Module 2
Module 2
Prathibha S Nair
Asst. Professor,
Dept of CSE, MBCET
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Syllabus
Module 2
Design Thinking Approach:-Introduction to
Design Thinking, Iterative Design Thinking
Process Stages: Empathize, Define, Ideate,
Prototype and Test. Design Thinking as
Divergent-Convergent Questioning. Design
Thinking in a Team Environment.
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DESIGN T H I N K I N G PROCESS
• Design Thinking is a design methodology that provides a
solution-based approach to solving problems.
• 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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ITERATIVE DESIGN THINKING
PROCESS STAGES:
Involves five phases
1. Empathize
2. Define
3. Ideate
4. Prototype
5. and Test
• This is most useful to tackle problems that are ill-defined
or unknown. 4
THE FIVE
STAGES OF
DESIGN
THINKING
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1. E M PAT H I Z E
-RESEARC H Y O U R USERS' N E E D S
1. Observe
• How users interact with their environment.
• Capture quotes, behaviors and other notes that reflect their
experience.
• Notice what they think,feel, need
2. Engage
• Interviews scheduled or ad-hoc
• Learn how to ask the right questions
3. Immerse
• Find ways “to get into the user’s shoes”
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2. DEFINE
- STATE Y O U R USERS' N E E D S A N D
PROBLEMS
• During the Define stage, you put together the information you
have
created and gathered during the Empathize stage.
• Then analyze your observations and synthesize them to define
the core problems you and your team have identified up to this
point
• These definitions are called problem statements.
• Problem statements are concise descriptions of design problems.
• Design teams use them to define the current and ideal states, to
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freely find user-centered solutions.
2. DEFINE
- STATE Y O U R USERS' N E E D S A N D
PROBLEMS
➢ Point of View
➢ You articulate a POV by combining these three elements – user,
need, and insight.
➢ Insert your information about your user, the needs and your insights
in the following sentence:
➢ [User . . . (descriptive)] needs [need . . . (verb)] because [insight. . .
(compelling)]
➢ How might we?
➢ Short questions that launch brainstorms
➢ Seeds for ideation come out from the point of view statement
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DEFINE TOOLS
• Why - How Ladder
Used to find user needs and ways to possibly solve them
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DEFINETOOLS
• Why - How Ladder
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IDEATE
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3. IDEATE
- CHALLENGE ASSUMPTIONS A N D
CREATE IDEAS
BRAINSTORMING
• Brainstorming is particularly useful here.
• Brainstorming is a method design teams use to generate ideas to
solve clearly defined design problems.
• Brainstorming Rules
• Go for quantity
• Defer judgement
• Encourage wild ideas
• Be visual
• Build on the ideas of others (Yes, AND...)
• Stay focused on topic
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IDEATE
Ideation Techniques-2
BRAINW RITE
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IDEATE
Ideation Techniques-5
CREATIVE PAUSE
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4. P R O T O T Y P E
- START TO CREATE S O L U T I O N S
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L O W FIDELITY PROTOTYPING
PROS CONS
• Quick and inexpensive. • Lack of realism. basic and sometimes
• Possible to make instant changes sketchy nature =>the applicability of
and test new results may lack validity.
iterations.
• Depending on your product,the
• Disposable/throw-away. production of low-fi prototypes may
• Enables the designer to gain an not be appropriate for your intended
overall view of the users.
product using minimal time and
• Such prototypes often remove control
effort,
from the user, as they generally have to
• No advanced technical skills interact in basic ways or simply inform
required an evaluator,demonstrate or write a
• Encourages and fosters design blow-by-blow account of how they
thinking. would use the finished product. 32
HIGH FIDELITY PROTOTYPING
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HIGH FIDELITY PROTOTYPING
PROS
• Engaging: the stakeholders can instantly see their vision realized
and will be able to judge how well it meets their expectations,
wants and needs.
• User testing involving high-fi prototypes will allow the
evaluators to gather information with a high level of validity and
applicability. The closer the prototype is to the finished product,
the more confidence the design team will have in how people
will respond to, interact with and perceive the design.
