presentation design thinking doctoriales
DESCRIPTION
Presentation of the Design Thinking process during the cross-border Doctorials 2013 organized by UPV-EHU and UPPA.TRANSCRIPT
Design
Thinking
JAVIER MENDIBIL
Arantzazu, 16th of October 2013
1.1.- Design Thinking
It’s a problem-solving methodology applicable to any field ofinnovation that requires a creative approach. It is based on theseprinciples:
1. EMPATHY: A deep observation of the needs of users, including emotions
2. IMAGINATION: "optimistic" search of solutions.
3. EXPERIMENTATION: Visualization of solutions through collaborative prototyping
4. ITERATIVE LEARNING: the continuous iteration of the process of observing-create-prototype-validate to learn from each step, until you find the best solution.
Today
everything is
design…
Design of strategies
Design of services
Design of products
Design of experiences
Diseño de businesses
iseño de Estrategia
Diseño de Servicio
Diseño d
1.1.- Design Thinking
Methodology
Observe the
users
Conclusions
Drafts, sketching, models,
storyboard, represent,etc.
Test and
implement
corrections
2.2.2.2.---- OBSERVE OBSERVE OBSERVE OBSERVE ----
EMPATHYEMPATHYEMPATHYEMPATHY
3.3.3.3.---- SYNTHESISSYNTHESISSYNTHESISSYNTHESIS
6.6.6.6.---- TEST TEST TEST TEST
5.5.5.5.---- PROTOTYPEPROTOTYPEPROTOTYPEPROTOTYPE
1.1.1.1.---- UNDERSTANDUNDERSTANDUNDERSTANDUNDERSTAND Definition of the problem
12 IDEAS
4.4.4.4.---- IDEATEIDEATEIDEATEIDEATE
Generation of
ideas
Design thinking is a human-centered approach that integrates the needs of people, the possibilities of technology, and the requirements for business success
OBSERVE & EMPATHY
OBSERVE & EMPATHY
Observe and listen to the user. Live users’ experiences.
Don’t focus on the product/service, focus on the user needs.
empathy
Empathy: A deep observation of the needs of users, including emotions
IMAGINATION
Imagination: "optimistic" search of solutions
Desirable vs. possible
Postponing restrictions
EXPERIMENT: Visualization of solutions
through collaborative prototyping
When we were kids, we all were designers
EXPERIMENTATION
PROTOTYPE
1. UNDERSTAND BETTER THE PROBLEM
2. LEARN BY DOING
3. SHOW, NOT JUST TELL
4. VISUALIZE IDEAS
Experiment, visualize and build prototypes
The prototype is the main validation tool
ITERATIVE LEARNING
ITERATIVE LEARNING: the continuous iteration of the process of observing-create-prototype-validate to learn from each step, until you find the best solution.
UNDERSTAND (15’)
1. Define the group of people you are addressing. Who is the
“user”? Who will benefit from the solution?
2. Deepper understanding of the context of the
problem/challenge.
EMPATHY MAP (20’)
ITERATIVE LEARNING
Foto: dixquatre on Flicrk
INSIGHTS (10’)
Conclusions from the process of understanding the user and specific problems you want to solve.
(1 – 3 specific needs/motivations)
Choose one or two insights and ask:
How could we improve or solve….?
Find the right questions NOT THE ANSWERS
QUESTIONS (20’)
16
IDEATION (25’)
Getty images
Generate ideas
17
IDEATION (25’)
Generate SOLUTIONS
1. Generate as many ideas as possible to serve these identified needs.
2. Use one POST-IT for each Idea3. Do not judge or debate ideas.4. During brainstorming, have one conversation
at a time.
18
Make groups of similar ideas and
Vote the ones that you like to work with
SELECT (15’)
19
PROTOTYPING (1h45’)
1. Combine, expand, and refine ideas. BUILD to THINK and LEARN2. Create and present actual working prototype. BUIL D to
COMMUNICATE3. Seek feedback from a diverse group of people
Time to finish12:45
20
PROTOTYPE
THE CHALLENGE: The improvement of the sustainability of EOI UNIVER SITY staff and students
THE SOLUTION:The EOI ecoGreen bus. The latest-fashion fully-equi pped bus with charges, WiFi, coffee & tea, fast & cheap, comfortable, fun and clean!
21
PROTOTYPE
THE CHALLENGE: The improvement of the sustainability of EOI staff and students
THE SOLUTION:The EOI ecoGreen bus. The latest-fashion fully-equi pped bus with charges, WiFi, coffee & tea, fast & cheap, comfortable, fun and clean!
22e-service solution that could improve mobility in t he Ann Arbor region.
23
TALLER 2 - Quito 27.11.2012
Prototipando Proyectos de Puesta en Valor del
Patrimonio Cultural
24
25
26
4-D BRANDING Thomas Gad
27
BRAND
PROTOTYPING THE BRAND
- Create an slogan and a logo (style) that you will communicate
- Make them also visible on the table