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Design Thinking

Mapk
June 06, 2016

Design Thinking

Presented at WordCamp San Diego 2016

Design Thinking is an alternative approach to the problems we’re working to resolve. It focuses on empathy and asking the right questions (which is normally, “why?”) to explore new solutions that may not initially be so obvious. This talk will review the process of Design Thinking and how it applies to our life and to the problems we face regularly. It’s about putting the user first and producing results that fit the user’s desires, needs, and capabilities. This method is rooted in the discipline of human-centered design and promotes a holistic effort to accomplishing everyday tasks. Come learn why Design Thinking isn’t about designing by committee, but rather an integral part to solid results that are understandable, usable, and purposeful.

Mapk

June 06, 2016
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Transcript

  1. So I thought about thoughtful design and began to design

    what others were expecting and thus thoughts of expected designs were thought through as users expected them to be.
  2. What it is, what it is Design Thinking is another

    way to approach the problems we’re working to resolve. It focuses on empathy and asking the right questions (which is normally, “Why?”) to explore new solutions that may not have initially been obvious.
  3. The 5 Whys A concept developed by Sakichi Toyoda to

    find the source of a problem. Don’t stop when you found the initial answer. Chances are, that too is a symptom of something greater.
  4. The 5 Whys There aren’t any new accounts created today.

    Why? Because the submit button isn’t working. Why? Because a bug was introduced last night in the release. Why? Because there was no testing done before the release. Why? Because we didn’t have time. Why? Because management demands too much and doesn’t give enough time to complete the tasks.
  5. The 5 Steps 1. Empathize 2. Define the Problem 3.

    Ideate 4. Build a Prototype 5. Test
  6. People like steps. It tells them how long the process

    is, gives them an idea as to where they are in the process, and offers something to look forward to - like the end of this talk. I empathize with you. So you get 5 steps.
  7. 1. Empathize To understand and share the feelings of another.

    This requires observation. There is no substitute for the user insights you can gain by observing actual user behavior in authentic settings. Ethnography. Get to know the user, create personas, and become a user too.
  8. – Justin Keller “I shouldn’t have to see the pain,

    struggle, and despair of homeless people to and from my way to work every day.” http://justink.svbtle.com/open-letter-to-mayor-ed-lee-and-greg-suhr-police-chief
  9. –Albert Einstein “If I were given one hour to save

    the planet, I would spend 59 minutes defining the problem and one minute resolving it.”
  10. 2. Define the Problem This requires “The 5 Whys” and

    is probably the most difficult step. Why? Because we often don’t have all the information. Why? Because we don’t provide enough resources or time into learning about our users.
  11. Why? Because they want to see forward momentum. Why? Because

    that’s the nature of the beast called ‘Business’. Why? Because when challenged to solve an issue, the correct path is often backwards into a study about the problem itself. And managers don’t like this.
  12. LEGO They branched out: • Theme parks • Larger LEGO

    pieces • Children’s clothing line • Video games • Books • Magazines
  13. LEGO After sending out Ethnographers, they realized that this generation

    was interested in achieving high level mastery in specific skills. LEGO redefined the problem. They re-engineered smaller pieces, and more intricate building instructions. LEGO became a master skill. It became about craftsmanship.
  14. 3. Ideate Brainstorm, make lists, write down stuff. Generate numerous

    ideas. Be creative without regard for restraints. Question everything.
  15. 4. Build a Prototype Build something. Draw stuff, use post-its,

    or rapid prototype. Provide scenarios through which users can interact.
  16. Visual Fidelity Functional Fidelity Sketches Paper Wireframes Paper Design Comps

    Image Mapped Sketches Interactive Wireframes Image Mapped Comps Rich Interactive Wireframes Rich Comp Prototype Proof of Concept Prototype ‘Production Ready’ Prototype
  17. 5. Test Test the thing. Get it into user’s hands

    and watch them use it. WHAT THEY DO Gather feedback. WHY THEY DO IT
  18. The 5 Steps 1. Empathize Design Thinking 2. Define the

    Problem 3. Ideate 4. Build a Prototype 5. Test 6. Reiterate :)
  19. Learn from people Find patterns Design principles Make Tangible Iterate

    relentlessly Empathize Define the problem Ideate Build a prototype Test Iterate Observation Idea generation Prototyping Testing 1 2 3
  20. –Eric Eriksson “If you look at your Product Designer as

    someone that makes your solution look presentable, look again. A product designer helps you identify, investigate, and validate the problem, and ultimately craft, design, test and ship the solution.”
  21. Ex. 1: Relationships Empathize by putting yourself in the other’s

    shoes. Define the problem by being aware, mindful, and honest. Ideate and examine yourself. Explore the possible ways in which you can improve things. Build a prototype by implementing ways in which the solutions can be achieved. Test IRL. Be the change you want to see in others.
  22. Ex. 2: Traffic Empathize with the other drivers who need

    to use these roads. Observe the frequency of traffic at particular times to find patterns. Ideate solutions such as working from home, or working different hours to avoid the rush. Implement communication practices that allow the solutions. Test IRL.
  23. The Past 1969 - Design as a way of thinking

    has been around since it was introduced in Herbert Simon’s book The Sciences of the Artificial. 1987 - It found the expression “Design Thinking” in Peter Rowe’s book Design Thinking. 1991 - David Kelley at IDEO adopted the practice for business purposes.
  24. Today Design Thinking is on par with the Scientific Method.

    Yes, the freakin’ Scientific Method
  25. Empathy RESOURCES • Empathy Quotient Test ( https://psychology-tools.com/ empathy-quotient )

    • Well Designed: How to Use Empathy to Create Products People Love by Jon Kolko ( greatproductsbydesign.com ) • Ford Mustang Report ( sloanreview.mit.edu/article/stories-that- deliver-business-insights )
  26. Define the Problem RESOURCES • The Design of Everyday Things

    by Don Norman • LEGO’s problem ( https://www.linkedin.com/pulse/lego- engineered-remarkable-turnaround-its-business-howd-lindstrom )
  27. Ideation RESOURCES • UX Tools ( uxdesign.cc/ux-tools ) • Notebooks

    ( thedotgrid.com ) • Post-it Notes are great for Card Sorting Methods during IA research.
  28. Build a Prototype RESOURCES • Paper Prototypes • InVision App

    ( invisionapp.com ) • Marvel App ( marvelapp.com )
  29. Testing RESOURCES • User testing websites ( usertesting.com, opentest.co, usabilityhub.com,

    userzoom.com, validately.com, userinterviews.co ) • Integrated software ( getjaco.com, userbrain.net, peekin.io ) • Buy people coffee for a few minutes of their time • Learn more about User Research (Jeff Sauro’s books)