IDT Module 2 Notes
IDT Module 2 Notes
—------------------------------------------------------------------------------------------------------------------
MODULE-2
Design thinking tools, methods, practices, and frameworks are part of both visible and invisible work, which
is always being done “backstage” as part of most companies’ innovation processes. More specifically, it is the
heart of the process of building environments (physical and now virtual) that help facilitate new business ideas.
We have recently released our Innovation Report, where we shared our belief that Design Thinking
still makes a difference within the business innovation context. Furthermore, we think it will continue to be
impactful throughout the next decade. However, we don’t want to leave you with such a strong statement
without giving you a taste of something more tactical. Something you can put into practice now.
We are not saying that you should run an entire Design Thinking process or an expert holistic diagnosis
by yourself. You, of course, will need professional help to unlock such opportunities. But by using the
following tools, you will become aware of the new possibilities and potential that design thinking and its
processes can offer your teams; how the same co-workers will be able to think differently and present new and
more consistent and structured ideas; and how their implementation can leverage the level of your deliveries.
The time for chit-chat is over, the moment has arrived for you to check out our 30-tool-starter-pack to
boost your innovation.
To make it even simpler, you could say that Design Thinking is an innovative approach based on the
designer’s thoughts, combining creativity and empathy to create innovative solutions.
IMMERSION TOOLS
1. Exploratory Research
A preliminary field research for the team to understand the context surrounding the problem.
2. Desk Research
Search for information on the project’s theme from different sources: websites, books, magazines,
blogs, articles, etc.
3. In-depth Interviews
Obtaining information through dialogue, mainly with users/developers about the
product/service/process.
4. Awareness Notebooks
Instruments used to obtain data, usually when the user is physically distant.
5. Ethnographic research
Ethnography is a branch of anthropology, which aims to understand behaviors and cultural relationship
dynamics by conducting field research. It achieves its objectives by talking with and observing people and
their social interactions. It can be used with groups, teams, organizations, in a nutshell, with every kind of
group.
It’s a qualitative method where researchers observe and/or interact with a study’s participants in their real-life
environment with no preparation — doing wherever they are, doing whatever they do.
INNOVATION and DESIGN THINKING [BIDTK208]
—------------------------------------------------------------------------------------------------------------------
The concept was made famous in anthropology, but can be used across a wide range of social sciences,
including marketing and digital disciplines, such as user experience.
7. Generation Research
Meetings with team members and stakeholders to carry out activities to present their views and share
their experience with the project thus far.
8. Focus Group
Survey used to check people’s reactions to a particular issue or product. The method is considered an
advanced qualitative research technique and should be used when one wants to understand consumer habits,
observing their particularities and individual behavior.
It is conducted by a mediator and carried out by volunteers who meet in-person to answer open-ended questions
about a specific and predetermined topic.
9. Shadowing
Monitoring a user over a certain period that includes their interaction with the product or service under
analysis.
The Affinity Diagram is a tool that allows you to organize ideas during brainstorming sessions. The
goal is to take large amounts of information and/or insights and understand the essence behind that content.
Essentially, the proposal is to group ideas based on affinity, similarity, dependence, or proximity. Then
put them into a diagram within the macro areas that identify a topic to be worked on, subdivisions, and
interdependencies. Get closer to your target’s interests using affinity diagrams.
It’s usually portrayed with nodes (boxes or circles), which are hierarchically structured and connected
by the arcs (lines or arrows).
The idea behind the process is to create a knowledge system for any topic. In our recent experience working
100% remotely, some online tools have emerged as a solution for us to share these insights, such as Miro and
MindMeister.
The Empathy Map is a visual tool that analyzes and describes behavioral aspects of the ideal customer.
With this simple and didactic Design Thinking resource, it is possible to detail scenarios, thoughts, actions,
problems, and the needs of your target audience.
The more you know about your audience, the more you’ll be able to understand what they need and how to
help them fulfill their desires, problems, and expectations.
When there is a lot of field information, it is used to better concentrate on understanding the target audience.
The protagonist of the Map is always the customer, but it is also of use to app users, audience members,
service consumers. In other words, anyone who relates to what your business offers.
