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Psychology

and
Design Thinking
President University
Week Topics Learning Outcomes Learning Methods
Minggu Topik Kemampuan Akhir yang Diharapkan Bentuk Pembelajaran

 1 Introduction to design 1. Understand the idea and purpose of design 1. Lecture


thinking thinking. 2. “Design and
2. Perceive the mindset to innovate. Thinking” Video
3. Gain insight on the universal practice of design 3. Discussion
thinking.  
 2 Analytical thinking 1. Understanding what is analytical thinking Lecture and
2. Understanding how to conduct analytical thinking discussion
 
3 Design thinking: the process 1. Comprehensive applicable knowledge of the Lecture and discussion
method of design thinking.  
2. Envision how design thinking works.
4. Empathize - Define. understand what the emphatize and define Lecture and discussion
Empathy, motivation procesess by theory of empathy and motivation  
 

5 Workshop: Client 1. Determine a systematic plan of a suitable 1. Lecturer Assistance


Presentation/Case ‘empathize’ approach.  
Distribution, Empathize & 2. Conduct the proper interview for a specific purpose.  
Define 3. Collect insight from second and/or third parties.
6 Workshop: Client 4. Collect and identify a broad range of useful
Presentation/Case insights.
Distribution, Empathize & 5. Form an affinity diagram to organize insights.
Define 6. Demonstrate leadership skills in a collaborative
environment.
7. Identify the objectives of communication
8. Identify and specify a problem
9 Workshop: ideate 1. Brainstorm original ideas for innovation. 1. Lecturer
2. Develop insights into ideas for innovation. Assistance
3. Conceptualize an idea for innovation. 5.  
10 Workshop: ideate 4. Conceptualize an idea to solve a prevailing  
problem/issue.  
5. Demonstrate leadership skills in a collaborative
environment.
6. Determination to turn ideas into action and satisfy
the need to achieve

11 Workshop: Prototype, 1. Having skill to create a good questionnaires Lecturer Assistance


Testing + questionnaire 2. Having ability to analyze questionnaire  
construction
12 Workshop: Prototype, 1. Implement an idea quickly and systematically. 1. Lecturer
Testing 1 2. Recognize imperfections of an idea implementation. Assistance
3. Identify the objectives of communication.  
13 Workshop: Prototype, 4. Resilience under pressure, adversity and temporary  
  Testing 2 failure.  
5. Demonstrate leadership skills in a collaborative
14 Workshop: Prototype, environment
Testing 3

15 Final Prototyping/ 1. Present a final output with quality manner. Group presentation
Implementation & 2. Demonstrate leadership skills in a collaborative  
Presentation environment.
16 Final Exam
About the kit
Get Ready to Change
The World!
It’s all about a change. World of users experiences is the key to
unlocking the potential of any idea, product or business.
But you don’t need to be a designer to apply the principles of
Design Thinking to the way you work with your team.

This workshop will give you and your team a simple, inclusive
and step-by-step process using the basic principles of Design
Thinking. This will be a kickstart for you to generate your idea
and make a real prototype.

Are you ready? Let’s get started!

Cikarang - Indonesia 2021


Design Thinking Playbook President University Team
Rinaldi Aditya Gratama | Lintang Ratna Anindita | Haris Herdiansyah | Angga Raharyo | Grace Amin
Introduction

In this workshop kit you


will:

Learn and apply the process to any Define, empathize, and target Making a testable prototype
problem faced by your team or your user. It will help you to to complete the challenge
business. whether it’s a new find your idea of your you've defined.
product, system, or campaign. solution.
What is Design Thinking is a set of principles that will help you
discover an idea through a process, with the user's needs
design thinking? at the center of every decision, and a user-test to prove
your solution working.

Empa- Proto-
Define Ideate Test
thize type

Know the people Decide on who you Come up with Create a user flow Take your prototypes
you're designing for, want to design for different solutions and turn your ideas to your audience and
so you understand and what you want that might be useful into interactive get feedback.
their needs better. to help them do. to people mockups.
How to use this workbook?

The Design Thinking process will be flexible as long as the user’s needs are at the center of
every decision. You can use this workbook as the template to discover, define, ideate, and
evaluate both the process and the problem’s solution. It is ok when you integrate it with other
tools and methods to enrich the final solution. You can add/change/duplicate any part of this
template regarding the requirements of your process.

