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Understanding Design Thinking
Understanding Design Thinking
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What is Design Thinking?
1. Human Empathy
Human Empathy is the first and probably the most crucial stage during Design
thinking.
In this stage, the problem is viewed through users perspective, and a solution is
developed based on the empathic understanding of the users' needs.
This process allows the designer and the team to set aside their views and
assumptions while developing a solution.
3.Ideation
This is the stage where the Designers start developing the solutions to the
problems defined by collecting and analyzing the data during the empathizing
period.
In this stage, unusual ideas are welcomed, questions are asked that lead to other
questions that help in addressing the core of the problem.
The commonly used techniques used in idea generation are:
Brainstorming, and
Worst Possible Idea.
4.Prototyping
In this stage, the team does the experimentation. They build the prototypes based
on the solutions developed during the ideation stage.
In this stage, the team builds prototypes in quick iterations, based on the ideas
available.
Teams usually apply the fail fast technique in prototyping. In this technique, the
results and the data collected from the failures of a prototype are used to build
the next until a successful prototype is built.
5.Testing
In this stage, the designers rigorously test the product using the best solutions
developed during the prototyping stage. This is the final stage in Design Thinking.
However, as design thinking is not a linear process, the results of the testing
stage are often used to redefine a problem or to get a better understanding of the
present problem.
Even during this stage, changes and refinements are made to rule out faulty
solutions and derive as deep an understanding of the product and its users as
possible.
The Team--
Design thinking is a collaborative and multi-disciplinary approach to problem-
solving. Therefore, it needs people with different skills to solve a problem, such
as researchers, analysts, engineers, developers, and business owners to come
together to solve a problem.
In Design thinking, the different roles of the team members are viewed as a
perspective they bring in problem-solving.
For example: A developer is someone who codes, but in design thinking, he puts
forward a perspective of what technology can be used and whether the idea is
feasible or not.
Sometimes teams come up with great ideas, but there are two things that they forget
to take into consideration.
First is socializing with the stakeholders and explaining the idea so that it
can be turned into a business and
the second is the ground reality of delivery. i.e., the overheads of actually
manufacturing and delivering it to the user.
Tangibilty--
Tangibility allows visualizing your complex ideas and make them understand to the
world.
Direct interaction among different people trying to solve complex problems helps
them share ideas and increase productivity.
In design thinking, much of the knowledge is in the form of ideas inside a
designers head
Presenting ideas in physical spaces like whiteboards makes them accessible to other
team members and also helps users and stakeholders to get involved in the design
thinking process.
There are many ways to makes ideas tangible, but they fall broadly into two
categories.
Quick Prototypes
Visual Representation
The key to making your ideas tangible is building your whiteboarding and sketching
skills.
The first quality is the ability to frame a problem based on the inputs available.
The second quality is to allow experimentation. While experimenting and
prototyping, priority should be given to the hardest functionalities or features
and fail fast methodology must be applied.
The third quality is communicating ideas. A good leader must welcome different
ideas generated by different members in a team and communicate them with the other
members of the team to develop them.
The fourth quality is collaborating with the team. It is important that the leader
should work with the team to solve the problems. A good leader must make himself
available for the team.
Archetypes--
Archetypes describe patterns of behaviors, attitudes, and motivations shared
between people towards a brand or product.
Activities--
Activities capture the actions and goals of a customer across their end-to-end
experience, from their perspective.
The key to designing a great customer experience is to have a perspective and to
understand the customer holistically.
For example, a person visiting a theme park makes a bunch of decisions before they
even enter the park.
Companies like Disney and Universal studios should include travel logistics in
their activities while creating a journey map.
For the organizations to design a good customer experience, they should get rid of
any previous knowledge and presumptions, and put themselves in the customer's
shoes.
Synthesis--
Synthesis is the act of making sense of all the data collected.
Concepting--
In synthesis, the team will have identified promising opportunity areas that
represent a human need and an opportunity for the business. However, fresh, new
ideas are hard to come by through everyday thinking and conversation, and people
need ways to generate new ideas. So, Edward de Bono, a famous psychologist
suggested some methods to think out of the box.
These are lateral thinking and Six Thinking Hats methods.
What is Prototyping?--
Prototyping is bringing your ideas and concepts into life.
The ideas and concepts you generate as an individual or as a team can be understood
only by you or your team.
To make the stakeholders and users experience that concept, you have to build that
concept. This is called Prototyping.
Prototyping is experiencing the idea or the concept in the real world and making
inferences based on it.
Types of Prototyping--
Prototyping is of many kinds, but the two widely used terms are:
Prototyping Guidelines--
Several guidelines can be followed while developing a prototype.
Start building: The first guideline is to start building the prototype from
whatever ideas you have conceptualized without thinking about the outcome.
Don't spend Much time: Prototypes are built for experiencing the concepts and not
for developing a fully functional product. So much time should not be wasted in
building them. prototypes
Fail Fast: Prototypes must be built in quick successions and fail agile methodology
must be implemented in which each prototype is built by learning from the previous
failure.
Remember the concept: The concept on which the prototype is being built must be
remembered, and care must be taken not to deviate from it.
Keep the user in mind: The whole design thinking concept is user-centered, so the
prototypes built must be user-centered too. The high fidelity prototypes that
provide user interaction must design the prototypes by keeping the users in mind.
Data Prototyping--
Data prototyping is a technique where raw data from different sources is developed
into a dataset and how those datasets can be transformed into useful concepts and
prototypes for the end users.
Data prototyping is generally used in places where Data Migration is needed. Data
integration is required and where applications are developed.
Data prototyping is similar to Design Prototyping where mock-ups are created to
explain the concepts created using data intelligence.
The Summary--
Finally, you have arrived at the end of the course. In this course, you have
learned the following topics: