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Design Thinking

IT2622 Activity 1
“While any software system introduces some kind of
formalization of the world, HCI (like AI) deals with
formalizations of human cognition and activity. These are
the issues that have lay at the heart of philosophical
debate for centuries. In some ways, it would be hard to
imagine a more philosophical enterprise.”
• -Paul Dourish
Outline
•29 toys to creative
thinking
•The three briefs
•Decision Making
•Next tasks
Design Thinking
• “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
• Design thinking utilizes elements success.”
from the designer's toolkit like — Tim Brown, CEO of IDEO
empathy and experimentation to
arrive at innovative solutions.
• By using design thinking, you
make decisions based on what
future customers really want
instead of relying only on
historical data or making risky
bets based on instinct instead of
evidence.
• Thinking like a designer can transform the way
organizations develop products, services, processes, and
strategy.
• This approach, which IDEO calls design thinking, brings
together what is desirable from a human point of view
with what is technologically feasible and economically
viable.
• It also allows people who aren't trained as designers to
use creative tools to address a vast range of challenges.
IDEO is a global design company. We create
positive impact through design.
The Reasons of

• Feasibility - What is
functionally possible within
the foreseeable future?
• Desirability - What makes
sense to people and for
people?
• Viability - What is likely to
become part of a sustainable Design thinking /
business model? Design Innovation
Design Thinking Approach
• FRAME A QUESTION -
• MAKE IDEAS TANGIBLE
Identify a driving
- Build rough prototypes
question that inspires
to learn how to make
others to search for
ideas better.
creative solutions.
• TEST TO LEARN - Refine
• GATHER INSPIRATION -
ideas by gathering
Inspire new thinking by
feedback and
discovering what people
experimenting forward.
really need.
• SHARE THE STORY -
• GENERATE IDEAS - Push
Craft a human story to
past obvious solutions
inspire others toward
to get to breakthrough
action.
ideas.
Vignette - https://www.youtube.com/watch?v=R4NnYNsOcio
29 TOYS TO PLAY WITH
“Inspirations to idea-generation”
Toy #1:

MAKE A MINDMAP
“Expand on the central subject…”
Toy #2:

QUESTION YOUR
MOST BASIC ASSUMPITONS
“…reverse the common perception of a situation.”
Toy #3:

DISCOVER THE REAL PROBLEM


“Is there a more significant problem, I could be addressing?”
Toy #4:

CHALLENGE THE RULES


“Identify the cultural eye-glasses that limit your vision and take them off.”
Toy #5:

SEE THE POSITIVES


“What kind of people can see positives in this problem?”
Toy #6:
SEE THE
NEGATIVES
“Who is affected by this
problem and why?”
Toy #7:

DON’T TAKE IT SERIOUSLY


“Make it into a joke.”
Toy #8:

ADD
“Make it bigger.”
Toy #9:
SUBTRACT
“What can you simplify?”
Toy #10:
CHOP IT UP
“Look for details in the problem that may point to a solution.”
Toy #11:

RE-ARRANGE
“Move the subject into a new situation.”
Toy #12:
SUBSTITUTE
“…tools for fingers…”
Toy #13:

COMBINE
“Connect, arrange, link, unify, mix & merge.”
Toy #14:

CHANGE THE SCALE


“Exaggerate it.”
Toy #15:

CHANGE THE SHAPE


“Distort it.”
Toy #16:

CHANGE THE NAME


“What other word or phrase can you use to describe your issue?”
Toy #17:
LOOK AT IT FROM BACK TO FRONT
“Imagine if the roles in your problem were reversed.”
Toy #18:

SEE THE BIGGER PICTURE


“Go beyond the set of problems you are facing to a more general
area or domain.”
Toy #19:

MAKE A SYMBOL
“If it were a road sign, how would it look?”
Toy #20:

MAKE AN ANALOGY
“Draw associations.”
Toy #21:
SEE IT FROM
SOMEBODY
ELSE’S SHOES
“See this problem from the
point of view of Gandhi,
Bush, Saddam, Hitler, a
botanist, Rambo, Donald
Duck and your father.”
Toy #22:

