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DESIGN THINKING
CAPABILITY
TO
UNDESTAND
PROBLEMS & VISION FOR
WORKS ON IT DEVELOPING
RIGHT
PROCESS
CONCERNS
FOR OTHER
INDIVIDUALS KNOWS
WORKING
CHALLENGES
AT
WORKPLACE
FEATURES OF DESIGN THINKING
Understands from the perspective of the customers and provides solution for
improving the product and service quality in the organization.
Collect feedback from the customers and employees by iteration of prototyping
Expanding the range of solutions to the problems identified in the
organization and employee satisfaction
Enable the design thinkers to develop new products, features or services to
customer and process satisfaction.
Providing an eco-system through the interaction with the employees, technical
capabilities and customers.
COMPONENTS OF DESIGN THINKING
WHY DESIGN THINKING IS IMPORTANT ?
PRINCIPLES OF DESIGN THINKING
FLEXIBILITY &
COMMUNICATION
UNCONVENTIONAL
SKILLS
COMFORT
STAGES/PROCESS OF DESIGN THINKING
STAGES/PROCESS OF DESIGN THINKING
STAGES/PROCESS OF DESIGN THINKING
STAGES/PROCESS OF DESIGN THINKING
DEFINE
IDEATE
PROTOTYPE
TESTING
TEAM-BASED DESIGN THINKING
Building the
right type of Right Team Development of The role of
team: Team Effective leadership is an
Culture: higher
members from Rules, communication important
inclusions,
diverse regulations and among the aspect in design
cohesion,
background and process of the members thinking, team
interaction and
specialization team have an supports in leader support
confidence and
support in impact on sharing the ideas
support in encouragement
providing developing right and solutions for
developing support the
solution to the culture in the the design teams
effective team design thinking
challenges faced team. in design
for design team in the
by the design thinking. organization.
thinking.
team
SHARED MODEL IN TEAM-
BASED DESIGN
SHARED MODEL IN TEAM-BASED
DESIGN
Communication is very important in Design thinking process. It occurs at the time of representation
of ideas or a prototype.
Proper communication enables the group members to convey what they want or to respond to what
they see.
Different modes of sharing the ideas are
1. NARRATIVE SKETCH
2. CONCEPTUAL FRAMEWORKS
3. PHYSICAL MODEL
4. PHOTOGRAPH
5. ENACTMENT
6. CAD Models
MEDIA MODELS
Media models are powerful tools for sharing models and are effective in the
discussions during a product development meeting. Two important aspects of
Media models are:
ABSTRACTION
RESOLUTION
ABSTRACTION
• Meaning of abstraction is “ the state of thinking deeply about
something and not paying attention to what is around you” or can be
“something pulled or drawn away”.
• By abstraction we mean amplification through simplification, or
pulling specific characteristics out of context.
• Differentiation between Familiar & Unfamiliar.
• There are 4 classes of Abstraction:
1. Material, e.g., material construction
2. Formal, i.e., shape or appearance
3. Functional, e.g., “works-like”
4. Mathematical, e.g., dimensions, optimization
RESOLUTION
• By resolution we mean the level of refinement or granularity that can be
observed in the fit and finish of a shared representation.
MEDIA CASCADES
During the development of a new product or service it is necessary to enlist
atleast hundreds of representations.
The term MEDIA MODEL coined by Jonathan Edelman and Rebecca Currano
refers to a single representation as the arc of new product/ service
development.
Cascades of media refers to a sequence of representations over which the
development of projects.
Example: Media cascade of a project binding for a SNOWBOARD.
Product briefs, rough sketches, rough prototypes, CAD models, functional prototypes, and an actual
working model.
CAD models are both highly abstract and highly resolved.
CAD models refer to an entire class of objects, not one real object. In this respect
they are highly abstract. CAD models are highly resolved in that they clearly
define features and tolerances.
Rough sketches and prototypes exhibit low resolution and varying levels of
abstraction, depending on the context in which they are used.
For example, we consider a sketch to be more abstract than a physical model
in the context of designing a physical object. The rationale here is that the
three dimensions of the physical object are reduced to two dimensions in the
sketch.