This version is Google Slides friendly, so you can fill it out and do a group collaboration within
online learning.
“User-centered design means understanding
what your users need, how they think, and
how they behave – and incorporating that
understanding into every aspect of your
process."
Jesse James Garrett — User Experience Designer
Let’s Get Started + Team Leader

Create a Team Full Name - Student ID

Put a * beside your name. + Team Members & Roles

Full Name 01 - Student ID


Full Name 02 - Student ID
Full Name 03 - Student ID
Full Name 04 - Student ID
Full Name 05 - Student ID
Create a
Project Plan
+ Establish Your Goals + Define Indicator of Success

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- -

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- -
- -
- -
- -
- -
Create a

Project Timeline

Week 1 Week 2 Week 3 Week 4 Week 5 Week 6


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Stage 01 Develop your end-user’s profile and try
to see the world through their eyes
Empathize
The empathize stage helps develop understanding
towards your potential end-user and will be the guiding
light when you move toward brainstorming solutions.
You’ll be asked to search the basic details of the person
you are designing for, such as:

• What is their daily routine?


• What are their goals?
• What do they feel?

Each answer takes you a step closer to finding the right


solution whilst also giving you a deeper understanding of
user motivation and needs. Consider the broad spectrum
of people who will be touched by what you design.
Name User’s Name 01
Define the user you are
Age 21 years old
designing for
Occupation Student
The purpose of this
Location Cikarang
profile is to frame all
of your ideas and Photo Relationshi
Single
solutions around the p
Figure 1.
individual that is Education Undergraduate/Bachelor
most likely to use it.
Others (gender/hobbies/lifestyle/etc.)

Pains Gains Jobs-to-be-done


• What causes a bad feeling in the • To what extent do the current • What task performance is
customer with the current products make the customer supported by the product?
products? happy? • What are the goals?
• What are the worries of the user? • Why does it make sense?
Empathy The purpose of this profile is to frame all of your ideas
and solutions around the individual that is most likely
map to use it.

Inner What do users see when they use the


Fears product/service?
Conflict
Hope
Environment Aesthetic
Aspect
Motivations Dreams
Prominent elements
Thinking & Feeling Seeing
(Hopes, Worries) (Market, Environment, Family)

What do users
Verbatim Tasks Feedback hear from others?
Quotes

What does influence


Action Terminology how they act or
Behaviour Opinions
behave?
Speaking & Doing Hearing
(Attitude, Behaviour, Dealing) (Influencers, Friends)
2. Building up a
1. Find The User hypothesis 3. Confirmations 4. Finding patterns
Questions: Question: Question: Questions:
Who are the users? What are the Is there any data or Are the initial
How many are there? differences between evidence that confirms descriptions of the
What do they do? the users? the hypothesis? groups still correct?
Are there other groups
Methods: Methods: Methods: that might be
Quantitative collection Description of the Quantitative collection important?
of data groups of similar of data, empathy map
users/segmentations Methods:
Categorization,
applying the jobs-to-be-
done framework

5. Creating 6. Define 8. Creating


Persona situations 7. Validation scenarios
Question: Questions:
Expert Tips...

What use cases does Question: Question:


How can the persona Do you know such a
be described? the persona have? In a given situation and
What is the situation? person? with a given objective:
Methods: What happens when
Methods: Methods: the persona uses the
Categorization, persona Interviews with people
Searching for situations technology?
and needs User profile who know the personas
canvas/customer Reading and Methods:
profile Customer commenting on the Narrative scenario—
journey persona description storytelling,
descriptions of
situations, and stories
Prepare for Interviewee # Interviewee Name 01
Name List:
Collecting Data # Interviewee Name 02
# Interviewee Name 03

List of Questions Things to Do

- What … - Tools Preparation: …


- Who … - Interview question …

- Where … - Time & Schedule Arrangement …


- When … - Follow up the respondents …
- Why … - Plan A & B …
- How … -
-… -
-… -
Get a Interviewee
Name:
Data Collection # Interviewee Name 01

Observations & Quotes Interpretations

The cloud is getting dark Its seems like it’s going to rain
The rain is so heavy People won’t go out

Capture what you see and hear during a field visit, record their direct quotes. Separate your observations from your interpretations so
that you know what you saw and what you thought it meant for that person.
Stage 02 Good design solves problems. What will
you solve for your user?
Define Using what you learned in the last stage, it's time to
The big, meaty discover a pain point to form a clear challenge that
problem you want you can tackle.
to solve for the • It's all about the end-user: Remember this is more
society/your about the people you're trying to help than
business, customer technology
• Keep it focused: Make sure the problem you are
and/or end-user trying to tackle isn't too broad or vague
• Check it against the Empathise stage: Refer back to
the user profile to make sure you're on the right
track.

