Design Thinkin 2324 2
Design Thinkin 2324 2
Design Thinking/Innovation
Joana Mendonça
Management and Design Thinking [email protected]
2023/24
What is “Design Thinking is a
Design human-centered approach
to innovation.”
Thinking?
TIM BROWN
IDEO
WHAT IS DESIGN THINKING?
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O DT FOCUSES IN SOLUTION IN THE CROSSING OR
INTERACTION OF WHAT IS DESIRABLE, FEASIBLE
AND VIABLE
Desing Thinking
Desirable
What people desire
Feasible
What is technically Viabele
possible and What is finantially
functional viable
DESIGN • Inspiration
THINKING • Ideation
PROCESS • Implementation
Fonte: RITx
INNOVATION THROUGH
DESIGN THINKING
• Design thinking produces solutions with the user and
their context always in mind
• Design thinking is a proven and repeatable problem-
solving methodology that anyone can employ
• Design thinking is called "design thinking" because it
represents how designers go about solving problems.
• While you do not need to be an artist or a designer
to do design thinking, design thinking can benefit from
visual techniques such as sketching and storyboarding.
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DESIGN THINKING
METHODOLOGY IS A
DIRECTIONAL PROCESS,
NOT
A LINEAR PROCESS,
BEC AUSE IT ALLOWS THE
TEAM, THE IDEATING
TEAM, TO PROVIDE
ITERATION FOR THEIR
SOLUTIONS
AND GO B ACK, IF
NECESSARY, TO THE
BEGINNING OF THE
PROCESS
IN ORDER TO FIND JUST
THE PERFECT SOLUTION.
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DESIGN THINKING TOOLS
PROBLEM
DESCRIPTION Problems can come from different directions and multiple sources:
users that are unhappy using products; companies that discovered,
invented, or purchased new technologies and are looking for ways to
use them; from services that are not used well; from services that are
expensive…
Problem:
You have been hired to re-design the student lockers at a large public
high school.
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RESEARCH
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• Once you have identified the users and their context, you will
need to select appropriate research methodologies.
R ESEA R C H • A research methodology is a process used to collect
M ET H O D O LO G IES information and data for the purpose of making decisions about
your design thinking problem.
RESEARCH
Re-design the student lockers at a large public high school
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RESEARCH
RESEARCH
• GET FACTS
Questions to Consider When Resea
• What are the characteristics of the space for which the Under
product or service is intended? (interior/exterior,
commercial/residential, size, traffic flow)
• What are the activities, lifestyle, and relevant
environments of the intended user?
• What do users actually do in this space?
• Which are daily activities? Which activities happen less
frequently?
• Which of these activities and actions work well in this
space and which do not?
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…and
Understanding the Business and Target Industry (Viability)
• What are the size and the intended industries(s) for the product or service?
• What are the characteristics of this industry?
• What are the challenges of the industry?
• What business model would be appropriate to meet our business goals with
this new idea?
• Benchmarking - What similar products or services from other organizations are
currently in the marketplace?
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Understanding the Technology (Feasibility)
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Und
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What are the costs of the technology/resources n
• What specific user needs and wants are essential for business success?
• What are the cost parameters for the users?
• What do the users expect from our organization in the way of products, services,
and support?
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• Any time you gather data from users you must consider
how participating in your research might affect them. Will
they provide information that could get them in trouble with
a manager or compromise an upcoming product launch? Will
a manager view your long interview with a worker as
interrupting productivity?
RESEARCH
ETHICS • You must ensure that your research participants are aware
of their rights and that you will promise to:
• Respect their privacy and keep their private information
confidential
• Respect their right to change their mind, to decide that the
research does not match their interests, and to withdraw
without a penalty
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• Robust user research and a strong analysis of
the data are critical for refining and clarifying your
understanding of the user problem.
• This new understanding of the problem is based
USING on your empathetic understanding of the users'
RESEARCH TO problem. You will use the story that emerges from
your research to communicate your new
REFRAME THE understanding of the problem to stakeholders,
PROBLEM help the team focus its work in upcoming design
DEFINITION thinking stages, and use it to check against
proposed solutions.
• This is the point where you will reframe your
initial problem description into a more clear and
detailed problem definition.
What are the aspects of a solid reframed problem
definition?
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What are the aspects of a solid reframed
problem definition?
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The Galaxy Foldable Phone, by Samsung (2019)
G E H EALTH C ARE- TH E IM PO RTA N C E O F EM PATH Y
https://knowwithoutborders.org/unpacking-design-thinking-empathy/
https://knowwithoutborders.org/unpacking-design-thinking-empathy/
GE HEALTHC ARE
In the Pirate Adventure, a visual transformation of the equipment that was available before, patients are on a dock.There is a shipwreck and some
sand castles in the corner. Children then work on the plank to be scanned. The Coral City Adventure in the emergency room gives children an
underwater experience. It has a disco ball that makes light like bubbles around the room; children get into a yellow submarine and listen to the sound
of harps whilst the procedure takes place. The Cozy Camp gives children the chance to be scanned in a specialized sleeping bag, under a starry sky
in an impressive camp setting
Caso GE Healthcare
90% 10%
10% 80%
EFICIEANCY Need to sedate the children
• More space
• Less resistance “If you got the child you got the parent, and if you got the parent,
you got the child.” Doug Dietz now trains other GE employees to
• Shorter Exams use design thinking and innovation methods in their teams
• Calmaer operation
• We brought 200 people into contact with design
DEUTSCHE thinking – with the help of seven HPI Academy Lead
B AHN- FOCUS Coaches and enlisted DB assistant coaches, who we
ON THE CLIENT trained one day before the event. Experiment
number two: to dive into six different challenges with
33 teams and 30 coaches.”
