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Design Thinking Process Unit 2 Notes

The document outlines the design thinking process and its key components. It discusses the 5 P's of design thinking - Practices, People, Principles, Processes, and Places. It then discusses what design thinking can do, such as developing new products or services. The basics of design thinking are then explained, including following principles like empathy, illustrating ideas, and ensuring diversity. The main stages of the design thinking process - Empathize, Define, Ideate, Prototype, and Test - are then described in detail with relevant tools and methods for each stage.

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0% found this document useful (0 votes)
198 views11 pages

Design Thinking Process Unit 2 Notes

The document outlines the design thinking process and its key components. It discusses the 5 P's of design thinking - Practices, People, Principles, Processes, and Places. It then discusses what design thinking can do, such as developing new products or services. The basics of design thinking are then explained, including following principles like empathy, illustrating ideas, and ensuring diversity. The main stages of the design thinking process - Empathize, Define, Ideate, Prototype, and Test - are then described in detail with relevant tools and methods for each stage.

Uploaded by

Mohd Tauqeer
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOCX, PDF, TXT or read online on Scribd
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DESIGN THINKING PROCESS

5 P’S OF DESIGN THINKING:


1. Practices: Applying proven methods from various disciplines, such as design,
market research, psychology, engineering sciences & strategic
management.
2. People: Assemble a team that contributes different competencies and
perspectives.
3. Principles: That serve as a guideline for the team collaboration.
4. Processes: Keep yourself flexible while handling different work& decision making
process in an agile manner.
5. Places: Offer places for group and individual work that encourage creativity & also
enable focused work.
What design thinking can do?
• Developing New Products
• Creating New Services
• Designing New Business Models
Freemium principle
DESIGNING SOCIAL & ORGANISATIONAL INNOVATIONS
SOCIAL Innovation:
are solutions for social problems & challenges that are not driven by the goal of profit
making.
ORGANISATIONAL INNOVATION:
includes new decision making processes at a company or a new organisational form.
Basics of Design Thinking:
1. Following & communicating the principles:
• Align yourself with people & their needs at an early stage.
• Develop Empathy
• Illustrate ideas
• Learning from failure
• Ensure diversity in the team
• Offer team oriented and creative work spaces
• Make the process flexible
2. Getting an overview of the whole process
This is a problem space where we address what, why,& how.
Here we combine 2 phases:
a) Divergent Phase: Collecting information or develop numerous ideas that result in
expanding perspectives.
b) Convergent phase: Sharpen the field of view and combine the results or decide on
choices.
3. ESTABLISHING A CULTURE OF INNOVATION
Process in detail
Empathize
• “deep understanding of the problems and realities of the people you are designing
for”
• 3 steps
• Observe
• How users interact with their environment.
• Capture quotes, behaviors and other notes that reflect their
experience.
• Notice what they think, feel, need
• Engage
• Interviews scheduled or ad-hoc
• Learn how to ask the right questions
• Immerse
• Find ways “to get into the user’s shoes”
• Best way to understand the users’ needs
Empathize tools
• Assume a beginner’s mindset
• Ask What-How-Why
• Ask the 5 whys
• Empathy map
• Conduct interviews with empathy
• Build empathy with analogies
• Use photo and video user-based studies
• Use personal photo and video journals
• Engage with extreme users
• Story share-and-capture
• Bodystorm
• Create journey maps
Empathize - Beginner’s mindset
• Forget your assumptions and personal beliefs
• Misconceptions or stereotypes limit the amount of real empathy you can build.
• A beginner’s mindset allows you
• to put aside biases and approach
• Design with fresh eyes
• What you should do
• Don’t judge
• Question everything
• Be truly curious
• Find patterns
• Listen without thinking how you’re going to respond
Empathize – Ask What – How – Why
• Tool to help you better observe
• Especially good for analysing photos
• What you should do for a specific observation
• Divide a sheet into 3 parts – What / How / Why
• What = write what you observe the user is doing without making
assumptions
• How = understand what the user is doing. Is it positive or negative, does it
require effort? Use plenty of adjectives
• Why = now you have to interpret; guess motivations and emotions, make
assumptions that you have to test with users later
Empathize – Ask the 5 whys
• Repeating the Why question 5 times to identify the root cause of a problem
• Some useful rules
• Write down the problem and make sure that all people understand it.
• Distinguish causes from symptoms.
• Pay attention to the logic of cause-and-effect relationship.
• Assess the process, not people.
• Never leave "human error", "worker's inattention", "blame John" etc., as the
root cause.
• When you form the answer for question "Why" - it should happen from the
customer's point of view.
Empathize – Empathy map
• Says
• quotes from what users say during interview
• Thinks
• What users seem to think when experiencing the product
• Does
• Actions that the user takes during the experiment
• Feels
• The user’s emotional state (adjective + context) like
Impatient: pages load too slowly
Empathize – Conduct interviews with empathy
• Ask why.
• Never say “usually” when asking a question.
• Encourage stories
• Look for inconsistencies.
• Pay attention to nonverbal cues.
• Don’t be afraid of silence.
• Ask questions neutrally and don’t suggest answers.
Empathize - Build empathy with analogies
• Use analogies to gain a fresh way of looking at an environment, and in instances
where direct observation is hard to achieve.
• analogies allow us to express our ideas or to explain complex matters in an
• understandable and motivating way.
• Start by identifying the aspects of a situation that are most important, interesting, or
problematic.
• Find other experiences that contain some of these aspects — it will help you gain a
better understanding of your users’ problems, and it will also spark new ideas to
improve their experiences.
• Create an inspiration space for analogies. You can do so by pinning photos and the
analogous experiences you have found.
Empathize - Use photo and video user-based studies

• Engage.
• Observe and interview extreme users just like other folks. Look for work-
arounds (or other extreme behaviors) to spark inspiration and uncover
insights.
• Look at the extreme in all of us.
• Look to extreme users to spur wild ideas. Then narrow in on what resonates
with the primary users that you’re designing for.
Empathize – Bodystorm
• technique of physically experiencing a situation to derive new ideas.

• requires setting up an experience - complete with necessary artifacts and people -


and physically “testing” it.

• can include physically changing your space during ideation.

• you're focused on here is the way you interact with your environment and the
choices you make while in it.

• Example: when thinking about a product for blind people try to actually experiment
not using your eyes during an experiment and try to see what you can achieve and
what are your needs

Empathize - Create journey maps

• Visual representation of the process a customer or prospect goes through to achieve


a goal with your company/products

• Identity the customer’s needs and pain points

• Steps:

• Set clear objectives for the map.


• Profile your personas and define their goals.

• List out all the touchpoints (places in the app/site where you can interact
with

the customer)

• Identify the elements you want your map to show.

• Take the customer journey yourself.

• Make necessary changes.

Define

• synthesise your observations about your users from the Empathize stage

• definition of a meaningful and actionable problem statement, which the design


thinker will focus on solving

• A great definition of your problem statement => kick start the ideation process (third
stage) in the right direction.

• unpack your empathy findings into needs and insights and scope a meaningful
challenge

• Define your Point of View – meaningful and actionable problem statement

• Preserves emotion and the individual you’re designing for.

• Includes strong language.

• Uses sensical wording.

• Includes a strong insight.

• Generates lots of possibilities

Define tools

• Point of view
• How Might We
• Why-How Ladder
• Powers of Ten
Define - How might we
• Amp up the good: HMW use the kids’ energy to entertain fellow passenger?
• Remove the bad: HMW separate the kids from fellow passengers?
• Explore the opposite: HMW make the wait the most exciting part of the trip?
• Question an assumption: HMW entirely remove the wait time at the airport?
• Go after adjectives: HMW we make the rush refreshing instead of harrying?
• ID unexpected resources: HMW leverage free time of fellow passengers to share
the load?
• Create an analogy from need or context: HMW make the airport like a spa? Like a
playground?
• Play against the challenge: HMW make the airport a place that kids want to go?
• Change a status quo: HMW make playful, loud kids less annoying?
• Break POV into pieces: HMW entertain kids? HMW slow a mom down? HMW
mollify delayed passengers?
Define - Why How Ladder
• Used to find user needs and ways to possibly solve them
• Step 1: Identify a few meaningful user needs and write them at the bottom of a
piece of paper.
• Step 2 Ladder up from that need, asking “why?”
• For example, why would a user “need to see a link between a product and
the process that creates it?” because the user, “needs confidence that it
won’t harm their health by understanding its origin.”
• Step 3 Ask why again, and continue to ladder from that same need.
• At a certain point, you’ll reach a very common, abstract need such as, “the
need to be healthy.” This is the top of the ladder.
• Step 4 Climb back down the ladder asking “how?”
• This will give you ideas for how to address the needs
Ideate
• generate radical design alternatives
• The goal of ideation is to explore a wide solution space
• both a large quantity and broad diversity of ideas.
• From this pool of ideas you can build prototypes to test with users
How to ideate
• Ideate=transition from identifying problems to exploring solutions
• Ideation is leveraged to:
• Harness the collective perspectives and strengths of your team.
• Step beyond obvious solutions and drive innovation.
• Uncover unexpected areas of exploration.
• Create fluency (volume) and flexibility (variety) in your innovation options.
• Fluctuate between focus and flare
Tools to ideate
• Brainstorm
• Braindump
• Brainwrite
• Brainwalk
• Challenge Assumptions
• SCAMPER
• Mindmap
• Sketch or Sketchstorm
• Storyboard
• Analogies
• Provocation
• Movement
• Bodystorm
• Gamestorming
• Cheatstorm
• Crowdstorm
• Co-Creation Workshops
• Power of Ten
• Prototype
• Creative Pause
Ideate – Brainwrite
• the participants write down their ideas on paper
• they pass on their own piece of paper to another participant
• The other participant elaborates on the first person’s ideas and so forth.
• Another few minutes later, the individual participants will again pass their papers on
to someone else and so the process continues.
• The process takes 15 minutes
• Ideas are discussed afterwords
Ideate – Challenge Assumptions
• Identify the assumptions you have about the product you’re building

