Professional Documents
Culture Documents
Design Thinking
End-Term
Section A
Answer 1:
Human-centred design is a problem-solving technique that places actual people at the centre
of the development process, allowing us to build products and services that are relevant and
personalised to the demands of our target audience.
Throughout the process, the objective is to keep the user's needs and interests in mind. As a
result, we will be able to create more user-friendly, accessible products that are more likely to
generate revenue because our clients have already tested the product and are much more
interested in using it.
Answer 2:
It's quite simple to tell the difference between the two. When faced with a simple situation, a
convergent thinker will look for only one viable solution. A divergent thinker, on the
contrary, may propose several options or simply state, "I don't know."
For example,
In convergent thinking, if one sees a man smiling, he will conclude with a simple,
logical, and clear solution that the man is happy.
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Divergent thinking occurs when one looks at the man smiling and says “it depends.”
He could be smiling because it is customary to smile while taking photographs. But in
fact, there is not enough information available to determine whether the man is happy
or not.
Answer 3:
Answer 4:
5. Problem Reframing: We'll need this ability to turn our observation into a structured
problem.
6. Teamwork: We will need to encourage and listen to other team members, as well as
make decisions based on their input.
7. Envisioning New Things: Since the world is dynamic, it is best to anticipate all
possibilities and transform them into reality.
Answer 5:
The Empathy Map will identify what are the behaviour and attitude of particular users toward
our brand. It is a collaborative tool that allows teams to learn more about their consumers. An
empathy map, like a user persona, can describe a group of users, such as a consumer segment.
Section B:
Answer 1:
1. Desirability: Our product concept will not sell if it has no market value, and no one
wants or needs it. Desirability can also help us to determine whether our product is a
want or a need.
For example, if a person wants to eat something. He can go by walking, driving, etc.
But the person wants the item to be delivered and ordered from Zomato. Here,
Zomato can be seen as the person’s want.
2. Viability: The viability of our product determines if it is profitable or makes business
sense. Even if we have the most compelling product on the planet, if it is too costly or
unprofitable, our business model is not worth it.
For example, Coca-Cola is the best suitable example for viability as it has developed
the formula a long time back and still it is the bestselling drink in India.
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Let’s talk about Nike and how it has applied Design Thinking to get success in the field of
skateboarding.
Nike was having a hard time making a name for itself in the skateboarding community. They
were unable to obtain the same degree of support as companies such as DC and Globe.
Skateboarders were invited to participate in the design process by Nike. During interviews
with skateboarders, they looked at what the industry wanted in a skateboarding firm as well
as how people felt about Nike. As a result of this strategy, the team obtained a better general
grasp of the skateboarding community's requirements and desires. After incorporating
feedback from customers and skateboard experts into their design team, Nike developed the
Nike Dunk SB. Nike has had significant success in the skateboarding community since
debuting its Nike SB brand of sneakers.
Answer 2:
1. Observation: During this step, we strive to observe users and put ourselves in their
shoes. In this step, we will observe what customers want from this device.
2. Ideation: Based on what we've learned from end-users or potential customers. Here,
we brainstorm with our team and come up with new concepts.
3. Rapid Prototyping: After discussing with the team. In this step, we will create a
rudimentary prototype of the product.
4. User Feedback: Now that we've finished the prototype, we need to show it to the
users and obtain their feedback on it. It is required to make improvements in response
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to the input received. Like we got the feedback to add the TalkBack feature, 360-
degree view, Battery Backup, etc.
5. Iteration: At this point, we have a refined version of our product with all of the major
modifications that we got from the users.
6. Implementation: In this step, the product is completely ready to come into action.
Answer 3:
5. Compatibility: How well the innovation aligns with the prospective adopters' beliefs,
expertise, and aspirations.
Answer 4:
Personas are hypothetical characters that we construct based on our analysis to represent the
various types of users who may use our service, product, website, or brand in a similar
manner. Basically, the persona map will tell us who are the users of our brand.
Answer 5:
6. Storyboard: It's a picture of a product that conveys a story and demonstrates how
information is displayed in regular order. It makes it easier to create usable
information presentation sequences.
7. Mock-up Prototype: It's used to obtain a sense of how the product would seem with
no functionality. It's the first version of the product with no features.