DT-Unit 1 Notes
DT-Unit 1 Notes
Unit-1
By Prof. Shubham Aggarwal
What You'll Learn
• How to make use of practical design thinking methods in every stage of your
problem, with the help of method templates
• How to prototype early and fast, as well as test your prototypes so as to reduce
risks and accelerate organizational learning
1. Introduction
Design Thinking is not an exclusive property of designers—all great innovators in
literature, art, music, science, engineering, and business have practiced it. So, why call
it Design Thinking? What's special about Design Thinking is that designers' work
processes can help us systematically extract, teach, learn and apply these
humancentered techniques to solve problems in a creative and innovative way — in
our designs, in our businesses, in our countries, in our lives.
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defined or unknown. by re-framing the problem in human-centric ways, creating many
ideas in brainstorming sessions, and adopting a hands-on approach in prototyping and
testing. Design Thinking also involves ongoing experimentation: sketching,
prototyping, testing, and trying out concepts and ideas.
4.2. Creativity
Creativity is the act of channeling imagination into something concrete. It is the very
first stage of design, where ideas start to actually take form, and a plan can be
developed.
That most human of qualities, creativity evidences itself in our ability to solve
challenges or problems with novel solutions ideas. Shawn Hunter, author of Out Think:
How Innovative Leaders Drive Exceptional Outcomes (Wiley, 2013), defines creativity
as "the capability or act of conceiving something original or unusual. "
The key factor is that creativity remains an idea alone, not reality yet. Interestingly,
creativity is very specific to people; animals have no way to communicate ideas, and
much of what they do transfer is assumed by instinct or by example.
Examples of creativity:
in the case of Uber, creativity was necessary in producing the concept of ride sharing
and of making driving jobs accessible to any individual.
another example can be the Google Glass, which although were very creative at the
time (new, different in the market), were not necessarily innovative (monetary return
over investment made by the company).
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4.3. Invention
Invention is the physical creation of a new concept or idea. Also, according to Nesta's
innovation policy tookit, it is defined as The creation of an idea to do or make
something without verification that it works, or is commercially valuable. Invention
cannot occur without creativity, but just creativity is not enough to properly develop
an idea.
Examples of invention:
• product designs, business models, or working prototypes.
• Uber channelled invention in creating a solid and working business model,
based upon the ideas they had formed in the creation stage.
4.4. Innovation
Innovation ties everything together in business. According to British Standards,
Innovation is the successful exploitation of new ideas. It involves turning an invention
into a commercial success and encouraging its widespread use. This is the stage where
bold ideas, once properly developed, are brought to the public eye. This is what Uber
has achieved, now that its product is in use all over the world and benefits people
everywhere.
• successful products and services like Care of, Amazon Scout, Impossible
Food, Google's self-driving taxis,
• successful process innovations like Amazon predictive orders, or additive
manufacturing processes.
Once again, Innovation cannot happen without creativity or invention, and neither
creativity nor invention is useful in business if not properly executed.
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Change and innovation are closely related, even though they are not the same. Change
often involves new and better ideas. The new idea may be the creation of a new
product or process or it can be an idea about how to change completely the way
business is carried out. Successful organisations understand that both innovation and
change are required to satisfy their most important stake holders.
The various types of innovation often go hand in hand. For example, the rapid
development of business to business e-commerce represents process innovation. But
this new process requires many technical innovations in computer hardware and
software. Also as firms began to use business to business e-commerce, administrative
innovation soon followed. Further, implementation of process innovations
necessitated organisational change. "Doing something new means doing something
differently". Thus, innovation and organisational change go hand in hand.
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incorporation of looking at things from a different perspective and freedom of
restrictions by rules and written or unwritten norms.
Creativity can help a company manage tasks, improve staff performance and create
quality products. It is also vital in fostering a likeable and aspirational company image.
With consumers now able to get a snapshot of what company life is like, businesses
need to be able to depict their inner culture in a way that makes it seem appealing.
Allowing employees to be more creative can inspire them to come up with more
interesting ideas as well as improve their overall output. Many of the world's leading
companies have started to adopt unorthodox methods of encouraging maximum
creativity from their employees, such as sleeping pods and flexible working areas.
Creativity improves the process of solving problems. It doesn't matter if we're talking
about developing a new strategy or an innovative way to stay ahead of the
competition. Creative problem solving gives that competitive edge that any business
is striving to achieve.
Creative ideas and innovative approaches can come from almost anywhere- from your
partners, customers, target groups, employees. They can bring you fresh perspectives
and ideas, so show them that you're listening and open to their feedback. That's why
it is important an open exchange of ideas to be supported and encouraged by the
company.
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come up with a dazzling new product or improvement, you can simply copy what
they've done at a fraction of the effort. However, there are several pitfalls to this
approach.
Most importantly, you'll always be playing catch-up. However quickly you get your
version to market, your rivals will always have the lead on you and they'll already be
planning their next move. This means customers will go to your rivals first, who will
maintain a reputation for leading the pack. Your business won't stand out because
there'll always be someone else who's already met the needs and desires of your
customers. You'll harm your own brand, and could also risk infringing on your
competitor's intellectual property rights.
• The main difference between creativity and innovation is the focus. Creativity
is about releasing the potential of the mind to visualize new ideas. Those
concepts could manifest themselves in any number of ways, but most often,
they become something we can see, hear, smell, touch, or taste. However,
creative ideas can also be thought experiments within one person's mind.
