Design DTM
Design DTM
We live in a rapidly changing world, where successfully riding the wave of impactful
innovation depends on our capacity to learn and collaboratively approach the
wicked challenges of our time. Innovation depends not only on our ability to acquire
new knowledge, but also on our success to co-create and learn effectively and
continuously by skillfully putting different knowledge to work. This has a lot to offer
in today’s business worlds, as the constant seeking for innovation has become a
principal source of progress and improvement both economically and societally.
But How?
One way to effectively achieve innovation through co-creation, is the application of
the design thinking methodology, giving some structure to an otherwise chaotic
world, while still allowing for a large creative space to explore and unleash collective
creativity to its full potential:
Design thinking can be used at any product stage, starting with a simple idea or
unhiding value in already existing products or services. Thus, design thinking is
about “reinvigorating a business without necessarily reinventing it.” (Moote, 2013,
p.16).
Why?
“The movement from insight to observation to empathy leads us, finally, to the most
intriguing question of them all: if cultures are so diverse and if the twentieth-century
image of “the unruly mob” has given way to the twenty-first-century discovery of “the
wisdom of crowds,” how can we tap that collective intelligence to unleash the full
power of design thinking? […] we need to invent a new and radical form of
collaboration that blurs the boundaries between creators and consumers. It’s not about
“us versus them” or even “us on behalf of them.” For the design thinker, it has to be “us
with them” (Brown & Katz, 2011, p. 45).
How?
You want to zoom out to identify all relevant stakeholders, their perspectives and pain
points. The base of any problem-solving or innovation process has to be thorough
research to develop a solid understanding of the process context, including all related
problems, conflicts, and constraints that may be of relevance.
Design Thinking: Empathize
Stakeholder maps are often first created by speculating all people who may have a
vested interest in the design territory defining the project. At this point it is
important to be exhaustive. As well as identifying end users, it is critical to include
people who will benefit from the project, those who hold power, those who may be
adversely affected, and even those who may thwart, or sabotage designed
outcomes or services. Here, it is crucial to additionally describe the perspectives and
pain points the stakeholder might have in relation to the product.
Include general roles, specific Develop hierarchies and key There is no one right way
roles or actual people relationships Stakeholder maps can take on a
E.g., general roles: students or After drafting the first sketch, variety of forms. As long as it
nurses generate a more organized serves the purpose of
E.g., specific roles: CEO or structure, defining possible identifying key players, and
project manager hierarchies, and key relationships their relationships, incorporate
E.g., actual people: Robert or between roles or people. Visualize whatever mix of text, photos,
your best friend through scale, line, or proximity. or graphics.
Design Thinking: Empathize
Other methods
These are some other methods applicable during the empathy mode, including
references if you are interested to learn more about these methods elsewhere.
The love/breakup letter is a great tool for building empathy because they
encourage the writer to think about their emotional responses and behavior
in a new, unexpected way. Here, you want to identify positive and negative
attributes or features in your product or idea. This method is useful for
revealing emotional preferences and drivers of behavior, which are often
more difficult to uncover in an interview.
What?
Define is one of the most challenging steps in the design process. The essential idea
is to end up with an actionable problem statement you are trying to solve: your
point of view (POV). Your POV should integrate essential findings from the
empathize phase on your specific users, providing you with relevant insights to
create diverse ideas.
Why?
Wicked problems often lack a substantial definition, hampering the development of
accurate solutions because they are not fully comprehendible. Design thinkers are
challenged to synthesize knowledge from a variety of sources, framing the overall
problem, and based on that, directing the range of possible solutions (Koh et al., 2015).
How?
Synthesize lots if information into a guiding statement containing specific users,
insights, and needs. Reframe your findings into a solution-generating springboard
“How might we…?” questions, generating lots of possibilities.
Example
An adult person who lives in the city… needs access to a shared car 1-4 times for 10-60
minutes per week … because he would rather share a car with more people as this is
cheaper, more environmentally friendly, however, it should still be easy for more people
to share.
Design Thinking: Define
Method: Personas
A persona, is a fictional character created to represent a user type, stakeholder
group, customer, or client that might use a product, technology, or service of
interest. Since you want to understand your customers, what they need and what
motivates them, you need to create a concise description of the potential user
archetypes. Personas represent the specific users you want to address in your
problem statement.
Use your stakeholder map to create one persona per stakeholder or identified role.
Explorative research methods, like interviews or user observations, will give you
more profound insights into personas life.
Other methods
These are some other methods applicable during the define mode, including
references if you are interested to learn more about these methods elsewhere.
POV madlibs are amazing prompts to reframe your findings into actionable
problem statements that form a solution-generating springboard.
After defining personas, you can develop POV madlibs that will ultimately
allow you to derive various POV statements. You can always come backto
these statements when you get lost throughout the innovation process or
are unsure about what to do or how to decide.