In the case of the wooden car prototype, the material itself is leveraged as an
abstraction to pull out specific design constraints that are invoked by steel.
Note that we consider manufactured products to be highly resolved and not
at all abstract.
COMPLETION
Media-models only present a slice of an actual or finished project,
and therefore present a profile of incompleteness.
This gap can be filled by Design engineers.
Media-models may be classified into three categories –
AMBIGUOUS MEDIA – rough sketches, rough physical
prototypes
MATHEMATIZED MEDIA – maps, charts, equations, highly
realistic
HYBRID MEDIA- 2x2 matrix, rich maps
PROTOTYPE & MVP
PROTOTYPE
A prototype is a simple experimental model of a proposed
solution used to test or validate ideas, design assumptions and
other aspects of its conceptualisation quickly and cheaply so that
the designer/s involved can make appropriate refinements or
possible changes in direction.
A prototype can be a paper model, storyboard, wireframe or a
cardboard box – it allows you to quickly visualize and identify the best
solution among several concepts. It is a way to convey an idea quickly.
Simple sketches or storyboards used to illustrate a proposed
experiential solution, rough paper prototypes of digital interfaces, and
even role-playing to act out a service offering an idea.
Prototypes can be quick and rough — useful for early-stage testing and
learning — and can also be fully formed and detailed — usually for
testing or pilot trials near the end of the project.
Prototyping is about bringing conceptual or theoretical ideas to life
and exploring their real-world impact before finally executing them.
“You will learn to experiment and that is better to fail early & often”
Why We Need to Prototype?
Research conducted during the early stages of your Design Thinking project
does not tell you everything you need to know in order to create the optimal
solution.
Regardless of whether you have researched thoroughly and gathered a large
body of information, or whether your ideation sessions have resulted in what
many perceive as a world-changing solution, testing is still crucial for success.
Design teams can easily become fixated on the research artefacts they have
gathered during the earlier phases of exploration, creating a bias towards their
ideas.
By prototyping and then testing those prototypes, you can reveal assumptions
and biases you have towards your ideas, and uncover insights about your users
that you can use to improve your solutions or create new ones.
You can use prototyping as a form of research even before other phases in
Design Thinking, allowing you to explore problem areas in interfaces, products
or services, and spot areas for improvement or innovation.
With prototyping you can enjoy various benefits like:
Evaluate Technical feasibility
Effectively Present idea to customers
Reduced risks
Iterate at lower costs
Simulate the Future product
Provide Focussed feedback
Planning
Quick & Easy
VARIOUS TYPES OF PROTOTYPE
Prototype can vary in terms of FORM, FIDELITY, INTERACTIVITY &
LIFECYCLE
PROTOTYPES
HIGH FIDELITY
LOW/ MEDIUM FIDELITY
PAPER PROTOTYPING – quick, affordable. But limited, as it
doesn’t convey visually complex interfaces & has less levels of
interactivity. Best suited at early stages of design process.
CLICKABLE WIREFRAMES – represents visual layout of digital
interface & also has certain degree of interactivity. Can simulate
user journey.
HIGH FIDELITY
More detailed, realistic.
Has visual, and interactive components
More expensive and time consuming
Software used for High fidelity prototyping are
WIZARD OF OZ
ROLE PLAYING
MVP – MINIMUM VIABLE PRODUCT
Coined by Frank Robinson.
Releasing your product with a fewer features initially to understand how
successful it could be. It reduces the risk associated with product developer or
service designer.
MINIMUM – basic necessary features – the core idea of the product
VIABLE – these basic features must fulfil or help you understand the needs of the users.
PRODUCT – something that enables users to share their feedback for future development.
Amazon
Amazon is one of the most
successful minimum viable product
examples. Jeff Bezos started the
marketplace in the early 1990s as an
online bookstore. The website was
a one-painkiller MVP: Bezos began
brainstorming a list of ideas that he could
sell successfully on the internet. From 20
different options, he went down to five
products, which included videos, books,
software, computers, and even
compact discs.
Eventually, Bezos decided on books as
the most profitable and demanding
product online.