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HIGH FIDELITY PROTOTYPING
CONS
• They generally take much longer to produce than low-fi
prototypes.
• When testing prototypes, test users are more inclined to
focus and comment on superficial characteristics, as
opposed to the content
• After devoting hours and hours of time producing an accurate
model of how a product will appear and behave, designers are
often loathed to make changes.
• Software prototypes may give test users a false impression of
how good the finished article may be.
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• Making changes to prototypes can take a long time
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TEST
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5. T E S T - TRY YOUR S O L U T I O N S O U T
• This is the final stage of the 5 stage-model, but in an iterative
process, the results generated during the testing phase are often
used to redefine one or more problems and inform the
understanding of the users, the conditions of use, how people think,
behave, and feel, and to empathise.
• Evaluators rigorously test the prototypes
• Although this is the final phase, design thinking is iterative: Teams
often use the results to redefine one or more further problems.
• Can return to previous stages to make further iterations, alterations
and refinements – to find or rule out alternative solutions. 38
5. T E S T - TRY YOUR S O L U T I O N S O U T
• Even during this phase, alterations and refinements are made in
order to rule out problem solutions and derive as deep an
understanding of the product and its users as possible.
• Chance to gather feedback, refine solutions, and continue to learn
about your users.
• The test mode is an iterative mode in which you place low-
resolution prototypes in the appropriate context of your user’s
life.
• Prototype as if you know you’re right, but test as if you know
you’re wrong
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TESTING W I T H USERS
• Allows you to learn about the solution you created but also
about the users (builds empathy)
• Let your user experience the prototype.
• Show don’t tell. Put your prototype in the user’s hands (or your
user in the prototype) and give only the basic context they need
to understand what to do.
• Have them talk through their experience.
• Use prompts.“Tell me what you’re thinking as you do this.”
• Actively observe.
• Don’t immediately “correct” your user.
• Watch how they use (and misuse) your prototype.
• Follow up with questions.
• This is often the most valuable part. 40
TEST – FEEDBACK CAPTURE MATRIX
M
• Real-time capture of feedback on presentations and prototypes
• Arranges thoughts and ideas into four categories for easy assessment
• Fill in the matrix as you give or receive feedback.
• 1st quadrant: Constructive criticism
• 2nd quadrant: Place things one likes or finds notable
• 3rd quadrant: Questions raised
• 4th quadrant: new ideas spurred
• User likes • User Criticizes
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DIVERGENT T H I N K I N G
VS
CONVERGENT THINKING
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DIVERGENT T H I N K I N G
• It is a thought process or method used to generate
creative ideas by exploring many possible solutions.
• It typically occurs in a spontaneous, free-flowing,
"non-linear" manner, such that many ideas are
generated in an emergent cognitive fashion.
• Divergent thinking uses the imaginationto open
the mind to new possibilities and solutions, and
ultimately become more innovative.
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CONVERGENT THINKING
• It is the opposite of divergent thinking.
• It generally means the ability to give the "correct" answer to
standard questions that do not require significant creativity, for
instance in most tasks in school and on standardized multiple-
choice tests for intelligence.
• Convergent thinking moves from broad thoughts to concrete
understanding, where the thoughts from divergent thinking can be
narrowed down to the most promising ideas and solutions.
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DIVERGENT
THINKING
VS
CONVERGENT THINKING
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DESIGN THINKING IN A TEAM
ENVIRONMENT
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DESIGN THINKING IN A
TEAM ENVIRONMENT
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What is Body storm in design thinking?
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What is Body storm in design thinking?
➢Body storming takes place in three phases.
➢Level 1: Go Observe
Go to the location to do your work.
➢Level 2: Try It Out
Use role play and props to develop an idea. In this
exercise, a group physically “acts out” an
experience by using whatever they have on hand
or can acquire.
➢Level 3: Reflect on What Happens, and Why
By enacting the experience, the participants will
naturally explore new possibilities, and uncover
flaws or assumptions about how an idea could
work. 52
CASE STUDIES
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