Design Thinking Mr. Parth Sejpal Asst. Prof. GTU Innovation Council, Rajkot University Government Students Society Faculty Industry CONTEXTUAL NEEDS Inculcate Design Thinking mindset in students and faculty members Problem Solving skills Convert Ideas to Solutions/Project to Product Integrate Design Mindset with Engineering learning Reduce copy-paste projects Learning by Doing Hands on/building skills Practical Approach 21st Foundational Century Literacies Skills Competencies Literacy Numeracy Scientific literacy ICT literacy Financial literacy Cultural & Civic literacy Critical Thinking/Problem Solving Creativity Communication Collaboration Character Qualities Curiosity Initiative Persistence /grit Adaptability Leadership Social and cultural Awareness WHAT IS DESIGN THINKING? Controversial term – particularly thinking part It is Decision making approach – lot more than just thinking……it’s a……doing Moses Myth: Innovation is Miracle (They believe that Innovation takes special gifted one that most of us just don’t have) Source: http://jeanneliedtka.com/ https://www.bloomberg.com/news/articles/2013-09-25/the-moses-myth-of-innovation INNOVATION MYTHS VS REALITY Innovation begins with Curiosity Innovation begins with creativity Innovation is smooth linear process Innovation is about risk-taking Innovation is iterative and the outcome of a series of experiments Effective innovation involves risk-taking, assessment and mitigation WHAT IS DESIGN THINKING? • A Mindset that is: Human – Centered/Empathic Collaborative/Possibility Driven Optimistic/Option Focused Experimental/Iterative INTRODUCTION - DEFINITION “Design Thinking is a human-centered approach to innovation that draws from the designer's toolkit to integrate the needs of people, the possibilities of technology, and the requirements for business success.” —Tim Brown, President and CEO of IDEO Emotional Innovation A p p r o a c h -Brands -Material -Relationships Design Thinking Business (Viability) People (Desirability) Technology (Feasibility) Functional Innovation http://www.ideou.com/pages/design-thinking Experience Innovation Process Innovation DESIGN THINKING ONE SIZE FITS FOR ALL X IT BETTER WORKS FOR PERTICULAR KINDS OF SITUATIONS √ DESIGN THINKING - PHASES Problem Zone Observation Test Empathy Human Centric Approach Ideation Prototype Product Solution Zone Development DETAIL DESIGN THINKING PROCESS – WITH TOOLS & TECHNIQUES • Intro to Design Thinking methodology • Importance • Design Process • Design Elements Design Thinking - Intro Domain Identification • Select your area of interest for design project • Branch specific or General domain • AEIOU Framework • Role Playing • Interview • And many more methods available Observation Empathy • Identify Unarticulated/Unmet needs of User • Pleasure and Pain points • Story telling Mind Mapping • Define the Problem Statement based on empathy of User • Right problem leads you to right solution Define Design Problem • Multiple ideas/solutions for problem • Refine the problem statement with possible solutions • Opportunity mapping Ideation Concept Finalization • After combining and refining, finally select the concept for your problem statement • Very early & rough prototype • Made up of paper, cardboard, thermocole etc. whichever material is available Product Development • Functions • Features • User Expereince • Components • • • • Revalidation Reject Redesign Retain Customer Feedback Dirty Mock-ups SCAMPER tool THEORETICAL V/S REAL PROCESS FLOW To Empathize the User one need to have observation again and again For better Empathy of User, students need to follow below mentioned steps - EMPATHIZE OBSERVE • Observing users’ action and hypothesizing why they are acting a certain way • Generate the questions like – What, Why, When, Where, How….. IMMERSE • Become the user and live their experience by Role Playing • Visit the Industries for Observe, immerse, Engage (At least for 4 weeks*) ENGAGEwith • Interacting User/Industry people about their products, processes and all related queries OBSERVATION IMMERSE VIA ROLE PLAYING • In this activity student need to become the user and actually live their experiences. One need to put himself/herself into the shoes of user • During this process the innovator needs to envisage himself/ herself as the user of the desired product and identify, codify various needs from his/her perspective • During the immersion process, students and their guide can get insights about the non-codified and undocumented needs of the contemporary user/industry BEING THE USER AND PRIMARY PROBLEM IDENTIFICATION: • The group shall be divided into two: few members will be ‘role-playing the users’ and identifying the problems by first-hand experience and the rest of the group members will be video-graphing the interviews (primary users, secondary users, stake-holders, etc.) • The group members that would be role-playing are encouraged to perform the function in the industry/domain they visit, exactly how the actual user performs. • For example, for problem identification in a steering wheel of a car, the group must learn how to drive a car and understand how the steering wheel is being used and in how many different ways it can be used. • The members that would be video-graphing are suggested to record the videos at high fps (frame per second) to enable them to view the videos in slow motion at a later stage for reference and better understanding. ENGAGE VIA INTERVIEW • Interact and interview users through both scheduled and short “intercept” encounters (Formal/Informal) • Getting out of the building and actually talking to your users is probably the most uncomfortable but potentially most effective way, if it is done in right way • The thing here is not to directly go up and ask your user for the solution because most of the time they really don’t know about the solution and even about problem. Hence, Prepare the set of sequential questions to be asked to the same industry workers / executives / stake holders for thorough research • Engage them in conversations that allow users to tell stories of their experiences and a likely solution (Build the story like Environment) • All interviews are to be video-graphed, hence necessary equipment to be carried along with the logbook and necessary frameworks ACTIVITY • List uses of: – Paper clip – Screw driver – Pen – Stapler – Nail Cutter MOTHER NATURE IS ONE OF THE UNIVERSE'S MOST INCREDIBLE DESIGNERS Nature has already solved many of the problems we are grappling with THE CREATION OF VELCRO WAS ACTUALLY INSPIRED BY BURRS WHEN SWISS ENGINEER, GEORGE DE MESTRAL, FOUND THEM ON HIS DOG’S FUR THANK YOU A P _ PA R T H @ G T U . E D U . I N