(wicked problems) because it reframes these types of problems in human-centric ways, allowing the designer to focus on what’s most important for users/customers. It helps us in the process of questioning: questioning the problem, questioning the assumptions, and questioning the implications.
needs better. Gain an empathic understanding of the problem you’re trying to solve, typically through some form of user research. Empathy allows you to set aside your own assumptions about the world in order to gain insight into users and their needs. EMPATHIZE 1
or end-user. Put together the information you have created and gathered during the Empathize stage. Analyze your observations and synthesize them in order to define the core problems you and your team have identified so far (Write down problem statements) - Human Centered, Broad enough for creative freedom, narrow enough to make it manageable. DEFINE 2
great ideas to establish features, functions, and any other elements that will allow them to solve the problems or, at the very least, allow users to resolve issues themselves with the minimum of difficulty.
people. Explore Ideation techniques that stimulate free thinking and to expand the problem space. E.g, Brainstorm, Brainwrite, Sketch etc. Get as many ideas or problem solutions as possible at the beginning of the Ideation phase. Pick some other Ideation techniques by the end of the Ideation phase to help you investigate and test your ideas so you can find the best way to either solve a problem or provide the elements required to circumvent it. IDEATE 3
may be shared and tested within the team itself, in other departments, or on a small group of people outside the design team. The aim is to identify the best possible solution for each of the problems identified during the first three stages. The solutions are implemented within the prototypes, and, one by one, they are investigated and either accepted, improved and re-examined, or rejected on the basis of the users’ experiences. PROTOTYPE 4
or evaluators will rigorously test the complete product using the best solutions identified during the prototyping phase. The results generated during the testing phase are often used to redefine one or more problems and inform the understanding of the users, the conditions of use, how people think, behave, and feel, and to empathise. TEST 5
Stage 2: Define Aim to use 10% of your time Stage 3: Ideate Aim to use 10% of your time Stage 4: Prototype Aim to use 50% of your time Stage 5: Test Aim to use 20% of your time Stage 6: Present! It’s now time to share your project! Workshop Agenda
user likes here Enter something the user likes here Enter a goal of the user here Goals Enter a goal of the user here Enter a goal of the user here Enter something the user likes here Enter a goal of the user here Morning Afternoon Evening 7am - Activity 8am - Activity 9am - Activity 10am - Activity 11am - Activity 12pm - Activity 1pm - Activity 2pm - Activity 3pm - Activity 4pm - Activity 5pm - Activity 6pm - Activity 7pm - Activity 8pm - Activity 9pm - Activity 10pm - Activity 11pm - Activity 12am - Activity Empathise: A day in the life of our user Empathise: User Profile
user? It's all about the end-user: Remember this is more about the people you're trying to help than technology Keep it focused: Make sure the problem you are trying to tackle isn't too broad or vague Check it against the Empathise stage: Refer back to the user profile to make sure you're on the right track