Design Thinking - 04 Module
Design Thinking - 04 Module
MODULE-4
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TARGET : Fulfilment of
personal goals
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Strengths of personas as a design tool
ü Determine what a product should do and how it should behave. Persona goals and tasks provide the
foundation for the design effort.
ü Communicate with stakeholders, developers, and other designers. Personas provide a common
language for discussing design decisions and also help keep the design cantered on users at every step
in the process.
ü Build consensus and commitment to the design. It’s easier to understand the many nuances of user
behavior through the narrative structures that personas employ. Put simply, because personas
resemble real people, they’re easier to relate to than feature lists and flowcharts.
ü Measure the design’s effectiveness. It provides a powerful reality-check tool for designers trying to
solve design problems. This allows design iteration to occur rapidly and inexpensively at the
whiteboard, and it results in a far stronger design baseline when the time comes to test with actual
people.
ü Contribute to other product-related efforts such as marketing and sales plans. The authors have seen
their clients repurpose personas across their organization, informing marketing campaigns,
organizational structure, and other strategic planning activities.
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STEP 1 - Each branch has a
pain point derived from
the story board and
consumer survey
Based on information received from stakeholders, SMEs, and literature reviews, designers
need to create a hypothesis that serves as a starting point in determining what sorts of
users and potential users to interview.
The persona hypothesis : The persona hypothesis is a first cut at defining the different
kinds of users (and sometimes customers) for a product. The hypothesis serves as the
basis for initial interview planning; as interviews proceed, new interviews may be
required if the data indicates the existence of user types not originally identified.
The persona hypothesis attempts to address, at a high level, these three questions:
Contextual inquiry enumerates four basic principles for engaging in ethnographic interviews:
• Context — Rather than interviewing the user in a clean white room, interact with them and observe the
user in her normal work environment, or whatever physical context is appropriate for the product.
• Partnership — The interview and observation should take the tone of a collaborative exploration with the
user, alternating between observation of work and discussion of its structure and details.
• Interpretation — Much of the work of the designer is reading between the lines of facts gathered about
users’ behaviours, their environment, and what they say. These facts must be taken together as a whole
and analysed to uncover the design implications. Avoid Assumptions.
• Focus — Rather than coming to interviews with a set questionnaire or letting the interview wander
aimlessly, the designer needs to subtly direct the interview so as to capture data relevant to design issues.
Improving on contextual inquiry
• Shorten the interview process — Contextual inquiry assumes full-day interviews with users.
Interviews as short as one hour can be sufficient to gather the necessary user data, for a
sufficient number of interviews (about six well-selected users for each hypothesized role or
type) are scheduled. Find a diverse set of users.
• Use smaller design teams — Contextual inquiry assumes a large design team that conducts
multiple interviews in parallel, followed by debriefing sessions in which the full team
participates. It is more effective to conduct interviews sequentially with the same designers in
each interview. It means that the entire team interacts with all interviewed users directly,
allowing the members to most effectively analyse and synthesize the user data.
• Identify goals first —identify and prioritize user goals before determining the tasks that relate
to these goals.
• Looking beyond business contexts — The vocabulary of contextual inquiry assumes a business
product and a corporate environment. Ethnographic interviews are also possible in consumer
domains, though the focus of questioning is somewhat different, as we describe later in this
chapter.
Basic methods – Types of Questions
The basic methods of ethnographic interviewing are simple, straightforward, and very low
tech. Follow the suggestions below, be rewarded with a wealth of useful qualitative data:
• Their decision process for purchasing a product of the type you’re designing
1. The context of how the product (or analogous system, if no current product exists)
fits into their lives or workflow: when, why, and how the product is or will be used
2. Domain knowledge from a user perspective: What do users need to know to do
their jobs?
3. Current tasks and activities: both those the current product is required to
accomplish and those it doesn’t support
4. Goals and motivations for using their product
5. Mental model: how users think about their jobs and activities, as well as what
expectations users have about the product
6. Problems and frustrations with current products (or an analogous system if no
current product exists)
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The qualitative research activities we have found to be most useful in our practice
are:
1. Stakeholder interviews - anyone with authority and/or responsibility for the product being
designed. More specifically, stakeholders are key members of the organization commissioning the
design work, and typically include executives, managers, and representative contributors from
development, sales, product management, marketing, customer support, design, and usability.
They may also include similar people from other organizations in business partnership with the
commissioning organization.
• The design team should collect this literature, use it as a basis for
developing questions to ask stakeholders and SMEs, and later use it to
supply additional domain knowledge and vocabulary, and to check
against compiled user data.
Product and competitive audits
• Typical • Situations of
PASS
(promising and contributes to
company’s goals)
RECYCLE
(Gather more information, 2nd
chance to do better)
STOP
(project fails to meet the projected
needs, returns to the stockpile)
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IDEATE +
SHORTLIST
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