An Introduction to Design Thinking A Project by the d.school Modified By E. Fath and J . Sloat
Corey Ford cford@stanford.edu
Pre-Activity: A. Fold a piece of paper in half hamburger style. B. Using magazine clippings or clipart, glue five to seven examples of clothing, objects, spaces, food, and music that you love (owned or that you wish you owned) on one half. C. On the other half, glue five to seven eamples of food, clothing, music, spaces, and objects that you don’t like. This will be reviewed with a partner.
Design the IDEAL wallet: 1)Design a BETTER wallet: sketch your best idea here:
00:04
better ways to carry cash, IDs & credit cards
2) Design a BETTER wallet: sketch a few of your ideas here:
00:03
That was a Problem Solving approach to innovation*... *innovation: when “innovation” is mentioned in this workshop, it means “a way of coming up with a new solution or idea.”
Let’s try a Design Thinking approach to innovation*... *Lots of disciplines have ways to create or think up new ideas. Design Thinking’s approach is meant to compliment, not replace, the way problems are explored and solved in the sciences and humanities.
MYTH #1: Design Thinking is just about really, really putting yourself in your partner’s shoes. You then will create something they say or think they want, or what you would want if you were them. FALSE. FACT #1: Design Thinking is about discovering your partners likes/dislikes (sometimes called “taste regimes”), what they already own, and how they live their lives (“networks” and “practices”) in order to create what they like, will use for a long time, and will solve a REAL problem for them, whether they would have thought of it or not. TRUE!
Your Mission: Design something USEFUL & MEANINGFUL (You are NOT designing a wallet.) for your partner. Start by GAINING EMPATHY:
1)Interview 1:
2) Interview 2:
Ask your partner to introduce themselves to you by walking you through the contents of their purse or wallet. Ask questions. NOTES/SKETCHES: Start drawing out or noting the NETWORKS* of items and activities that their wallet affects or is affected by.
Go deeper. Find out more about your partner. Forget about the wallet and dig for specifc stories. NOTES/SKETCHES: This is to discover your partner’s PRACTICES**. Sketch or note their daily routines, habits, and more activities that a wallet might be used or “along the ride” for.
*Remember: a “Network” is just a web of objects that work together to do an activity. For example,
**Remember: a “Practice” is just a routine someone has. “Waking” might include a bed, an alarm
“buying” might include your wallet, a credit card or cash, a bike to get to the store, the coat you
clock, a cup of coffee, someone else you live with waking you up after you hit snooze...
buy with the money, the person at the register...
“Breakfasting” might include a toaster, bread, butter, a plate, a place to sit, a coffee maker...
00:05 per person
00:03 per person
3) Interview 3: Trade taste boards with your partner. Ask questions about what they like and dislike about the objects they’ve chosen. Go beyond what they say, and make conclusions about WHY they’re saying it. Ask questions about what they like and dislike about the objects they’ve chosen. Go beyond what they say, and try to think about WHY they’re saying it.
The Empathize Card: name
LIKES THINGS THAT taste regime likes
THEIR WALLET IS CONNECTED TO: networks
AND IS INCLUDED IN THE FOLLOWING PRACTICES: -ing -ing -ing
00:01 per person Switch roles & repeat Interview
Time to DEFINE the problem! MYTH #2: When you use Design Thinking, the problem is something you know when you start. After all, if you’re making a solution, you obviously know there’s a problem, right? FALSE. FACT #2: Design Thinking is just as much about finding a real problem and getting to the heart of that need (defining your problem) as it is about solving the problem. To find a real problem, you need to have HUMAN-CENTERED* evidence that backs up, or “warrants”, the existence of your problem. TRUE! *Human -centered: coming from people, not just data or your guesses about the problem.
Articulate your current POINT OF VIEW:
3) Inventory possible NEEDS: name things they are trying to do (needs):
ways they want to feel (insight/meaning):
00:03
DEFINE
4) Inventory possible problem statements:
my partner needs a way to (claim)
because I found (evidence)
which proves this need because (warrant)
5) DEFINE a Problem Statement:
GROUP CRITIQUE: 00:01 per person 6) One of the two places that new ideas in Design come from is group
sharing and collaboration. Share your Problem Statement with a group of three. Each person has a role that will change each round. name
NEEDS A WAY TO
claim
BECAUSE I FOUND
evidence
WHICH PROVES THE NEED BECAUSE
The SPEAKER shares their idea. The COMMENTER uses the sentence starters below to give commentary on others’ Problem Statements in a helpful, respectful manner. The SCRIBE writes down everything the CRITIQUER says on an active decision making form. “What has meaning for me about this is...” “What I find surprising about this is...” “What is memorable for me about this is...” “What were you trying to accomplish by...” “What goverened your approach to....” “What did you mean when you said...”
7) REFLECT:
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Something I hadn’t considered before this critique was : warrant
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__________________________________________________ Something this critique confirmed for me was: __________________________________________________ One thing that surprised me about the critique experience was: _________________________________________________ Now, take some time to review your active decision making form.
8) REFINE a Problem Statement: The Define Card name
NEEDS A WAY TO
claim
BECAUSE I FOUND
evidence
WHICH PROVES THE NEED BECAUSE
warrant
00:03
Time to IDEATE solutions by “going wide” (thinking up lots of ideas)! MYTH #3: Ideation is all about randomly thinking up as many ideas as possible, and then testing the ones that “feel right.” FALSE. FACT #3: Ideation is about thinking up as many ideas as possible using different types of creativity. New ideas come from two places: surprising yourself with new ideas through your own creative process, and working with others to create new ideas through critique and feedback. Sketching helps with both because it makes ideas concrete enough to think & talk about but, unlike words, fuzzy enough to mean more than one thing. TRUE!
