The Design Thinking Workshop Kit: Workbook
The Design Thinking Workshop Kit: Workbook
Solve problems
together with
Design Thinking.
Design is changing the world. Putting users and experiences
first is the key to unlocking the potential of any idea, product
or business.
02
Introduction
Learn how to apply the process to any problem Define, empathise and target your end-user so Turn your designs into interactive prototypes
your team or business is facing; whether it’s a new you can ideate solutions with them in mind before (no coding required) and produce a real, testable
product, feature, or marketing campaign. sketching, wireframing or designing screens. solution to a challenge you’ve defined.
03
Empathise with people
Know the people you're designing for,
so you understand their needs better.
Define a challenge
Decide on who you want to design for
and what you want to help them do.
Ideate possibilities
Come up with different solutions that
might be useful to people - remember
there are no bad ideas!
First up
Thinking?
Design Thinking is a set of principles that helps you go from an Test your design
idea right the way through to a testable prototype, with the user's Take your prototypes to your audience
04
“User-centered design means understanding
what your users need, how they think, and how
they behave – and incorporating that
understanding into every aspect of your
process."
To make sure you won’t lose time during the A Marvel account (sign up free at
workshop, let’s make sure you have the following:
www.marvelapp.com/signup)
Workshop Agenda
07
Let’s get started
Create a team
Team members
08
Build the profile of your end-user
and try to see the world through
their eyes
09
Define the user you are designing for
The purpose of this profile is to frame all of your ideas and solutions
around the individual that is most likely to use it.
Example
Name
Age
Occupation
Location
Relationship Status
10
Create the profile of your end-user
Capture the basic details about the person you are designing for and build a
deeper understanding of their personality, wants and needs.
Outgoing Shy
Serious Fun
Goals
Generous Selfish
Academic Creative
11
Map out a typical day
Imagine what your end-user spends their day doing. What do they prioritise? What do they
care about? You can then use this to design something that fits into their daily routine.
12
Good design solves problems.
What will you solve for your
user?
The big, meaty problem you want to solve for be able to brainstorm better solutions around it. Onwards!
13
Choose your challenge
Define the problem you are trying to solve for the end-user and why it’s
going to be important to them. Keep referring back to this as you go.
Example What problem are you trying to solve for your end user?
What problem are you trying to solve for your end user?
14
Now for the fun part! You know
your user and the problem that
needs to be solved. Let's start to
brainstorm possible solutions.
15
Simple ideas Crazy Ideas
Practical, straightforward ideas that solve the problem. Sometimes the wild ideas pave the way to amazing solutions.
Example Example
16
List the user needs and features
This forces you to apply the ideas you created to real user needs. How many solve
the problem your user is facing?
Our target user needs to be able to... Therefore our design needs these features...
Example
17
Give your idea a name and tagline
Here’s the fun part - what will you call your product, feature or idea?
Create a tagline too!
18
Bring your ideas to life and create
interactive prototypes, for mobile
or web, using Marvel.
Stage 04
Just start building, don't get hung up on visuals
Prototype your Don't spend too much time on one idea - move fast!
design By the end, you’ll have a working prototype that you can
Turn ideas into realistic mockups test on your phone or in a browser.
19
About the platform
Marvel, in a
nutshell...
Marvel is a design and prototyping platform that enables you upload them to your Marvel project and then add hotspots to
to create realistic, interactive mockups of apps, websites and create links between screens. Then, just hit play.
digital products.
If you’re using a computer, our web app can help you
It's super simple to use, you can go from idea to working wireframe, design and prototype for any device including
prototype in a matter of seconds, no design or technical iPhone, Android and browsers from scratch.
experience required.
Head to: https://marvelapp.com/apps on your laptop or
Our apps allow you to take pictures of your sketches and phone to start.
20
How to use Marvel for desktop prototypes
21
Sketch a flowchart of the user journey
A flowchart is a diagram that of steps your user will take and helps when you start designing
Home screen
22
Sketch out your screens
23
Sketch out your screens
24
Sketch out your screens
25
How to use Marvel for mobile prototypes
26
Sketch a flowchart of the user journey
27
Sketch your app or feature, then take photos using Marvel
28
Sketch your app or feature, then take photos using Marvel
29
Sketch your app or feature, then take photos using Marvel
30
Test your prototype with your end
user or simply others in the room
The Test stage helps you answer the question, 'how
well does your prototype solve the problem you
initially defined?'
Remember:
Test
Test your
your design.
design By the end, you should have a list of suggestions and
next steps to take to improve your solution’s overall
Share your prototype and gain invaluable
experience.
feedback from the people that matter.
31
Prepare your test
Closed questions: Open questions:
Can be answered by a “yes” or “no” Should drive an answer that is more than a simple one-word reply
32
Conduct your test
Positives Negatives
33
How to present using Marvel
Present your work Presenting is easier with Marvel - in the words of IDEO,
Show off your prototype and “If a picture is 1000 words, a prototype is worth 1000
meetings.”
the process you used to create it.
34
Congratulations!