15. Personas
Personas are fictional archetypes that embody the brand’s values and represent the ideal customer’s
perspective.
If you live on this round piece of land called Earth, you’re probably tired of hearing that personas are
fictional and general representations of a target audience with similar attitudes, objectives, needs, and
behaviors.
What may be slipping out of your field of vision is that personas play a relevant role in the
customization of solutions, providing insights that can be used to promote personalized experiences.
A service Service Blueprint is essentially a diagram that shows, in general, the relationships between
different solutions (like products and services) and its components (people, physical or digital evidence, and
processes), that are directly tied.
It works as a visual schematic matrix representing the whole system of interactions that
straightforwardly characterize a service. Since blueprinting acts as a sort of magnifying glass for the customer
journey, the best place to use it is within highly complex experiences. Services that take place over multiple
touchpoints or require coordination between various departments.
18. Reframing
Examining unanswered questions in a company from different perspectives, allowing for the
deconstruction of biases and assumptions about a business, product, or service.
INNOVATION and DESIGN THINKING [BIDTK208]
—------------------------------------------------------------------------------------------------------------------
19. Customer Journey Maps
A Customer Journey Map is a visual representation of every experience your customers have with you,
your services, products, basically your entire brand. Journey maps illustrate all the touchpoints that yourclients
may have through visuals that tell the story of how they moved through each phase of interaction.
They are often based on a timeline of events, for example, from initial attraction – when a customer
first makes contact with you, all the way through to their final purchase and post-purchase support.
IDEATION TOOLS
20. Brainstorming & Brainwriting
It is a creative process to encourage those involved in the project to generate many ideas quickly.
Brainstorming meetings where before the creative discussion starts, everyone writes their ideas anonymously
on pieces of paper, which are shuffled afterward.
A Minimum Viable Product, as you are probably aware, is the simplest version of a product, service,
or functionality to obtain your value proposition’s market validation.
It can help you avoid risks and provides a platform for product validation. It also separates ideas from
execution, theory from practice, and the abstract from the concrete.
27. Wireframing
Wireframing is a prototype used in interface design to sketch the structure of a digital product such as
websites or applications, briefly exemplifying the relationships between its pages and other key elements in
the interface.
In detail, it consists of a simple visual representation, usually in grayscale, of the structure and
functionality of a single web page or a sequence of linked pages.
INNOVATION and DESIGN THINKING [BIDTK208]
—------------------------------------------------------------------------------------------------------------------
Wireframes can be sketched manually or digitally as long as it fulfills the purpose of structuring and
validating ideas graphically.
28. Storyboard
Visual representations of a story through static frames. They are created from drawings, collages, photographs,
or any other type of graphic representation.
As you have seen, Design Thinking is a very useful approach to solving complex problems. There is a
reason why the most innovative companies have teams dedicated to it and invest in hiring specialized
consultants on the subject.
INNOVATION and DESIGN THINKING [BIDTK208]
—------------------------------------------------------------------------------------------------------------------
REAL-TIME DESIGN INTERACTION CAPTURE AND ANALYSIS
What if we could capture knowledge and interactions in real time, in order to better understand team
interaction and workflow?
WHAT WE FOUND
Researchers identified three design process needs, based on accessing past knowledge, enhancing
current interactions and clarifying future directions.
To connect teams with the past knowledge, researchers built a searchable database of 12 years of
ME310 team documents and assignments.
To improve teams’ knowledge capture and interpersonal dynamics, researchers explored real-time
conversation transcription, speaker identification, and sentiment analysis software. Researchers tracked
speaker activity and intensity with a heat map of sound energy.
To improve teams’ focus on future actions, researchers used transcripts and Wizard-of-Oz prototyping
to identify key concepts and action items.
Generating a list of tasks-to-perform received positive feedback from students. Automating this
process also proved to be a challenge, and was instead performed by a human coder reviewing meeting
transcripts. Researchers applied conversation analysis such as Linguistic Inquiry and Word Count to identify
conversation themes and sentiment. Finally, they also prototyped a critical moments interface, which allows
teams to highlight moments that seem in-the-moment to be important, which can be used for other team
INNOVATION and DESIGN THINKING [BIDTK208]
—------------------------------------------------------------------------------------------------------------------
members to catch up quickly, or to allow teams to tag and later re-find those conversations during overall
project design documentation.
