A design provocation is a prompt that stimulates you to explore novel areas of solution space. A good one will lead to solutions better than those previously known.
A connotation of 'provoke' is that when someone is provoked they might go too far. A design provocation might make you go too far.
The result of going too far is that you have expanded the Overton window of the design space you're exploring for solutions. If it worked, the best solution will now be within the boundaries of the space you are exploring.
Another connotation of 'provoke' is emotional arousal. A good design provocation wakes something up in you and brings more of your emotional resources to bear on the problem.
Provocations can be framed as a question ("What if we had to do it in 1 month?") or as an imperative ("Provocation: We have to do it in 1 month"). The imperative form is often more provocative.
They're good when, in retrospect, they helped us find a better solution. Often this better solution was an interpolation between the wild ideas generated by the exercise and the orthodox ideas we started with. The design provocation helped us get there.
They're not so good when they had us exploring areas that weren't fruitful. A design provocation could be, "It has to be 100% purple." For most projects, that's not going to turn out to be useful.
It's not fully decidable in advance whether a provocation is going be good. You have to pick one based on experience and intuition. You'll find out in the end whether it worked.
Some approaches:
1. Radical amplification - Notice something desirable (characteristic X), propose it radically
2. Inversion - What would destroy the product or tank the business?
3. Lateral thinking - Reframe the problem entirely
4. Personas - Channel someone else's perspective
5. Feelings first - Start with the emotional response you want
6. Crazy ideas - Remove all constraints
7. Artifacts - Reference existing solutions
2025-11-11