M1P2
M1P2
M1P2
Design Thinking Course with Students from the MOK Master in the
Design Thinking Loft at the University of St. Gallen, Switzerland
Students conducting a brainstorming outside of classic lecture halls
Marshmallow Tower—A Classic Warm-Up Exercise in Design Thinking
Design Thinking
Will design thinking revolutionize human-centered design?
Design thinking is the innovative method was developed by University of
Stanford (in the heart of Silicon Valley) by Professors David Kelley, Larry
Leifer and Terry Winograd and brought to Europe by SAP co-founder Hasso
Plattner.
An increasing number of companies rely on design thinking when it comes
to developing products and services in line with the users' expectations.
However, focusing on the user is nothing new. Since the 1990s, human-
centered design (HCD) has stressed the necessity of continuous user
orientation.
So, is design thinking nothing but a fancy new name for human-centered
design? The answer is: "Yes and no."
1 approach – 2 names?
1. The first and most important principle is: Innovation is made by humans for humans.
This simple sentence is the guiding rule for all other principles, as well as for Design Thinking as process and
toolbox. Design Thinking is a deeply human-centered method. At the root of every innovation are human
needs. If those needs cannot be met through the new solution, the innovation process must be repeated.
Innovation processes are made by and for people. As a consequence of the human centeredness of
design thinking various steps of the innovation process are executed differently than in traditional innovation
processes. Those steps and settings include interaction, emergence and solving of conflicts during the process,
as well as physical spaces where the innovation process takes place that must reflect a different “nature” in
their spatial design.
Design Thinking as Mindset
2. Combining of divergent and convergent thinking is another important principle.
Design thinkers enhance the solution space through following unconventional paths, i.e. thinking
divergently. At different points in the innovation process, existing, fixed frame conditions are “crashed”
i.e. failure.
Through this radical procedure, new solutions are created, often opening a door to the future. It
must be noted, however, that in this divergent phase, many project partners and customers hesitate
after recognizing the enormous creativity of the solution and its distance from the original project brief;
they temporarily doubt Design Thinking and almost stop believing that the project could be successful.
When engaging in convergent thinking, a few feasible solutions emerge.
Design Thinking as Mindset
3. “Fail often and early” facilitates human learning.
Design Thinking is based on experimentation with many new ideas. In some projects, more than 100
solution ideas are created and many fail. Through early testing with end customers, design thinkers
realize when ideas cannot solve the problem in brief. Design Thinking, in practice, means coming up
with many ideas and testing them with end customers to learn what works.
4. Another central principle of Design Thinking is: build prototypes that can be experienced.
In the innovation process, building prototypes is very important. This principle conflicts with many
traditional development methods in information management. Most methods to develop information
systems lead to abstract models. These are, often through a step-by-step process, refined to lower
abstraction layers. Many decision makers do not understand such models. Design Thinking goes in
another direction. Fast and easily comprehensible prototypes are built that allow a new idea to be
tested.
Design Thinking as Mindset
5. The principle test early with customers.
The faster a new idea can be tested with users, the sooner one knows which aspects of an idea are
suitable. Design Thinking forces innovators to be in constant and direct contact with end customers.
This extreme form of customer orientation is one of the central success premises of Design Thinking.
6. Another principle of Design Thinking is: design never ends.
This means, work must proceed iteratively in cycles. Whenever a solution idea has been tested,
questions will be posed about whether it contributes to a solution for the original problem briefly and
whether the initial problem brief was the right one.
Through constant usage of the innovation process, the Design Thinking team builds up
knowledge and experience about the problem, as well as both obvious and hidden needs of
customers. This knowledge enables development of extremely customer-oriented solution ideas.
Design Thinking as Mindset
7. The last principle in this article is: Design Thinking needs a special place.
To conduct Design Thinking projects successfully, special spaces are required: designed according to the
teams’ needs and equipped with the right materials.
• The first process step “Define the problem” means that a so-called challenge, the problem brief, is
• The second step, “Need finding & Synthesis”, is aimed at revealing end customers’ needs. We differ
between obvious and hidden needs. In Design Thinking projects, teams often succeed in revealing
hidden needs that eventually contribute to providing innovative and competitive solutions. In the
second process step, the team builds up expertise in the topic under scrutiny. Expert interviews,
literature and web search help to reach a knowledge level needed to have fruitful talks with customers.
