Here’s how it did for me…
Product design (that’s what I do) is about perspective—putting yourself in your user’s shoes, the business’ shoes, your developer’s shoes. This is what distinguishes a good product designer from just a designer. There is a lot of advice available to help us empathise with our users and collaborate with other members of our team. But there is another area where exploring a different perspective can make us better designers: generating ideas.
I push my design team to use different approaches to generate ideas. It helps us to be more divergent (an important goal of our design process, as described by the Design Council’s Double Diamond approach) by forcing us to consider different perspectives on the problems we’re trying solve. In the past we’ve tried What Ifs by Milan Tailor, Trigger Cards by Alejandro Masferrer, Octalysis by Yu-kai Chou, our own Mojo behavioural design framework, and many more created by us or members of the community.
A good product designer has their own toolkit of ideation methods and is always iterating on it in the way only a designer can.
This is where my story starts.
Autonomy, Mastery and Purpose
I’d been exploring ways to force my team to think about user problems from a perspective where intrinsic motivation is a core need. Digging deeper into the Autonomy, Mastery and Purpose framework, I discovered the original theory it was based on: Self-Determination Theory.
Self-Determination Theory states there are 3 basic human psychological needs. They are what distinguish humans from other living things — we need both physiological and psychological nutrients to survive.
Madame Gazelle (Peppa’s teacher) was describing what a talent is to Peppa’s class.
“A talent is something you like doing and you’re good at,” said Madame Gazelle.
“I like to watch television,” said one of Peppa’s classmates. “And I’m good at it.”
“Think of something we might like to see you do,” Madame Gazelle then said in return.