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Design thinking Intro workshop

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jerryjappinen@lateralnord.com +358 40 7188776 @jerryjappinen Product design consultant Jerry Jäppinen

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Slides and materials will be shared You won ’ t need your laptops You won ’ t need your phones Take a day o ff of deadlines Keep an open mind Learn something new

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Today ’ s program 9:45 Warm-up 10:00 What is design and why is it important? 11:30 Coffee break 11:45 Journey mapping workshop (1h) 13:00 Lunch 14:00 Design thinking process 15:00 Idea generation workshop 16:30 Coffee break 16:45 Implementing design thinking 17:15 Your topics, freeform feedback + Q&A (45 min)

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Let ’ s warm up

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Warm-up workshop Stand up! Take out your keys Who are you? What did you do over the weekend? What is each key for?

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Warm-up workshop Tell us 3 things about yourself: 2 true things, one lie Write down which of the other people ’ s things you think is a lie

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Meet Tony Tony is a tattoo artist You ’ re finally getting him to do the tattoo you always wanted Draw and describe your next, most beloved tattoo to Tony

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Why did you come here? Have a think, write the answer on post-its

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Have you ever started a project that turned out to be more complicated than you thought?

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Examples? How to make a digital business grow? How to present campaign results? How to get 200 people to work towards one goal? How to deliver new users with OOH campaigns? How to get a customer to trust our expertise? How to automate a campaign booking process? New product? New customer? New processes? Old processes? New value propositions? New competitors? New objectives (OKR)? New key results (OKR)?

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We ’ ll come back to these topics

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Please participate!

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What does design mean to you?

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Why is design important?

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What is design actually?

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How do you create successful products for humans?

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Solution to a problem …that works …and that people care about What do we mean by product?

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Let ’ s talk about Norman doors https://99percentinvisible.org/article/norman-doors-dont-know- whether-push-pull-blame-design/

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People are weird Especially people other than you People never behave the way you want All your users are free-thinking human beings They all have their own thoughts, emotions, needs and wants, interests, motivations, impairments, pet peeves

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What can we do? People are individuals and individuals are weird But you can research, predict and take advantage of their behavior You can choose a narrow user group You can think in behaviors, roles, user groups, personality types, personas

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Humans are Lemmings

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Is this door a good or a bad product?

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If you continue to get it wrong and if other people continue to get it wrong good sign that it ’ s a really bad door

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No, it ’ s not a good door

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This is so obvious… in retrospect when we talk about someone else ’ s product

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Our challenge for today How do we make sure our own products aren ’ t Norman doors? Before we manufacture them?

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What ’ s the answer?

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Design

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Things we call design Graphic design Motion design UI design UX design Typographic design Information architecture User research Usability List goes on… What are these? They ’ re all activities Specific fields, disciplines, vocations Compare to frontend development, online marketing, financial controlling…

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Activities are important

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But…

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Some time, somewhere • a project manager said the doors were shipped on time • a designer said the handles are consistent with other doors • an engineer said the doors were built to spec • a QA person said the doors work as intended • a CS agent who said “thank you for your feedback” • a head of product said “Spotify ’ s doors open this way” • …and they ’ re all correct, and doing good work

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Activities are not enough to solve new problems

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Activities are not enough to create great products

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We don ’ t deliver shit

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We deliver products that work and work for humans

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What do we do when activities are not enough?

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Design thinking

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Many models, one reality

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In the process of trying to define and build a successful product, you form hypotheses in all five of these areas (whether you realise you are doing so or not). The Product-Market Fit Pyramid helps you be more explicit and rigorous about your hypotheses. Product-market fi t pyramid https://leanstartup.co/a-playbook-for-achieving-product-market-fit/ Problem Solution Market Product

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Have you heard of “Jobs To Be Done”? Jobs-to-be-done describe the tasks that a product or service is carrying out. People don ’ t just buy products or just want to use a certain service. They “hire” them to do a job. Clayton Christensen

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Jobs to be Done is a theory of consumer action It describes the mechanisms that cause a consumer to adopt an innovation

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A good product is a good solution to a meaningful problem

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A good product is a solution that works and that people care about

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Good product has a good design

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What is good design?