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• Invention is the creation of something that has never been made before and is
recognized as the product of some unique insight.
• If you have a brainstorm meeting and dream up dozens of new ideas then you
have displayed creativity but there is no innovation until something gets
implemented. Somebody has to take a risk and deliver something for a creative
idea to be turned into an innovation. An invention might be a product or device
or method that has never existed before.
• Organizations often chase creativity, but what they really need to pursue is
innovation. Theodore Levitt puts it best: "What is often lacking is not creativity
in the idea-creating sense but innovation in the action-producing sense, i.e.
putting ideas to work."
At this stage, it is pertinent to define creativity because innovation and creativity are
often used interchangeably in the work place. The Webster Dictionary has defined
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creativity as 'the ability or power to create, to bring into existence, to invest with a
new form, to produce through imaginative skill, to make or bring into existence
something new. Creativity is, therefore, the core competency.
It is the talent of the employees of an organization. Competitors can replicate the
strategies of an organization but not the creative talents of its employees. To
encourage creativity, an organization first creates the right environment where
employees feel safe even to come up with 'dumb' or 'crazy' ideas.
Paul E. Plsek (1997) used the term more appropriately as 'Directed Creativity'. It is a
purposeful generation of creative ideas with seriousness of its implementation,
whenever it matches with organizational requirements. Non-implementation of at
least some ideas (that fit the purpose) will inhibit creativity.
Competencies are measurable and they change over time. Hamel and Prahalad (1990)
attributed business success only on innovative creativity, knowledge resources, and
the expertise, which together create the critical potential of an organization, that is,
the core competencies.
Other proponents of core competencies such as Quinn (1992), Drucker (1992), Porter
(1995), Waterman (1983), Peter (1988), Nonaka and Takeuchi (1955), and Senge
(1990), also showed that developing the core competencies helps an organization to
build its strategic power. The core competencies are difficult to duplicate by the
competitors because of their distinctiveness. Core competencies are, therefore,
critical success factors for any organization.
Although there exists, widespread differences regarding constituents of core
competencies and its relation with knowledge, skill, abilities, and attributes of
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employees, there is agreement among the proponents about how these are created
by linking the organization's goals, structures, and cultures.
6. Experience as much as you can. Exposure puts more ideas into your
subconscious. Actively seek out new experiences to broaden your
experience portfolio.
7. Treat patterns as part of the problem. Recognizing a new pattern is very useful,
but be careful not to become part of it.
8. Redefine the problem completely. One of the lines I've been sharing for the
past few decades is: "Your problem is not the problem; there is another
problem. When you define the real problem, you can solve it and move on."
After all, if you had correctly defined the real problem, you would have solved
it long ago because all problems have solutions.
9. Look where others aren't looking to see what others aren't seeing.
10. Come up with ideas at the beginning of the innovation process and then stop.
Many times we come up with several ideas and start innovating, and then we
come up with more ideas and never get a single idea done. At some point you
have to turn off the idea generation part of the process and really work on the
innovation and execution part in order to bring a project to life.
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9. Stages of Design Thinking
The Hasso Plattner Institute of Design at Stanford (known as the d.school) describes
design thinking as a five-stage process. These stages are not always sequential, and
teams often run them in parallel, out of order and repeat them in an iterative
fashion.
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9.3. Stage 3: Ideate—Challenge Assumptions and
Create Ideas
During the third stage of the Design Thinking process, designers are ready to start
generating ideas. You've grown to understand your users and their needs in the
Empathise stage, and you've analysed and synthesised your observations in the Define
stage, and ended up with a human-centered problem statement. With this solid
backgroundnow you and your team members can start to "think outside the box", look
for alternative ways to view the problem and identify innovative solutions to the
problem statement you've created. Brainstorming is particularly useful here.lt is
important to get as many ideas or problem solutions as possible at the beginning of
the Ideation phase.
10.1. Spot opportunities for innovation. As innovation expert Greg Satell puts it,
"No matter what form innovation takes—short, agile sprints or long-term,
grand-challenge investments—innovation is fundamentally about solving
problems." As you think about your organization, what problems need
solving? Where do opportunities lie? Once you land on some promising
ideas, continue to explore them from different angles. By doing so, you may
discover even more exciting possibilities.
10.2. Prioritize opportunities. You don't have infinite time and resources, so
prioritize potential innovations depending on where you think you'll get the
most bang for your buck. Narrow in on the two or three ideas you think are
most worth digging into, testing, and refining. Then express them as
hypotheses you can test through targeted experiments.
10.3. Test your potential innovations. Keep your experiments modest in scope,
especially when you're starting out. You may want to begin with "paper
prototypes," or simple drawings of the new product or process that your
end users can interact with to see what works and what doesn't. They are
quick and inexpensive, and they help you figure out where you need to
tweak your concept. With each round of testing, move to progressively
more complex experiments involving more users.
10.4. Build support for your innovations. Don't be shy. Make sure the time is right
and tell your story to all your stakeholders, including those whose resource
backing you need and those who'll directly benefit from your innovation.
You'll want to tailor your approach based on what's important to each
person and what you need from them.
10.5. Learn from your innovation efforts. You've probably heard the mantra "fail
fast, learn fast." After each innovation, list what you would do again and
what you wouldn't. And don't overthink failure; the key is learn from it and
apply those lessons to your next innovation.
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