What?
Ideation intends to generate radical design alternatives. It is a process of flaring: go
broad and gather as many ideas as you can, the same as during the empathy mode
with information. Based on the previously defined actionable problem statements,
you will now create different ideas of how to solve these problems.
Why?
The ideation phase is crucial to transition from your problem definition to the
exploration of different solutions. This is the phase during which the collective creativity
of design teams is most crucial to explore the defined solution space fully. By doing so,
you spark creativity and innovation, move beyond the expected, and exploit the
multiplicity of perspectives in your team. Unlocking unexpected or hidden areas of
ideas and solutions is vital to successfully foster innovation processes.
How?
We are going to use our actionable problem statement and think of ideas that might
help solve the problem. Importantly, there are some rules fostering creativity and
innovation such as “no idea is wrong”, “ no judgement” and “the more ideas the
better”. Additionally, you could appoint a facilitator who is not actively generating ideas
but enforces these rules and maintains a positive atmosphere. I will leave this up to you
and you can find the information on the step-by-step guide as well.
Design Thinking: Ideate
Other methods
These are some other methods applicable during the ideate mode, including
references if you are interested to learn more about these methods elsewhere.
What?
Prototyping is the iterative development of artifacts – digital, physical, or
experiential – intended to elicit qualitative or quantitative feedback on your ideas
during the ideate phase. The sole purpose of prototyping isn’t to finish. It is to learn
about the strengths and weaknesses of your ideas and to identify new directions
that further prototypes might take. Since your ideas are in an early stage, your
prototypes should be inexpensive and low-fidelity, enabling you to learn quickly and
explore various possibilities.
Why?
Prototyping is not about designing the most ideal or most functional prototype. It is
about making your ideas tangible, understanding your users and the design space, and
enabling you to discuss and evaluate your different concepts, while inspiring others. The
prototyping process implies iterative cycles of developing something and testing it,
refining it and then doing this again and again.
How?
Prototypes can be anything from a first sketch to visualize an idea, over a click dummy,
to a physical hardware mock-up. The earlier you turn your idea into something tangible,
the better you can evaluate it.
First, decide what you want to understand, express and validate. Formulate a goal and
list your assumptions. Ask yourself what the essential areas are that you wish to
explore, include and communicate. Don’t “fall in love” with your prototype. If you are
too attached to one prototype, you won’t be able to incorporate constructive,
sometimes also negative, feedback. Failing early leads to much better final products.
Design Thinking: Prototype
Parallel prototyping is about exploring the multiple design alternatives at one time.
The intention of solution or design evaluations is not to pick the single best or most
preferred solution within your team but to also test different singled out variables to
combine different elements of the multiple prototypes over time into a more
superior version.
Design Thinking: Prototype
Other methods
These are some other methods applicable during the prototype mode, including
references if you are interested to learn more about these methods elsewhere.
You use a Wizard-of-Oz prototype to fake the functionality you want to test
with users, thus saving you the time and resources of actually creating the
functionality before you refine it through testing. Do not spend a lot of time
but rather build prototypes fast so they remain easy to adapt
What?
Testing is the mode in which you aim to place your low-resolution artifacts into the
appropriate context, which is the users, customers, or client's environment – real-
world or fictional. Test as if you are looking for errors, refining your prototypes as
accurately as possible. It is a flaring and narrowing process and cannot be really
separated from prototyping as the sole purpose to prototype is to test and to refine.
Why?
“To refine your prototypes and solutions. Testing informs the next iterations of
prototypes. Sometimes this means going back to the drawing board. Testing informs the
next iterations of prototypes. Sometimes this means going back to the drawing board.
To learn more about your user. Testing is another opportunity to build empathy through
observation and engagement—it often yields unexpected insights. To test and refine
your POV. Sometimes testing reveals that not only did you not get the solution right,
but also that you have failed to frame the problem correctly.” (d.bootleg, 2018, p.5).
How?
You ideally ended up with a couple of very early-stage and rough prototypes, so that
you now can have a look at each and possibly combine different elements together
Place your idea into real-world or simulate real-world conditions. Isolate different
variables, e.g., test multiple prototypes.
Design Thinking: Test
Method: 4-Quadrant
The 4-quadrant method is a feedback capture grid that can be used for receiving
feedback either in real-time for customers and users or for feedback on solutions
within the design team.
Step 1. Prepare feedback capture grids with four quadrants.
Step 2. Each team member reviews the prototype of another
and writes their feedback in each of the four quadrants:
− Upper left (+): things you like or find notable
− Upper right (∆): constructive criticism
− Lower left (?): things that raised questions/were confusing
− Lower right ( ): novel ideas that were evoked
Design Thinking: Test
Other methods
These are some other methods applicable during the test mode, including
references if you are interested to learn more about these methods elsewhere.