Professional Documents
Culture Documents
Design
Thnking
Making the creative process effective
2
HELL
I am Yasser Abdesselam
O!
I am here because I was paid
to be here.
You can find me at
@lyxdesign
3
Definition
Design Thinking is a methodology used by designers to
solve complex problems, and find desirable solutions for
clients. ... Design Thinking draws upon logic, imagination,
intuition, and systemic reasoning, to explore possibilities of
what could be—and to create desired outcomes that benefit
the end user (the customer).
6
Empathise
Synthesize
Define
Stoke
Ideate
Select
Prototype
Show
Test
Iterate
Activity 1
▫ Draw a vase
8
Activity 1
Design a beautiful
way for people to
show their flowers
at home
1. Empathise
Understanding the user is one big step towards understanding the problem
10
What is Empathy?
In a general sense, empathy is our ability to see the world
through other people's eyes, to see what they see, feel what
they feel, and experience things as they do. Of course, none
of us can fully experience things the way someone else does,
but we can attempt to get as close as possible, and we do
this by putting aside our own preconceived ideas and
choosing to understand the ideas, thoughts, and needs of
others instead.
11
Why Empathise?
The stories that people tell and the things that people say they do—even
if they are different from what they actually do—are strong indicators of
their deeply held beliefs about the way the world is. Good designs are
built on a solid understanding of these kinds of beliefs and values.
Engage to:
▫ - Uncover needs that people have which they may or may not be
aware of
▫ - Guide innovation efforts
▫ - Identify the right users to design for
▫ - Discover the emotions that guide behaviors
13
Empathise Methodes
▫ Assume a beginner’s mindset ▫ Use personal photo and
▫ Ask What-How-Why video journals
▫ Ask the 5 whys ▫ Engage with extreme
▫ Conduct interviews with users
empathy
▫ Build empathy with analogies
▫ Story share-and-capture
▫ Use photo and video user- ▫ Bodystorm
based studies ▫ Create journey maps
14
Asking What-How-Why
With the What-How-Why method, you start with:
▫ Concrete observations: The What
▫ Higher levels of abstraction: The How
▫ the emotional drivers behind people’s behaviours: The
Why
16
Bodystorming
Just like brainstorming, bodystorming is a more-into-action
way of trying to figure out the problem by trying the action
that usually leads to it. Example: If you are trying to solve
the transportation problem, take the worst most disgusting
bus that could ever exit.
21
Activity 2
GET OUT!
DO!
3 People
120 minutes
2. Define
Understanding the problem is one big step towards the solution
24
Analysis
Analysis is about breaking down complex concepts and problems
into smaller, easier-to-understand constituents. We do that, for
instance, during the first stage of the Design Thinking process, the
Empathise stage, when we observe and document details that relate
to our users. Synthesis, on the other hand, involves creatively
piecing the puzzle together to form whole ideas. This happens
during the Define stage when we organise, interpret, and make
sense of the data we have gathered to create a problem statement.
What Makes a Good
Problem Statement?
Stating the problem correctly is key to your success in the next stage
27
Human Centered
This requires you to frame your problem statement
according to specific users, their needs and the insights that
your team has gained in the Empathise phase. The problem
statement should be about the people the team is trying to
help, rather than focussing on technology, monetary returns
or product specifications.
28
Empathy Mapping
An empathy map consists of four quadrants laid out on a board,
paper or table, which reflect the four key traits that the users
demonstrated/possessed during the observation stage. The four
quadrants refer to what the users: Said, Did, Thought, and Felt.
Determining what the users said and did are relatively easy;
however, determining what they thought and felt is based on
careful observation of how they behaved and responded to
certain activities, suggestions, conversations etc. (including
subtle cues such as body language displayed and the tone of
voice used).
33
What is Ideation?
Ideation is the process where you generate ideas and solutions
through sessions such as:
Sketching, Prototyping, Brainstorming, Brainwriting, Worst
Possible Idea, and a wealth of other ideation techniques.
Ideation is also the third stage in the Design Thinking process.
Although many people might have experienced a “brainstorming”
session before, it is not easy to facilitate a truly fruitful ideation
session. In this article, we’ll teach you some processes and
guidelines which will help you facilitate and prepare for productive,
effective, innovative and fun ideation sessions.
