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Discover Design

design principles

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0% found this document useful (0 votes)
141 views11 pages

Discover Design

design principles

Uploaded by

Akash Bharath
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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DiscoverDesign Handbook

WHAT IS THE DESIGN PROCESS? WHY IS IT HELPFUL?


The Design Process is an approach for breaking down a large project into manageable chunks. Architects,
engineers, scientists, and other thinkers use the design process to solve a variety of problems. Use this
process to define the steps needed to tackle each project, and remember to hold to all of your ideas and
sketches throughout the process.

Here are some helpful tools to get you started:

 The Design Process Worksheet


 Common Core Connections
 Digital Resources for Design Challenges

THE DESIGN PROCESS CONSISTS OF 6 STEPS:

1. Define the Problem

You can’t find a solution until you have a clear idea of what the problem is.

2. Collect Information

Collect sketches, take photographs and gather data to start giving you inspiration.

3. Brainstorm and Analyze Ideas

Begin to sketch, make, and study so you can start to understand how all the data and information you’ve
collected may impact your design.

4. Develop Solutions

Take your preliminary ideas and form multiple small-scale design solutions.

5. Gather Feedback

Present your ideas to as many people as possible: friends, teachers, professionals, and any others you trust
to give insightful comments.

6. Improve

Reflect on all of your feedback and decide if or to what extent it should be incorporated. It is often helpful
to take solutions back through the Design Process to refine and clarify them.
5 Stages in the Design Thinking
Process
BY RIKKE DAM AND TEO SIANG | 1 MONTH AGO | 7 MIN READ

176 SHARES

109

54

13

Design Thinking is a design methodology that provides a solution-based approach to solving problems. It’s extremely
useful in tackling complex problems that are ill-defined or unknown, by understanding the human needs involved, by re-
framing the problem in human-centric ways, by creating many ideas in brainstorming sessions, and by adopting a hands-
on approach in prototyping and testing. Understanding these five stages of Design Thinking will empower anyone to apply
the Design Thinking methods in order to solve complex problems that occur around us — in our companies, in our
countries, and even on the scale of our planet.

We will focus on the five-stage Design Thinking model proposed by the Hasso-Plattner Institute of Design at Stanford
(d.school). d.school is the leading university when it comes to teaching Design Thinking. The five stages of Design
Thinking, according to d.school, are as follows: Empathise, Define (the problem), Ideate, Prototype, and Test. Let’s take a
closer look at the five different stages of Design Thinking.

1. Empathise

Author/Copyright holder: Teo Yu Siang and Interaction Design Foundation. Copyright licence: CC BY-NC-SA 3.0
The first stage of the Design Thinking process is to gain an empathic understanding of the problem you are trying to solve.
This involves consulting experts to find out more about the area of concern through observing, engaging and empathizing
with people to understand their experiences and motivations, as well as immersing yourself in the physical environment so
you can gain a deeper personal understanding of the issues involved. Empathy is crucial to a human-centered design
process such as Design Thinking, and empathy allows design thinkers to set aside their own assumptions about the world
in order to gain insight into users and their needs.

Depending on time constraints, a substantial amount of information is gathered at this stage to use during the next stage
and to develop the best possible understanding of the users, their needs, and the problems that underlie the development of
that particular product.
2. Define (the Problem)

Author/Copyright holder: Teo Yu Siang and Interaction Design Foundation. Copyright licence: CC BY-NC-SA 3.0
During the Define stage, you put together the information you have created and gathered during the Empathise stage. This
is where you will analyse your observations and synthesise them in order to define the core problems that you and your
team have identified up to this point. You should seek to define the problem as a problem statement in a human-centred
manner.

To illustrate, instead of defining the problem as your own wish or a need of the company such as, “We need to increase
our food-product market share among young teenage girls by 5%,” a much better way to define the problem would be,
“Teenage girls need to eat nutritious food in order to thrive, be healthy and grow.”

The Define stage will help the designers in your team gather great ideas to establish features, functions, and any other
elements that will allow them to solve the problems or, at the very least, allow users to resolve issues themselves with the
minimum of difficulty. In the Define stage you will start to progress to the third stage, Ideate, by asking questions which
can help you look for ideas for solutions by asking: “How might we… encourage teenage girls to perform an action that
benefits them and also involves your company’s food-product or service?”
3. Ideate

Author/Copyright holder: Teo Yu Siang and Interaction Design Foundation. Copyright licence: CC BY-NC-SA 3.0
During the third stage of the Design Thinking process, designers are ready to start generating ideas. You’ve grown to
understand your users and their needs in the Empathise stage, and you’ve analysed and synthesised your observations in
the Define stage, and ended up with a human-centered problem statement. With this solid background, you and your team
members can start to "think outside the box" to identify new solutions to the problem statement you’ve created, and you
can start to look for alternative ways of viewing the problem. There are hundreds of Ideation techniques such as
Brainstorm, Brainwrite, Worst Possible Idea, and SCAMPER. Brainstorm and Worst Possible Idea sessions are typically
used to stimulate free thinking and to expand the problem space. It is important to get as many ideas or problem solutions
as possible at the beginning of the Ideation phase. You should pick some other Ideation techniques by the end of the
Ideation phase to help you investigate and test your ideas so you can find the best way to either solve a problem or provide
the elements required to circumvent it.
4. Prototype

