Design Thinking Notes
Design Thinking Notes
Design Thinking Notes
Introduction
Design Thinking is both an ideology and a process, focused on resolving complex problems in a
highly user-centric way.
Design Thinking is not an exclusive skill, natural ability, fine art, orrocketscience—
it'sopentoeveryoneandgreatlyusefulforanyindustryordiscipline
IBM Design Thinking frame work is placing end users at the centre of innovation when tackling
problems and developing solutions.
best accomplished by inter disciplinary teams.
At the heart of our human-centered mission is Enterprise Design Thinking: a frame work to solve
our user’s problems at the speed and scale of the modern enterprise.
Principles guiding us
Before you start your journey, embrace the principles of Enterprise Design Thinking, the foundation
element so four approaches:
A focus on user outcomes, diverse empowered teams, and a spirit of rest less reinvention.
Focus on user outcomes Who are you designing for, and what do they need?
Restless reinvention When’s the last time you rethought what you’re making?
DEFINE (problem):
During the Define stage, you put together the information you have created and gathered during
the Empathize stage. This is where you will analyse your observations and synthesize them in order to
define the core problems that you and your team have identified up to this point. You should seek to
define the problem as a problem statement in a human-centred manner.
To illustrate, instead of defining the problems your own wish or a need of the company such as,
“We need to increase our food-product market share among young teenage girls by 5%,” a much better
way to define the problem would be, “Teenage girls need to eat nutritious food in order to thrive, be
healthy and grow.”
The Define stage will help the designers in your team gather 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. In the Define stage you will start to
progress to the third stage, Ideate, by asking questions which can help you look for ideas for solutions by
asking: “How might we… encourage teenage girls to perform an action that benefits them and also involves
your company’s food-product or service?”
Step 3-Ideate
Collaborate, generate many Ideas, let imagination run wild
IDEATE:
During the third stage of the Design Thinking process, designers are ready to start generating ideas.
You’ve grown to understand your users and their needs in the Empathize stage, and you’ve analysed and
synthesized your observations in the Define stage, and ended up with a human-centered problem
statement. With this solid background, you and your team members can start to "think outside the box" to
identify new solutions to the problem statement you’ve created, and you can start to look for alternative
ways of viewing the problem. There are hundreds of Ideation techniques such as Brainstorm, Brain writes,
Worst Possible Idea, and SCAMPER. Brainstorm and Worst Possible Idea sessions are typically used to
stimulate free thinking and to expand the problem space. It is important to get as many ideas or problem
solutions as possible at the beginning of the Ideation phase. You should 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.
PROTOTYPE:
The design team will now produce a number of inexpensive, scaled down versions of the product or
specific features found within the product, so they can investigate the problem solutions generated in the
previous stage. Prototypes may be shared and tested within the team itself, in other departments, or on a
small group of people outside the design team. This is an experimental phase, and 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. By the end of this stage, the design
team will have a better idea of the constraints inherent to the product and the problems that are present,
and have a clearer view of how real users would behave, think, and feel when interacting with the end
product.
TEST:
Designers or evaluators rigorously test the complete product using the best solutions identified
during the prototyping phase. This is the final stage of the 5 stage-model, but in an iterative process, 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. Even during this phase, alterations and refinements are made in order to rule out problem
solutions and derive as deep an understanding of the product and its users as possible.
Conclusion:
In essence, the Design Thinking process is iterative, flexible, and focused on collaboration between
designers and users, with an emphasis on bringing ideas to life based on how real users think, feel, and
behave.
Design Thinking tackles complex problems by:
Empathizing: Understanding the human needs involved.
Defining: Re-framing and defining the problem in human-centric ways.
Ideating: Creating many ideas in ideation sessions.
Prototyping: Adopting a hands-on approach in prototyping.
Testing: Developing a prototype/solution to the problem.
Observation
Get to know users
Understand Context
Uncover Needs
Listen to Feedback
Empathy Map
Empathy maps are quickly created collaborative artifacts that increase our understanding of users and help
us discover opportunities to help them.
Hands on Approach on Mural with Template
Empathy Map
Come Prepared with Observations
Set up the activity
Empathy Map
Capture observations
Find patterns and identify unknowns
Playback and Discuss
IBM built on that idea, adding strategies, tactics and activities to create a framework that uniquely scales
design thinking across teams of all shapes and sizes, whether they are co-located or widely dispersed.