SOLVE THE OPPOSITE PROBLEM


“If you had to achieve the opposite objective, what would you do?”
Toy #23:

BE COMPLETELY RANDOM
“Take any apparently unrelated concept and find similarities between
that and your problem.”
Toy #24:

BORROW
“Don’t borrow from advertising,
but from other disciplines.”
Toy #25:

FANTASIZE
“Put some magic into your thinking by asking ‘what if’
questions.”
Toy #26:

FIND A PATTERN
“…cycles, sequences, trends, tendencies, shapes, similarities,
behaviors and probabilities.”
Toy #27:

EMPATHIZE
“How would you feel if you were the idea you’re developing?”
Toy #28:

BRING IT TO
LIFE
“What would it do
if it had a life of its own?”
Toy #29:
SEE, HEAR, SMELL, TASTE & FEEL
“What other senses can you use to develop the idea?”
go out and play!
Checklist

✓group of 3-4 members


✓sitting beside group-mates
✓½ xwise yellow paper with names of members
✓title of the team written on the center top of
paper
your mission: Design a “food trip” app
1. Interview
2. Dig deeper
3. Capture findings
4. Take a stand with a point of view
5. Sketch
your mission: Design a “Gift-giving” app
6. Share
7. Reflect
8. Build
9. Share more
Step 1: Interview

• duration: 4 minutes each


• one is an interviewer, the other an interviewee
• ask questions about situations on picking a place where to eat
• what questions would you ask?
• take note of the answers
• after four minutes, switch roles.
Step 2: Dig deeper

• duration: 3 minutes each


• share further. dig deeper.
• validate. ask more questions. keep on sharing.
• again, take note of the questions and answers.
• after 3minutes, switch roles
Step 3: Capture Findings

• duration: 3 minutes
• from the interview, know their Goals and Wishes
• ask: What is your partner trying to achieve?
• get their insights such as new learning’s about your partner’s
feelings and motivations. what patterns do you see that may be
improved?
Step 4: Take a stand with a point of view
• duration: 3 minutes
• on a separate sheet of paper fill up the following (see next slide)
• get ready to share/report to class
<Partner’s name>

needs a way to <partner’s need>

because (or “but” or


“surprisingly..”)
<put insights>
Step 5: Sketch!
• duration: 5 minutes
• sketch at least 4 radical ways to meet your partner’s needs,
problems, insights.
• put these sketches and label each one of them
Step 6: Get feedback

• duration: 10 minutes
• show your sketches to the rest of class.
• given your “stand” (step 4) and your sketch (step 5), let them
comment, suggest to see if you did it right or if it can still be
improved.
Step 7: Reflect and choose

• duration: 3 minutes
• You made 4 solutions, now you can only have one.
• choose, mix match, consider their feedback.
• sketch your ideas again!
Step 8: Build your solution
• duration: 7 minutes
• if your solution was an app, what would it be?
• what will be its name? what functions will it have?
• what are its parts? notifications? modules? screens?
Step 9: Share your solution and get
feedback
• duration: 8 minutes
• share your solution to the rest of the class to see if they got it right
this time
• criticize the interface, colors, name, brand, design, sequence, etc
• take note of the suggestions and comments
Finally!

•ask yourself the ff. questions:


•What worked?
•what didn’t work?
•what new ideas can you use?
Three Design
Briefs
-by Scott Klemmer

Glance
If looks could really kill, then
staring would be my profession

You can only look once, what do you


want to see?
You can only look once, what do you
need to see?
Can we do one thing with just one
move?
Time
All truths are lies, time itself is a circle.

• How would you want your organizer to be organized?


• Can your organizer make you energetic to finish the job?
• What would make your app make you not procrastinate?
Change
No pain, no gain

• Your app is not just an app, it should help you change


• Can you help me exercise more?
• I need you to sign my petition so we can abolish this, would
you be able to help?
New checklist
the task at hand

• brain storm with your group


• choose a brief
• drawrite that brief on the ¼ yellow paper
• describe with 1-2 lines what you’re thinking
• submit to me when done

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