DTI Consolidated
DTI Consolidated
DTI Consolidated
Dr. KC John
AGBI
Serial Tech Ford
Entrepreneur Foundation
KC John World
DEV Adj. Professor – Strategy & Bank
NGOs Entrepreneurship
Ph.D.
IIMA Qualcomm
Govt./Public
FORTUNE
Systems
500
Moses Myth
4 Questions: Each represent a different stage of
design experience.
Dr. KC John
Fixed vs Growth Mindset
Prepared Mind
Assess Your Repertoire
• Make a list of all the key positions you’ve held and the
two to three experiences that gave you the most new
perspectives and skills.
• Now assess the list and look for themes, areas of
concentration, and broad capabilities you’ve
developed.
• Drill down on one or more specific experiences by
asking, What was the challenge or opportunity?
• What did I do?
• What resulted?
• What did I learn?
• Next, look for what’s missing:
• what are the industries, functions, and experiences I need
more of for my current and future growth initiatives?
Expand Your Repertoire
• Examine different businesses and industries.
• Seek out and get to know different kinds of people.
• Look for patterns and interconnections between
seemingly disparate ideas.
• Seek to understand the context of problems and
opportunities.
• Expose yourself to entrepreneurial thinking by talking
to entrepreneurs.
• Take on different roles within the organization where
you currently work.
• Learn from failures and successes and apply what you
learn.
Examine Your Mindset
• Do you spend a lot of energy worrying about
making mistakes?
• Do you consider your ideas as fully formed rather
than as starting points?
• When confronted with disconfirming data, do you
find yourself debating the data’s validity or trying
to understand them?
• Do you measure your progress relative to others or
to your own improvement?
• How do you handle setbacks? As signals to
abandon ship or as opportunities to learn and to
try something different?
Broaden Your Mindset
• Find some quiet time every day for reflecting on
what you’re thinking and why.
• When you find yourself in a fixed mindset, ask if it
is coming from discomfort with change or fear of
making mistakes.
• Make it a priority to learn or try something new
every day.
• Ask questions more often than you give answers.
• Do something that stretches you beyond your
capabilities at least once a week.
Think About Your Repertoire
Thank You!
Design Thinking Step 4
Make Your Plan
Dr. KC John
Make Your Plans
Activities:
• What tools you will use?
• What will you do?
People:
• Stakeholders, Sponsors and Supporters
Research:
• How will you gather data to inform your
work?
Make Your Plans
What is? What If? What Wows? What Works?
Step 5: Research Step 8: Brainstorm Step 11: Surface Key Step 13: Feedback
Secondary Research Ideas Assumptions from Stakeholders
Direct Observation Blue Cards and
Ethnographic interviews Trigger Questions
Jobs to be Done Analogies
Value Chain Analysis Worst Ideas
Journey Mapping Contra-logic
Personas Change Perspective
360 Empathy
Creating Posters
Step 6: Identify Step 9: Business Step 12: Make Step 14: Run
Insights Concepts Prototypes Learning Launches
Anchors
Bring-Build-Buy Map
Forced Connections
Combinatorial Plays
Step 7: Design Step 10: Pitches Step 15: Design the
Criteria On-Ramp
Your People Plan
Stakeholder/User #1 Stakeholder/User #2 Stakeholder/User #3
What is their current PoV? What is their current PoV? What is their current PoV?
How will their behaviour or How will their behaviour or How will their behaviour or
actions need to be different in actions need to be different in actions need to be different in
order to address my order to address my order to address my
challenges? challenges? challenges?
How can I develop empathy for How can I develop empathy for How can I develop empathy for
this stakeholder? this stakeholder? this stakeholder?
Your Research Plan
Design Thinking Step 5
Conduct Research
S-E-T Factors &
Opportunity Gap
The Upper Right
Key Success Factors
• Review your notes with your partner and identify the key
takeaways from each interview.
• Try to create a one- or two-page summary.
