PVVP
PVVP
Unit-1
Preface:
Frame works:
Global Innovation Index 2019 rankings
In this contest NITI (National Institution for Transforming India)) Aayog released the India
Innovation Index (III) 2019.
The India Innovation Index 2019 is calculated as the average of the scores of two dimensions –
Enablers and Performance.
The enablers are the factors that underpin innovative capacities, grouped in five pillars
• Human capital
• Investment
• Knowledge workers
• Business environment
• Safety and legal environment
Performance dimension captures benefits that nation derives from inputs, divides into
• Knowledge output
• Knowledge diffusion
India innovation ranking for top 10 states (2019)
Top 10 states Rank Enablers Rank Performance rank
KARNATAKA 1 3 1
TAMILANADU 2 5 2
MAHARASHTRA 3 1 3
TELANGANA 4 9 4
HARYANA 5 2 7
KERALA 6 4 8
UTTAR PRADESH 7 15 5
WEST BENGAL 8 11 6
GUJARAT 9 6 9
ANDHRA PRADESH 10 8 10
In this direction government starts working to improve rank in the global index.
➢ On March 2019 prime minister of India said that India is aiming to rank in top 25 of
Global Innovation index in coming 4years through air news.
1. Brainstorming
2. Six sigma DMAIC
3. DESIGN THINKING
4. Lean Canvas
5. Consumer trend canvas
6. Other methods
An insight of design:
Nature Vs human
Plants, animals and human beings are creation of nature and one of the theories of evolution
suggests that life forms began simply and then became more complex. Such a theory
proposes that human beings are possibly a highly evolved creation with the ability to
understand the mysteries and mechanisms of nature.
Snail
Cd track
Spiral climber
Stair case
Medicine capsules
Egg
Pipes
Human anatomy
Pouch bags
Pelican
Sapling
Leaf spring
Lion fur
Crocodile skin
wrapped baby
Scales
Wrapped suitcase
Definition of design:
➢ Design( Noun):
Blue print of something-a plan for change
Undesirable situation (present) + Implemented plan= Desirable situation (future)
• Whether a situation is undesirable and what aspects are desirable depends on matter
of perception
• Whose perception, where it is perceived, and when it is perceived plays important
role.
➢ Deign( verb):
• Understanding & solving a problem:: termed as Designing
• Problem understanding: process or activities for identifying undesirable
situations and desirable situations.
• Problem solving: Developing a plan with the intent of changing undesirable
situations to desirable situations
• Designing involves both problem understanding and problem solving
• Designing becomes easier when problem is understood thoroughly
Example: cooking
➢ “Engineer creates the new things and makes the old things better and
better”
Style Vs Technology chart for digital music players:
➢ The above chart shows style on the vertical axis and technology on the
horizontal axis.
➢ This chart provides a frame work to strategically develop innovative
products for a wide range of customers.
➢ In each quadrant is a different digital music players
➢ In the lower left:
The low-style/low-technology is standard affordable player designed for
customers who want just to play music. The player, while not the most
stylish or high technology, provides solid, expected playback of digital
music
➢ In the lower right:
The low style/high tech version is the SwiMP3 player from FINIS. This
player integrates water proof technologies with revolutionary bone
conduction of sound to provide swimmers with clear sound in under water
➢ In the upper left:
The high style/low tech version is a standard player shaped like a Lego
Block, designed for customers who are very style conscious.
➢ In the upper right :
The high style/high tech version is and APPLE i phone for customers who
want the latest technologies along with stylish features.
Conclusion:
➢ Developing technically effective, consumer safe, globally aware and
environmentally friendly product to meet wide range of social, cultural
demands, for that Engineers can think innovatively.
➢ Effective Design through innovation is one of the skills that Engineers will
be acquiring during graduation.
❖ Difference between Design and Engineering Design
Idea
Articulate
Direct Design
Make
➢ The primary issue to direct design is preeminence to ideation. The core logic of direct
design is that ideas come first and then making comes after.
