Lecture 1 Design Thinking - Course Introduction
Lecture 1 Design Thinking - Course Introduction
Design Thinking
August 3, 4, 2022
Quick Recap (03/08)
• Course Content and Weightages
• Design, Innovation, Invention
• Design, Design Process, Industrial Design
• Design Thinking
• Design Thinking Process
Empathize → Define → Ideate → Prototype → Test
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Course Content
OE2D11 Design Thinking [2–0–2–3]
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Course Load and Credits
2–0–2–3
Course Weightages
Assignments (Lab/Theory) 15%
Quizzes 15%
Midsem Exam 20%
Lab Project(s) 20%
Endsem Exam 30%
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Before Design Thinking
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Before Design Thinking
• Design
• Innovation
• Invention
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What is Design ?
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Design
• Problem Solving
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Design
• Design is a form or a shape given to a certain object,
(or visual appearance) given to make it more
attractive, make it more comfortable or to improve
another characteristic
• Design is a plan or specification for making/
fabricating an object or system
• Output: Prototype, Product or Process
• Examples: Product Design, VR, Graphics Design, …
designing cars, video games, software interfaces,
interior design, etc.
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Design Process
7 Steps Design Process:
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5 Steps Design Process
• Ref.: d School
1. Empathise
2. Define (the problem)
3. Ideate
4. Prototype
5. Test
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4 Step Design Process
• The Engineering Design process into four main
phases:
1. Problem definition
2. Design exploration
3. Design optimization
4. Design communication
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Design Process
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Industrial Design
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Product Design v/s Industrial Design
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What is Design Thinking ?
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Design Thinking
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Design Thinking Process
• 5 Steps
1. Empathize
2. Define
3. Ideate
4. Prototype
5. Test
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Design Thinking Process
• 6 Stages
1. Empathy
2. Define
3. Ideate
4. Prototype
5. Test
6. Launch
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Design Thinking
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Design Thinking
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Design Thinking
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Design Thinking
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Design Thinking
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So What is Design Thinking?
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So What is Design Thinking?
• Simple/Easy
• Systemized Procedure
• Users
• Human-Centered
• Innovation
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So, What is Design Thinking?
• Design thinking is a process for creative problem
solving
• Has a human-centered core
❖ i.e., it encourages organizations to focus on the
people so as to lead to better products, services, etc.
• It is a proven and repeatable problem solving protocol
• Combines creative and critical thinking
• Objective: To allow information and ideas to be
organized, decisions to be made, situations to be
improved, and knowledge to be gained
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So, What is Design Thinking?
• Design thinking is a
❖ non-linear, iterative process
❖ that teams use to understand users
❖ challenge assumptions
❖ redefine problems and
❖ create innovative solutions
❖ to prototype and test
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Design Thinking Examples
• Airbnb
• Braun/Oral-B Smart Brush
• Netflix
• Stanford Hospital - Stanford has used design thinking
to reimagine emergency rooms and nursing units
• Uber Eats
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Design Thinking, in short …
Desirability
Viability Feasibility
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Design Thinking, in short …
• Purpose: To train designers, engineers, scientists, … to
be successful innovators
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Innovation is defined as the process of
making an idea or invention into a
product or service that creates value
and/or for which customers will pay
Innovation
• Innovation: An idea that sells
• But how would you be sure
• Behind every successful product, multiple failures
• Important is the process of achieving probability of
successful innovation
• Important is
• Insights? → while designing products
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Design Thinking
Design never
ends
(re)Define
the
Learn
problem
Need
Test Assessment and
Benchmarking
Understand
the User,
design
space
Prototype Brainstorm
Build Ideate
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Design Thinking
Ideal
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Design Thinking
Actual
(in reality)
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Design Thinking
Design
(re)Define never ends
Learn the
problem
Need
Test Assessment
and
Benchmarking
Understand
the User,
design
Brainstorm space
Prototype
Build Ideate
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Design Thinking
Problem
Solving Design
Forming
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Design Thinking
?
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Design Thinking
Innovative Products,
Systems and Services
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Design Thinking
Vibrant Interactive
environment promoting
learning through rapid
conceptual prototyping
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Design Thinking
Creation
Behaviour
Values
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Design Thinking
System
Product
Service
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Rules of Design Thinking
1. The Human Rule: All design activity is ultimately
social in nature (Human Centric)
2. The Ambiguity Rule: Design thinkers must preserve
ambiguity
3. The Re-design Rule: All design is re-design
4. The Tangibility Rule: Making ideas tangible always
facilitate communication
→ Prototypes are communication media
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