RESTLESS INVENTION
Everything is a prototype. Being essential—and stayingessential—requires a continuous conversation with
our users and clients, responding to their changing needs through rapid prototyping and constant iteration.
No solution is ever considered to be truly complete, the success of the team centers on their capacity to
look at the human need with fresh eyes and putting theories about how to better approach old problems
to the test. Here’s the thing about restless reinvention: you’ll never feel done. There will always be a better
solution just around the corner. Recognize that from the perspective of your users, no solution is perfect.
STEP 1 – UNDERSTANDING
PERSONAS
A persona is an archetype of a user that helps designers and developers empathize by understanding their
user’s business and personal contexts. Don't confuse personas with roles
Start by getting to know the person or people that you intend to help with your product.
Collect information and answer a wide array of questions about them.
Who are they?
What are their personal demographics?
What are their normal tasks?
What motivates them?
What problems do they face?
What frustrates them?
UNDERSTANDING PERSONAS
You can gather this information from many sources, including surveys, forums, direct observation, and
interviews.
Take all of the information and organize it to describe one or more specific individuals, or personas, who
represent your target audience.
You can gain insights about the persona and their real-life circumstances. These insights can direct your
team's energy toward creating meaningful solutions for real problems.
If research is the discipline of understanding the world, design is the discipline of shaping it. While research
asks, “what is?” design asks, “what should be?”
Among the uncertainty, design thinking provides us a model for action. We call this model the Loop:
continuous cycle of observing, reflecting, and making.
It enables us to build on our successes and learn from our failures along the way.
Observe
To drive meaningful outcomes for our users, we must first gain a deep understanding of the challenges
they face.
Whether you’re identifying new opportunities or evaluating existing ideas, breakthrough ideas are born
from a deep understanding of the real-world problems we’re solving for our users.
Uncover needs:
Users won’t always be able to express their needs, so it’s your job to read between the lines and uncover
them.
It’s the first principle of IBM Design Thinking that we must focus on our users. And the second principle of
IBM Design Thinking compels us to work in multidisciplinary teams. Empathy Maps tie these principles
together, taking advantage of our multidisciplinary teams to improve our understanding of the user.
Empathy Maps allow us to quickly combine everyone’s knowledge, and expand on it, and form new
insights.
Empathy Maps help to rapidly put your team in the user’s shoes and align on pains and gains.
3. Capture observations:
Have everyone record what they know about the user or stakeholder. Use one sticky note per observation.
Place it on the appropriate quadrant of the map.
STEP – 3 REFLECT
Reflect:
Different people can interpret the same situation in very different ways.
Reflect:
As a project progresses, we’re constantly taking in new information. Observing generates fresh data about
the real world, while making generates new ideas and opportunities to pursue. But as this information
reveals the complexity of our problem space, it’s easy to get overwhelmed, drift out of alignment, or lose
sight of the mission
Therefore, it’s important to regularly reflect as a team. Reflecting brings your team together to synchronize
your movements, synthesize what you’ve learned, and share your “aha” moments with each other.
The eureka effect (also known as the Aha! moment or eureka moment) refers to the common human
experience of suddenly understanding a previously incomprehensible problem or concept. Some research
describes the Aha! ... moment started with defining attributes of this experience.
When reflecting, have the empathy to understand diverse perspectives, the flexibility to respond to
change, and the integrity to stay true to your team’s values.
Align on intent:
If you find yourselves drifting out of alignment, slow down and examine the intent and motivations behind
your work. Come to a common understanding of your users, the problem you’re solving, and the outcome
you’re working to achieve together.
Plan ahead:
As your understanding evolves, don’t move forward blindly. Decide together on your next move. You can
either take another loop or put a stake in the ground and commit to an idea.
Set up prompt:
Begin the activity with a good prompt, such as a needs statement, a user story, a Hill, or just a pain point
identified in an As-is Scenario Map. Write this prompt somewhere everyone can see it.
Generate ideas, not features
A big idea describes the experience a user might have with the solution. Features describe the
implementation of a solution. If you find that your ideas are starting to depict features, try using metaphor:
“It’s kind of like...”
Diverge
Create many big ideas and quickly share them with each other. Build off others’ ideas but stay out of the
weeds and avoid drifting into features or talking about implementation details.
STEP – 5 PRIORITIZATION
GRID
While prioritization is most helpful at the beginning of a project, it’s also worth taking time to prioritize
before an iteration or sprint.
Evaluate ideas:
Have everyone quickly evaluate each idea on their own, and roughly plot them on the grid where they
make sense. Once many items are on the grid, start discussing with your teammates and reposition them
in relation to each other.
Long before design thinking, starting in the 1920s & 1930s, the focus
was on human factors & usability engineering.
In the 1980s and 1990s Don Norman introduced the User Centered
System Design. This was a significant new direction for the field.
We’ll get into greater detail later but Enterprise Design Thinking’s
framework has three foundational principles, the all-important Loop,
and three what we call Keys.
Case Study
Shortly after becoming IBM’s CEO and Chairman, Ginni Rometti,
issued this directive to “Create a global sustainable culture of design
and design thinking at IBM”. Phil Gilbert whose company was acquired
by IBM three years previous to this was asked by Ginni to serve as
General Manager of Design and to execute this directive.
IBM focused heavily on hiring and now employs more than 20,000
design and user experience professionals globally some of whom work
on products and many of whom work directly with clients. The
disciplines include user research, visual and user experience design,
and content designers. The company also ensure that there was
balance with other key skills like front-end development and offering
management.
Overview
OK, let’s briefly discuss the essential elements of Enterprise Design
Thinking.
A focus on user outcomes. The user, the human, is at the center and
we’re focusing on their outcomes. If you’re not focusing on real users,
you’re not doing design thinking properly.
Diverse, empowered teams. The more diverse the team, the more
creative it will be. The team’s diversity should also reflect the diversity
of the users of the thing you’re designing. Empowered is also so
important. If the team isn’t empowered to proceed with the work that
they’re using EDT for, they’re not using design thinking properly.
Restless reinvention which we illustrate with our loop.
Let’s look into this in more detail. [click] Observing is about immersing
yourself in your users’ world. And you should focus on going into more
depth with fewer users that you continue to connect with. We call
these Sponsor Users.
7 Key Habits
Many organizations fail to introduce and use design thinking
effectively largely due to these anti-patterns:
1) They create an “innovation department” which then uses design
thinking and that department is expected to come up with the
innovation for the whole organization.
2) They build a workshopping space but change nothing else.
3) They have their executives have a tour of the Stanford D-School
and nothing else. The D-School tour is great but isn’t sufficient
training of course.
4) They train a few people in design thinking and expect that to be
sufficient.
5) They run workshops with design thinking because they’re cool but
don’t do anything with the results.
6) They typically do one or more of these things but don’t do anything
else. So, what are some habits that will combat these anti-patterns? Let’s
explore some...
2) You also have to get the right skills for your project (design, business,
engineering, etc.) and drive effective multidisciplinary collaboration.
5)Fail fast and fail often is a phrase that’s popular in startup circles as
well as in some enterprise ones as well. While its good to be resilient
and to learn from failure, many people take the phrase too literally
leading them to just start coding a product and if it fails, they’ll learn
from it and pivot. They should instead start with user research in
design thinking to first understand the problem and prototype with
paper and pencil which may well surface problems but they’re really
easy to address.
The Loop
Observe
... people (Sponsor Users) who
are representative of those related
to your challenge and potentially extreme.
Ethnographic Observation
Capture what users do and say in their natural habitat
Structured Interviews
Probe what they do and say but also what they think and feel.
Reflect
... on what you’ve learned and captured through your observations.
An Empathy Map organizes what you observed into what a person does, says, thinks and feels.
Persona Development
A description of the persona making them real for your team covering what they do, say, think, and feel
regarding your challenge topic.
Someone reading it should feel like they’re meeting the person and learning about a summary of the
observations you’ve made through your user research.
A Stakeholder Map organizes what you learned about the relationships your key person has both
positive & negative.
An As-is Scenario Map organizes what you observed over timeline while keeping the does, thinks, and
feels.