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Design as a quality of a product “This door is a shitty design” “This site is so well designed” “This vase has such an amazing design”

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Can we break this down?

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What does it mean to have good design?

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https:// www.youtube.com/ watch?v=PqVfLqu1l20

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How do we know if this teapot is a good product?

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Good design works for humans On a visceral level On a behavioral level On a reflective level

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Visceral Sensorial, nearly subconscious, pleasures

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Behavioral Usability

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Re fl ective Pleasure from social life, identity etc.

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Is this teapot a good product? Why?

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Which design? For the most part, your customers don ’ t break down and analyse the design of your product The design either works or it doesn ’ t (on a spectrum) It is valid to talk about design as one quality of a product Distinctions between visual, motion and usability design are not very user-centric

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A good product works for humans on visceral, behavioral and re fl ective levels

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But we also won ’ t talk about this today

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“Design” has one more meaning

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Design thinking

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We believe that good design makes the world a better place. That holds true also at this airport Therefore, we are developing the design of the Security Control. Please tell the security control o ffi cial how this works for you. We are listening closely in order to make Helsinki Airport even better for us all.

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Design is a mindset

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Design is an approach to problem solving

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Design is a methodology to move from a poorly-understood problem space towards one solution that works great

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And how do we do it?

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How do we get from status quo to something that works on visceral, behavioral and re fl ective levels for humans?

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Problem space Solution space Wealth of options to ideate and test Wealth of details to discover and research

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Design is discovering and testing multiple ideas

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Design is creative problem solving

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This is what we call design thinking

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Break!

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Customer journey mapping

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Customer journey mapping Simple framework to help you think through key moments for your customer as they experience your solution

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What does a journey map look like?

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Steps Phases Goals Pain Points Expectations Emotions

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Why do we journey map?

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To understand what ’ s happening and learn from it

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To focus on users and business value

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To empathise

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Choose your problem and scenario to research

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Don ’ t get stuck Write down EVERYTHING your team can think of

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Get your post-its ready

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Define the activities and steps in the customer’s experience • Phrase as a verb i.e. “downloads the app” • The flow of steps is similar to recipe instructions • Don’t be concerned with the touchpoint i.e. mobile, in-person, etc. • Don’t try to list the steps of your entire product • Think from the customer’s point of view Gets out of bed Takes a shower Gets Dressed Makes coffee Makes breakfast Eats breakfast Gets to train station Buys a train ticket Boards the train Key activities Phrase as a verb i.e. “downloads the app” The flow of steps is similar to recipe instructions Don ’ t be concerned with the touchpoint i.e. mobile, in-person, etc. Don ’ t try to list the steps of your entire product Think from the customer ’ s point of view

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Group the activities into phases • Still from the viewpoint of the customer • If you can’t think of a phase, you can categorise them as before, during, and after an event like paying • Group them based on mental spaces • Aim for 3-7 phases • Try to summarise the steps from the user’s perspective i.e. “Starting Out” not “Onboarding” Gets out of bed Takes a shower Gets Dressed Makes coffee Makes breakfast Eats breakfast Gets to train station Buys a train ticket Boards the train Get Ready Eat Breakfast Commute to Work Mental phases Group your customer ’ s steps into 3-7 phases Think of your customer ’ s mental state over the course of the journey Try to summarise the steps from your user ’ s perspective, e.g. “Starting out” over “Onboarding” If you can ’ t think of a phase, do before/during/after a key event such as “payment”