• Ensure to include actual quotes from the interview that
capture the discussion.
• Highlight the interviewee’s reality and unmet needs.
• Download: Share your findings and insights with other
members of the project team.
Thank You!
bootcamp
bootleg
d.
Check this out —
It’s the d.school bootcamp bootleg.
This compilation is intended as an active toolkit to support your design
thinking practice. The guide is not just to read – go out in the world and try
these tools yourself. In the following pages, we outline each mode of a human-
centered design process, and then describe dozens of specific methods to do
design work. These process modes and methods provide a tangible toolkit which
support the seven mindsets — shown on the following page – that are vital
attitudes for a design thinker to hold.
This resource is free for you to use and share – and we hope you do.
We only ask that you respect the Creative Commons license (attribution, non-
commercial use). The work is licensed under the Creative Commons Attribution-
NonCommercial-ShareAlike 3.0 Unported License. To view a copy of this license,
visit http://creativecommons.org/licenses/by-nc-sa/3.0/
We welcome your reactions to this guide. Please share the stories of how you
use it in the field. Let us know what you find useful, and what methods you have
created yourself – write to: [email protected]
Cheers,
The d.school
Show Don’t Tell
Communicate your vision in an impactful and
meaningful way by creating experiences, using
illustrative visuals, and telling good stories.
d.mindsets
MODE
MODE
Empathize
WHY empathize
As a human-centered designer you need to understand the people for whom you are designing. The
problems you are trying to solve are rarely your own—they are those of particular users; in order to design
for your users, you must build empathy for who they are and what is important to them.
Watching what people do and how they interact with their environment gives you clues about what they
think and feel. It also helps you to learn about what they need. By watching people you can capture
physical manifestations of their experiences, what they do and say. This will allow you to interpret
intangible meaning of those experiences in order to uncover insights. These insights will lead you to the
innovative solutions. The best solutions come out of the best insights into human behavior. But learning to
recognize those insights is harder than you might think. Why? Because our minds automatically filter out a
lot of information in ways we aren’t even aware of. We need to learn to see things “with a fresh set of eyes”
– tools for empathy, along with a human-centered mindset, is what gives us those new eyes.
Engaging with people directly reveals a tremendous amount about the way they think and the values they
hold. Sometimes these thoughts and values are not obvious to the people who hold them. A deep
engagement can surprise both the designer and the designee by the unanticipated insights that are
revealed. 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
In addition to speaking with and observing your users, you need to have personal experience in the design
space yourself. Find (or create if necessary) experiences to immerse yourself to better understand the
situation that your users are in, and for which you are designing.
:: 1 ::
MODE
Define
More than simply defining the problem to work on, your point of view is your unique design vision that you
crafted based on your discoveries during your empathy work. Understanding the meaningful challenge to
address and the insights that you can leverage in your design work is fundamental to creating a successful
solution.
WHY define
The define mode is critical to the design process because it explicitly expresses the problem you are
striving to address through your efforts. In order to be truly generative, you must first craft a specific and
compelling problem statement to use as a solution-generation springboard.
:: 2 ::
MODE
Ideate
WHY ideate
You ideate in order to transition from identifying problems into exploring solutions for your users. Various
forms of ideation are leveraged to:
•! Step beyond obvious solutions and thus increase the innovation potential of your solution set
•! Harness the collective perspectives and strengths of your teams
•! Uncover unexpected areas of exploration
•! Create fluency (volume) and flexibility (variety) in your innovation options
•! Get obvious solutions out of your heads, and drive your team beyond them
Regardless of what ideation method you use, the fundamental principle of ideation is to be cognizant of
when you and your team are generating ideas and when you are evaluating ideas – and mix the two only
intentionally.
:: 3 ::
MODE
Prototype
Prototypes are most successful when people (the design team, the user, and others) can experience and
interact with them. What you learn from those interactions can help drive deeper empathy, as well as
shape successful solutions.
