DT Module 1 Reference
DT Module 1 Reference
Introduction:
Design thinking originally came about as a way of teaching engineers how to approach
problems creatively, like designers do. One of the first people to write about design
thinking was John E. Arnold, professor of mechanical engineering at Stanford University.
In 1959, he wrote ―Creative Engineering,‖ the text that established the four areas of design
thinking. From there, design thinking began to evolve as a ―way of thinking‖ in the fields of
science and design engineering—as can be seen in Herbert A. Simon‘s book ―The Sciences
of the Artificial‖ and in Robert McKim‘s ―Experiences in Visual Thinking‖.
With the rise of human-centered design in the 80s and the formation of design
consultancy IDEO in the 90s, design thinking became increasingly popular. By the start of
the 21st century, design thinking was making its way into the world of business. In 2005,
Stanford University‘s d.school began teaching design thinking as an approach to technical
and social innovation.
Indeed, many of the methods and techniques used in design thinking have been borrowed
from the designer‘s toolkit. Even though design thinking and user-centered design sound
similar, they are very different from each other. In the early design stages, a user-centered
design creates solutions based on users‘ needs and feedback. The user-centered design
focuses on fostering empathy with the people you are designing for. However, design
thinking is different from user centered design. While design thinking considers user
knowledge while creating a product, they also look at business goals and technological
feasibility. The design process doesn‘t solely focus on user problems but combines user
knowledge with other facets to create well-rounded products that benefit the company and
the user.
Design thinking shifts the focus from a business-centric engineering solution (we invent a
product based on a bunch of assumptions and cross our fingers that it will work for
customers), to a customer-centric solution (we explore cultural phenomena, observe how
people behave and think, gain insights into what they need, and design a product around that).
Design thinking puts understanding context and continuous engagement with people at the
heart of the practice for determining what problem to solve, what metrics drive success, and
what business will emerge from solving the problem.
Designers have hundreds of tools and ways to ascertain problems, conduct research, ideate
solutions, and explore use cases to find the best path forward. While designers study and train
to create value for the product and for customers, the design thinking methodology can be
used anywhere, from product development and finance to customer service.
According to Charlie Cannon, Chief Design Officer at Epic Decade, design thinking is ―the
application of design techniques, design methods, and design frames of mind, not for the
production of new artifacts or objects, but to the application of developing new models of
business value, potentially new business themselves […] from the design of things to the
design of ideas.‖
According to Tim Brown, CEO of IDEO Design Company ―Design thinking is a human-
centered approach to innovation that draws from the designer‘s toolkit to integrate the
needs of people, the possibilities of technology, and the requirements for business success.‖
Design thinking is both an ideology and a process that seeks to solve complex problems in
a user-centric way. It focuses on achieving practical results and solutions that are:
Technically feasible: They can be developed into functional products or processes;
Economically viable: The business can afford to implement them;
Desirable for the user: They meet a real human need.
The ideology behind design thinking states that, in order to come up with innovative
solutions, one must adopt a designer‘s mindset and approach the problem from the user‘s
perspective. At the same time, design thinking is all about getting hands-on; the aim is to
turn your ideas into tangible, testable products or processes as quickly as possible.
The design thinking process outlines a series of steps that bring this ideology to life—
starting with building empathy for the user, right through to coming up with ideas and
turning them into prototypes.
Professors Christoph Meinel and Harry Leifer at the Hasso-Plattner Institute of Design at
Stanford University, California have suggested 4 key principles in design thinking. They are:
1. The human rule
Whatever the context, all design activity is social, and any design innovation should bring us
back to a human-centered perspective. All design teams should remember this phrase before
they start the design process. The human rule states that users should be the focal point in
designing products or service. Design teams must understand the user‘s needs and how they
behave and think. They should use this knowledge to create creative solutions to real
problems.
2. The ambiguity rule
The ambiguity rule refers to the phenomenon that ambiguity is inevitable; one cannot remove
or oversimplify it. This rule stresses the importance of experimenting at the limits of our
knowledge to see things differently. In a nutshell, the ambiguity rule is about exploring
different options to solve a problem. If design team lacks knowledge on a certain aspect, that
shouldn‘t be ignored. Try to hypothesize and test the ambiguity to create the best possible
solution.
3. Redesign all designs
Even though technology and social circumstances change, basic human needs remain the
same. Despite rapidly changing technology, basic human needs will always be the same, and
therefore design thinker should always remember them when creating the product. When we
redesign, we only change the means of solving the problem.
4. The tangibility rule
In this rule, designers must create tangible prototypes to communicate their ideas effectively.
Actual prototypes will help to realize which ideas work and which don‘t. This testing stage
will help to make a seamless design process.
The list of mindsets related to design thinking keep growing and changing. Carol Dweck‘s
research and popular book on ―growth mindset‖ is a good general mindset view to learn
about before diving deeper into the specific innovative mindsets of design thinking listed
above.
Other Mindsets
The book also describes a series of other characteristics essential for a mindset of design
thinking and innovation, including:
Starting with human beings, their frustration and needs
Collaboration with interdisciplinary teams
Experimentation and prototyping
Visualization and showing of ideas
Accepting and embracing complexity
Design Thinking Mindsets from Designing Your Life and Work Life
Bill Burnett and Dave Evans from the Stanford D School wrote the popular books Designing
Your Life and Designing Your Work Life. Here are a few mindsets they share as the most
valuable in innovation work:
1. Curiosity
Curiosity is all about exploration. Do something new, deviate from the norm, and try to
connect with things in life that wouldn‘t normally. This approach to life can help to find
solutions that didn‘t think of before.
