Design Thinking Process Unit 2 Notes
Design Thinking Process Unit 2 Notes
• 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.
• 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
• Steps:
• List out all the touchpoints (places in the app/site where you can interact
with
the customer)
Define
• synthesise your observations about your users from the Empathize stage
• 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 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
• 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
• 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
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.
• interactions with prototypes drives deeper empathy and shapes successful solution
• 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
• 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.
• Then figure out how to fake that functionality and still give users an authentic
experience
• 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
• Allows you to learn about the solution you created but also about the users (builds
empathy)
• Actively observe.
• arranges thoughts and ideas into four categories for easy assessment