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What are the customer’s goals? • The Goal is what will propel them from one step to the next • Arrange them between the steps to reflect that they are the propellors Gets out of bed Takes a shower Gets Dressed Makes coffee Makes breakfast Eats breakfast Desire for cleanliness • You can write multiple goals per sticky • This will help you understand what is happening behind the scenes Wants to be warm and comfy Wants to be more awake and alert Wants to eat healthier Has to go to work. Needs to take out the dog. Goals and motivations A goal is what will proper a user from one step to the next Write one goal per sticky and arrange them between each step to reflect that they propel a user between two steps Write one goal per sticky This will help you understand what is happening behind the scenes. Remember, humans need inherent motivation to do things

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What are the pain points? • Pain Points will keep them from moving to the next step • Arrange them between the steps to reflect that they are the obstacles between steps • You can write multiple pain points per sticky • This will help you understand why your product or service is not effective Clothes are all dirty Out of coffee Doesn’t have time or ingredients Burns the toast Doesn’t hear alarm clock. Didn’t sleep very well. Gets out of bed Takes a shower Gets Dressed Makes coffee Makes breakfast Eats breakfast Desire for cleanliness Wants to be warm and comfy Wants to be more awake and alert Wants to eat healthier The smell of food makes him hungry Has to go to work. Needs to take out the dog. Pain points and blockers Pain points keep a user from moving to the next step Arrange pain points between the steps to reflect that they are obstacles between two steps Meteorites can always fall from the sky… but think about is it interesting to us in this context Write one pain point per sticky

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What are the expectations? • What will your customer need for a successful experience at each step? • These are things that the customer will expect as a given/the assumptions • These will often be industry-specific insights • These should be checked often with your customer knowledge of the outside temperature Expects that it will contain caffeine Assumes that he has time Expects to sit down and read while he eats The alarm wakes him up/it’s the right time to get up. Gets out of bed Takes a shower Gets Dressed Makes coffee Makes breakfast Eats breakfast Assumptions and expectations What will your customer need for a successful experience at each step? There are things that customer will expect as a given, the assumptions. These will often be industry-specific insights. These should be checked often with your customer.

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What are the feelings? • Think about the spectrum of emotions that the customer could be feeling at each step • Keep it simple. One-word emotions or emojis • Can be multiple emotions per sticky • These should be checked often with your customer Uncertain Anticipation :) Cranky Chipper Excited Gets out of bed Takes a shower Gets Dressed Makes coffee Makes breakfast Eats breakfast Relaxed Recharged Emotions and feelings Keep it simple: one-word emotions or emojis Can be multiple emotions per step Think about the spectrum of emotions that the customer could be feeling at each step These should be checked often with your customer

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• Use the previous emotions to determine th positive or negative of the step • Don’t overthink, this is just a starting point • This exercise should be repeated with customers to determine if it’s accurate Gets out of bed Takes a shower Emotions summary Use the emotions from your post-its to draw user ’ s journey on the chart Don ’ t overthink it, it ’ s not meant to be scientific Repeat this exercise with customers from different target groups or personas

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How did you like it?

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Was it useful?

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Journey mapping Can be used to model any service flow from customer perspective Maps out one customer flow - not a complex architecture Find pain points / areas of focus of existing solution Works for validating your new solution Works for researching status quo (when you have no solution yet)

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Journey mapping Service flows are rarely obvious and have multiple touch points Helpful as a starting point or to explain a process to others Avoids getting lost in too much detail or specifics Produces a testable journey Great team exercise

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Lunch!

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Solving problems is nothing new

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Case study from 100 years ago Before we had apps, scrum, Slack and Trello, history of engineering and industrialism has hundreds of years of educational stories https://youtu.be/jFG02bh6oQk?t=19s Listen carefully the language used in the video

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Creating products for humans has always been complex

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Case study from 100 years ago Everything Ian said is so obvious 100 years later How do we figure this out before we manufacture our product?