2. Bias to Action
This is a commitment to building our way forward. Instead of just reading about something,
try it out. Prototyping and experimenting are essential to the innovation process.
3. Reframing Problems
Reframe a problem when we get stuck to help us move forward in the process. Avoid the
―woe me‖ framework and keep working at it. Don‘t worry about having all the answers just
yet.
4. Awareness
Be aware of the process and the nature of innovation as messy, complex, and unpredictable.
5. Radical Collaboration
The best innovators understand that they are not alone and know when to ask for help. Our
life, work, and design thinking challenges are collaborative processes.
Stage 1 – empathize
Empathy is a crucial starting point in the design thinking process. Design thinkers should try
to gain an empathetic understanding of the design problem at this stage.
Typically, design thinker will gain empathetic knowledge through user research. To create a
user-centric product design, try to understand users‘ needs, wants, objectives, and pain
points. At this stage, we should also get rid of any assumptions and preconceived ideas to
empathize with users fully. We should try to gain real insight into people on a psychological
and emotional level.
What? During empathise phase, design thinker engages with and observe your target
audience.
Why? The aim of this step is to paint a clear picture of who your end users are, what
challenges they face, and what needs and expectations must be met.
How? In order to build user empathy, design thinker conduct surveys, interviews, and
observation sessions.
For example: You want to address the issue of employee retention, so you ask each
employee to complete an anonymous survey. You then hold user interviews with as many
employees as possible to find out how they feel about retention within the company.
Stage 2 – Define
In the second stage of the design process, it‘s time to define the research into a problem.
Analyze and synthesize the observations to come up with user pain points. Empathetic
research in stage 1 will help to create a problem that many users experience. What barriers
and difficulties do users experience? What patterns are common challenges amongst several
users? These are some questions that we need to ask ourself when defining a user problem.
At the end of define phase, we should develop a problem statement. Remember to frame the
problem statement in a user-centric way. Once we have a clear problem statement, we can
start working on stage three.
What? Based on what design thinker has learned in the empathize phase, the next step is to
define a clear problem statement.
Why? The problem statement sets out the specific challenge that needs to be addressed. It
will guide the entire design process from here on out, giving a fixed goal to focus on and
helping to keep the user in mind at all times.
How? When framing the problem statement, we will focus on the user‘s needs rather than
those of the business. A good problem statement is human-centered, broad enough for
creativity, yet specific enough to provide guidance and direction.
For example: ―My employees need to be able to maintain a healthy lifestyle while working
in the office‖ is much more user-centric than ―I need to keep my employees healthy and
happy in order to boost retention.‖
Stage 3 – ideate
With a solid understanding of the target user‘s issues and a clear problem statement, we can
start working on potential solutions. At this stage, we can be as creative as we want to come
up with the best possible solutions.
Design teams can use multiple ideation methods such as mind mapping and brainstorming to
establish alternatives. Design teams should hold ideation sessions to develop as many angles
as possible to create various ideas. At the end of this process, we should have a shortlist of
potential solutions we will test out in the next stage.
What? With a clear problem statement in mind, we will now aim to come up with as many
ideas and potential solutions as possible.
Why? The ideation phase gets us thinking outside the box and exploring new angles. By
focusing on quantity of ideas rather than quality, we are more likely to free our mind and
stumble upon innovation!
How? During dedicated ideation sessions, we will use a range of different ideation
techniques such as bodystorming, reverse thinking, and worst possible idea.
For example: Based on what we have learned in the empathize phase, we hold several
ideation sessions with a variety of different stakeholders. With the problem statement we
come up with as many ideas as possible for how we might make our employees happier and
thus more likely to stay with the company.
Stage 4 – Prototype
This stage in the design process is all about experimenting and turning ideas into tangible
items. A prototype is an early iteration of the finished product, and it incorporates potential
ideas from the previous stage. At this stage, our goal is to test the prototypes and identify any
flaws or limitations. We should improve, redesign and remove our potential ideas depending
on how they work as prototypes.
What? Having narrowed our ideas down to a select few, we will now turn them into
prototypes—or ―scaled-down‖ versions of the product or concept we want to test.
Why? The prototyping stage gives us something tangible that can be tested on real
users. This is crucial in maintaining a user-centric approach.
How? Depending on what we are testing, prototypes can take various forms—from
basic paper models to interactive, digital prototypes. When creating our prototypes,
have a clear goal in mind; know exactly what we want our prototype to represent and
therefore test.
For example: During the ideation phase, one idea that came up was to offer free yoga
classes. To prototype this idea, we can set up a dedicated yoga room in the office,
complete with mats, water bottles, and hand towels.
Stage 5 – Test
After we build our prototypes, we must put them to the test. In this stage, we should collect
feedback from our testing process to improve our product design.
Even though this is the last stage in the design thinking process, it will often lead us to
previous steps. If our test fails, we will have to redesign our product and follow the previous
steps again to create a well-tested product.
Why? The testing phase enables us to see where our prototype works well and where it
needs improving. Based on user feedback, we can make changes and improvements
before we spend time and money developing and/or implementing our solution.
How? We will run user testing sessions where we observe our target users as they
interact with the prototype. We may also gather verbal feedback. With everything we
learn from the testing phase, we will make changes to our design or come up with a
completely new idea altogether!
For example: We decide to test the yoga idea for two months to see how employees
respond. We find that people enjoy the yoga classes, but are put off by the fact that they
are in the middle of the day and there is nowhere to shower. Based on this feedback, we
decide to move the yoga classes to the evening.