Title: Design Thinking.
1EST 200, Design Thinking - The Holy Grail of
Innovation
2Contents
- 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.
4The 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.
5Design 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).
6Design 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).
7Design 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.
8Design 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.
9Whats 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.
10Whats 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.
11Design 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.
12Design 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.
13Design 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.
14Principles 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.
15Principles of Design Thinking
- Collaboration
- - pool a diverse variety of perspectives
- and ideas.
- - encourages collaboration between
- heterogeneous, multidisciplinary teams.
- - combines efforts of several teams.
16Principles 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.
17Principles 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.
18Principles 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.
19Ten Commandments of Design Thinking
20Design 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.
21Double-Diamond Model
22Phase 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.
23Phase 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.
24Phase 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.
25Phase 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.
26Phase 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.
27Phase 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.
28Design 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.
29Design 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.
30Design Thinking Framework
Flexible and Fluid Youll never be moving in a
straight line..
31Empathize
- 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.
32Define
- 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.
33Ideate
- 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.
34When 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..
35Wild Ideas are Welcome !
Think Later !!!!
How can a robot pluck ripe mangoes?
36Divergent 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."
37Convergent 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.
38Double Diamond
Divergence
Convergence
Divergence
Convergence
Confirms problem definition
Creates Solution
39Prototype
- 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.
40Test
- 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!
41Applications 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.
42Applications 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.
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44Applications 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.
45So 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. -
47Ready to Think?
See what everyone is seeing, but think
differently!
Buddha.