it needs to change to be more effective? I am conducting a research study, using co-design workshops, to explore change in the strategic function of a…


An excerpt of my research paper titled “The Backside of the Loop: Design Thinking as a Strategic Resource For Change.”. This is a 2-part story on Medium comparing strategic thinking and design thinking. [Part 1]

Screenshot of a Miro work board with notes.
Screenshot of a Miro work board with notes.

Design is a word used to describe many things, in many different ways. A fashion designer, a systems engineer, and a UI designer all “design” things and yet each has different ways of designing and produces different outputs. Buchanan identifies four main areas of design: symbolic and visual communications, material objects, activities and organized services, and complex systems or environments for living, working, playing, and…


An excerpt of my research paper titled “The Backside of the Loop: Design Thinking as a Strategic Resource For Change.” This is a 2-part story on Medium comparing strategic thinking and design thinking. [Part 2]

Strategy is not a simple thing to define, nor does it necessarily have simple characteristics. Loosely, Freedman defines strategy as “maintaining a balance between ends, ways, and means; about identifying objectives; and about the resources and methods available for meeting such objectives” (Freedman, 2013, p. XI). Strategy can refer to both the actions taken towards an objective, and “the processes by which actions are decided…


Intro

Valve Corporation (referred to as “Valve”), a multibillion dollar gaming and publishing company (Chiang, 2011), released a digital collectible card game (CCG) called Artifact in November 2018. Over 60,000 players started playing the game on the first day. By March 2019 — only 4 months after launch — less than a thousand players remained, and Valve released a statement that they would cease updating the game to focus on re-examining Artifact’s core issues (Valve Corporation, 2019).

I am fascinated by Artifact’s failure for many reasons. First, Valve has, in the past, released million dollar game franchises like Half-Life and Dota…

Khuyen Forsythe

Masters candidate at OCAD University, Strategic Foresight and Innovation.

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