WHY do we prototype
Traditionally prototyping is thought of as a way to test functionality. But prototyping is used for many
reasons, including these (non-mutually-exclusive) categories:
•! Empathy gaining: Prototyping is a tool to deepen your understanding of the design space and your user,
even at a pre-solution phase of your project.
•! Exploration: Build to think. Develop multiple solution options.
•! Testing: Create prototypes (and develop the context) to test and refine solutions with users.
•! Inspiration: Inspire others (teammates, clients, customers, investors) by showing your vision.
Many of the goals of prototyping are shared across all four of the above categories.
We prototype to:
Learn. If a picture is worth a thousand words, a prototype is worth a thousand pictures.
Solve disagreements. Prototyping is a powerful tool that can eliminate ambiguity, assist in ideation, and
reduce miscommunication.
Start a conversation. A prototype can be a great way to have a different kind of conversation with users.
Fail quickly and cheaply. Creating quick and dirty prototypes allows you to test a number of ideas without
investing a lot of time and money up front.
Manage the solution-building process. Identifying a variable to explore encourages you to break a large
problem down into smaller, testable chunks.
:: 4 ::
MODE
Test
WHY test
To refine our prototypes and solutions. Testing informs the next iterations of prototypes. Sometimes this
means going back to the drawing board.
To learn more about our user. Testing is another opportunity to build empathy through observation and
engagement—it often yields unexpected insights.
To test and refine our POV. Sometimes testing reveals that not only did we not get the solution right, but
also that we have failed to frame the problem correctly.
:: 5 ::
METHOD
Assume a Beginner’s Mindset
:: 6 ::
METHOD
:: 7 ::
METHOD
2. Briefly explain the purpose of the study, and ask if they would be willing to take photographs of their
experiences. Get permission to use images they take.
3. Provide a camera to your subject and instructions such as: “We would like to understand what a day in
your life feels like. On a day of your choosing, take this camera with you everywhere you go, and take
photos of experiences that are important to you.” Or you could try: “Please document your [morning
routine] experience with this camera.” Or, “Take pictures of things that are meaningful to you in your
kitchen.” Frame your request a little broader than what you believe your problem space might be, in order
to capture the surrounding context. Many insights can emerge from that surrounding space.
4. Afterwards, have your subject walk you through the pictures and explain the significance of what they
captured. Return to a good empathetic interviewing technique to understand the deeper meaning of the
visuals and experience they represent.
:: 8 ::
METHOD
Interview Preparation
Refine questions
Once you have all the questions grouped by theme and order, you may find that there are some redundant
areas of conversation, or questions that seem strangely out of place. Take a few moments to make sure that
you leave room in your planning to ask plenty of “why?” questions, plenty of “tell me about the last time you
_____?” questions, and plenty of questions that are directed at how the user FEELS.
:: 9 ::
METHOD
Interview for Empathy
Explore
Emotions
Evoke Question
Stories Statements
Thank &
Build Wrap-up
Intro Rapport
Intro Project
Yourself
WHY interview
We want to understand a person’s thoughts, emotions, and motivations, so that we can determine how to
innovate for him or her. By understanding the choices that person makes and the behaviors that person
engages in, we can identify their needs and design for those needs.
HOW to interview
Ask why. Even when you think you know the answer, ask people why they do or say things. The answers
will sometimes surprise you. A conversation started from one question should go on as long as it needs to.
Never say “usually” when asking a question. Instead, ask about a specific instance or occurrence, such as
“tell me about the last time you ______”
Encourage stories. Whether or not the stories people tell are true, they reveal how they think about the
world. Ask questions that get people telling stories.
Look for inconsistencies. Sometimes what people say and what they do are different. These
inconsistencies often hide interesting insights.
Pay attention to nonverbal cues. Be aware of body language and emotions.
Don’t be afraid of silence. Interviewers often feel the need to ask another question when there is a pause.
