InEd dp1 ideate

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“So, we're actually going to start failing more
often now. We're going to divide up into two
teams and experiment with our materials.
Each team will have different ideas. And each
team will probably experience lots of little
failures; but that's how we'll learn. And that's
how we'll create a more meaningful design.”
Read more here.
NTLB Grading Breakdown
20% Dp1
40% Dp2
40% Participation
- attendance
- reading
WHY brainstorm
generate maximum innovation potential
in a short amount of time
incorporate different perspectives
and build EXCITEMENT, GAIN
ALIGNMENT, and TRANSFER IDEAS
how to brainstorm: SETUP
Needs & Insights -> Brainstorming Prompt
How
How
How
How
might we…
to…
might we help…
might we show…
how to brainstorm: RULES
idea SELECTION is a critical step
All the creative, wild,
bad, OK, and
undeveloped ideas
from your brainstorm
When evaluated with
typical “attractive”
and “feasible” criteria
before direct
implementation
Yield familiar and
incremental results
we will SELECT and DEVELOP high potential ideas
All the creative, wild,
bad, OK, and
undeveloped ideas
from your brainstorm
Selected for potential
Can be developed
for feasibility
for today VOTE using these 3 selection criteria
“Most likely to succeed”
Place two votes on the ideas that you think are
most likely to successfully address your “how
might we”
“Most likely to delight”
Place two votes on the ideas that you think
would delight customers (without regard for
practical constraints)
“Most breakthrough if …”
Place two votes on the most breakthrough
ideas (if a fatal flaw or real world constraint
were to be ignored)
What is a prototype?
Product
Looks like
Works like
Interacts like
Service/
Experience
Space
Story
What is a prototype?
Why prototype?
Understand
• Understand the
problem space
• Empathy work
• Expertise gaining
Explore
• Explore the
design options
• Test to learn
and to decide
Communicate
• With team, users,
client, or investor
• Use prototype
as sales pitch
centerpiece
FAIL EARLY and OFTEN
(cost of failure vs. project time)
(risk and cost vs. iteration curve)
H2 prototype: ID A VARIABLE
Interacts
Interacts
like…
like…
Works
Works
like…
like…
Looks
Looks
like…
like…
H2 prototype: SCALE RESOLUTION
first pass
final design
for Gyrus ACMI, ENT Division
H2 prototype: CREATE EXPERIENCES
test (or, OBSERVE again!)
you will bring your prototype BACK to users
why TEST?
you are an anthropologist
in the field seeking to
watch and understand
how users interact with your
prototype in order to
understand if your POV,
concept directions and
design attributes fit the
needs of the user
HOW TO test: team ROLES
host/hostess
active observers
HOW TO test: PLAN
1. Let the user EXPERIENCE
2. OBSERVE the experience
3. ENGAGE the user
H2 test: let the user EXPERIENCE
set the scene for the new donation experience
hand physical artifacts over immediately
give a short explanation to set context
act like a guide (not a lead)
H2 test: OBSERVE the experience
capture what worked, what didn’t
see how users use and mis-use your prototype
iterate on the fly
HOW TO test: ENGAGE the user
open-ended questions
no leading questions
specific questions
H2 test: gather feedback systematically
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