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Design Thinking

Design Thinking

Deck for Design Thinking workshop with IndonesianYouth Conference's committees.


Rifat Najmi

May 30, 2019


  1. IYC Design Thinking Rifat Najmi May 30 2019 - Part

  2. A bit about your (de)mentor Rifat Najmi @rifatnajmi

  3. Your turn... Please tell us your name, your job, your

    superpower, and your motivation in joining the class
  4. What’s today’ special? day 1

  5. Today’s Agenda Introduction Design Thinking (part 1) What’s UX? Let’s

    Play! ISHOMA
  6. Design Thinking part 1

  7. We want you to draw an alarm clock

  8. Now draw something to wake up people in a pleasant

  9. empathize define ideate prototype test

  10. empathize define ideate prototype test

  11. Empathize Build empathy for your users by learning their values.

  12. None
  13. Define Unpack your empathy findings into needs and insights and

    scope a meaningful challenge.
  14. What is UX?

  15. What is UX? User experience encompasses all aspects of the

    end-user's interaction with the company, its services, and its products. “ -- Norman Nielesen Group “
  16. Useful & Usable A product serve their functionality. Form follow

  17. Learnable Or in other word: intuitive

  18. Valuable Since 1953 Now Designed by Oscar Lundin & Sune

    Sjoberg and is still made by Linden Sweden OXO Good Grips Pro Swivel Peeler. A product value might be that it solves a problem.
  19. Desirable Not just about function, but aesthetically pleasing

  20. Accessible Allowed to be use by everyone, including those with

  21. Credible Can be trusted.

  22. Team Up! Find some buddies! There should be three or

    four of you.
  23. User Interview

  24. Interviews give insights into what users think about a site,

    an app, a product, or a process.
  25. They can point out what is memorable, what people feel

    is important, and what ideas for improvement they may have.
  26. Dos and Don’ts of User Interview Dos • Find the

    problem (or problems) by asking a lot of “why”. • Ask for consent. Explain to the user how and why you’re going to use the information they provided. • Ask an open question. • Make user feel comfortable and listen to what they said. Don’ts • Assume. What user think and feels might be completely different. • Leading the question from your assumption to prove your point. • Not paying attention to the body language. They usually say something different of what user says. • Judging what user do or said.
  27. What to find out Behaviour What they do Words What

    they say Faces What they feel, where they look Environment Where they are Artifacts What they use
  28. Let’s Play!

  29. Game 1 User Interview

  30. Imagine you’re gonna improve the way people use public transportation

    in Jakarta ...
  31. You’re gonna do so by improving the app used by

    the users
  32. How would you empathize with the user?

  33. Create a list of questions with your buddy(es) and interview

    each other.
  34. Present your questions and findings in front of the class.

  35. 1. Create a list of questions with your buddies. 2.

    Interview each other, pretend you are the user. 3. Present your questions and findings. In summary...
  36. Empathy Map

  37. Empathy Map is a collaborative visualization that lets us depict

    who our end user is, both as shared team & to others.
  38. An Empathy Map allows us to sum up our learning

    from engagements with people. The map provides four major areas in which to focus our attention on, thus providing an overview of a person’s experience.
  39. An Empathy Map consists of four quadrants. The four quadrants

    reflect four key traits, which the user demonstrated/possessed during the empathize stage.
  40. How does it look like?

  41. None
  42. Game 2 Empathy Map

  43. Name and draw your user. Create an Empathy Map Ideate

    silently. Cluster.
  44. So what does it do, again? • Aligning our perspective

    with the team of who our end user is. • To help make a decision which usually affecting how the products will solve the problem
  45. User Persona

  46. Personas are fictional characters, which you create based upon your

    research in order to represent the different user types that might use your service, product, site, or brand in a similar way.
  47. Creating personas will help you to understand your users’ needs,

    experiences, behaviours and goals.
  48. Game 3 User Persona

  49. Go back to empathy map. Create User Persona Write down

    their description. Present to the room.
  50. Scenario Map

  51. Scenario Maps help us empathize with the user over a

    specific period of time.
  52. A Scenario Map is a chart that portrays the user’s

    current experience.
  53. What makes a good scenario map? 1. It focuses on

    a single user. 2. It presents a detailed, honest picture of the current situation. 3. It exposes pain points and opportunities.
  54. How does it look like? Doing Thinking Feeling Phase

  55. None
  56. Game 4 Scenario Map

  57. Create a Scenario Map Draw the template. Ideate silently. Label

    phases. Identify pain points & opportunities. Doing Thinking Feeling Present to the room. Phase
  58. None
  59. Need Statement A statement that frames your user’s actual needs,

    desires and goals. “ “
  60. Need statements allow us to frame our user’s needs, desires

    and goals. user
  61. How does it look like? needs a way to so

    that A user do something that addresses their need the user benefits directly
  62. What makes a good need statement? 1. Focuses on a

    user’s real pain points. 2. Does NOT focus on features. 3. Can be either specific or general.
  63. A bad example needs a way to so that

  64. A better example needs a way to so that

  65. Game 5 Need Statement

  66. Create Need Statements Draw the template. Ideate silently. Cluster needs

    a way to so that
  67. None
  68. None
  69. Any question?

  70. See you later!

  71. None
  72. IYC Design Thinking Rifat Najmi May 30 2019 - Part

    2 (kalo sempet hehe)
  73. Welcome back!

