Design Thinking TECHNO100 Technopreneurship Unit 2 Table of Contents ● ● ● ● ● ● Introduction to design thinking Empathize Define Ideate Prototype Test Introduction to Design Thinking Good v. Bad Design User Experience Process of creating products that provide meaningful and relevant experiences to a user Good v. Bad Design User Interface Process used to build interfaces in computerized devices, focusing on looks or style Solving Complex Problems in a UserCentric Way What is Design Thinking? Principles of Design Thinking 01 02 03 04 The Human Rule The Ambiguity Rule All Design is Redesign The Tangibility Rule The Human Rule All design is social in nature Any social innovation brings back to the “human-centric point of view”, meaning that users should be the center of the design of the products or services. The Ambiguity Rule Ambiguity is inevitable experiment at the limits of your knowledge “The need to be right all the time is the biggest bar there is to new ideas.” Edward deBono All Design is Redesign Technology and social circumstances may change but basic human needs remain unchanged Redesign the means of fulfilling these needs or reaching desired outcomes. The Tangibility Rule Prototypes help to make ideas tangible, enabling designers to communicate them effectively Hypothesizing and testing will determine what changes will lead to an easier, frictionless or more intuitive path. Phases of Design Thinking Empathize Define Ideate Prototype Test Identify and understand the problem Synthesize and identify the problem Generate ideas by exploring unexpected areas Getting ideas out into the real world Validate created solutions to actual users Step 1: Empathize Empathize Identify and understand the problem Drop assumptions, judgements, and biases when talking to the target users How to Empathize with Users? Observe Engage Immerse View users and their behavior in the context of their lives Interact with and interview users through both scheduled and short ‘intercept’ encounters Experience what your user experiences Qualitative Data How do we collect data from the target users? ● ● ● ● ● ● ● Research Interviews Surveys Shadowing Documentary Journals Body Language Qualitative Data Use open-ended questions that provide insights Prevent including leading questions ● ● ● ● ● ● Who? What? When? Where? Why? How? Empathy Map Tool used to synthesize collected data from the users regarding the problem User Empathy Map List down a target user; have one empathy map per user Says Empathy Map What a user says out loud; includes direct quotes and verbatim statements USER Thinks Empathy Map What the user might be thinking throughout the experience; things that may not want to vocalize USER Does Empathy Map Actions the user takes; can be daily activities or solutions that they have attempted USER Feels Empathy Map Emotional states of the user; ask why they feel that way USER Guidelines for the Empathy Map Set scope and goals Use sticky notes Who’s the user? Easier to move around Is it to know the user or the problem? Use one color per team member Merge with data gathering tools Include existing literature in the empathy map Don’t be afraid to edit Conflicting ideas may be present Move around ideas if needed Iterate Go back to data gathering and add more ideas if need be Activity Empathy Map ● Identify target users and scope ● Know if the problem really exists for the user ● Collect data from users, classmates, and the web ● Create an empathy map Time: 20 minutes Step 2: Define Define Synthesize and identify the problem Create an actionable problem statement from the information collected from the Empathize phase Part 1 ● ● ● ● ● Storytelling Capturing key points Identifying user roles Creating personas Creating a Storyboard Part 2 ● Clustering and prioritization ● Looking at the needs and motivations ● Point of View (POV) Storyboarding Tool used to visualize the experiences of the target user Steps Storyboarding Note important events of the day-to-day life and illustrate the problems experienced even if there is no dialogue Persona Fictional characters created to represent user types Persona Fictional characters created to represent user types ● Useful in considering the goals, desires, and limitations of the users to help guide design decisions. ● A way to put a personal human face on otherwise abstract data about customers. Parts Persona Name and picture Demographics Needs and tasks Expectations and desires Point-of-View User + Need + Insight One sentence that summarizes what the problem that you are trying to solve for the user Point-of-View (POV) Problem POV Statement Redesign the local commuting experience in Baguio City. John Doe is a UC student who needs to get to his 7:30am class because he has a quiz and might be late. Activity Persona + POV ● Synthesize results from the Empathize stage ● Create a persona with a name, demographics, photo, needs, and desires ● Create a POV to summarize the problem Time: 20 minutes Step 3: Ideate Ideate Generate ideas by exploring unexpected areas Develop as many ideas to solve the problem synthesized in the Define phase beyond your comfort zone Types of Solutions - 6Ps Publication Validated theories, processes, and standards Patent New, innovative solutions; usually engineered and illustration Product Any tangible solution (i.e. products, apps) People Includes training people to be able to do tasks Partnerships Collaborations with organizations for other tasks Policy Development of laws or ordinances Ideation ● Goal: generate as many ideas as possible ● Do NOT check for feasibility and viability at the beginning of ideation Ideally, all ideas from this phase is turned into a prototype. Obviously, that may not be realistic. Therefore, it is necessary to prioritize the ideas that will be prototyped. ImpactEffort Matrix Tool used to help prioritize the ideas to be turned into prototypes ImpactEffort Matrix Identify the impact and effort based on your team’s capabilities ImpactEffort Matrix “Big Bets” and “Incremental” are prioritized for prototyping “Money Pit” ideas are scrapped Guidelines for the Impact-Effort Matrix Used to test ideas “Easy Wins” are not prioritized since it’s deemed to be successful Go outside of the box Try to focus on ideas that you are not used to using Merge with data gathering tools Include existing literature in the matrix Use sticky notes Easier to move around Have one color per person Estimates People tend to overestimate impact and underestimate effort Activity Impact-Effort Matrix ● Identify as many solutions are possible ● Don’t be afraid to get out of your comfort zone ● Map the solutions in an impact-effort matrix Time: 20 minutes Step 4: Prototype Prototype Getting ideas out into the physical world Turn the ideas from the Ideate stage into physical objects that can be validated during the Test phase Prototype A first or preliminary model of something Show what something looks or feels like, or how it operates Make things tangible What are the goals of the Prototype phase? Learn Explore Fail A picture is worth a thousand words; a prototype is worth a thousand pictures Build to think and spark additional ideas Test ideas without investing too much time and money Goal: fail early and often The better it looks, the more narrow the feedback Failure is simply part of understanding and improving Cost for mistakes and changes Wait… Fail? Costly product = Too late Prototype = Fail and learn early Time on the project Types of Prototypes LowFidelity MidFidelity HighFidelity Shows functionality, look and feel of solution using traditional materials Build to think and spark additional ideas Test ideas without investing too much time and money LowFidelity Prototype A first or preliminary model of something Show what something looks or feels like, or how it operates Make things tangible MidFidelity Prototype A first or preliminary model of something Show what something looks or feels like, or how it operates Make things tangible HighFidelity Prototype A first or preliminary model of something Show what something looks or feels like, or how it operates Make things tangible Types of Prototypes Activity Paper Prototype ● Identify at least three (3) solutions from the Ideate stage ● Create paper prototypes for each of the solutions Time: 60 minutes Step 5: Test Test Validate created solutions to actual users Know what your users actually think of your solutions by allowing them to interact with your prototypes What are the goals of the Test phase? Iterations Empathy Refine Informs the next iteration of prototypes Test with your users and in their context; it’s another chance to build empathy Refine your POV – sometimes testing reveals that the problem frame needs to change Usability Testing Practice of testing how easy a design is to use with a group of representative users How to Get Feedback? Create a Storyline Identify the situation on when the user can use the solution Synthesize Feedback Show your prototype; listen carefully to what they say Iterate the Solution Ideate how the feedback can be worked into the next iteration of your solution Types of Testing Interview Allow users to use the prototype; record what they say, think, do, and feel when using the prototype Survey Allow users to use the prototype; use existing surveys (i.e. usability survey) to check the usability Presentation Showcase your solution to a set of users; get their feedback after the presentation Activity Presentation ● Collate the results from the Empathize until Prototype phases ● Create a three-minute presentation ● Get feedback from the class