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Design Thinking Student

The document discusses the design thinking process and its stages of empathize, define, ideate, prototype, and test. It provides examples of activities at each stage to develop a mobile app for time management for kids aged 10-15.
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0% found this document useful (0 votes)
36 views19 pages

Design Thinking Student

The document discusses the design thinking process and its stages of empathize, define, ideate, prototype, and test. It provides examples of activities at each stage to develop a mobile app for time management for kids aged 10-15.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
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Idea to Product

What is Design Thinking?


● Non-linear & iterative process
● A process used to understand users’ mindset, challenge assumptions,
redefine problems and create innovative solutions to prototype and test.

● Design thinking is a mindset and approach to problem-solving and


innovation anchored around human-centered design.
● While it can be traced back centuries—and perhaps even longer—it
gained traction in the modern business world.
Design Thinking and the Products
● Design thinking is different from other innovation and ideation processes in that it’s
solution-based and user-centric rather than problem-based.
● This means it focuses on the solution to a problem instead of the problem itself.
● For example, if a team is struggling with transitioning to remote work, the design thinking
methodology encourages them to consider how to increase employee engagement rather
than focus on the problem (decreasing productivity).

● The essence of design thinking is human-centric and user-specific. It’s about the person
behind the problem and solution, and requires asking questions such as “Who will be
using this product?” and “How will this solution impact the user?”
Why Design Think?
● Design teams use design thinking to tackle ill-defined/unknown problems
(aka wicked problems) because they can reframe these in human-centric
ways and focus on what’s most important for users.
● With it, teams can do better UX research, prototyping and usability testing
to uncover new ways to meet users’ needs.
Stages of design thinking
● Many models of design thinking that range from three to seven steps.
● As per Harvard- a four-phase innovation framework:
Stages of design thinking
1. Clarify
a. identifying the problem statement
b. observation and taking the time to determine the problem
c. Identifying the roadblocks that prevented a solution in the past.
2. Ideate
a. Once the problem has been solidified—not finalized—the next step is ideation!
b. goal is to ultimately overcome cognitive fixedness
c. Continue to actively avoid assumptions
3. Develop
a. Developing conceptsy critiquing a range of possible solutions
b. multiple rounds of prototyping, testing, and experimenting
c. Remember: This step isn’t about perfection but experimenting with different ideas and seeing which parts work and
which don’t.
4. Implement
a. an extension of the develop phase, implementation starts with testing, reflecting on results, reiterating, and testing
again.
Stages of design thinking
● As per Interactive Design Foundation :
Stages of design thinking
1. Empathize—Research Your Users' Needs
a. main aim is to develop the best possible understanding of your users,
b. their needs and
c. the problems that underlie the development of the product or service you want to create.
2. Define—State Your Users' Needs and Problems
a. organize the information you have gathered during the Empathize stage
b. The Define stage will help collect great ideas to establish
c. features, functions and other elements to solve the problem at hand
3. Ideate—Challenge Assumptions and Create Ideas
a. look at the problem from different perspectives and ideate innovative solutions to your problem statement.
b. hundreds of ideation techniques you can use—such as Brainstorm, Brainwrite, Worst Possible Idea and SCAMPER.
4. Prototype—Start to Create Solutions
a. a number of inexpensive, scaled down versions of the product (or specific features found within the product) to investigate the key solutions
generated in the ideation phase.
b. prototypes can be shared and tested within the team itself, in other departments or on a small group of people outside the design team.
c. identify the best possible solution for each of the problems identified during the first three stages.
d. a better idea of the product’s limitations and the problems it faces.
5. Test—Try Your Solutions Out
a. rigorously test the complete product using the best solutions identified in the Prototype stage
b. The ultimate goal is to get as deep an understanding of the product and its users as possible.
Stages of design thinking
Linearity of Design Thinking
● We’ve outlined a direct and linear design thinking process here, in which one
stage seemingly leads to the next with a logical conclusion at user testing.
● In practice, the process is carried out in a more flexible and non-linear
fashion. For example, different groups within the design team may conduct
more than one stage concurrently, or designers may collect information and
prototype throughout each stage of the project to bring their ideas to life and
visualize the problem solutions as they go. What’s more, results from the Test
stage may reveal new insights about users which lead to another
brainstorming session (Ideate) or the development of new prototypes
(Prototype).
DT Class Activity
Designing a Mobile App for Time Management
Objective: To apply design thinking principles in creating a user-centered mobile
app for kids of age 10 to 15 years. This app shall act as a virtual friend.

Time breakdown: 60-90 minutes

1. Introduction (10 minutes)


2. Empathize (15 minutes)
3. Define (10 minutes)
4. Ideate (20 minutes)
5. Prototype (15 minutes)
6. Test (15 minutes)
7. Presentation and Reflection (7 minutes)
Work Breakdown
1. Empathize:
a. Conduct user research: Interact with kids within the target age group to understand their
needs, preferences, and challenges.
b. Use empathy tools like interviews, surveys, and observations to gather insights on their daily
lives, interests, and desires.
c. Identify common pain points and challenges they might face in their social interactions.
2. Define:
a. Define the problem statement: e.g., "How might we create a virtual friend app that helps kids
aged 10-15 feel supported, engaged, and entertained?"
b. Analyze user needs and desires: Identify key features and functions the virtual friend app
should have, such as companionship, entertainment, educational content, and safety.
c. Create user personas: Develop profiles of typical users within the target age group, considering
their backgrounds, preferences, and aspirations.
Work Breakdown
3. Ideate:
a. Generate innovative ideas for the app: Encourage brainstorming and ideation sessions
with diverse perspectives, involving students, educators, and developers.
b. Promote creativity and exploration of various concepts, features, and interactions.
c. Consider gamification elements, interactive storytelling, personalization, and chatbot
functionalities.
4. Prototype:
a. Create low-fidelity prototypes: Develop simple mockups or wireframes that illustrate the
app's structure, screens, and basic functionalities.
b. Test the prototypes with kids: Conduct usability tests to gather feedback on the app's
user interface, interactions, and overall experience.
c. Incorporate feedback and iterate on the prototypes to refine the design.
Work Breakdown
5. Test:
a. Conduct further testing with a larger group of kids: Gather feedback on the refined
prototype, focusing on usability, engagement, and enjoyment.
b. Evaluate the effectiveness of features like conversation capabilities, customization options,
mini-games, educational content, and safety measures.
c. Identify areas for improvement and gather suggestions for additional features.

6. Implement and Iterate:


d. Develop the app based on the refined prototype and feedback received during testing.
e. Continuously iterate and improve the app based on user feedback and evolving needs.
f. Regularly engage with the target user group to gather insights and ensure the app remains
relevant and engaging.

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