Time to IDEATE solutions by going wide! Three types of creativity for “Things That Fly” Fluency - The number of ideas you have -robin, cardinal, eagle, sparrow Flexibility - The different categories for your ideas robin, airplane, mosquito, time Elaboration - The details you add to your ideas -a migrating robin, a robin in an airplane, “time” when you’re running behind, “time” when you’re having fun
Generate ideas using fluency, flexibility and elaboration
IDEATION
9) Sketch RADICAL ways to meet your user’s needs. *Remember, stick to pictures at this stage, NOT WORDS, because sketches make ideas concrete enough to think & talk about but, unlike words, fuzzy enough to mean more than one thing.
Sketch Cheat Sheet
Don’t worry if you’re not an artist. Sketching isn’t about making a beautiful drawing! It;s to generate ideas. Think of it like free writing.
00:05
Time to IDEATE solutions by “going narrow” (picking the most promising ideas)! MYTH #4: Ideation is all about picking the idea that feels right to you, or that your partner likes the best. FALSE. FACT #4: Ideation is about picking the solution that most effectively: 1) solves the stated problem, 2) fits with your partner’s taste regimes, practices, and networks (is something they will use), 3) Makes changes in those habits for the better, 4) Is feasible, 5) is something that will be used for a long time and can be improved in the future.
Consider your solutions using a rubric.
PROTOTYPING
10) Choose 2 of your most promising ideas to measure against this rubric of Design Thinking Considerations. Solution 1: ____________________________________________________
Solution 2 : ____________________________________________________
1. This solution solves the problem stated on my problem card.
1. This solution solves the problem stated on my problem card.
Not At All
Somewhat
Mostly
Almost Completely
Not At All
Somewhat
Mostly
Almost Completely
2. This solution will fit in well with my user’s current practices, habits, and tastes. 2. This solution will fit in well with my user’s current practices, habits, and tastes. Not At All
Somewhat
Mostly
Almost Completely
3. This solution will make changes for the better within practices & habits. Not At All
Somewhat
Mostly
Almost Completely
4. This solution is something my partner will want to use on the long term, not just for a short amount of time. Not At All
Somewhat
Mostly
Almost Completely
5. This solution isn’t a “quick fix,” it helps my partner have a better future. Not At All
Somewhat
Mostly
Almost Completely
Not At All
Somewhat
Mostly
Almost Completely
3. This solution will make changes for the better within practices & habits. Not At All
Somewhat
Mostly
Almost Completely
4. This solution is something my partner will want to use on the long term, not just for a short amount of time. Not At All
Somewhat
Mostly
Almost Completely
5. This solution isn’t a “quick fix,” it helps my partner have a better future. Not At All
Somewhat
Mostly
Almost Completely
11) SHARE your solutions with your partner + CAPTURE feedback. Use critique question stems from the previous group critique: “What has meaning for me about this is...” “What I find surprising about this is...” “What is memorable for me about this is...” “What were you trying to accomplish by...” “What goverened your approach to....” “What did you mean when you said...”
00:03 per person
Switch roles & repeat sharing.
Synthesize Learning: 12) REFLECT to deepen your EMPATHY: New things I’ve learned about my partner and his/her NEEDS:
FEEDBACK
13) (RE)DEFINE your Problem Statement: The Define Card name
NEEDS A WAY TO
New things I’ve learned about my SOLUTIONS and my APPROACH to meet my partner’s needs:
claim
BECAUSE I FOUND
evidence
WHICH PROVES THE NEED BECAUSE
warrant
00:03
00:03
Iteration #2! 14) Generate a new SOLUTION
EMPATHY + PROTOTYPING + FEEDBACK
Sketch your big idea, note detail if necessary!
00:03
PROTOTYPING
10) BUILD your solution. Make something your partner can interact
[not here]
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10a)ARTICULATE your solution. My solution is: ____________________________________________________________ It solves the problem by ______________. It fits into the user's taste regimes because it _______________. It fits into the user's existing networks and practices, including _____________, by _______________. It improves on current networks, practices, and habits by _________________. The reason the user will want to keep and continue to use this solution in the long-term is _______________. In the future, the problem might be improved further by ___________. This solution helps get the user closer to that future by _________________.
10b) Take a step back and consider your prototype.
SELF-CRITIQUE
Consider what you know about your user’s networks, practices, habits, and tastes -Are there ways to incorporate stronger affordances? [What does it afford...
Questions...
What could be improved...
Ideas...
00:15
RAPID PROTOTYPING + FEEDBACK
10c) SKETCH your modifications Sketch your prototype and highlight suggested changes and provide detail
11)SHARE your solution + CAPTURE feedback. [What worked... - What could be improved...
?
00:08
Questions...
00:05 per person Switch roles & repeat sharing.
!
Ideas...
BE MINDFUL of your innovation process:
REFLECT
12)REFLECT on your design thinking process: 1. Was your final design the same or different than your ideal design? 2. Where did you get stuck? 3. When did you get your a-ha’s? 4. How did EMPATHY contribute to your design?
5. How did PROTOTYPING alternatives contribute to your design? 6. How did FEEDBACK contribute to your design? 7. How would you improve your process?
00:05
DESIGN IS A PROCESS:
collaborate accept
EMPATHY
iterate
synthesize
DEFINE
TEST
stoke show
PROTOTYPE
IDEATE
select
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