Describe the three spaces of design thinking Outline the design thinking process Learning Outcomes How to optimize the ability to innovate? How to develop a variety of concepts, products, services, processes, etc. for endusers? How to leverage the diverse ideas of innovation? How to convert useful data, individual insights and vague ideas into feasible reality? How to connect with the customers and end-users by targeting their actual requirements? How to use the different tools used by designers in their profession for solving your customers’ problems? Background The need for innovation Companies are facing increasing pressure to differentiate their services and products to adapt to a rapidly changing economy, in addition to other challenges like low wages due to globalization, decreasing resource availability, and a growing focus on environmental issues that require businesses to maintain growth sustainably Due to advancements in technology, the barriers to start new ventures are now lower than ever before. However, increasing global competition and changing customer behavior brings new challenges to startups. Such competition, in addition to the fact that most startups fail (Kirchhoff, 1994), is already a great concern for entrepreneurs Studies show that one of the reasons that startups perform worse is because they fail to use enough time on customer development (Blank, 2012). Businesses have begun to recognize the need for innovation as the key strategy that can help them gain and sustain a competitive advantage over their competitors. Due to the knowledge and opportunities that customers and users can provide, businesses have begun to show a great interest in user-centered approaches to innovation. In their search for user-centered approaches to innovation, business have shown an increasing interest in the design thinking (Carlgren, Elmquist, & Rauth, 2014), which has gained much popularity as an innovation approach. Introduction Design thinking is promoted as a user-centered approach to innovation. It has been introduced as an management approach that brings creativity and user-centeredness to organizations, as a new way of working (Brown,2008). It has been increasingly associated with problem solving of complex and ill-defined problems, also called “wicked problems (Carlgren, 2013). Another defining aspect with design thinking is that it is thought to provide value through customer that allows the businesses to interact and involve their customers in a different way and gain insight from them in ways that can be meaningful and rewarding. “Translating these needs into design criteria provides the underpinning for the ideation stage and its belief that users’ unarticulated needs and desires are the foundation of differentiated value propositions. “ (Liedtka, 2014, p. 5) Design thinking’s ability to solve complex problems and its human-centered focus can give startups the customer understanding that is critical for their success. Definition A method of focusing innovation on people and designing based on: 🞑 What people need and want 🞑 What people like or dislike In regards to production, packaging, marketing, retailing, support, or all of them Ahuman-centred collaborative approach to problem solving that is creative , iterative and practical (Brown , 2008) It is an approach to solve design problems by understanding user’sneedsand developing insights to address those needs i.e. a user centered approach to problem solving. Design thinking is an iterative problem solving process of discovery, ideation, and experimentation that employs design based techniques to gain insight and yield innovative solutions for virtually any type of organizational or business challenge Design Thinking and Problem Solving As a third example, design thinking has been found to improve people’s ability to solve problems across a range of domains (Luka, 2014). One reason might be that while working in multidisciplinary and multicultural teams, people might be confronted with more perspectives and are forced to explore many different opinions and direction in an iterative trial-and-error process, preparing them to take decisions based on a more solid knowledge base.
Various studies have found design thinking to be effective in building
entrepreneurship skills, which in turn have become more and more important in today’s business worlds, where entrepreneurially minded people are needed to approach and solve wicked problems in innovative ways (Klenner, 2021). Design Thinking and Strategy for Innovation Design thinking is also considered to be a strategy for innovation. It leads to dramatic improvements in innovation. This is why design thinking forms the core of effective strategy development and seamless organizational change. Anything that involves human interaction, from products, services, processes etc., can be improved through design thinking. It all depends on the designer’s way to create, manage, lead, and innovate Empathise Is defined as “deep understanding of the problems and realities of the users one is designing for”. It involves learning about the Empathising. In order to empathise, we need to understand our users – We need to research our market Some of this can be done through web research, e.g. scaling the problem, gaining a foothold understanding of how users operate However the real empathising starts in the context of ongoing dialogue with potential users The goal is to gain basic knowledge so that you know the right questionsto ask Methods of Empathising How to Empathise
1. Web research Observe
2. Brief interviews for Engage- interview / background conversation 3.Reachout to friends who may be connected / have information Watch and listen i.e. on domain combine * It is not about the designer, observation and s/he needs to understand and engagement share the feelings of others Define List pain points, i.e. things that users complain about Formalise these into a problem statement. – This statement should: Make it clear whom the user is Aggregate smaller concerns into one larger issue – This statement should NOT: Narrow the problem down in a way that lends itself towards specific solutions Ideate It Is the process where one generate ideas and innovative solutions through the use of sessions such as: sketching , prototyping, brainstorming and brain writing. Prototype Once you draw the ideation phase to a close, the next step is to cull through the idea inventory and select the cream of the crop. These are the ideas you’ll take into the prototype phase. Be judicious in your selection of ideas—specifically the quantity of them—because you will need to create a prototype of each one. As a good rule of thumb, you’ll want to plan on prototyping at least two or three ideas. Prototyping will start to give your ideas depth, so you can get an impression of how they will take form in reality. Prototypes aren’t always tangible items. It is just as important to prototype a service, experience, process, or other intangible. Prototypes consist of anything from paper based representations to fully functional product Test Testing will help you save money during development and avoid potential disaster. This sounds dramatic, but it’s true. Testing will keep you from committing resources to a project only to find out that you were on the wrong path. The upside is that testing doesn’t have to be complicated or expensive. Testing serves two purposes To evaluate ideas To generate new ideas from user With this in mind, a few tips: 🞑 Test with users that are representative and appropriately critical 🞑Try to minimize users’ nerves/sense that they are being observed 🞑Prioritise key tasks (you can’t test everything) It is part of an iterative process that provides feedback The purpose of testing is to learn what works and what does not work and then iterate It involves going back to prototype and modifying based on feedback Testing ensures that designers learn what works and what doesn’t work for the users THE END rvudzijena@hit.ac.zw
Complex Product Development Model: Holistic model composed of detailed explanations for developing products containing a mix of mechanics, electronics, and programs