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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.

For example, Uber and Netflix.

Answer 2:

Convergent Thinking Divergent Thinking


1. The process of discovering real and 1. Divergent thinking is a creative approach
recognisable solutions to issues is known as for coming up with new ideas and
convergent thinking. possibilities.
2. A few similar ideas. 2. Many different ideas.

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:

Disruptive Innovation Radical innovation


It happens when new enterprises challenge Radical innovation focuses on long-term
the established enterprises, generally with impact and may include replacing existing
limited resources. products, changing customer-supplier
relationships, and developing entirely new
product categories. It happens within the
organisation.
For example, For example,
1. OTT Platforms like Amazon Prime, 1. Cloud storage
Netflix, Hotstar, etc. 2. Washing Machine
2. Amazon Alexa
3. Zoom, MS Teams

Answer 4:

The traits of the Design Thinking mindset are as follows:

1. Being at ease with ambiguity: This requires us to become accustomed to leaving all


our doors open for as long as possible. We must learn to live with uncertainties. Every
stage has its own set of uncertainties, but we must address them with appropriate
solutions.
2. Embracing Risk: There is a risk at every level of the project. We'll have to immerse
ourselves in the project's broader context.
3. Mindfulness: We must be aware of the project's current state and recognise the
sensitivity of each stage.
4. Holistic View: We must have a broad view of the project we are working on.
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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:

If we are designing a product or service, we are developing or creating something desirable


from a human point of view and that thing should be economically and technologically
feasible.

Criteria that a design thinking should meet are as follows:

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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3. Feasibility: It determines the operational capability of the potential solution. Now,


once our product is in underway being developed. The company will look at whether
it has the core competency for designing this product. The feasibility analysis
examines our current resources to see if we can create the product in the near future.
Designers must think about how the product will affect the company.

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:

Different stages of Design Thinking are as follows:

As we want to launch a Smart CCTV Camera.

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:

Key Attributes of Diffusion of Innovation are as follows:


1. Relative Advantage: The degree to which an innovation seems to be superior to any
other options available to a potential adopter is known as a relative advantage.
For example, technological advancements have provided us with cloud storage, and
have made the economy cashless through various apps like Paytm and Google pay.
Technology has converted a smartphone into a payment device which has a relative
advantage over regular payment methods.
2. Trialability: The degree to which an idea can be tried out first-hand on a limited
scale.
For example, we have seen the trial versions of software. Also, we often go to clubs
like Brew Estate and MOBE. These clubs brew their own beer. There we have seen
the testers of the beers.
3. Observability: The degree to which the innovation or its outcomes may be seen by
others who are likely to adopt it.
For example, consider a car whose speakers have stopped working. One way to solve
the problem is to open the speakers, trace the wires and find the solution which would
be time consuming and destructive in my opinion. So, the much more effective and
efficient method would be to observe from the outside. Maybe the speaker wires have
been disconnected from the battery. So, it’s better to use the proper tool like an
ammeter to check whether the current is passing or not. This technique should quickly
and simply direct you to the source of the problem.
4. Complexity: The degree to which an innovation is perceived as difficult to
understand or use. People are less likely to accept things that are difficult to use or
are complicated.
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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.

The checklist that a Persona should have are as follows:

1. Photo: To show your customer persona, use a stock image or a sketch.


2. Demographics: Give them a name, an age, and a likely career in this section.
3. Goals: Consider the user's short and long-term life objectives.
4. Quote: Find a quote that relates to and expresses this persona's needs and values. It is
like the person, whom we are interviewing, is quoting his preferences that he will
prefer to shop the essential items from the general store rather than doing shopping
online. We can also write the reflection that we portrayed after interviewing that
person.
5. General Description: It is one of the most important aspects of persona. Looking to
determine character features such as habits, values, and behaviour. In this interviewer
can ask like how often do we go to the general store to buy daily essential items?
6. Motivation: What are their requirements and desires in terms of our product or
service? The interviewer will mainly ask about what motivates you to go to the
general store for shopping daily essential products. What will motivate you to try our
online service?
7. Frustration: What are customers’ current objections related to the product or
service? In this the person will tell his current objections like every time he goes to
the general store, he has to stand for hours to buy the products.
8. Favourite Brands: This can include places where people shop, what people buy, and
how they get information. The reason behind asking this is that the interviewer will
get to know that with what other companies the person is comfortable.
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Benefits of using Persona:

1. Create Consistency: As we are targeting different customer segments. By creating a


persona, we are bringing all of them on the same platform and trying to get
information. This creates consistency.
2. Knowledge of User Behaviour: In this, we get to know about the needs of
consumers so that we can innovate the product in a much better way. What the user
segment is looking for in the product. How they behave and how they react to the
product.
3. User-Focused Reasoning: How we can design products more accessible and easier to
use for the customers. This is basically for the organisation.
4. Better Accessibility: With the help of the user persona, we have better accessibility
to all the information that we need to design the product.
5. Product Positioning: Persona will help to better position the product as we have
good knowledge about our target audience.

Answer 5:

A prototype might be an actual model, a non-working model, a miniature or scale model, a


video or photo demonstration, or the most appropriate prototype for the project. Finally,
prototypes are great for gaining stakeholder approval. What used to feel intangible and
conceptual is now something they can experience.

Here are some different types of prototypes:

1. Video Prototype: It was made to give others a graphical/visual representation of an


idea.
2. Feasibility Prototype: It's usually made to see if different concepts are viable or not.
For example, updated algorithms.
3. Animation Prototype: These are images that have been created and arranged to walk
you through the 3-dimensional structure of the product.
4. Simulation Prototype: It's a digital depiction of a physical thing that’s used to
predict how it'll perform in real life.
5. Rapid Prototype: It's a 3D computer-aided design tool that's utilised to quickly
create an initial model of a product.
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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.

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