Design Thinking as Process
• In the third step, “Ideate”, teams are encouraged to find solution ideas through brainstorming. The
brainstorming needs to be conducted so that solutions are envisioned based on previous steps, not
• The aim of the step, “Prototype”, is to build prototypes that can be tested in the next step with
customers. As mentioned earlier, we differ between different resolution prototypes. The range of
prototypes that we built within the past 10 years is large, ranging from wood constructions over paper
brainstorming needs to be conducted so that solutions are envisioned based on previous steps, not
• The aim of the step, “Prototype”, is to build prototypes that can be tested in the next step with
customers. As mentioned earlier, we differ between different resolution prototypes. The range of
prototypes that we built within the past 10 years is large, ranging from wood constructions over paper
mock-ups to information systems simulated on paper. For the success of a Design Thinking project,
Thinkers get important clues whether a prototype works, or reasons why it does not. Following the
step “Test”, it has to be verified whether the original problem brief was the right one: more concretely,
whether the innovation fulfilled obvious or hidden needs of customers. If a positive answer is given, a
new micro process can begin. If the answer is negative, the challenge needs to be reformulated based on
methods and tools used in Design Thinking projects originate from very diverse areas, like quality
management, research in creativity and design, research in communication, ethnography, and informatics. We in this
session will describe seven tools that give an impression how Design Thinking projects work.
Stakeholder Map: Stakeholders of a project are any internal and external groups or persons currently, or
in the future, directly or indirectly affected by the project. The stakeholder map attempts to identify all
parties that are relevant for the problem brief. Experience in stakeholder mapping shows that it is
important to broadly define the term “stakeholder”. For example, in a business-to-business environment,
map analyzes talks and interviews with stakeholders, especially end customers. These talks are
categorized into four categories: “Say” (quotations and central terms), “Do” (observed behaviors), “Think”
5-Whys: The 5-Whys-Method was invented by the founder of Toyota, Sakichi Toyoda. Today, it is an
important element of “root cause- analyses” of lean management and is also utilized in Design Thinking.
The 5-Why method’s basic premise is: in the course of analysis, participants repeatedly ask “why”, leading
everyone deeper into the root-cause of a problem or some similar phenomenon. The number of Why-
Questions is not limited to five, as the name suggests. Instead, the number five is an indicator that it is
important to ask multiple times “Why”.
Design Thinking as Tool
AEIOU-Method: According to research, this method was invented by Rick Robinson, Ilya Prokopoff,
John Cain and Julie Pokorny. Other sources in the internet cite Mark Basinker and Bruce Hannington as
inventors. Originally, it was used to code ethnographic data. The AEIOU method defines dimensions to
structure a problem: “Activities”, “Environment”, “Interactions”, “Objects” and “Users”. Because this
method is used often in Design Thinking, dedicated project templates facilitate its use.
Persona-Method: The persona method comes originally from the research area of human-computer-
interaction. Personas are, embodied the behavior or personality characteristics of a group of persons.
Design Thinking as Tool
Observation: The observation of stakeholders, especially customers, is a proven method to reveal obvious
and hidden needs. During, or after, the observation of a person, clarifying questions can be asked. When
shadowing, researchers accompany a person over a longer period of time as closely as possible. Through
the intense and uninterrupted contact, one can observe the use of a product or service, as well as activities
before and after, which are often very important and may lead to reformulation of the challenge.
Storytelling: This method originally comes from marketing and is based on the idea that a well-told story
captures more attention than a lengthy PowerPoint presentation. Within Design Thinking projects,
storytelling is used to present innovative ideas or solution possibilities effectively. In many Design
Thinking projects, videos emerge, parallel to the prototypes, showing the prototype in a real-life situation
or within a process. These videos can be seen as one form of storytelling.
Empathy Map
An empathy map is a collaborative tool, teams can use to gain a deeper insight into their customers.
Much like a user persona, an empathy map can represent a group of users, such as a customer
segment. The empathy map was originally created by Dave Gray and has been gaining popularity
with the design thinking community.
Empathy Map
A sample empathy mapping session may be as follows:
• Assemble your team and have them bring any personas, data, or
insights about the target of your empathy map. Print out or sketch
the empathy map template on a large piece of paper or whiteboard.
• Hand each team member sticky notes and a marker.
• Each person should write down their thoughts on stickie's.
• Ideally everyone would add at least one sticky to every section.
Empathy maps can be used whenever you find a need to immerse yourself in a user’s
environment. They can be helpful, for example, when:
• What would the user be thinking & feeling? What are some of their
• What would their friends, colleagues, and boss be likely to say while the
user is using our product? What would the user hear in these scenarios?