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The design thinking process

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Design thinking is a methodology for problem solving

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Let ’ s go through each step with examples

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1. De fi ne Define the problem Question the brief Reframe and rewrite Ensures shared understanding Gets stakeholders/customers/coworkers on the same page Helps you course correct yourself along the way

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2. Research Understand the problem Get familiar with the entire problem space Am I the first one to look at this problem? Probably not Get some data. Interview people. Talk out loud, act stupid, be curious

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Spreadshirt

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Last 30 days 0 130 260 390 520 Request After Booking Change Request Cancellation Request Resending Confirmation from GoEu Cancellation Request - NR Change Request - NR Ticket Printing More info needed of customer Address of Station Name on Ticket Refund Request 493 493 329 329 180 180 178 178 154 154 65 65 54 54 47 47 41 41 35 35 1,856 # Contacts after booking Trending Top Ten Topics - Contacts after booking Request After Booking % Δ Last 7 Days Last 7 Days Δ Last 7 % Δ Last 30 Days Last 30 Days Δ Last 30 Address of Station Refund Status Refund Request More info needed of customer Change Request - NR Belgium - Any Station / Domestic Trains ↑ 60% ↑ 40% ↑ 11% no change ↓ 30% ↓ 30% 16 7 10 12 33 7 6 2 1 0 -14 -3 ↑ 31% ↓ 5% ↑ 35% ↑ 6% ↑ 2% ↓ 41% 47 20 35 54 154 29 11 -1 9 3 3 -20 . Address of Station Cancellation Request Cancellation Request - NR Change Request Change Request - NR More info needed of customer Name on Ticket Refund Request Resending Confirmation from GoEu Ticket Printing 3% 3% 21% 21% 11% 11% 31% 31% 10% 10% 3% 3% 3% 3% 2% 2% 11% 11% 4% 4% Contacts After Booking 07/25/2016

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Be creative Be analytical Steal ideas Generate ideas Don ’ t censor ideas

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Build a facade of the experience Time to fail! Test your most promising ideas Don ’ t fall in love; discover what works Remember status quo vs desired state? you ’ re trying to mock up the desired state in comparison to status quo Use Marvel, 3D printer, a survey, PowerPoint… anything goes

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Are all potential solutions worth even prototyping?

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Now, on to people ’ s favourite place to start For god ’ s sake don ’ t start here

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Pick one over others You ’ ve now gained intimate knowledge on problem space As well as solution space - how different solutions perform - how difficult they are to implement - what problems you didn ’ t think of before prototyping Go back to your problem definition and use all available data and understanding Be tough also on your favourite ideas (They might get their time to shine some other day)

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https://designsprintkit.withgoogle.com/methodology/phase4-decide

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Implement Get it done Stay focused Pay attention to detail

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Learning How did we identify the problem in the first place? Is it now resolved, did we actually solve the problem?? Are stakeholders happy with the results? What could be improved? Do we need another iteration round? Did we find new issues to work on?

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Break!

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Idea generation

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Today we will ideate a new product

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Choose a problem for your team

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We ’ re at step 3 We have already identified, defined and gained intimate knowledge about a problem

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But you don ’ t know the solution

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Take one A4 Fold it in half 3 times Give me 8 ideas You have 6 minutes

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Pitch your ideas within teams: max 20 sec per idea

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Review and fi nd your team ’ s most e ff ective idea based on fi tness for purpose in 4 minutes

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Take one solution Develop a product pitch Draw a storyboard from user perspective A4, 8 steps, 10 minutes

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Present!

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What would you do next?

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That ’ s right: prototype!!!

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Another day though

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Break! 🍻

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Interpretations of design thinking

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PROCESS & COLLABORATION FROM A DESIGNER PERSPECTIVE DOUBLE DIAMOND DESIGN PROCESS UNDERSTAND THE PROBLEM 1 2 PROBLEM SPACE SOLUTION SPACE FIND A SOLUTION TOGETHER

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SPECIFIC PROBLEMS PROCESS & COLLABORATION FROM A DESIGNER PERSPECTIVE DOUBLE DIAMOND DESIGN PROCESS DISCOVER DEFINE DELIVER GENERAL PROBLEM STATEMENT SPECIFIC SOLUTIONS _ User-centred Empathetic RESEARCH INSIGHTS _ Needs/Values Touch Points _ Brainstorm DEVELOP IDEATION _ Specific solutions PROTOTYPES reality…