Fonte: https://thisisdesignthinking.net
In field research the team realised that many processes were analogue, forcing customers to fill in paperwork, and that queues
built up because customers asked the same simple questions again and again
The team found an empty train station building and transformed it into a creative workshop and conducted workshops with
different user groups
Built the advancing prototypes in cardboard. The prototypes were tested by real employees and real users
Design thinking
is an iterative
process
Build
Learn Measure
Extreme Bathroom Users: Lapeyre Embraces
the Elderly
A company Lapeyre intending to expand the company’s market towards people above the age of
giving a 50 in France
challenge challenged the team to reinvent the bathroom experience of elderly people to gain
more autonomy in their houses.
to a group
The final product had to be producible in France and sold for a price below 1000
of students euros.
“As an old adventurer in marketing, I thought I had seen it all, heard it all”,
“Putting the user in the center of my thoughts is the basis of my work.” Design thinking? Merely “a new
design discipline among others, nothing new on the horizon, something fashionable.”
Jean-Philippe Arnoux, director of marketing at Lapeyre
Research
Fontes:ThisIsDesignThinking.net; Lapeyre
• Trying to immerse themselves
into the physical situation of
elderly people, they built their
own grand age accelerator or
tried one at an exhibition.
Fontes:ThisIsDesignThinking.net; Lapeyre
• The team interviewed
users: the students were
able to talk to the
inhabitants of an elderly
house in Bry-sur-Marne,
a suburb of Paris, where
they would also return
regularly for testing.
Fontes:ThisIsDesignThinking.net; Lapeyre
The Morning Routine
• how to improve the bathroom
experience for elderly people
• Observe the morning routine
• It was easier to follow close friends
or relatives through their daily
course of action in the bathroom.
• All needs and problems were linked
to a problem: the lack of a piece of
furniture that would allow a
comfortable morning routine at the
sink.
• The team established six needs of
elderly people doing their sink
routine.
Fontes:ThisIsDesignThinking.net; Lapeyre
Fontes:ThisIsDesignThinking.net; Lapeyre
the need of reaching storage space from the sink (Need 4) was not yet fulfilled by
furniture on the market, and that none of the offers managed to satisfy all of the
detected needs within one solution.
Fontes:ThisIsDesignThinking.net; Lapeyre
We realized that elderly
people are the extreme
users of the bathroom
Fontes:ThisIsDesignThinking.net; Lapeyre
• Have a purpose
• You always start with a problem that needs solving and
you arrive at the solution using the design thinking process.
• You are not using design thinking to figure out who may
benefit from solution you already have. In other words,
design thinking isn't meant to work backward from
GOOD solution to problem.
SOLUTIONS
• Is useful: The solution fulfills its intended purpose.
• Is understandable: A good solution should be easy to
understand or learn. Or, the work to learn the solution
should be worth the effort.
• Is honest: A good solution does not promise more than
it provides.
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• Is sustainable: A good solution does not adversely affect
the environment, nor does it require resources (whether
material or personnel) in a way that can't be maintained over
time.
• Is long-lasting: Make sure the work you put into the
design thinking process is worth it. Provide a solution that
does not break often or deteriorate quickly.
GOOD • Fits to the context: A good solution makes sense for
SOLUTIONS the location it is used in, the people who use it, and the
function it was meant to perform.
• Is compelling: It should resonate with the user by
making them feel confident when they use it. They should
want to use your solution.
• Is simple: The solution should include only those
elements necessary for fulfilling the rest of the criteria in this
list.
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KEY TAKEAWAYS
• Human-centered design: Empathy for the person or people you are designing for, and feedback from users, is
fundamental to good design.
• Experimentation and prototyping: Prototyping is not simply a way to validate your idea; it is an integral part of the
innovation process. We build to think and learn. A bias towards action: Design thinking is a misnomer; it is more
about doing that thinking. Bias toward doing and making over thinking and meeting.
• Show don’t tell: Creating experiences, using illustrative visuals, and telling good stories communicate your vision in
an impactful and meaningful way.
• Power of iteration: The reason we go through this exercise at a frantic pace is that we want people to experience a
full design cycle. A person’s fluency with design thinking is a function of cycles, so we challenege participants to go
through as many cycles as possible—interview twice, sketch twice, and test with your partner twice. Additionally,
iterating solutions many times within a project is key to successful outcomes.