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Designing the right thing

Donna Spencer
September 29, 2022

Designing the right thing

When we have a good idea, we often just want to dive in and get started. But how do we know the idea is actually good? Learn some design thinking methods to help you 'design the right thing' instead of 'designing the thing right'. We'll explore some simple ways to make sure you are on the right path, and be confident that it is the right path.

Donna Spencer

September 29, 2022
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  1. About me • Principal Product Designer at MakerX • 20+

    years of design experience • Author of 5 UX books • @maadonna • Linkedin: Donna Spencer
  2. Paperclip brainstorm Give people a paperclip Think about how many

    uses it could have Good warmup before brainstorming
  3. 3-12-3 brainstorming 3 min: write starting ideas individually and throw

    them in the pool 12 min: pair up, draw 3 ideas and develop a concept 3 min: report back Needs strict timekeeping and a ticking clock. Another good warmup
  4. Collaborative sketching Sketch an initial idea Share with the group

    Using the ideas shared, sketch again Variant – pass your idea to someone else and they revise your idea (this is also called brainwriting)
  5. Reversal A specific version of SCAMPER Ask people to create

    a worse idea than the starting prompt Good for loosening up a group Always fun!
  6. Keyword combinations Create a list of words related to the

    problem Technology, adjectives, different markets Use these words in novel combinations
  7. Elevator pitch For (user or customer) who has (a particular

    need) the (thing – idea, feature or product) is a (category – broad idea that describes these kind of things) that (main benefit). Unlike (closest competitor if there is one) the thing (unique differentiator).
  8. Newspaper story from the future Imagine it’s 3 years from

    now. What would put your product on the front page of the newspaper?
  9. Design the box Design the box for a product •

    Name • Tagline • Features • Description
  10. MoSCoW Must: essential to the product, legal requirements, safety requirements

    or that other features are dependent on. Should: provide significant value. Could: technically feasible, but may need more research to determine if they are valuable. Won’t: technically not feasible, that yet have no known value, are included in a different product or are otherwise out of scope.
  11. Thank you! Find me at • @maadonna • Linkedin: Donna

    Spencer (tell me you met me here) • Work: makerx.com.au • Methods at designmethods.com.au (very unfinished)