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PROCESS & COLLABORATION FROM A DESIGNER PERSPECTIVE AGILE PRINCIPLES _ Early feedback from customers _ MVP Mindset _ Cross-functional & co-located teams _ Working collaboratively, iteratively, in parallel _ Stop and reflect _ Avoid Handoffs _ Get early feedback _ Transparency _ Work at a sustainable pace _ Continuous Improvement _ Eliminate Waste _ Do the RIGHT thing. Not do the thing right. _ Early validation of assumptions _ Learning culture _ Fail early and often _ Focus on outcome, not output _ Maximize business value _ Stop starting. Start finishing. _ Small slices of value for the customer _ Work with constraints: timeboxes, Work in Progress limits _ Shared ownership

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PROCESS & COLLABORATION FROM A DESIGNER PERSPECTIVE AGILE PRINCIPLES _ Early feedback from customers _ MVP Mindset _ Cross-functional & co-located teams _ Working collaboratively, iteratively, in parallel _ Stop and reflect _ Avoid Handoffs _ Get early feedback _ Transparency _ Work at a sustainable pace _ Continuous Improvement _ Eliminate Waste _ Do the RIGHT thing. Not do the thing right. _ Early validation of assumptions _ Learning culture _ Fail early and often _ Focus on outcome, not output _ Maximize business value _ Stop starting. Start finishing. _ Small slices of value for the customer _ Work with constraints: timeboxes, Work in Progress limits _ Shared ownership

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PROCESS & COLLABORATION FROM A DESIGNER PERSPECTIVE AGILE PRINCIPLES _ Early feedback from customers _ MVP Mindset _ Cross-functional & co-located teams _ Working collaboratively, iteratively, in parallel _ Stop and reflect _ Avoid Handoffs _ Get early feedback _ Transparency _ Work at a sustainable pace _ Continuous Improvement _ Eliminate Waste _ Do the RIGHT thing. Not do the thing right. _ Early validation of assumptions _ Learning culture _ Fail early and often _ Focus on outcome, not output _ Maximize business value _ Stop starting. Start finishing. _ Small slices of value for the customer _ Work with constraints: timeboxes, Work in Progress limits _ Shared ownership

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PROCESS & COLLABORATION FROM A DESIGNER PERSPECTIVE AGILE PRINCIPLES _ Early feedback from customers _ MVP Mindset _ Cross-functional & co-located teams _ Working collaboratively, iteratively, in parallel _ Stop and reflect _ Avoid Handoffs _ Get early feedback _ Shared ownership _ Transparency _ Work at a sustainable pace _ Continuous Improvement _ Eliminate Waste _ Do the RIGHT thing. Not do the thing right. _ Early validation of assumptions _ Learning culture _ Fail early and often _ Focus on outcome, not output _ Maximize business value _ Stop starting. Start finishing. _ Small slices of value for the customer _ Work with constraints: timeboxes, Work in Progress limits

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The general mindset remains the same

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How do we identify the problems we solve?

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Identify?

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Design thinking teaches you how to solve a problem right

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How do we know we ’ re solving the right problem?

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Contact Languages 0 150 300 450 600 User Locale en-US it es fr de nl 590 590 376 376 325 325 196 196 101 101 37 37 Provider Distribution - Top 15 0 70 140 210 280 Travel Provider unclear Movelia Trenitalia Renfe Other (Smaller Providers) MeinFernbus-Flix Deutsche Bahn SNCF Baltour Eurolines BlaBlaCar SNCB Raileasy Flights egabus 275 275 235 235 152 152 138 138 119 119 116 116 69 69 69 69 44 44 37 37 36 36 35 35 34 34 33 33 25 25 Changes / Layover Doubts Bike Policies Group Booking Can I buy at the station? More info needed of customer Address of the Station Payment Options Age of Travellers ↑ 100% ↑ 56% ↑ 25% ↑ 23% ↑ 19% no change no change ↓ 19% 10 14 10 16 19 26 9 13 5 5 2 3 3 0 0 -3 ↓ 3% ↑ 4% ↓ 22% ↑ 113% ↓ 16% ↑ 20% ↓ 2% ↑ 76% 28 56 52 66 85 107 40 51 -1 2 -15 35 -16 18 -1 22