1. Sprintbase
2. Miro
3. MURAL
4. Shape by IDEO
5. Smaply
6. Digsite
7. Batterii
8. Stormboard
9. Google Docs, Sheets, & Slides
10. Conceptboard
11. Google Jamboard
12. Shape
13. FigJam
1. SPRINTBASE
Sprintbase is a design thinking software program that guides teams through the innovation process step-
by-step. The methods and tools help teams tackle their creative problems, learn to collaborate successfully,
and save time and money in the process through engaging digitally. Sprintbase was developed by expert design
thinking practitioners, has been featured in Forbes, and is used by organizations like Ebay, CapGemini,
Deloitte, and ABInBev. Sprint Base helps remote teams confidently apply design thinking, embed innovation
skills, and get results.
INNOVATION and DESIGN THINKING [BIDTK208]
—------------------------------------------------------------------------------------------------------------------
:
Miro (formerly Realtime Board) is a simple online whiteboard tool for collaboration and creation. You
can brainstorm new ideas together in real time, make connections between ideas and product solutions, and
more. This is a great tool for the ideation and strategic planning process. We also like the visual nature of
creating maps and diagrams to bring your ideas to life in a digital space. See our post to learn more about what
is Miro and how to use Miro for virtual collaboration and realtime whiteboarding.
J
3. MURAL
MURAL is a visual collaboration space for your teams to work more efficiently. The platform provides
2
shared, digital “whiteboards” that allows you to explore challenges and organize your ideas in one place. The
features and tools they offer are growing rapidly and fit with many different frameworks and design thinking
stages. Mural has a number of templates that you can work from and collaborate with others on that are based
on some of the most popular activities in the design thinking, agile, and innovation world. It’s a good solution
for remote collaboration. See our post to learn more about what is Mural and how to use Mural for design
thinking and design sprints.
INNOVATION and DESIGN THINKING [BIDTK208]
—------------------------------------------------------------------------------------------------------------------
4. SHAPE (by IDEO)
Shape is the newest design thinking software on our list. It comes from design thinking influencers
IDEO. Shape is a visual, collaborative space to build, test, and refine your ideas. Shape allows you to do many
of the key activities of design thinking online.
● Gather inspiration and ideas.
● Engage and guide teams through proven processes.
● Activate communities and teams around shared strategic challenges.
● Quickly and flexibly gather customer feedback.
● Build and share a knowledge base.
E
5. SMAPLY
Smaply provides several unique editors that relate to design thinking processes. The first is a persona
editor tool that allows you to create custom user personas based on your customers. The software also has a
journey map editor and a stakeholder map designer so that you can collaborate with your team and design
strategically from the very beginning of the process.
6. DIGSITE
Digsite is a platform designed for qualitative research to empower your ideas. Get to know your target
customers intimately and quickly with their customized research focus-group-like methods.
7.BATTERII
Batterii is a multi-platform tool in which you can gain powerful insights into your customers. The
software allows you to collect consumer insight research from anywhere on the web. You can keep everything
together in one place, and manage your team’s efforts easily with the tool.
8. STORMBOARD
Stormboard is a shared sticky note and whiteboard software tool for innovation teams. You can generate
many ideas, prioritize them, organize, and refine them within this efficient and easy to use tool.
10. CONCEPTBOARD
Conceptboard is another virtual whiteboard and collaboration software tool for innovation-focused
teams. With an infinitely generating blank canvas, you can work together with your team to generate ideas,
organize thoughts, and quickly and easily narrow in on your focus and plans.
E
11. GOOGLE JAMBOARD
Google Jamboard is a very simple online realtime whiteboarding tool that is gaining in popularity. It
offers a big upgrade in features to the whiteboards you find built into your online meeting tools (like Zoom’s
whiteboard feature). It doesn’t have as many features as the popular Miro and Mural whiteboards. Google
Jamboard is popular with teachers and in education, as well as with facilitators leading design thinking sessions
online with groups that may not be very tech savvy. Google Jamboard does include the digital stickynotes and
an image search tool that make collaborative whiteboards a powerful visual tool.