  74. We meet again! Rifat Najmi @rifatnajmi

  75. Today’s Agenda Design Thinking (part 2) Let’s Play! Let’s Play

    Again! Discussion ISHOMA
  76. Design Thinking part 2

  77. empathize define ideate prototype test

  78. empathize define ideate prototype test

  79. Ideate Generate radical design alternatives.

  80. Prototype Gets ideas out of your head and into the

  81. Test The chance to gather feedback, refine solutions, and continue

    to learn about your users.
  82. Let’s Play!

  83. Ideation

  84. Ideation is problem solving with no limitations.

  85. Ideation is saying “yes” to everything so we can find

    the best solution for our user without immediate constraint.
  86. What makes ideation good? 1. Defer judgment 2. Go for

    quantity 3. Encourage wild ideas 4. Build on the ideas of others 5. Stay focused on the topic 6. Have one conversation at a time 7. Be visual 8. Avoid feature functions 9. Don’t go into much detail 10. Consider “It’s kinda like…”
  87. How does it look like?

  88. What an absurd idea looks like?

  89. Game 6 Ideation

  90. Ideate! Ideate silently. Playback. Cluster. Present to the room.

  91. Prioritization Grid

  92. A graph that helps us identify which ideas to act

  93. What makes a good prioritization grid? 1. Reflects the thoughts

    of everyone on the team 2. Shows us, clearly, which ideas to pursue. 3. Drives discussion.
  94. Vote on Big Ideas Impact to the user • Does

    it turn a pain point into a delight? • Does it expand user value? • Does it provide a differentiating experience? Feasibility for us • Can we do this as an organization? • Can we go to market with this? • Is it technically feasible?
  95. How does it look like?

  96. Game 7 Prioritization Grid

  97. Prioritize! Vote silently. Impact Feasibility

  98. Prioritize! Vote silently. Draw the grid. Impact Feasibility

  99. Prioritize! Vote silently. Draw the grid. Plot your ideas. Impact

  100. Prioritize! Vote silently. Draw the grid. Plot your ideas. Assess.

  101. Prototyping

  102. A means of exploring a user experience through a visual

  103. What makes a good prototype? 1. Actively reduces the risk

    of being wrong about your users. 2. Validates or invalidates your assumptions. 3. Done often. 4. User-centered, vision-focused.
  104. How can we prototype? Prototypes of digital experiences • Paper.

    • Wireframes. • Visual mock-ups. • HTML, CSS, and JS. Feedback mechanisms • Usability testing. • Feedback surveys. • Stakeholder and sponsor user interviews.
  105. Advantages of Paper Prototype Not limited by technology → Dream

    big + Focus on best possible solution Cheap and easy to visualize and iterate on many ideas Everyone can do it → Collaborative design with “non-designers
  106. Sketching is not the same as drawing! Tips on how

    to start sketching your wireframe 1. Get yourself a good pen, highlighter and dotted paper. 2. You don’t need to be a master of drawing to create wireframe 3. It doesn’t have to be very detail. But it should explain your idea clearly. 4. Use the highlighter to mark the button.
  107. How does it look like?

  108. Game 8 Prototype

  109. Prototype! Discuss with your buddies. Create workflow first. Then sketch

    the UI. “Transfer” your sketch into Figma
  110. Usability Testing

  111. Usability testing is a way to see how easy to

    use something is by testing it with real users.
  112. Why should we do it? • Direct feedback from the

    target audience to focus the project team. • Internal debates can be resolved by testing the issue to see how users react to the different options being discussed. • Issues and potential problems are highlighted before the product is launched. • Increases the likelihood of usage and repeat usage. • Minimises the risk of the product failing.
  113. How do we do it? 1. Build a prototype or

    a product to test. 2. Draft the scenario (tasks, questions, and success metrics). 3. Recruit test participants. 4. Perform the test. 5. Document the process and results. 6. Correct issues and iterate!
  114. Example of scenario

  115. Example of success metrics

  116. Structure your question and avoid bias Introduction Q1: How often

    do you use Google Maps? Q2: What do you use it for? Task 1: Find the best route from Blok M to Bundaran HI. Q3: What can you understand by looking at this screen? Q4:Before starting the search, how would you expect to do it on this screen? Q5: Having now done it, what do you think of what happened? Closing: Q6: Do you have any further feedback? Q7: Would you be interested in participating in future sessions like this? Thank you! Introduction Q1: How often do you use Google Maps? Q2: What do you use it for? Task 1: Search for a bus route from Blok M to Bundaran HI. Q3: How much do you like this screen? Q4: Before starting the search, where would you enter the search terms on this screen? Q5: Having now done it, what do you think of what happened? Closing Q6: Do you have any further feedback? Q7: Would you be interested in participating in future sessions like this? Thank you!
  117. Game 9 Usability Testing

  118. Test the user! 1. Prepare the scenario (tasks, questions, and

    success metrics). 2. Test the user. 3. Document the process and results. 4. Present your findings.
  119. Playback If history was told in stories, no one would

    ever forget it. “ -- Anonymous “
  120. What makes a good story? Twist Drama Conflict Resolution Detail

    Time Place Plot Humor Emotion Characters Beginning Middle End
  121. What is a playback? Playbacks are distinct, story-like presentations that

    align your team, stakeholders and clients on the user value — not project line items — you are delivering.
  122. What can it look like? Storyboard Skit Post-it animation First-person

    narrative Documentary-style video Deck
  123. Game 10 Present a Playback

  124. Present a Playback 1. Refer back to all your work.

    2. Figure out how you want to share your story and what info to include. 3. Give a five-minute Playback to the entire room.
  125. Any question?

  126. Rifat Najmi @rifatnajmi rifatnajmi.com 0818 276 276 info@rifatnajmi.com Ask us

    anything (or not)
  127. Gonna miss you!