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Decision-making

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What really matters? Treat decision-making as identifying what works best for a given problem Reach consensus by demonstrating what works Just because 80 % people in your team voted for something doesn ’ t mean it solves users ’ problem Just because your boss likes something it doesn ’ t mean it solves users ’ problem A product developer who goes by opinion, their own or someone else ’ s, is an irresponsible one

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What is your discussion culture? “I like it” “Andi likes it” “I think it works” “Does this work?” “Does my user think it works?” “Can we test if it works for her?”

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When discussion culture fails

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Solve to make fi rst test Solve during fi rst test Blocker Solve a ft er fi rst test Non-issue Paralysis by analysis Collect all the potential issues and worries Let each individual write as many as they wish, in peace Distribute them along this scale Try as hard as you can to put items as far to the right as possible

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Timeboxing

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How many cans and bottles of Coca Cola products will be consumed in the US next year? 10 MIN ANSWER 1 DAY APPROACH 1 WEEK APPROACH

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https://designsprintkit.withgoogle.com/methodology/phase4-decide 🧐 🧐 👉 👈

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https://designsprintkit.withgoogle.com/methodology/phase4-decide 🧐 🧐 👈

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Everyday mindset

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Do it vs not do it

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Do it vs not do it

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Focus of everyday conversations Separate problems from solutions Accept multiple possible solutions Discovery over creativity Testing over argumentation What works, works Your users won ’ t change: empathise and reorient yourself

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Embrace mindset Build from there

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Implementing design thinking

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What about real life?

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What do I actually do in each step? There is no one answer to this But designer ’ s toolbox looks like this: http://www.designkit.org/methods

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Design sprint Design thinking approach distilled into an intensive 3-day sprint http://www.gv.com/sprint/ Practical tips on methods and steps: https://designsprintkit.withgoogle.com/

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Deadlines Launch in 3 days

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Deadlines Launch

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Deadlines make failure a non- viable option

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Commit to each step Don ’ t skip ahead Don ’ t start from 5 Don ’ t skip learning Don ’ t reverse the order

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Schedule time for each step explicitly Yes, learning as well

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Choose user-centric ceremonies Analyse data or do a discovery workshops over decision-making meetings Get feedback from users over coworkers Test the solution over asking for an opinion on solution

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Schedule explicit ceremonies for each step

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Choose the tools that make it easy

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Surface each step in your project management

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Formalise your process in tools or guidelines

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Agile methods Develop in small increments: cheaper and easier to accept failure Break large problems down to smaller ones with agile tools Estimates over deadlines Working products over specification Measurement over judgement

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Guiding principles

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Design thinking is not for everyone

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Design thinking is not for every project

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Design thinking is not for scaling up an existing solution

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Solutions fi rst?

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Guess the design thinker

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I find out what the world needs. Then, I go ahead and invent it. I never did anything by accident, nor did any of my inventions come by accident; they came by work. Just because something doesn ’ t do what you planned it to do doesn ’ t mean it ’ s useless.

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There ’ s a way to do it better - find it! Anything that won ’ t sell, I don ’ t want to invent. It ’ s sale is proof of utility, and utility is success. We don ’ t know a millionth of one percent about anything.

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To have a great idea, have lots of them. I start where the last man left off. It is astonishing what an effort it seems to be for many people to put their brains definitely and systematically to work.

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I am not discouraged, because every wrong attempt discarded is another step forward. Restlessness and discontent are the necessities of progress. I have not failed 10,000 times. I have successfully found 10,000 ways that will not work.

