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In my experience there are a few parts to the change. First we need to shift the definition of team success from pushing code to production (output) to achieving the team goals (outcomes). The constant drum beat of launching steps, and seeking user/business evidence helps drive the point home. Second, we want team members to have plenty of context: users and their needs, business rationale, competitive situation, and more. The context helps team members understand what makes sense and what doesn’t, and eliminates the need to spoon-feed them with bite-sized, detailed requirements.

Evidence-Guided

Itamar Gilad

McCracken’s “grow by 50 percent” is classic bad strategy. It is the kind of nonsense that passes for strategy in too many companies. First, he was setting a goal, not designing a way to deal with his company’s challenge. Second, growth is the outcome of a successful strategy, and attempts to engineer growth are exercises in magical thinking. In this case, the growth SGI engineered was accomplished by rolling up a number of other firms whose workstation strategies had also run out of steam.

Good Strategy/Bad Strategy

Richard Rumelt

In his article “Searching for the Center of Design,” service design expert Jess McMullin defines value-centered design as follows: Value-centered design starts a story about an ideal interaction between an individual and an organization and the benefits each realizes from that interaction.

Mapping Experiences

James Kalbach

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