➢ While doing the direct design it marginalizes and ignores the agency of things,
environments, users and relations.
➢ In 21st century these direct designs were taught as type of closed design process where
designers have ideas and figure out how to realize separately from a deep engagement
with the world.
➢ It becomes obvious that human making could not effectively happen separate from the
world of users, practices, problems, needs, politics so on.
➢ Direct designs are criticized that these are not responsive to real world conditions.
➢ From an awareness of the power of engagement ,a new and expanded form of design
emerged called as Responsive design
➢ Responsive design is just that it begins in a considered response of the world rather
than an idea comes from designers.
➢ Responsive design at its best shifted the focus of design way from the narrow idea of
designers and design as being focused on independently making beautiful things.
➢ Design now become about all the interactive processes needed to make anything come
into being. Responsive design came in many from environmental design to human
centered design
➢ In responsive design the most popular form is “Design thinking”
➢ “Design thinking is simply a form of human centered responsive design broad name
“Design Thinking”
➢ The simplest way to understand how responsive design transforms direct design is to
see that it adds a new critical step prior to beginning of direct design called
Consultation. Responsive design does not replace direct design so much subsumes it.
➢ During consultation the design thinking variants of design asks: what are up to? What
are the problems? Then the phase of ideation becomes collective: brain storming,
group improvisation and other collaboration exercise are added to mix.
➢ Then response design works as iterative loop. This loop is significant because it
allows the object to evolve through testing and use and not come out of designers
thought.
➢ Response design has had an enormous impact for good. Environmentally centered
design is of great value as is user centered design
➢ A huge part of design thinking appeals that it claims to be an exceptional source of
innovation
Design
Converts Design Thinking
individual Teams
Products Experience
Or
Year context
The idea of using Design as a way of solving complex problems in a
simplified manner in sciences originated in the book ‘ The science of
1963
the Artificial’ authored by Herbert A. Simon
The idea of design was achieved for Design Engineering by the book
1973
‘experiences in visual thinking’ authored by Robert McKim
Design methodology is defined by “cross” the study of the principles
1982 ,practices and procedures of design are developed .and includes the
study of how designers work and think
Peter Rowes Book Titled “ design thinking” describes methods and
1987
approaches that planners, designers and architects use
The work of Robert Mckim was consolidated by Rolf Faste at Stanford
1980s to 1990s
university during this period
David M Kelly Founded IDEO and adapt Design thinking to business
1991
interests
The design thinking process itself is human centered ,offering methods
2009 for inspiration, ideation and learning to designers --Brown
2012 Apply the study of design thinking principles in engineering.
Verbal protocol analysis ,cognitive ethnography , controlled
2015 laboratory experiments, and other formal methods from cognitive
science have been rigorously applied in engineering
Design thinking reflected in many applications like prototyping,
2017 solution based method is often useful way to encourage inspiration,
ideation and organization learning and human centered methods.
➢ The term design thinking has been applied in two different approaches related to areas
of conceptual development.
➢ The first established body of knowledge, starting in the late 1960‘s investigates how
designer (architects, industrial designers, graphic artists) perform their craft and seeks
to identify the skills, abilities and knowledge of expert designers.
➢ The second use of design thinking is related to business management .since the mid
1980’s interest within the business community grew in exploring how “designer”
thinking could be applied to business challenges, and be performed by employees and
leaders not trained formally as designers.
➢ Design thinking is a blend of logic, powerful imagination, systematic reasoning
and intuition to bring to generate the ideas that consists to solve the problems of the
clients with desirable outcomes .it helps to bring creativity with business insights.
➢ Design thinking helps to gain a balance between the problem statement and the
solution developed
Features of design thinking:
Design thinking provides multi dimensional solutions to the problems.
Features are:
simplicity
user appealing
requirements product
Features
Changing paradigms:
➢ Changing paradigms can be essential to achieving and attracting what you desire into
your life
➢ A paradigm by definition is:’ a typical example or pattern of something’ or a model.
Paradigm is a pattern or programming through constant repetition of a thought,
phrase, belief or habit.