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Thomas Edison 1847 – 1931

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I never did a day ’ s work in my life. It was all fun.

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That's it!

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jerryjappinen@lateralnord.com +358 40 7188776 @jerryjappinen Product design consultant Jerry Jäppinen

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Learn more

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Interesting cases Fordlandia Mind of an Architect Design thinking in politics: Finland is testing basic income Stoner M63 Forgotten Weapons (1300+ videos!!!) Laser discs vs VHS in the 1970s Designing cockpits for the average pilot

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Learn more Basics Design: Design thinking (ebook) https://99percentinvisible.org/article/norman-doors-dont-know-whether-push-pull-blame-design/ Podcast: 99 % Invisible Muezli browser extension (get inspired and find things to steal) Google! It ’ s all out there!

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Solutions fi rst MS Bob https://youtu.be/RkU4WWEUj-Y https://youtu.be/RkU4WWEUj-Y?t=14m40s

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Solutions fi rst ProHance Power Mouse from https://youtu.be/gBCFdvBz-j8?t=1m5s https://youtu.be/gBCFdvBz-j8?t=18m40s

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You can approach anything with the design thinking mindset Next time you feel stuck or annoyed: Did you start from a solution and not the problem? Reframe the situation: what ’ s the status quo and what ’ s the desired state?

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Status quo bias A real, emotional condition - humans are risk-averse Your users, coworkers, stakeholders are humans Desired state is hard to visualise and often seems risky Thought experiment: Flip the status quo Your desired state is now status quo Would you go back?

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Opinions vs testing Next time you schedule a feedback session Think about scheduling a testing session instead Design is evaluated out there by users, not by internal acceptance

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5-6 Did you start at step 5? Don ’ t choose before ideating Did you stop at 6? Don ’ t just assume the problem got solved There ’ s life before 5, there ’ s life after 6

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“Why” vs “why” What do I say when a user/customer asks why? Two different “whys”: Internal, historical vs. external rationale “Why is this text so light?” Is the only answer “It ’ s the shade of grey in our guidelines”? Answer to the internal, historical “why” is not relevant Related: The five whys

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Final thoughts Keep your eyes open: Someone, somewhere used design thinking to create everything around you Or didn ’ t, and now you have a Norman door Don ’ t fall in love Design for the world out there, not for yourself People are Lemmings

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That ’ s design thinking Separate problems from solutions Accept multiple possible solutions Discovery over creativity Testing over argumentation What works, works Don ’ t try to change your users, change yourself

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Misc slides

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Learn more 1. Define 2. Research 3. Ideate 4. Prototype 5. Select 6. Implement 7. Learn ‏ Multiple solutions ‏ Don ’ t skip here ‏ Empathy ‏ Test and validate objectively

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Design has a purpose Design is more discovery than creativity Design thinkers are more explorers than visionaries Idea generation is important, but it ’ s not everything Good design is measured out there in the wild Good design fills its purpose: good design works What works, works

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We will talk a lot about problems and solutions today

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Applications Design thinking can be applied by anyone to anything Design thinking is often used by designers in their profession Many people with designer titles work in creative professions Not all creative problem solvers work as designers

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Applications Airport security control design Product concepts Process design UX/UI/web/service/CX design Architecture Politics Prison design Firearms design Anything

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Designing for humans Today we talk about designing for humans Design thinking is traditionally applied in human- centric fields But at its core, it ’ s about changing the status quo to something that works better for the intended purpose And humans are not that different in the end…

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User testing Design needs to work Humans are weird Humans who aren ’ t you are VERY weird If it doesn ’ t work for humans, it doesn ’ t work Seeing your design crumble in front of your eyes is painful! Most solutions fail

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It never works until it works keep failing and iterating

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Dos and don ’ ts for today Problem space vs. solution space Don ’ t fall in love with your solutions Emphatize, research, observe Be user-centric Design for the world around you (people won ’ t change for you) Test, accept losses, fail

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Design is a toolbox