Design Thinking. - PowerPoint PPT Presentation

About This Presentation
Title:

Design Thinking.

Description:

The attached narrated power point presentation explains the basic concepts of design thinking. – PowerPoint PPT presentation

Number of Views:0
Date added: 10 December 2024
Slides: 48
Provided by: sunith.cheriyil
Category:
Tags:

less

Transcript and Presenter's Notes

Title: Design Thinking.


1
EST 200, Design Thinking - The Holy Grail of
Innovation
  • MEC

2
Contents
  • Introduction.
  • Design Thinking Principles.
  • The Wicked Problem.
  • Ten Commandments.
  • Design Thinking Process.
  • Design Thinking Framework.
  • Applications.
  • Conclusion.

3
  • Some people think design means
  • how it looks. But of course, if you
  • dig deeper, it's really how it works."
  • Steve
    Jobs, Apple.

4
The future has many names. For the weak it is
the unattainable. For the fearful it is the
unknown. For the brave it is the chance.
Victor Hugo.
Ever thought of a Lemon Juicer?
Philippe Starcks Juicy salif lemon squeezer.
5
Design Thinking
  • Prof. John E. Arnold, Department of Mechanical
    Engineering, Stanford University - one of the
    first people to write about design thinking.
  • Prof. Arnold wrote the book Creative
    Engineering in 1959.
  • L. Bruce Archers book "Systematic Method for
    Designers" (1965).
  • Herbert A. Simons book The Sciences of the
    Artificial (1969).

6
Design Thinking
  • Robert McKims Experiences in Visual Thinking
    (1973) and Rolfe Fastes work at Stanford
    University.
  • Nigel Cross article Designerly Ways of Knowing
    (1982).
  • Bryan Lawson's book How Designers Think (1980)
    and Peter Rowe's book Design Thinking (1987).
  • David M. Kelley founded the design consultancy
    IDEO in 1991.
  • Richard Buchanan's article Wicked Problems in
    Design Thinking (1992).

7
Design Thinking
  • An ideology and a process that seeks to solve
    complex problems in a user-centric way.
  • Focuses on achieving practical results and
    solutions that are technically feasible,
    economically viable and meets the real human
    need, as desired by the user.
  • Helps to solve highly complex, wicked problems,
    that refuse to be solved using standard methods
    and approaches.

8
Design Thinking
  • A set of cognitive, strategic and practical
    processes to develop design concepts (proposals
    for products, buildings, machines,
    communications, etc.).
  • An actionable approach which can be used to
    tackle the worlds wickedest of problems.
  • Fosters user-centricity, creativity, innovation,
    and out-of-the-box thinking.
  • Uniqueness lies in the kinds of problems it
    addresses.

9
Whats a Wicked Problem?
  • Design Thinking useful for solving wicked
    problems.
  • The term wicked problem coined by the design
    theorist Horst Rittel in 1970s.
  • Highly ambiguous and tricky in nature.
  • Many unknown factors, no definitive solution.
  • Solving one aspect reveals further challenges.

10
Whats a Wicked Problem?
  • No stopping point, the nature of the problem
    changes over time, so must the solution.
  • Solving wicked problems is an ongoing process.
  • Examples from our society today include things
    like poverty, hunger and climate change.

11
Design Thinking
  • A comprehensive customer-oriented innovation
    approach.
  • Aims to generate and develop creative business
    ideas or entire business models.
  • Attempts to project designers' approaches and
    methods onto business processes.
  • Approach applicable to products and services.

12
Design Thinking
  • An integrative approach - process of problem
    solving considered together with its framework
    conditions.
  • Four Ps of Design Thinking people, process,
    place and partnerships.
  • Focus on early customer orientation starts with
    people.
  • Making ideas tangible at an early stage
    building simple meaningful prototypes.
  • Empathy stepping into the stakeholder shoes.