12. SHAPE
Shape is similar to many other whiteboard tools on this list, including Mural and Miro, in that it offers
a visual blank canvas for users to collaborate and brainstorm together. This tool, developed by IDEO, also
offers surveys, shared workspaces, and other helpful features like adding images, videos, and links within the
canvas. Templates also make it easy to get up and running with the software quickly.
13. FIGJAM
FigJam by Figma is a robust whiteboard tool that allows you to use sticky notes and shapes, freehand
draw, react with stickers and stamps, and copy and paste between the tool and the original Figma platform.
INNOVATION and DESIGN THINKING [BIDTK208]
—------------------------------------------------------------------------------------------------------------------
EMPATHY FOR DESIGN
Empathy is an important element in Design Thinking and Human-Centered Design. What is empathy
exactly? Why is empathy so important to designing solutions that actually work for people? Here, we’ll not
only look at what empathy means, but will also look at how it helps design thinkers create solutions that work
and, conversely, how a lack of empathy can result in product failure. We’ll also come to understand the
empowering notion that everyone can master empathy and design truly human-centered solutions.
EMPATHISE
“Empathise” is the first stage of the Design Thinking process. The following stages can be summarised
as: Define, Ideate, Prototype and Test. In the empathise stage, your goal, as a designer, is to gain an empathic
understanding of the people you’re designing for and the problem you are trying to solve. This process involves
observing, engaging, and empathising with the people you are designing for in order to
INNOVATION and DESIGN THINKING [BIDTK208]
—------------------------------------------------------------------------------------------------------------------
understand their experiences and motivations, as well as immersing yourself in their physical environment in
order to have a deeper personal understanding of the issues, needs and challenges involved.
Empathy is crucial to a human-centred design process such as Design Thinking, and empathy helps design
thinkers to set aside his or her own assumptions about the world in order to gain insight into their users and
their needs. Depending on your time constraints, you will want to gather a substantial amount of information
at this stage of the Design Thinking process. In the Empathise stage of a Design Thinking process, you will
develop the empathy, understandings, experiences, insights and observations on which you will use to build
the rest of your design project. We cannot stress enough how important it is for designers such as us to develop
the best possible understanding of our users, their needs, and the problems that underlie the development of
the particular product or service we’re aiming to design. If you have time and money, you should also consider
consulting experts in order to find out more about the people you design for, but you’ll be surprised at how
much insight you and your team can easily gain via practical Empathise methods.
EMPATHISE METHODS
The following are our favourite Empathise methods:
● Assume a beginner’s mindset
● Ask What-How-Why
● Ask the 5 whys
● 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
However, you will need to understand the following nuances and potentials of empathy before you start
using the above (amazing) methods.
This feeling of pity and sorrow may not only rub people up the wrong way, but it is also useless in a
Design Thinking process. In Design Thinking, we are concerned with understanding the people for whom we
are designing solutions—for doing something that can help them. When we visit our users in their natural
environments in order to learn about how they behave, or when we conduct interviews with them, we are not
INNOVATION and DESIGN THINKING [BIDTK208]
—------------------------------------------------------------------------------------------------------------------
seeking for opportunities to react to the people; rather, we want to absorb what they are going through, and
feel what they are feeling.
WHY EMPATHY?
Besides the problems with designing solutions based on averages, our mass consumerism has a further
issue: the high rate at which we are generating waste. In the past decade, our consumption has turned global
warming from a growing issue to an imminent crisis that threatens to change the way we live (and even
survive). Design Thinking, and in particular empathy, is about creating solutions that are sustainable and
focused on all pertinent areas that can affect us in the long term.
Author/Copyright holder: Teo Yu Siang and Interaction Design Foundation. Copyright terms and licence: CC
BY-NC-SA 3.0
INNOVATION and DESIGN THINKING [BIDTK208]
—------------------------------------------------------------------------------------------------------------------
It is not enough that the technology or means exist (i.e., feasibility is present) and that profits or business
benefits may be derived (i.e., it is viable). It is essential for users to actually have a sense of desirability towards
a solution. We can only fully understand and design a desirable product or service when people's needs,
experiences, wants, and preferences are properly understood.