Author/Copyright holder: Teo Yu Siang and Interaction Design Foundation. Copyright licence: CC BY-NC-SA 3.0
The design team will now produce a number of inexpensive, scaled down versions of the product or specific features
found within the product, so they can investigate the problem solutions generated in the previous stage. Prototypes may be
shared and tested within the team itself, in other departments, or on a small group of people outside the design team. This
is an experimental phase, and the aim is to identify the best possible solution for each of the problems identified during the
first three stages. The solutions are implemented within the prototypes, and, one by one, they are investigated and either
accepted, improved and re-examined, or rejected on the basis of the users’ experiences. By the end of this stage, the design
team will have a better idea of the constraints inherent to the product and the problems that are present, and have a clearer
view of how real users would behave, think, and feel when interacting with the end product.
5. Test

Author/Copyright holder: Teo Yu Siang and Interaction Design Foundation. Copyright licence: CC BY-NC-SA 3.0
Designers or evaluators rigorously test the complete product using the best solutions identified during the prototyping
phase. This is the final stage of the 5 stage-model, but in an iterative process, the results generated during the testing phase
are often used to redefine one or more problems and inform the understanding of the users, the conditions of use, how
people think, behave, and feel, and to empathise. Even during this phase, alterations and refinements are made in order to
rule out problem solutions and derive as deep an understanding of the product and its users as possible.

The Non-Linear Nature of Design Thinking


We may have outlined a direct and linear Design Thinking process in which one stage seemingly leads to the next with a
logical conclusion at user testing. However, in practice, the process is carried out in a more flexible and non-linear fashion.
For example, different groups within the design team may conduct more than one stage concurrently, or the designers may
collect information and prototype during the entire project so as to enable them to bring their ideas to life and visualise the
problem solutions. Also, results from the testing phase may reveal some insights about users, which in turn may lead to
another brainstorming session (Ideate) or the development of new prototypes (Prototype).
Author/Copyright holder: Teo Yu Siang and Interaction Design Foundation. Copyright licence: CC BY-NC-SA 3.0
It is important to note that the five stages are not always sequential — they do not have to follow any specific order and
they can often occur in parallel and be repeated iteratively. As such, the stages should be understood as different modes
that contribute to a project, rather than sequential steps. However, the amazing thing about the five-stage Design Thinking
model is that it systematises and identifies the 5 stages/modes you would expect to carry out in a design project – and in
any innovative problem-solving project. Every project will involve activities specific to the product under development, but
the central idea behind each stage remains the same.
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Design Thinking should not be seen as a concrete and inflexible approach to design; the component stages identified in the
illustration above serve as a guide to the activities that you would typically carry out. In order to gain the purest and most
informative insights for your particular project, these stages might be switched, conducted concurrently and repeated
several times in order to expand the solution space, and zero in on the best possible solutions.

As you will note from the illustration above, one of the main benefits of the five-stage model is the way in which
knowledge acquired at the later stages can feedback to earlier stages. Information is continually used both to inform the
understanding of the problem and solution spaces, and to redefine the problem(s). This creates a perpetual loop, in which
the designers continue to gain new insights, develop new ways of viewing the product and its possible uses, and develop a
far more profound understanding of the users and the problems they face.
The Origin of the 5-Stage Model
In his 1969 seminal text on design methods, “The Sciences of the Artificial,” Nobel Prize laureate Herbert Simon outlined
one of the first formal models of the Design Thinking process. Simon's model consists of seven major stages, each with
component stages and activities, and was largely influential in shaping some of the most widely used Design Thinking
process models today. There are many variants of the Design Thinking process in use in the 21 st century, and while they
may have different numbers of stages ranging from three to seven, they are all based upon the same principles featured in
Simon’s 1969 model. We focus on the five-stage Design Thinking model proposed by the Hasso-Plattner Institute of
Design at Stanford (d.school).

The Take Away


In essence, the Design Thinking process is iterative, flexible and focused on collaboration between designers and users,
with an emphasis on bringing ideas to life based on how real users think, feel and behave.

Design Thinking tackles complex problems by:

1. Empathising: Understanding the human needs involved.


2. Defining: Re-framing and defining the problem in human-centric ways.
3. Ideating: Creating many ideas in ideation sessions.
4. Prototyping: Adopting a hands-on approach in prototyping.
5. Testing: Developing a prototype/solution to the problem

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