13
Design Thinking
  • Iterative approach fail fast to succeed sooner!
  • Multidisciplinary - diversity of participants
    from various streams.
  • Need for team work.
  • Combines analytical phases (collecting,
    organizing, evaluating information) and synthetic
    phases (developing, testing, improving
    solutions).
  • Divergent, convergent phases alternate.

14
Principles of Design Thinking
  • User-centricity and empathy
  • - finding solutions that respond to human
  • needs and user feedback.
  • - People, not technology, are the drivers
  • of innovation.
  • - empathy for the target stakeholders.

15
Principles of Design Thinking
  • Collaboration
  • - pool a diverse variety of perspectives
  • and ideas.
  • - encourages collaboration between
  • heterogeneous, multidisciplinary teams.
  • - combines efforts of several teams.

16
Principles of Design Thinking
  • Ideation
  • - solution-based framework.
  • - focus is on coming up with ideas and
  • potential solutions.
  • - judgment-free zone, participants
  • encouraged to focus on the quantity of
  • ideas, quality not now.

17
Principles of Design Thinking
  • Experimentation and iteration
  • - not just about coming up with ideas.
  • - turning them into prototypes, testing
  • them and making changes based on
  • user feedback.
  • - iterative approach - repeat certain steps
  • in the process as one uncover flaws and
  • shortcomings.

18
Principles of Design Thinking
  • Bias towards action
  • - hands-on approach to problem-solving.
  • - favors action over discussion.
  • - turn solutions into tangible prototypes
  • and test them in real world contexts.

19
Ten Commandments of Design Thinking
20
Design Thinking Process
  • Six process steps with iteration loops.
  • Problem space (problem and its causes) and
    solution space (what are the solutions, how these
    can be implemented).
  • Timeboxing - to define concrete time budgets for
    the individual phases.

21
Double-Diamond Model
22
Phase 1 - Understand (Understanding the Problem)
  • Develop an understanding for the challenge/the
    problem/the need or the requirement.
  • Clarify who has to be integrated into the
    process.
  • Identify the technical perspective (process
    organisation) necessary.
  • Clarify how the question can best be formulated.
  • Customer need/problem to be defined in concrete
    terms.

23
Phase 2 - Observe
  • Detailed research on-site observations carried
    out on the customer's need/ problem.
  • Use of interviews, written surveys, observations
    with recordings through photos or even videos.
  • Results clarify the general conditions.
  • Results point to the exact definition of the
    target group and a comprehensive understanding of
    the customer and his needs and behaviour.

24
Phase 3 - Point-of-View (Define the Problem)
  • Findings to be condensed to a single prototypical
    user.
  • User problem/need to be summarized in a clearly
    defined question.

25
Phase 4 Ideate (Finding and Selecting Ideas)
  • Brainstorming and use of creativity techniques.
  • Ideas analysed in a customer-oriented manner.
  • Identifying weak points, selection decision made
    on the basis of an idea evaluation.

26
Phase 5 Prototype (Develop the Prototype)
  • Ideas visualized quickly, made tangible,
    sketched, designed, modelled/simulated, etc.
  • Rapid Prototyping prototype development applies
    not only to products, but also to services.
  • Other methods of prototyping may be used.

27
Phase 6 - Test
  • Ideas further developed, tested through further
    experiments and customer feedback.
  • Production and market issues to be clarified.
  • Actual implementation phase with the development
    of the idea to a marketable product/service
    follow afterwards.

28
Design Thinking
  • Carried out as a project that involves
    representatives from all departments (internal
    staff) as well as external participants from
    different disciplines.
  • Goals for the Design Thinking project to be
    defined derived from the company/ innovation
    strategy.
  • Expectations of all participants to be clarified.
  • Critically review whether the method is at all
    suitable for the goals.

29
Design Thinking Framework
  • Three distinct phases - immersion, ideation, and
    implementation.
  • Further split into five actionable steps
  • Empathize.
  • Define.
  • Ideate.
  • Prototype.
  • Test.
  • Iterative, not a strictly linear process.
  • Answers the whats, whys and hows.