If you allow for silence, a person can reflect on what they’ve just said and may reveal something deeper.
Don’t suggest answers to your questions. Even if they pause before answering, don’t help them by
suggesting an answer. This can unintentionally get people to say things that agree with your expectations.
Ask questions neutrally. “What do you think about buying gifts for your spouse?” is a better question than
“Don’t you think shopping is great?” because the first question doesn’t imply that there is a right answer.
Don’t ask binary questions. Binary questions can be answered in a word; you want to host a conversation
built upon stories.
Only ten words to a question. Your user will get lost inside long questions.
Only ask one question at a time, one person at a time. Resist the urge to ambush your user.
Make sure you’re prepared to capture. Always interview in pairs. If this is not possible, you should use a
voice recorder—it is impossible to engage a user and take detailed notes at the same time.
:: 11 :: photo: flickr/bitchcakesny
METHOD
Analogous Empathy
:: 13 ::
METHOD
Saturate and Group
In order to begin to synthesize the information, organize the post-its and pictures into groups of related parts.
You likely have some ideas of the patterns within the data from the unpacking you did when producing the
notes. For example, you may have seen and heard many things related to feeling safe, and many things
regarding desire for efficiency. Within the group of ‘safety’, go beyond the theme and try to see if there is a
deeper connection that may lead to an insight such as “Feeling safe is more about who I am with than where I
am”. Maybe there is a relation between groups that you realize as you place items in groups – that safety is
often at odds with users’ desire for efficiency. Try one set of grouping, discuss (and write down) the findings,
and then create a new set of groups.
The end goal is to synthesize data into interesting findings and create insights which will be useful to you in
creating design solutions.
It is common to do the grouping with post-its headlining interesting stories from fieldwork. But grouping is
also useful to think about similarities among a group of products, objects, or users.
:: 14 ::
METHOD
Empathy Map
SAY: What are some quotes and defining words your user said?
DO: What actions and behaviors did you notice?
THINK: What might your user be thinking? What does this tell you about his or her beliefs?
FEEL: What emotions might your subject be feeling?
Note that thoughts/beliefs and feelings/emotions cannot be observed directly. They must be inferred by
paying careful attention to various clues. Pay attention to body language, tone, and choice of words.
IDENTIFY NEEDS: “Needs” are human emotional or physical necessities. Needs help define your design
challenge. Remember: Needs are verbs (activities and desires with which your user could use help), not
nouns (solutions). Identify needs directly out of the user traits you noted, or from contradictions between
two traits – such as a disconnect between what she says and what she does. Write down needs on the side
of your Empathy Map.
IDENTIFY INSIGHTS: An “Insight” is a remarkable realization that you could leverage to better respond to
a design challenge. Insights often grow from contradictions between two user attributes (either within a
quadrant or from two different quadrants) or from asking yourself “Why?” when you notice strange
behavior. Write down potential insights on the side of your Empathy Map. One way to identify the seeds of
insights is to capture “tensions” and “contradictions” as you work.
:: 15 ::
METHOD
Journey Map
Organize the data in a way that makes sense: a timeline of events, a number of parallel timelines that allows
for easy comparison, a series of pictures, or a stack of cards. Then look for patterns and anomalies and
question why those themes or events occurred. Push yourself to connect individual events to a larger
context or framework. It is often the pairing of an observation with the designer’s knowledge and
perspective that yields a meaningful insight.
:: 16 ::
METHOD
In order to create a composite character profile, a team needs to have unpacked its field observations and
saturated its team space. After this is done, a team should survey across the individual users it encountered
in the field to identify relevant dimensions of commonality and/or complementarity – these dimensions
could be demographic information, strange proclivities and habits, or sources of motivation, to name only a
few. After several dimensions of commonality have been identified, list these features of the user; if there
are any dimensions of complementarity (those which may not be shared by all users, but are interesting to
the team and not necessarily mutually exclusive), the team should add these as well. Last, give your
character a name, and make sure every member of the team buys into the identity and corresponding
characteristics that the team has created.