Once you've established a meaningful problem, you’ll


be able to brainstorm better solutions around it.
Onwards!
Problem Define the problem you are trying to solve for the end-user

Statement and why it’s going to be important to them. Keep referring


back to this as you go.

+ What problem are you trying to solve


Example: for your end user?

+ What problem are you trying to solve


for your end user?
Find Freelance teaching jobs on the
phone

+ Why is this important to them? + Why is this important to them?


As a freelance teacher, he often working
in classroom away from laptop. That
means she needs to quickly find and
apply for new teaching slots on her
phone before they get filled
Insight / PoV 01

Define Insights
He likes …

He wants …

Insights are a concise expression of what


you have learned from your research and
inspiration. They are the “aha!” moments
and unexpected learnings. Insight / PoV 02
It tends to …
Sometimes, it can be helpful to write an
insight in the form of a Point-of-View The improvement needs to …
(POV) statement which makes an insight
specific to a user or user group. A simpler
way to create a POV is through the POV
equation.
Insight / PoV 03
user + need +
It makes him feel ...
interesting learning
= POV
How Might We …
How How might we accommodate the needs of …

Might We How might we improve the layout to …


How might we arrange the system …

Make Insights Actionable How might we adapt the A-scenario?

Actionable and successful ideas start with the


right question, which identifies important
opportunities through great INSIGHTS.
Remember, each “how might we” (HMW)
question will only address a portion of your
challenge so you can create multiple HMWs and
prioritize them for ideation.
Stage 03 Now for the fun part! You already know your
user and the problem that needs to be solved.
Ideate Let's start to brainstorm possible solutions.

Generate lots of • The goal of ideation is to rapidly create


ideas that might be
enough simple and wild ideas as many as you
useful to the end-
can that apply to the problem. So you can
user. have a discussion to pick the best one.
• Set up your brainstorming rules. Stay focus to
the user profile and problems you defined in
the previous stages
• Defer judgement. There are no bad ideas at
this point. There will be plenty of time to
narrow them down later.

Let's get started!


List the user This forces you to apply the ideas you created
needs and to real user needs. How many solve the
features problem your user is facing?
Our target user needs to be able to... Therefore our design needs these features...
Example: Get to know jobs before Example: Real time notification when
anyone else lands them jobs available and match with the
expertise
Brainstorming
Modify
SCAMPER questions to What modification could be introduced?
Can the meaning be changed?
guide your brainstorm How might the color or shape be changed?
What can be increased?
What can be reduced?
What could be modernized?
Substitute Can it be enlarged?
What can be substituted? Can it be downsized?
What can be used in its place? Put to other uses
Who can be involved instead? For what other purposes could it be used in its
Which process could be used instead? present state?
What other material could be used instead? For what purpose could it be used if it were
modified?
Combine
What can be combined? Eliminate
What can be mixed? What could be eliminated?
How might certain parts be connected? What are the things it would still work
Which purposes could be combined? without?

Adapt Rearrange
What other ideas are suggested by it? What other patterns would also work?
Is there anything that is similar and can be applied to What modifications could be introduced?
the existing problem? What could be replaced?
Have there been similar situations in the past? What could be rearranged?
Describe Create a concept description for the idea that

Your Idea you would like to prototype and repeat for each
idea

+ Concept Name + Sketch

+ How Does it Work


+ Sketch
Stage 04

Prototype
This will enable you to Prototyping is not about getting it right the
share your idea with other first time: the best prototypes change
people and discuss how to significantly over time.
further refine it. You can
prototype just about Challenge yourself to come up with at least
anything. three different versions of your idea to test
multiple aspects of the possible solutions
your team has come up with.
Prototype #number Functions / Materials :

Prototype
Name

Prototype Documentation Prototype Documentation


Stage 05

Test &
Feedback
Feedback is one of the A good feedback conversation is a mix of
most valuable tools in spontaneous reactions to your prototype as
developing an idea. well as structured questions designed to
Sharing prototypes helps compare various peoples’ opinions about the
you see what really same topic. Prepare a question guide that
matters to people and helps you navigate both sides.
which aspects need
improvement.
Test Result Interviewee
Name:
Prototype Name # Interviewee Name 01

List of Questions User Feedback

-
-
Test Result Keep

Prototype Name

Increase

Decrease

Interviewee Name:
Final Outcome
Describe it!

Documentation Documentation
References
• Baret, Pieter. (2015): The Role of Design Thinking
• Marvelapp.: Design Thinking Workshop Kit
• Osterwalder, A., et al. (2015): Value Proposition Design.
• Lewrick, M.,et al. (2018): Design Thinking Playbook
• IDEO.(2012): Designer’s Workbook.

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