Now Vote using six red dots each for what you believe has the greatest opportunity to improve.
Make
... iteratively ideate and create visualizations to communicate your solution.
Ideation:
Each teammate makes 3 Big Idea Vignettes.
Focus on your user’s pain points.
Not too much detail!
Obey the laws of physics for 2 of the ideas but not for the 3rd. Make the 3 rd absurd.
Ideation Consolidation:
Each team member plays back their ideas to their group.
Prioritization:
What’s most impactful?
What’s most feasible?
Evaluate each “big idea” quickly and on your own, to the best of your knowledge.
Impact to the persona
LOTS OF ORANGE DOTS = HIGH IMPACT
• Does it turn a pain point into a delight?
• Does it expand value?
Feasibility
LOTS OF GREEN DOTS = HIGHLY FEASIBLE
• Can this be done in the organization?
• How difficult/costly will it be to do?
Prioritization Consolidation:
Roughly plot each idea onto the grid, using the voting dots as a loose guide.
Discuss and reposition ideas in relation to each other.
Do some ideas seem more impactful than others?
Do some ideas seem more feasible than others?
Prioritization Analysis:
No Brainers pose the possibility of a tactical advantage
Big Bets can offer strategic differentiation
Utilities may represent table stakes
Don’t waste time or energy discussing Unwise items
Storyboarding:
Describe what a possible new experience could be like.
Consider things like:
Tell a story with a beginning, middle, and end (happy ending)
What is the user experiencing especially emotionally?
The best way to storyboard is to individually take the selected big idea cluster(s) and tell a story fleshing
out how the idea(s) would work making sure to include a beginning, middle, and end to he story and
focus on the user experience especially emotionally. Provide sketches and narration. After each team
member has done that individually, share the storyboard and develop a single team master storyboard
with the best ideas from the team.
Playbacks:
Playbacks are used to review the solution from the user’s perspective with all stakeholders.
User Research
Get to know the people... for whom you’d like to improve things
Begin with getting to know people as people, not just as users. Listen to their stories to understand their
hopes, fears, and goals that motivate them. Put yourself in their shoes and absorb the highs, lows, and
nuances of their lived experiences first-hand.
Your users don’t live in a bubble. They are often part of complex, interdependent systems of people and
processes that effect each other. Watch users interact with the people and tools in their environment. Find
out who they rely on and who relies on them. Sometimes the most effective way to help your users is to
help the people around them.
Your users won’t always be able to express their needs. So you’ll need to read between the lines to
uncover unarticulated needs, reveal challenges, and figure out the stakes of failure. Find out how they
measure success and where their existing solutions fall short.
There are hundreds of different methods that user research specialists will be aware of but there are two
classes of methods that everyone should be aware of and use.
Observing:
Advantage –
Natural
Unbiased
Authentic
Good way to understand what people do & say
Disadvantages –
Time limited
Time consuming
No insight into why
Not able to
understand what
people think & feel
Interviewing:
Advantage –
Wide open scope
Wide time scale
Can ask why
Good way to understand what people think & feel
Disadvantages –
Unnatural
Can be biased
A reconstruction
Not able to understand what people actually do & say in the moment
Observing
Do –
Get permission if appropriate
Be unobtrusive
Capture everything
Don’t –
Disturb the situation
Interrupt
Overstay your welcome
Interviewing –
Do –
Set a comfortable tone
Develop rapport
Keep questions simple
Listen authentically
Use pregnant pauses
Don’t be rushed
Thank them
Don’t –
Ask leading questions
Correct the person
Interrupt
Speak too much
Be distracted
Be distracting
User Feedback
Why Gather User Feedback?
First of all, you are not your user and people differ in all kinds of ways like cultural, demographics, life
experience, knowledge, and skills.
Feedback Methods:
Surveys – Good for demographic or attitudinal data and when you need large numbers or statistical
significance.
Cognitive Walkthrough – Think aloud that can be performed by expert proxies or by end users.
Real-Time Task-Based Tests – Good for design evaluations and playbacks.
Heuristic Evaluation – Best practices usability review by an expert on human-computer interaction.
Competitive or Comparative Review – Good for determine “best of breed” experience in the market.
Asynchronous Task-Based Tests – Good for large-n summative studies to confirm friends.