30
Design Thinking Framework
Flexible and Fluid Youll never be moving in a
straight line..
31
Empathize
  • What? - engage with and observe the target
    audience.
  • Why? - to paint a clear picture of who your end
    users are, what challenges they face, and what
    needs and expectations must be met.
  • How? - conduct surveys, interviews and
    observation sessions, build empathy.

32
Define
  • What? - define a clear problem statement.
  • Why? - Problem statement sets out specific
    challenge, guides entire design process, gives a
    fixed goal to focus on and helps to keep the user
    in mind at all times.
  • How? - Focus on users needs than business,
    problem statement to be human-centered, broad
    enough for creativity, and specific to provide
    guidance and direction.

33
Ideate
  • What? - come up with ideas and potential
    solutions.
  • Why? - think outside the box, explore new angles,
    focus on quantity of ideas than quality, free
    your mind and stumble upon innovation!
  • How? - use of a range of different ideation
    techniques - bodystorming, reverse thinking, and
    even worst possible ideas.

34
When Ideas go Wild !!!
  • Feel Crazy ????
  • Think of
  • - A portable voice operated device that
  • projects cable television programmes
  • onto free space....
  • - A robot that climbs a mango tree and
  • plucks ripe mangoes without damage.
  • - A device that removes the skin and
  • slices the edible part of a pineapple.
  • Theres more room for imagination..

35
Wild Ideas are Welcome !

Think Later !!!!
How can a robot pluck ripe mangoes?
36
Divergent Thinking
  • Alternation of divergent and convergent thinking
    typical of ideation and design thinking process.
  • A diverse group of people involved in the process
    of divergent thinking.
  • Divergent thinking begins with a structured
    brainstorming process of "thinking outside the
    box."

37
Convergent Thinking
  • Aims at zooming and focusing on the different
    proposals to select the best choice.
  • Permits continuation of design thinking process
    to achieve final goals.
  • The team goes through a process of pattern
    finding and synthesis.
  • Translates ideas into insights that can lead to
    solutions or opportunities for change.

38
Double Diamond
Divergence
Convergence
Divergence
Convergence
Confirms problem definition
Creates Solution
39
Prototype
  • What? - turn ideas into prototypes/scaled-down
    versions of the product/concept you want to test.
  • Why? - prototyping gives you something tangible
    that can be tested on real users, maintain a
    user-centric approach.
  • How? - prototypes in various forms - from basic
    paper models to interactive digital prototypes,
    have a clear goal in mind, know what you want
    your prototype to represent and test.

40
Test
  • What? - test the prototypes on real/
    representative users.
  • Why? - testing phase helps see where the
    prototype works well, where to improve, user
    feedback to help modify improve before spending
    time money to develop and/or implement the
    solution.
  • How? - run user testing sessions, observe target
    user prototype interaction, gather verbal
    feedback, learn from the testing phase, make
    design changes, may come up with a completely new
    idea altogether!

41
Applications of Design Thinking
  • In business
  • - new product development.
  • - focus on aesthetics and functionality of
  • products.
  • - organisations realise the utility of
  • embedding design as a productive asset
  • throughout organisational policies and
  • practices.

42
Applications of Design Thinking
  • In education
  • - professional design education.
  • - developing design thinking in students.
  • - increasingly linked with technology
  • studies.
  • - gradually replacing and/or developing
  • traditional art and craft.

43
(No Transcript)
44
Applications of Design Thinking
  • In computer science
  • - user centered design and human
  • centered design.
  • - designing human-computer interfaces.
  • - central to the recent conceptions of
  • software development.

45
So What is Design Thinking?
  • Design Thinking is a comprehensive,
    user-oriented approach that systematically
    applies methods for observation, questioning and
    brainstorming as well as other moderation
    techniques in the individual phases in a process
    with numerous iteration loops.

46
  • If you have always done it that way, it is
    probably wrong.
  • - Charles Kettering.
  • Engineer and
    Businessman.

47
Ready to Think?

See what everyone is seeing, but think
differently!
Buddha.
Write a Comment
User Comments (0)
About PowerShow.com