Uploaded by Mukesh Sharma

An Introduction of Design Thinking Methodology

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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
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