:: 17 ::
METHOD
Powers of Ten
POWERS OF TEN FOR INSIGHT DEVELOPMENT: In this example, imagine you are designing a checkout
experience, and you are trying to understand a user’s motivation and approach to an aspect of her life. You
are thinking about how she makes buying decisions. You made the observation that she read a number of
customer reviews before making a purchase and are developing an insight that she values her peers’
opinions when making purchases. Consider what her behavior might be for buying various items over a
wide range of costs, from a pack of gum, to a pair of shoes, to a couch, to a car, to a house. Capture this in
writing. Probe for nuances in your insight and see where it breaks down. Perhaps this could develop into a
framework, such as a 2x2 (see the 2x2 Matrix method card).
POWERS OF TEN FOR IDEATION: During brainstorming groups idea generation lulls from time to time.
One way to facilitate new energy is to use Powers of Ten. Continue with your brainstorming topic, but add
a constraint that changes the magnitude of the solution space. “What if it had to cost more than a million
dollars to implement?,” “What about under 25 cents?,” “What if it was physically larger than this room?,”
“Smaller than a deck of cards?,” “Had no physical presence?”, “Took more than four hours to complete the
experience?”, “Less than 30 seconds?”. More power to you.
One common use for a 2x2 matrix is a competitive landscape. In this case, an empty quadrant could signal a
market opportunity (or a very bad idea).
:: 19 ::
METHOD
Why-How Laddering
:: 20 ::
METHOD
Point-of-View Madlib
Use a whiteboard or scratch paper to try out a number of options, playing with each variable and the
combinations of them. The need and insight should flow from your unpacking and synthesis work.
Remember, ‘needs’ should be verbs, and the insight typically should not simply be a reason for the need, but
rather a synthesized statement that you can leverage in designing a solution. Keep it sexy (it should intrigue
people) and hold the tension in your POV.
For example, instead of “A teenage girl needs more nutritious food because vitamins are vital to good health”
try “A teenage girl with a bleak outlook needs to feel more socially accepted when eating healthy food,
because in her hood a social risk is more dangerous than a health risk.” Note how the latter is an actionable,
and potentially generative, problem statement, while the former is little more than a statement of fact, which
spurs little excitement or direction to develop solutions.
:: 21 ::
METHOD
Point-of-View Analogy
:: 22 ::
METHOD
Point-of-View Want Ad
:: 23 ::
METHOD
Use this Checklist to ensure that your team's POV is valid, insightful, actionable, unique, narrow, meaningful,
and exciting. While this method is not in itself sufficient to address the deficiencies of a POV, it is a great
tool to think through and evaluate the usefulness of the POV.
:: 24 ::
METHOD
Design Principles
You develop design principles in a number of ways. You can translate your point of view, needs, and insights
into design principles by stating your findings in terms of solutions rather than the user, while maintaining
the focus on the user-centered needs and insights you discovered. For example, a user’s “need to feel
instrumental in creating a gift” could become a design directive that the solution should “involve the user in
creating the final gift outcome.” You can also back out design principles from potential solutions that you
and users find compelling. Ask yourself what aspects of the solution resonated with users, and those
aspects may be abstracted and formed into design principles.
Design principles should be independent of a specific solution – i.e. useful guidelines regardless of the
particular solution. However, it is helpful to identify the broad solution context to help you develop design
principles. For example, you may know that you are designing a physical space – that would help you
understand how to phrase your principles. In another case, you might know you are creating a gift – but not
know whether it will be physical, digital, or experiential. Still, that context would allow you articulate the
meaningful principle mentioned above to “involve the gift-giver in creating the final outcome.”
:: 25 ::
METHOD
“How Might We” Questions
How Might We . . .?