➢ Some paradigms that takes place over the last few decades
Components systems
➢ 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 ( customer)
➢ A design mindset is not problem-focused; its solution focused and action oriented. It
involves both analysis and imagination.
To imaging, visualizing,
❖ Thinking of Design dream -up, new
understanding, new practice
and new applications
To consider, expectations,
❖ Thinking about Design capabilities and
collaborations
❖ Design
Experiences
Design
thinking
Visions
Systems
Technology
(Feasibility)
BUSINESS
ORGANIZATIONAL
BEHAVOUR
➢ Desirability tests whether the innovation is solving the customer problem rightly
➢ Feasibility tests whether the innovation strengthens the business or not
➢ Viability tests the value chain for long term sustainability
Emotional Process
innovation innovation
Technology
(Feasibility)
Human
values Business
(usability (viability)
desirability)
Or
➢ Desirable ,feasible and viable are three important lenses for innovation
through design thinking
➢ Desirable (people want it) ,feasible ( what can actually do it) and it has to
be viable( don’t go break)
1. The individuals that are needed are those who are willing
People and able to adopt the design –thinking mindset.
So the people working on a design thinking are critical
to its success
2. These people are experts in system or field or area of the
business. They are observant and they listen
3. They have the ability to frame problems and solve them.
4. They can think strategically and execute tactically.
5. They are both creative and analytical
6. They are communicative and comfortable to flexibility
7. The team that emerges from assembling theses people
should have a spirit of shared purpose, flexibility,
collaboration, and mutual support.
Place 1. A space needs to be located that facilitates collaboration
and imagination.
2. Design thinking produces many physical artifacts. These
artifacts are most useful when they are accessible and
visible.
3. Design thinking requires the content under consideration
be visible. This translates to the need for stationary and
mobile white boards, pin boards display screens, storage
buddies and large surfaces on which to hang
4. Flexibility of furniture is essential.
5. According to Lewrick he recommended that 5m2 per
participant be used as sizing parameter for good space
6. Space, like money and tine is often a scare resource
7. The actual size of the space may become a limiting
factor on how large the team and collaborative activities
can be.
Materials 1. Making and visual idea transfer are essential elements of
design thinking, for that materials are needed
2. list of materials typically needed
white boards
pin boards
whiteboard
markers
colored pencils
sticky notes of
various shapes
and colors
colored
adhesive dots
Hanging strings
colored sheets
of paper (A4)
pipe cleaners
flip charts
large rolls of
paper
tape
(cellophane,
masking)
Glue
Lego blocks
Scissors
index cards
Paper
play dough
popsicle sticks,
foam core
Push pins
Notepads &
pens
Tooth picks
Laptops
➢ “Some people think design means how it looks. But of course ,if you dig
deeper ,it’s really how it works”----steve jobs, Apple
➢ Models:
1. convergence –divergence
2. 1d.iit-analysis –synthesis model
3. Engine service design (uk)
4. Design chaos
5. Spirit of creation
6. St gallem
7. D. school post dam
8. IDEO (Educator toolkit)
9. D. school stanford
10. Beckman & Barry
11.Bill Moggridge
12.Stanford’s modes
13.Jeanne liedtka & tim orgilnie
14.Standford’s necktie flare
15.1d IIT: Vijaykumar
➢ This was a strange thing for Arnold to introduce. It was an era in which
Engineers were largely focused on twin cold war driven goals: the space
race and the optimization of hydrogen bomb.
➢ Within this program Mckim and others helped create a design thinking
process that became the foundation for Stanford’s d.school, as well as the
guiding framework for design –driven companies like IDEO.
➢ The Stanford d.school, more formally called the hasso plattner institute of
design at Stanford, is an academic collaboration between hasso plattner
institute in Potsdam, Germany and Stanford University in Stanford,
California.
➢ The Stanford d. school was one of the first d.schools or design schools
formed around design –thinking approaches to design.
