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4/2/2022

Innovation and
Design Thinking
Maria R Nindita Radyati, PhD

http://www.cpsb.com/cps101_sample/4-2-4-1.html

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• https://www.interaction-
design.org/literature/article/t
he-diffusion-of-innovation-
strategies-for-adoption-of-
products

© Copyright Dr. M aria Rosaline Nindita Radyati. Harap m encantum kan nam a penulis
jika m engutip

Creativity

Creativity is any act, idea, or product that changes an existing domain, or that
transforms an existing domain into a new one...What counts is whether the
novelty he or she produces is accepted for inclusion in the domain." (page 28)

it is not enough for it to be novel: it must have value, or be appropriate to the


cognitive demands of the situation." (page 4)

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VIDEO

ž https://www.youtube.com/watch?v
=gHGN6hs2gZY&t=244s

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What is Design Thinking?

Design Thinking is an iterative process in which we seek to understand


the user, challenge assumptions, and redefine problems in an attempt
to identify alternative strategies and solutions that might not be
instantly apparent with our initial level of understanding.

At the same time, Design Thinking provides a solution-based approach


to solving problems. It is a way of thinking and working as well as a
collection of hands-on methods.

Design Thinking

Design Thinking revolves around a deep interest in developing an understanding of the people for whom we’re
designing the products or services. It helps us observe and develop empathy with the target user.

Design Thinking helps us in the process of questioning: questioning the problem, questioning the
assumptions, and questioning the implications.

Design Thinking is extremely useful in tackling problems that are ill-defined or unknown, by re-framing the
problem in human-centric ways, creating many ideas in brainstorming sessions, and adopting a hands-on
approach in prototyping and testing.

Design Thinking also involves ongoing experimentation: sketching, prototyping, testing, and trying out
concepts and ideas.

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Implementasinya
1. Empathize: Pemetaan: Apa yg selama ini menjadi Persoalan/ Issues?

2. Define: Rumuskan apa yg sebetulnya dibutuhkan oleh ‘penerima-manfaat’/


masyarakat
3. Ideate: Rumuskan apa saja ide-ide anda untuk menyelesaikan masalah utama

4. Prototype: Kerucutkan ide anda menjadi satu kegiatan/ program yg paling


mudah dilaksanakan/ dg sbr daya paling sedikit (the Lowest Hanging Fruit)
5. Test:Laksanakan kegiatan/program anda

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Emphatize: Affective

Affective

Findings : Facts, Problems, How do you Feel about it? What do (you think)
Data, etc. (If I were them, what would I they need?
(Interview and Observations) feel)

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Define

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Define: Cognitive & Affective

1. Identify their problems


2. Based on consequences and your feelings what are the
most detrimental issues/ problems? -> prioritize
3. Find the core issues: is it because of wrong perception/
understanding? Wrong behaviour? Wrong regulations? Or
other causes?
4. Who are the stakeholders related to the issues?

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IDEATE

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Theory/ 1. Interview
concept 2. Observation Findings/ Data

Analyse

IDEAS

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Prototype
Cognitive, Affective, Psychomotor

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A Case Study

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VIDEO

ž https://www.youtube.com/watch?v
=M66ZU2PCIcM&t=3s

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What is IDEO?
Expert on the process of how you design stuff

Project leader because he is good with groups

Team is eclectic: diverse background and education

Team Work: No title, no permanent assignment, no hierarchy à very innovative


environment

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EMPATHIZE:
WHAT HAS BEEN
HAPPENING:
• Desk-research &
personal experiences:
• Keselamatan / Safety
Injury: kecelakaan pada anak-
anak

• Pencurian

• Kenyamanan

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Interview: satpam, customers, petugas


Interview supermarket

Observe: parkiran, cara berbelanja, cara


Empathize Observe meletakkan anak-anak, perilaku konsumen saat
belanja (meninggalkan trolley/tidak)

Take Take photos

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Ideation

Discuss the findings Formulate


with the team Ideas

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Mantra for Ideation

1. One conversation at a time


2. Stay focused on topic
3. Encourage wild ideas
4. Defer judgement (tunda mengkritik)
5. Build on the idea of others
6. Bunyikan Bell jika menemukan ide
7. Ide-ide dituangkan dalam suatu wall
8. Focused chaos
9. Enlightened trial and error, succeed over the
planning of a lone genius
10. Time constraint is important

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