:: 26 ::
METHOD
Stoke
WHY stoke
Stoke activities help teams loosen up and become mentally and physically active. Use stoke activities when
energy is wavering, to wake up in the morning, to launch a meeting, or before a brainstorm.
HOW to stoke
Do an activity that gets your creativity going and increases your team members’ engagement with each
other. A good stoke activity not only increases energy but also requires each person to actively engage,
listen, think, and do. For example, when playing Pictionary you must watch a teammate drawing, listen to
other teammates guessing the answer (allowing you to build on those ideas), think of what the answer might
be, and call out guesses yourself. Keep the activity brief (5-10 minutes) and active so you can jump into your
design work after. Many improv games are good stoke activities. Try one of these:
Category, category, die! Line folks up. Name a category (breakfast cereals, vegetables, animals, car
manufacturers). Point at each person in rapid succession, skipping around the group. The player has to
name something in the category. If she does not, everyone yells “die!!” and that player is out for the round.
Sound ball Stand in a circle and throw an imaginary ball to each other. Make eye contact with the person
you are throwing to, and make a noise as you throw it. The catcher should repeat the noise while catching,
and then make a new noise as he throws to next person. Try to increase the speed the ball travels around
the circle. Add a second ball to the circle to increase each person’s awareness.
“Yes, Let’s” Everyone walk around the room randomly, and then one person can make an offer: “Let’s act
like we’re all at a cocktail party,” “Let’s be baby birds,” or “Let’s act like we don’t understand gravity.” Then
everyone should shout in unison the response, “Yes, let’s” and proceed to take the directive by acting it out.
At anytime someone else can yell out the next offer. The answer is always, “Yes, let’s!”
WHY brainstorm
Brainstorming is a great way to come up with a lot of ideas that you would not be able to generate by just
sitting down with a pen and paper. The intention of brainstorming is to leverage the collective thinking of
the group, by engaging with each other, listening, and building on other ideas. Conducting a brainstorm also
creates a distinct segment of time when you intentionally turn up the generative part of your brain and turn
down the evaluative part. Brainstorming can be used throughout a design process; of course to come up
with design solutions, but also any time you are trying to come up with ideas, such as planning where to do
empathy work, or thinking about product and services related to your project – as two examples.
HOW to brainstorm
Be intentional about setting aside a period of time when your team will be in “brainstorm mode” – when the
sole goal is to come up with as many ideas as possible, and when judgment of those ideas will not come into
the discussion. Invest energy into a short period of time, such as 15 or 30 minutes of high engagement. Get
in front of a whiteboard or around a table, but take an active posture of standing or sitting upright. Get
close together.
Write down clearly what you are brainstorming. Using a How-Might-We (HMW) question is a great way to
frame a brainstorm (e.g. HMW give each shopper a personal checkout experience?). (See more on the
“’How Might We’” Questions” method card.)
:: 28 ::
METHOD
Facilitate a Brainstorm
CONSTRAINTS – Add constraints that may spark new ideas. “What if it had to be round?,” “How would
superman do it?,” “How would your spouse design it?,” “How would you design it with the technology of 100
years ago?” Additionally you can create process constraints. Try putting a time limit on each how-might-we
statement; shoot for 50 ideas in 20 minutes.
SPACE – Be mindful about the space in which you conduct a brainstorm. Make sure that there is plenty of
vertical writing area. This allows the group to generate a large number of potential solutions. Strike a
balance between having a footprint that is big enough for everyone, but also is not so large that some
people start to feel removed. A good rule of thumb is that all members of the group should be able to
reach the board in two steps. Also, make sure each person has access to sticky notes and a marker so they
can capture their own thoughts and add them to the board if the scribe cannot keep up with the pace. (See
more about scribing on the “Brainstorming” method card.)
:: 29 ::
METHOD
Selection
HOW to select
In the selection process, don’t narrow too fast. Don’t immediately worry about feasibility. Hang on to the
ideas about which the group is excited, amused, or intrigued. An idea that is not plausible may still have an
aspect within it that is very useful and meaningful.