➢ Their process model has changed from 6 stage model of understand,
observe, point of view, ideate, prototype, and test to a 5-stage process
model of Empathize, Define, Ideate, Prototype and test.
➢ Design thinking brings everyone into the process, not just designers: using
the design process helps companies to solve the wicked problems with
clear eyes
➢ The organizations that use the toolset of design thinking can confidently
create better, human-centered user experiences and disruptive products.
➢ The design thinking process is not necessarily linear nor is there one
canonical way to approach it. It is an iterative system with many variations.
However, stand ford’s d.school teaches a framework that can help to
start the process for almost any problem
• In the Stanford d school’s process model, the stages have the following
objectives
Empathize The stage is oriented towards understanding the intended users and the
problem from their viewpoint by observation, engagement and immersion.
Define At this stage the needs and insights discovered in empathize are transformed
into an actionable problem statement or design vision tailored for the users.
Within the context of the problem statement , the team generates many
Ideate radical design alternative that explore the solution space
At this stage ,promising design alternative are made tangible with which the
Prototype team, users and others will experience and interact
Prototypes are placed into appropriate contexts of user’s lives the goal of
Test gathering thoughtful feedback, learning and refining solutions.
➢ Beyond suggesting the 5-stage process model, Stanford d.school advocates for six
attributes of the design-thinking mindset.
➢ Those are
• Human centered
• Bias towards action
• Radical collaboration
• Culture of prototyping
• Show, don’t tell
• Mindful of process.
It is the idea that design thinkers should identify with the users
Human centered challenges and develop solutions that address their needs.
❖ In addition to the above mind sets views the following points are also considered
for good designing thinking process
Those are
1 2 3 4 5
Design thinking is toolkit for creating problem-solving. The process does not have to be
linear. It can jump from one phase to any other phase based on need.
Sketch as many
ideas as possible at
the start. Focusing
on quantity and
IDEATE then choose the
most intriguing and
optimal ideas to
move forward in
making them into
reality
Identify needs Create
and insights prototype an
from the experimental
information model, that end
gained from the users
empathy work experiences and
DEFINE to develop a test, and elicits
problem PROTOTYPE
feedback that
statement can use to
improve
prototype
Applications of DT
❖ Business:
❖ Information technology:
➢ The IT industry makes a lot of products that require trials and proof
of concepts.
➢ The industry needs to empathize with its users and not simply
deploy technologies.
❖ Education :
➢ The education sector can make the best use of design thinking by
taking feedback from students on their requirements, goals and
challenges they are facing in the classroom.
❖ Health care:
Engineering systems
Design thinking : thinking: open
closedsystems - systems with
bounded with set of interaction,
parameters . interdependence,
prototype-driven. emergence .
linear cause and effect. abstraction-driven.
human-centered. cyclic cause and effect.
solution oriented. system -centered.
problem oriented
➢ Design thinking could be the fundamental skill required for design across
all contexts and levels of complexity; engineering systems thinking might
not be distinguishable from design thinking in practice.
Conclusion:
➢ This is a win-win scenario. Where the end users benefits, so too does the
creative organization. Importantly design thinking has a powerful strategic
element, which needs to be firmly aligned with an organization’s culture and
brand.
➢ The concept of design thinking can be applied across diverse disciplines. From
education, law, and medicine to ICT, business management, human resource
management and design it, design thinking principles enable and empower a
professional to approach the problem statement in a step-by-step manner and
take into account all the necessary factors for arriving at the best solution.
➢ The entire flow of design thinking is generally broken down into five
components. These components are:
• Empathize or Understand
• Define
• Ideate
• Prototype
• Test or Verify
➢ In Empathize stage, the design thinker puts himself or herself into the shoes of
the end user and tries to understand the needs of the customer.
➢ The Define stage helps to frame the problem definition. Problem shaping
occurs in this phase itself
➢ In the Prototype phase, a design thinker focuses on testing the ideas on the
grounds of feasibility and viability.
➢ In the Test phase, the prototype or the model is presented to the customer
and the customer experiences it completely on a full scale