38
Ideation Process
The ideation process starts with the last step of the definition phase;
POV. Your point of view as a designer will help you tackle the issues
from a different angle.
A good problem statement or POV will allow you to ideate in a goal-
oriented manner. Your POV defines the RIGHT challenge to address
in the ideation sessions. It may seem counterintuitive, but d-school
recommends that you construct a more narrowly-focussed problem
statement as this will result in both a greater quantity and higher
quality solutions when you and your team start generating ideas. In
the ideation process, POV should be your guiding statement that
focusses on your insights about your users and their needs.
How to Define your Point Of
View
Your point of view is the equivalent of your expertise in the field projected onto
the problem statement
41
Customer Persona
You define the type of person you are designing for –
your user. For instance, you can develop one or more
personas, use affinity diagrams, empathy maps and other
methods, which help you understand and crystallise your
research results – observations, interviews, fieldwork, etc.
42
Needs Statement
You extract and synthesise your users’ most
essential needs, which are the most important to fulfill.
Remember that needs should be verbs.
43
Insight statement
You work to express insights you developed through the
synthesis of information that you gathered during your
initial Empathise mode. The insight should typically not
simply be a reason for the need, but rather a synthesised
statement that you can leverage in your designing solution.
44
POV Madlib
You can articulate a POV by combining these three elements
– user, need, and insight – as an actionable problem
statement that will drive the rest of your design work. It’s
surprisingly easy when you insert your findings in the POV
Madlib below. You can articulate your POV by inserting
your information about your user, the needs and your
insights in the following sentence:
POV Characteristics
▫ Provides a narrow focus.
▫ Frames the problem as a problem statement.
▫ Inspires your team.
▫ Guides your innovation efforts.
▫ Informs criteria for evaluating competing ideas.
▫ Is sexy and captures people’s attention.
▫ Is valid, insightful, actionable, unique, narrow,
meaningful, and exciting.
47
Introduction
One of the best ways to gain insights in a Design
Thinking process is to carry out some form of prototyping.
This method involves producing an early, inexpensive, and
scaled down version of the product in order to reveal any
problems with the current design
53
What is prototyping?
Prototyping refers to an initial stage of a product release in
which developmental evolution and product fixes may occur
before a bigger release is initiated. These kinds of activities
can also sometimes be called a beta phase or beta testing,
where an initial project gets evaluated by a smaller class of
users before full development.
Types of Prototyping
How, what and how much?
55
Low-Fidelity Prototyping
Low-fidelity prototyping involves the use of basic models or
examples of the product being tested. For example, the
model might be incomplete and utilise just a few of the
features that will be available in the final design, or it might
be constructed using materials not intended for the finished
article, such as wood, paper, or metal for a plastic product.
56
High-Fidelity Prototyping
High-fidelity prototypes are prototypes that look and operate
closer to the finished product. For example, a 3D plastic
model with movable parts (allowing users to manipulate and
interact with a device in the same manner as the final
design) is high-fi in comparison to, say, a wooden block.
60
The prototype
Remember that you are testing the prototype, not the user.
Your prototype should be designed with a central question in
mind — a question that you will put to the test in the testing
stage.
72
Observe
Observe how your users use — either “correctly” or
“incorrectly” — your prototype, and try to resist the urge to
correct them when they misinterpret how it’s supposed to be
used. User mistakes are valuable learning opportunities.
Remember that you are testing the prototype, not the user.
▫
80
Desirable
Viable Feasible
83
Desirability
Desirability relates to the focus on people; it’s what puts
the “human” in human-centred design. If a solution is to be
desirable, it has to appeal to the needs, emotions, and
behaviours of the people we are designing for.
84
Feasibility
Feasibility is about technology. Is your design solution
technically possible, or does it depend on a technology
that’s yet to be invented (or good enough for regular use)?
While we should never base designs on technical
specifications, our design solutions need to be practical and
implementable without incurring huge costs.
85
Viability
Business viability: will your design solution work as a
business? Is there an appropriate business model behind
your solution, or would it collapse after a few years without
investor or donor contributions? Design Thinking is not
about making a profit, but good design solutions should
always be self-sustaining — Design Thinking is a long-term
process that should ideally continue supporting and
improving itself way beyond the project deadline.
86
THANKS!
Any questions?
You can find me at
▫ @lyxdesign
▫ abdesselamyasser@gmail.com