Carry forward multiple ideas into prototyping. If an idea is so far out there that it seems pointless to test,
ask yourselves what about that solution was attractive, and then test that aspect or integrate it into a new
solution.
:: 30 ::
METHOD
Bodystorming
WHY bodystorm
Bodystorming is a unique method that spans empathy work, ideation, and prototyping. Bodystorming is a
technique of physically experiencing a situation to derive new ideas. It requires setting up an experience -
complete with necessary artifacts and people - and physically “testing” it. Bodystorming can also include
physically changing your space during ideation. What you're focused on here is the way you interact with
your environment and the choices you make while in it.
We bodystorm to generate unexpected ideas that might not be realized by talking or sketching. We
bodystorm to help create empathy in the context of possible solutions for prototyping. If you're stuck in
your ideation phase, you can bodystorm in the context of a half-baked concept to get you thinking about
alternative ideas. Designing a coffee bar? Set up a few foam cubes and "order" a coffee! Bodystorming is
also extremely useful in the context of prototyping concepts. Have a couple concepts you're testing?
Bodystorm with both of them to help you evaluate them. Developing any sort of physical environment
demands at least a few bodystorms.
HOW to bodystorm
This a straight-forward method, but one that is only useful if you fully engage with it. Get physical! If you are
trying to ideate in the context of hospital patients, try walking through the experience to come up with new
ideas. If you are designing products for the elderly, rub some Vaseline on your glasses to view the world
through older eyes. Bodystorm by moving around and becoming aware of the physical spaces and
experiences related to your solutions. Pay close attention to decision-making directly related to your
environment and related emotional reactions. Dig into the "WHY"!
Three areas where imposing constraints can be useful are in ideation, in prototyping, and with time:
IDEATION: During a brainstorm, or when you are ideating with a mindmap, temporarily add a constraint.
This constraint might be “What if it were made for the morning?” or “How would McDonald’s do it?”. Keep
this filter on the ideation for as long as it is useful. (For more, see the “Facilitate a Brainstorm” card.)
PROTOTYPING: In prototyping, particularly in early stages, you build to think. That is, you reverse the
typical direction – of thinking of an idea and then building it – to using building as a tool to ideate. You can
increase the output of this process by imposing constraints. Constrain your materials to push toward faster,
lower resolution prototypes and increase the role of your imagination. Developing a checkout service?
Prototype it with cardboard, Post-its and a Sharpie. Making a mobility device? Do it with cardboard, Post-
its and a Sharpie. Designing an arcade game? Cardboard, Post-its, Sharpie.
Additionally, as with brainstorming, put constraints on the solution itself.
How might you design it . . . for the the blind? Without using plastic? Within the space of an elevator?
TIME: Create artificial deadlines to force a bias toward action. Make two prototypes in an hour. Brainstorm
intensely for 20 minutes. Spend three hours with users by the end of the weekend. Develop a draft of your
point-of-view by the end of the hour.
:: 32 :: photo: flickr/vvvracer
METHOD
Prototype for Empathy
:: 33 ::
METHOD
Prototype to Test
:: 34 ::
METHOD
Testing with Users
Procedure
Use a deliberate procedure when you test.
1. Let your user experience the prototype. Show don’t tell. Put your prototype in the user’s hands (or your
user in the prototype) and give just the minimum context so they understand what to do. Don’t explain your
thinking or reasoning for your prototype.
2. Have them talk through their experience. For example, when appropriate, as the host, ask “Tell me
what you are thinking as you are doing this.”
3. Actively observe. Watch how they use (and misuse!) what you have given them. Don’t immediately
“correct” what your user tester is doing.
4. Follow up with questions. This is important; often this is the most valuable part of testing. “Show me
why this would [not] work for you.” “Can you tell me more about how this made you feel?” “Why?”
