DTI Unit 2 QB Answers
DTI Unit 2 QB Answers
1. Empathize
• Objective: Understand the users and their needs by engaging with them directly.
• Activities: Observe users, conduct interviews, and gather insights through
research to understand their behaviors, emotions, and challenges.
Purpose: To develop a deep understanding of the users perspectives,
ensuring that solutions are relevant and impactful.
2. Define
Activities: Analyze and synthesize the data collected to identify key challenges
and create a problem statement that is focused and user-centered.
Purpose: To ensure that the team has a shared understanding of the problem
and that the solution is targeted at addressing it effectively.
3. ldeate
Objective: Generate a wide range of ideas and potential solutions to the defined
problem.
Example: The team brainstorms ideas like dedicated peak-hour buses, app
based ride-sharing services, or improved scheduling systems for transportation.
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4. Prototype
Objective: Create simple, tangible representations of the ideas developed during
the ideation phase.
Activities: Develop low-fidelity prototypes or models that help visualize how the
solution will work. These can be physical, digital, or conceptual.
Example: The team builds a basic app prototype that allows users to book peak
hour rides and tracks ride-sharing availability.
5. Test
Objective: Test prototypes with users to gather feedback and refine the solution.
Activities: Conduct usability testing and observe users interacting with the
prototype. Analyze their feedback to improve the design.
• Purpose: To validate ideas, identify flaws, and make iterative improvements
based on real-world interactions.
Example: Users test the app, and feedback suggests the need for
ride-sharing
better real-time tracking and easier payment options.
Conclusion:
The five stages of
the design thinkingprocess-Empathize, Define, ldeate,
Prototype, and Test provide a
structured framework for creating user-centered
solutions. By focusing on user insights and iterative development, design thinking
leads to innovative and effective solutions to complex problems.
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1. Empathy Map
users say," "What users do," "What users think," and "What users feel." This
helps identify key insights.
• Example: An empathy map may show that a user feels frustrated with long wait
times in a customer service queue, helping the team design better solutions for
faster support.
2. Personas
Application: Created in the Define stage to represent typical users based on
research findings. Personas help teams focus on the needs and goals of
specific user groups.
• How it Works: A persona is a fictional, detailed character profile that includes
demographics, goals, frustrations, and motivations.
• Example: A persona for a mobile app might be "Tech- Savvy Tina," a 25-year
old who uses apps for productivity but gets frustrated by complex interfaces.
4. Brainstorming
• Application: Used in the ldeate phase to generate a wide variety of creative
ideas and solutions.
• How itWorks: A group of people collaborates to come up with as many ideas as
possible in a short period, without judging or evaluating the ideas at first.
5. Mind Mapping
Application: Used in the ldeate stage to visually organize ideas and see
relationships between different concepts.
• How itWorks: Mind mapping involves creating a central idea or problem and
branching out to related concepts, solutions, or thoughts.
•
Example: In designing a new app, a mind map could branch out from "user
interface" to sub-ideas like "minimalist design," "easy navigation," and "quick
load times.
7. Usability Testing
Introduction:
Empathy is a central component of the design thinking process. It involves
understanding the needs, emotions, and experiences of the users. By focusing on
empathy, designers can create solutions that truly address user problems and
deliver meaningful experiences.
Example: A team designing a smart home device observes that users are often
frustrated by the complexity of setup, leading them to create a simpler
installation process.
teachers, students, and parents to create a tool that meets the needs of all
involved.
Conclusion:
Empathy is essential in design thinking as it ensures the process is user-centered,
needs and creating
identifying deep solutions that resonate with users. It helps
designers understand emotions, build connections, and collaborate effectively to
produce meaningful, impactful solutions.
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3. Improves Teamvwork:
4. Boosts Creativity:
Thinking freely helps find new and unique solutions.
Example: A team creating eco-friendly packaging suggests edible wrappers.
Building a prototype helps detect design flaws before mass production. Fixing
problems at an early stage is cheaper than making changes later. This reduces
wasted materials, effort, and time.
Testing a prototype helps identify potential failures before launching the final
product. Engineers can analyze durability, safety, and performance. This ensures
that the final version is reliable and meets qualityy standards.
Companies can show prototypes to potential customers to see their reactions. This
helps in understanding market demand before large-scale production. Early
feedback can help improve features that customers truly want.
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Instead of spending years developing a solution, small prototypes are created and
tested quickly. This helps in identifying what works best for the community. For
example, low-cost water filters can be tested in rural areas to ensure they are
effective and affordable.
underprivileged areas.
Solutions developed through design thinking are sustainable because they are built
around real user needs. Instead of temporary fixes, they create lasting
improvements. For example, solar-powered lights in remote villages provide a long
term energy solution instead of relying on expensive electricity.
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1. Awareness Stage
The customer learns about the app through social media, ads, or word of mouth.
• They see promotions or discounts that encourage them to try it.
Example: A user sees an Instagram ad for a 50% off first order " deal.
2. Consideration Stage
The customer visits the app store, checks reviews, and compares it with other
food apps.
They explore restaurant options and menu pricing before signing up.
their area.
3. Purchase Stage
4. Experience Stage
• The Customer tracks the order and waits for delivery.
• They interact with customer support if any issues arise.
Example: The user checks the delivery time and contacts support if the order is
delayed.
5. Post-Purchase Stage
• The customer receives the food, enjoys it, and rates their experience.
If satisfied, they recommend the app to friends or leave a positive review.
Example: The user rates the restaurant 5 stars and shares a referral link with a
friend.
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Conclusion:
While both business and technology use design thinking, businesses focus on user
experience and creativity, while technology emphasizes feasibility and data-driven
insights. Combining both approaches leads to innovative and successful solutions.
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Satisfied customers lead to higher sales, brand loyalty, and long-ternm success.
Example: A clothing brand introduces sustainable fabrics based on consumer
demand for eco-friendly fashion.
Conclusion:
Product development is essential in design thinking because it brings ideas to life,
improves user experience, encourages innovation, and ensures market success. By
focusing on prototyping, testing, and user needs, businesses can create impactful
and successful products.
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Conclusion:
Design thinking is a powerful tool for solving real-world
business and societal
challenges. By focusing on user needs, rapid innovation, and sustainable solutions, it