From a purely business profit-driven perspective, empathy is an essential component of any sound
business solution. If we develop solutions in isolation, without essential insights about our users, we may create
solutions that completely miss the mark and thus be ignored by the market. For example, many MP3 players
have come and gone without much creating much of an impact, whereas the iPod was very successfulat not
only providing a technological solution but also providing a completely desirable and profitable experience,
which resulted in Apple’s taking a market lead.
“No one could understand why you’d want to have that thing on your face, in the way of normal
social interaction.”
– MIT Technology Review
INNOVATION and DESIGN THINKING [BIDTK208]
—------------------------------------------------------------------------------------------------------------------
The commercial failure of Google Glass can be traced to Google’s lack of empathy towards users:
voice-activated actions are socially awkward, the camera creates a privacy concern for people around the Glass
user, and the device doesn’t seem to solve any specific user needs.
Author/Copyright holder: Embrace Innovations. Copyright terms and licence: Fair Use.
The end result was The Embrace Warmer, which has the potential to save thousands of lives. The
Embrace Warmer is capable of going where no incubator could go before, due to its portability and
dramatically reduced production costs. The Embrace Warmer is an ultra-portable incubator which can be
INNOVATION and DESIGN THINKING [BIDTK208]
—------------------------------------------------------------------------------------------------------------------
wrapped around an infant and be used while the infant is held in the mother’s arm. Instead of needing to deposit
their babies into far-flung hospitals, mothers in remote villages can use a portable warmer that serves the same
need instead.
Had the team only thought of designing incubators, they may have developed a semi-portable lower
cost incubator, which would still not have made it into remote villages. However, with the help of empathy—
i.e., understanding the problems mothers in remote villages face—the design team designed a human-centered
solution that proved to be optimal for mothers in developing countries. The objective of empathic research is
uncovering, at times, intangible needs and feelings, that indicate what should ideally change in the product,
system, or environment we're focusing on. Empathic research reveals the deeper needsand root causes, which,
if addressed correctly, may profoundly change the project we're investigating. Insteadof constantly designing
new patches to cover or ease the symptoms only momentarily, we have the power to create a paradigm shift
and provide a wide range of benefits packaged into a single solution. We can create new markets and move
whole communities closer to higher order needs and goals. We can change the world when we operate at the
appropriate levels.
Below are some reflections and ideas on fostering a thriving design organisation within a globally
distributed product team — and how to leverage the best of asynchronous and real-time communication.
Starting in 2016, Whisk evolved into a distributed company and I started working less and less in a
physical office space with team members around me. While I greatly value the freedom and flexibility that
distributed working offers, I do miss the magic of in-person design collaboration. Being distributed naturally
introduces friction and forces us to adopt new ways of working together.
Since Whisk went fully distributed, I’ve always been experimenting with ways to create a digital
version of the ‘open office’ of yesteryear, where you can stroll over to another designer’s desk to see what they
are working on, using the technology at our disposal and the benefits of asynchronous collaboration.
Here are a few tactics that we’ve used in our globally distributed design team
We use Slack for ongoing asynchronous design updates and feedback cycles.
Showing thought process in Figma —capturing design thinking next to the designs helps others get up
to speed faster and give more valuable feedback. Give context on constraints, directions explored, and where
you really need feedback.
Loom, iPad, Pencil, and Sidecar are a powerful combination for fast visual feedback.
Sometimes crude tablet sketches are the best way to nurture and spread ideas.
This is an often under-utilised superpower of designers and helps supercharge every day situations, it
helps other designers take the next step faster. Learning to communicate visually quickly is something we’re
actively training within the design team here.
Figma makes visual ideation so easy with component libraries. It’s easy to create prototypes at lightning
speed. But high-fidelity isn’t always appropriate or accessible so another tactic I’ve been exploring recently
(especially for ideas that are more early stage and abstract), is using my iPad and Pencil to create “napkin”
sketches in real-time. It’s surprisingly fun, creative, and collaborative on otherwise mundane video calls.