Answer questions with questions (i.e “well, what do you think that button does”).
:: 35 ::
METHOD
Prototype to Decide
:: 36 ::
METHOD
Identify a Variable
Incorporating too many variables into one prototype can water down the feedback you’ll get from your
users – what was it were they responding to? You might never find out. Identifying a variable also gives you
the opportunity to create multiple prototypes, each varying in the one property. Giving a user tester a
choice and the ability to make comparisons often results in more useful feedback because that person is
encouraged to promote one option over another (rather than a less useful “I like it” response you might get
with one prototype).
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METHOD
User-Driven Prototyping
The value of a user-driven prototype is that different assumptions and desires are revealed when the user is
asked to create aspects of the design, rather than just evaluate or experience the prototype. The goal is
not to take what they made and integrate it into your design, but rather to understand their thinking and
perhaps reveal needs and features that you may not have thought of.
User-driven prototypes are often useful in early empathy work, as a way to facilitate a different kind of
conversation. User-driven prototypes are also useful after you have determined the context and form-
factor of your solution, to help think about some of the features and details of that solution.
Other examples of user-driven prototypes include: asking a user to draw something (“draw how you think
about going to the doctor”), to make an object with simple materials (“make a bag for diapers and baby
supplies, using this paper and tape”), or to compile things (“tear out pictures from these magazines that
represent your ideal mall shopping experience”).
:: 38 :: photo: flickr/ivt-ntnu
METHOD
Wizard of Oz Prototyping
A good example of a wizard-of-oz prototype is from the company Aardvark. Aardvark connects people with
questions with people best-qualified to answer via a digital interface over the internet. To create the
network and algorithm to do this would require significant coding, but the team wanted to test user’s
reaction to the interface well before the coding was completed. They used an instant messaging system
and a team of people behind the scenes to physically reroute questions and answers to the right people.
The result is they learned a lot and developed their concept notably without investing coding resources.
:: 39 :: photo: flickr/kaptainkobold
METHOD
Feedback Capture Grid
It's pretty simple, really. Fill the four quadrants with your or a user’s feedback. Things one likes or finds
notable, place in the upper left; constructive criticism goes in the upper right; questions that the experience
raised go in the lower left; ideas that the experience or presentation spurred go in the lower right. If you
are giving feedback yourself, strive to give input in each quadrant (especially the upper two: both “likes”
and “wishes”).
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METHOD
Storytelling
:: 41 :: photo: flickr/gpwarlow
METHOD
Shooting Video
WHY video
Video is a powerful medium for communicating ideas, insights & stories. Planning ahead, but staying open to
possibility will give you the best chance of stumbling on a magical moment. Know what you are trying to do
and be aggressive about communicating it in the frame. If it’s not in the frame, it doesn’t exist.
Direct Attention:
1.! Know your intention. What are you trying to highlight? How do you want it to feel?
2.! Bias toward tight framing.
3.! Figure Ground: Get a good contrast between the subject & the background.
4.! Be conscious of light sources & shadows on your subject.
5.! Follow the rule of thirds, frame off-center.
Plan to Improvise: Know what you want, be flexible about how you get it.
1.! Plan Ahead: Storyboard out your idea. Iterate!
2.! Get Lucky: Follow your curiosity on the day of your shoot.
3.! Overshoot! Get more than you think you need! More stuff gives you more options when
editing. Longer takes allow you some wiggle room for transitions.
:: 42 :: photo: flickr/christianhaugen
METHOD
Video Editing
:: 43 :: photo: flickr/filmingilman
METHOD
I Like, I Wish, What If
The third option “What if. . .” has variants of “I wonder . . .” and “How to . . .”
Use what works for your team.
As a group, share dozens of thoughts in a session. It is useful to have one person capture the feedback (type
or write each headline). Listen to the feedback; you don’t need to respond at that moment. Use your
judgment as a team to decide if you want to discuss certain topics that arise.
:: 44 ::