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INNOVATION &

DESIGN THINKING

Ms. SERIN ISSAC


Sr. ASSISTANT PROFESSOR
NHCE
WHAT IS INNOVATION?
 Innovation can refer to something new such as an invention, or the practice of
developing and introducing new things.
 Innovation is the process of generating new and unique ideas or solutions and
applying them to create value for the service.
 An innovation is often a new product, but it can also be a new way of doing
something or even a new way of thinking.
INSIGHT TO DESIGN – Inspired by Nature
(BIOMIMICRY)
General An activity Plan or Finished
concept intention outcome
or policy (system,
service or
product)
ENGINEERING DESIGN
 Engineering Design is the process of
devising a system, component or process
to meet desired needs.

 It is decision –making process (often


iterative ), in which the basic sciences,
mathematics and Engineering sciences are
applied to convert resources optimally to
meet the stated objective.
DESIGN TO DESIGN THINKING
 Design or making - a process of turning ideas into things
 In this design process there is a vision or an idea, it can be figured out by some
drawings work with fabrications of crafts and if everything worked out right
then it be materialized.
 Direct Design - a direct correspondence between ideas, drawings, and finished
products.
 Direct designs are criticized that these are not responsive to real world
conditions.
 From an awareness of the power of engagement ,a new and expanded form of
design emerged called as Responsive design
 Responsive design is just that it begins in a considered response of the world
rather than an idea comes from designers – an interactive processes
 In responsive design the most popular form is “Design thinking”
DEFINITIONS OF DESIGN THINKING
 Design thinking is a methodology that designers use to brainstorm and solve complex
problems related to Designing and Design engineering.
Or
 Design thinking is a human- centered approach to innovation that draws from the designer’s
toolkit to integrate the needs of people , the possibilities of technology, and the requirements for
business success—Tim Brown CEO of IDEO
Or
 A process that results in a plan of action to improve situation
Or
 An approach that frames problems creatively and generates innovative solutions , strategies,
systems and paradigms to match peoples’ needs with what is technologically feasible and what a
viable business strategy can convert into customer value and market opportunity---Tim brown
 Design thinking is a blend of logic, powerful imagination, systematic
reasoning and intuition to bring to generate the ideas that consists to solve
the problems of the clients with desirable outcomes .

 Design thinking helps to gain a balance between the problem statement


and the solution developed
ORIGIN OF DESIGN THINKING
• The idea of using Design as a way of solving
complex problems in a simplified manner in
sciences originated in the book ‘The science of
1963 the Artificial’ authored by Herbert A. Simon

• The idea of design was achieved for Design


Engineering by the book ‘experiences in
1973 visual thinking’ authored by Robert McKim

• Peter Rowes Book Titled “design thinking” describes


methods and approaches that planners, designers and
1987 architects use
• The work of Robert Mckim was consolidated by Rolf Faste at Stanford
university during this period 1991.
1980’s to • David M Kelly Founded IDEO and adapted Design thinking to business
1990’s. interests

• Apply the study of design thinking principles in


engineering.
2012

• Verbal protocol analysis, cognitive ethnography, controlled


laboratory experiments, and other formal methods from
cognitive science have been rigorously applied in
2015 engineering

• Design thinking reflected in many applications like


prototyping, solution-based method is often useful
way to encourage inspiration, ideation & organization
2017 learning and human centered methods.
WHO CAN BE A DESIGN THINKER??

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

HUMAN FOCUSED DIVERSITY TO COMPREHENSIVE


DESIGN THINKING WORK IN A TEAM

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

FIDELITY – INTERACTIVITY – LIFECYCLE- Is the


FORM – How How functional prototype a
hand drawn detailed/ is the quick, disposable
or digital. For polished is prototype? version that will
mobile/ the Can the user be replaced with
desktop prototype. interact or just a new improved
see version
LOW FIDELITY

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.

He started Amazon that now


became the #1 eCommerce platform
with millions of various products.
Facebook
Mark Zuckerberg’s initial idea was
to connect everyone on campus.
He started with Facemash, a
website where users compared
two pictures and decided who
was ‘hot’ and ‘not.’
Then it evolved to the website
called Thefacebook, an actual
MVP of the social networks. It was
rolled out in 4 top American
universities — Harvard, Stanford,
Columbia, and Yale. After a year
of testing on the segmented
audiences, they opened access to
everyone, and that is how the
history of Facebook started.
THEORY AND PRACTICE IN DESIGN
THINKING
 In design thinking, theory and practice are closely interconnected.
 Theory serves as a blueprint, guiding companies in general and design
teams in particular throughout the design process.
 Among 5 stages which are involved in Design thinking process, first 3
stages, that is, Empathize, Define and Ideate stages are associated with
Theory and Other 2 stages mainly involves Practice.
EXPLORE PRESENTATION DESIGNERS
ACROSS GLOBE
 Presentation designers craft an array of ideas, stories, words, and images into
a set of slides that are arranged to tell a story and persuade an audience.
 A Presentation Specialist works with a business to design a presentation in
PowerPoint or another program in order to highlight a particular product or
service.
 A presentation conveys information from a speaker to an audience.
 In specific, UX(User Experience design) and UI(User Interface design)
designers can be considered as potential example for presentation designers.
UX design is focused on anything that affects the user's journey to solve
that problem, positive or negative, both on-screen and off.
UI design is focused on how the product's surfaces look and function.
The user interface is only piece of that journey.
COLLABORATIVE DESIGN THINKING
A designer in an organization cannot possibly be an
expert in so many disciplines. Hence, the it is
important to have a collaborative team in design
thinking.
When designers need the process of innovation, they need
to collaborate with various stakeholders.
Innovation works through multiple processes and
draws on several skillsets.

The transformation of an idea into a solution for a large


community of users is obviously possible only when
designers, technologists, manufacturers, vendors and experts
from a range of domains converge in the process of
innovation.
The collaborative teaming consists of three interdependent teams with very focused roles
The core team would consist of
the entrepreneur and a group of
select individuals that incubate
the ideas.

The Core team would facilitate


the implementation, pilot testing
of the product and initiate user
feedback.
Expert team includes skilled professionals
with high levels of education and training to
implement and extend technological
progress.

Experts in specific professional areas -


marketing, materials and manufacturing,
engineering design, research and
development, finance, and human resources,
providing valuable insights owing to their
professional expertise.
An External team would serve
in an advisory role whilst
handling projects design and
development skills

External team would consist of


people with varied expertise
who are hired or consulted on
specific occasions.
MODULE 1

Understanding Design thinking


Definition, Origin and features of Design Thinking, Design
thinker in organization, Principles and stages of Design
thinking. Design Shared model in team-based design.
Theory and practice in Design thinking. Collaborative
design thinking. Live examples of MVP or Prototyping

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