• (especially if you’re stuck)

• Challenge these assumptions

• Are they fixed because they are crucial aspects or because we have been
accustomed to them?

• Very important step if the empathy stage wasn’t well done and there were
many things assumed about the users and their context.

Ideate – Mindmap

• Process through which the participants build a web of relationships

• Participants write a problem statement

• They write solutins


• Link statements and solutions between them

Define/Ideate – Power of Ten

• Consider challenges through frames of various magnitudes

• Consider increasing and decreasing magnitudes of context to reveal connections and


insights.

• Powers of ten for insight development – imagine what happens for example when
shopping for bubble gum vs. shopping for a TV vs. shopping for a house

• How does this changes the user behaviour?

• Powers of ten for ideation

Prototype

• A prototype can be anything that takes a physical form—a wall of post-its, a role-
playing activity, an object.

• In early stages, keep prototypes inexpensive and low resolution to learn quickly and
explore possibilities.

• Prototypes are most successful when people (the design team, users, and others)
can experience and interact with them.

• great way to start a conversation.

• interactions with prototypes drives deeper empathy and shapes successful solution

• use basic models or examples

• Just some features

• Methods

• Storyboarding.

• Sketching

• Card sorting- It is a method used to help design or evaluate the information
architecture of a site. In a card sorting session, participants organize topics
into categories that make sense to them and they may also help you label
these groups.

• 'Wizard of Oz'.
is a technique used to test a concept/prototype that may not actually exist yet, but
appears to be functional because someone is controlling it behind-the-scenes.

Test

• chance to gather feedback, refine solutions, and continue to learn about your users.

• The test mode is an iterative mode in which you place low-resolution prototypes in
the appropriate context of your user’s life.

• Prototype as if you know you’re right, but test as if you know you’re wrong

Prototype/Test – Wizard of Oz Prototyping

• A wizard of Oz prototype fakes functionality that you want to test with users, saving
you the time and money of actually creating it.

• prototypes of digital systems, in which the user thinks the response is computer-
driven, when in fact it’s human-controlled.

• Determine what you want to test.

• Then figure out how to fake that functionality and still give users an authentic
experience

Prototype/Test – Card sorting

• how concepts for a project should be organized

• help the user experience professional know how to best organize a website or
software application so that the structure of information will be logical for the
largest number of users.

• Open card sorting = asking the users to come up with category names for each card

• Closed card sorting = predefined names for each category

• a participant is given a number of cards or sticky notes, each containing a different


word. The test participant is then asked to organize these as he sees best

Testing with users

• Allows you to learn about the solution you created but also about the users (builds
empathy)

• Let your user experience the prototype.


• Show don’t tell. Put your prototype in the user’s hands (or your user in the
prototype) and give only the basic context they need to understand what to
do.

• Have them talk through their experience.

• Use prompts. “Tell me what you’re thinking as you do this.”

• Actively observe.

• Don’t immediately “correct” your user.

• Watch how they use (and misuse) your prototype.

• Follow up with questions.

• This is often the most valuable part.

Test – Feedback capture matrix

• real-time capture of feedback on presentations and prototypes

• arranges thoughts and ideas into four categories for easy assessment

• Fill in the matrix as you give or receive feedback.

• 1st quadrant: Constructive criticism

• 2nd quadrant: Place things one likes or finds notable

• 3rd quadrant: Questions raised

• 4th quadrant: new ideas spurred

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