• What would the user see while using our product in their environment?
• What might the user be saying and/or doing while using our product?
• What are some of the user’s pain points or fears when using our
product?
• What gains might the user experience when using our product?
Interviewing, Questioning & Brainstorming
Brainstorming is a tool used by teams to bring out the ideas of each individual and present them in an
orderly fashion to the rest of the team. The key ingredient is to provide an environment free of criticism
for creative and unrestricted exploration of options or solutions to a design problem.
Brainstorming helps a team break free of old, ineffective ideas. This free-wheeling technique for
generating ideas may produce some that seem half-baked, but it can lead to new and original solutions
to problems.
• Rapidly produces a large number of ideas. By encouraging people to offer whatever ideas come to
mind, it helps groups develop many ideas quickly.
• Fosters a sense of ownership. Having all members actively participate in the Brainstorming process
fosters a sense of ownership in the topic discussed and in the resulting activities. When the people on
a team contribute personally to the direction of a decision, they are more likely to support it.
• Provides input to other tools. You may want to affinities the brainstormed ideas. And, if appropriate,
you can work with the team to reduce the number of ideas by multi-voting. Brainstorming is useful
when you want to generate a large number of ideas about issues to tackle, possible causes of
problems, approaches to use, or actions to take.
Rules for Brainstorming
For all participants to enjoy a creative and productive Brainstorming experience, the facilitator needs to review
and get team member’s buy-in on the ground rules for the session. These are the rules :
• Active participation by all team members. Everyone expresses his or her ideas, even if they seem silly or far out.
• All ideas written exactly as presented and displayed where everyone can see them.
• Clarify ideas. After the brainstorm, go over the list to make sure that all team members understand the ideas.
Remember that you are only clarifying the ideas, not making judgments about them.
• Combine ideas. See whether two or more ideas that appear to be the same can be combined.
Mind Mapping
Q. What Are Mind Maps?
Mind maps are graphical representations of information. In contrast to the traditional, linear notes you
make in a text document, mind maps let you capture thoughts, ideas and keywords on a blank canvas
The title/main idea is always located in the center of the map and thus always clearly visible. Related
ideas branch off from the center in all directions, creating a radiant structure.
Or
A mind map is an easy way to brainstorm thoughts organically without worrying about order and
structure. It allows you to visually structure your ideas to help with analysis and recall.
A mind map is a diagram for representing tasks, words, concepts, or items linked to and arranged
around a central concept or subject using a non-linear graphical layout that allows the user to build an
intuitive framework around a central concept. A mind map can turn a long list of monotonous
information into a colorful, memorable and highly organized diagram that works in line with your
brain's natural way of doing things.
Why Should I Mind Map?
-Aristotle
There are many reasons why mind mapping is used by millions
of professionals, creatives and designers etc., all over the world.
3. The branches comprise a key image or key word drawn or printed on its associated line.
&
The Innovation Flowchart gives a detailed overview of the various stages in an innovation process,
listing the activities, requirements and goals of each stage. These include an overview of the different
people, skills, activities and finances that a project or an organization might need in order to
succeed. The structured overview this tool provides, helps to review where you are in the process,
and to organize the next steps in your work.
This tool helps you to spot opportunities for growth by helping understand which resources to
focus on. You can see this by checking where you are in the process and whether you have thought
of all the aspects that need consideration.
The worksheet gives an overview of the various stages in an innovation process, and it lists stage by stage the
activities, requirements and goals of each stage. Use this overview to check where you are in the process, and whether
you have thought of all the aspects that need consideration. This check may help you to identify what aspects need
special attention. The overview comes with a handy reference to the tools and activities that can support you in each
stage.
Innovation flow chart
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Question Ladder
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https://www.youtube.com/watch?v=ru9-74qLXAo
Question Ladder ?
Journey Mapping
Definition of a Journey Map
A journey map is a visualization of the process that a person goes through in order to accomplish a
goal. In its most basic form, journey mapping starts by compiling a series of user actions into a
timeline. Next, the timeline is fleshed out with user thoughts and emotions in order to create a
narrative. This narrative is condensed and polished, ultimately leading to a visualization.
The terms ‘user journey map’ and ‘customer journey map’ can be used interchangeably. Both
reference a visualization of a person using your product or service.
Most journey maps follow a similar
format: at the top, a specific user, a
specific scenario, and
corresponding expectations or goals
in the middle, high-level phases that
are comprised of user actions,
thoughts, and emotions;
at the bottom, the takeaways:
opportunities, insights, and internal
ownership.