2. What is Design Thinking
• As business culture and the world change at an accelerating rate,
organizations look for solutions to grow with their customers or users,
to do new things in better ways, to improve their practices, retain and
grow their customer base, and expand their business.
• Innovation has been a core part of this need for the future.
• Design thinking is one of several approaches to innovation
• Simply put, design thinking about developing new ways to solve
problems and add value…to design new products and services as well
as provide customers with what they truly need.
3. A Few common ways to define design
thinking
• A human-centered approach
• A problem-solving process
• An empathetic study
• An experimentation
• A hands-on collaboration
4. The Human-Centered Approach
• Design thinking is a process that is all about the customer or user
experience. It is about knowing what humans want and need in the
moment.
5. A Problem-Solving Process
• At the root of it, design thinking is about solving a customer’s
problem with a solution (typically product or service) that gives them
what they need. It requires creativity, idea development, and
experimentation. The solution may not be obvious, and it may take
trial and error to find the right answer.
6. An Empathetic Study
• Empathy is a key component of design thinking, as it helps the
innovators better understand the needs and wants of their users. By
understanding the user’s emotional and mental state, designers can
create experiences that are personalized and tailored to the user’s
needs.
7. An Experimentation
• Design thinking is “a methodology for creative problem solving” that
involves heavy experimentation. You need to test your hypothesis and
see your ideas in action in order to come to the right solution. By
experimenting, you can gain crucial insights into how people interact
with the product or service and use those insights to refine and
rebuilt the design. Experimentation doesn’t have to be expensive or
complicated – simple sketches or prototypes can be used to illustrate
the use of the potential solution and get real feedback about its
usefulness. Because of this, experimentation is a critical part of the
design thinking process.
8. A hands-on collaboration
• The final way to define design thinking on this list is as a hands-on
collaboration. In order to innovate successfully, you need to have
successful and meaningful collaboration throughout your organization
and with your customers and users. Your team needs to share insights
and ideas freely and be a part of the process from start to finish.
9. Human-Centered Design Mindsets
1. Learn from Failure
• This mindset is all about the ability to learn from failure and use
failure as a tool to improve your practices. As Tim Brown, CEO of IDEO
explains, “Don’t think of it as failure, think of it as designing
experiments through which you’re going to learn.” Design begins with
not knowing the solution to a challenge. Instead of being scared of
failure, use every opportunity to experiment and grow from your
mistakes.
10. 2.Make It
• Design thinking is about experimenting with prototypes. Make an
idea real in order to better understand it and think through the
problem. Only through building and testing will you be able to know if
a product or service is doing what it should do. Whether it’s a simple
cardboard and scissors model, or a sophisticated digital mockup,
creating a prototype will allow you to share your idea and gain
feedback early and often.
11. Creative Confidence
• It’s understanding that you have creative ideas and the power to turn
those ideas into a reality.
12. Empathy
• Empathy is not only a wonderful skill for understanding your
customers better, it can also help you solve problems from their
perspective and gain insight into the design process. Ultimately, your
product or service should be built to help improve other people’s lives
and experiences, so never losing sight of an empathetic view of the
world is key.
14. Embrace Ambiguity
• Design thinking designers start from not knowing the answer to the
problem. This ambiguity may feel uncomfortable at first, but by
embracing it, you will be able to open yourself up to creative ideas
and arrive at unexpected solutions.
15. Iterate, Iterate, Iterate
• The final IDEO design thinking mindset is about iteration. In order to
reach the right solution, you need to receive feedback from
customers early and frequently. By constantly improving and refining
your work, you will be able to produce better ideas and arrive more
quickly at the right solution.
17. • People-centric
• This design thinking mindset is about designing and building for people. Keeping your audience in mind during ideation is incredibly useful to find the right solution to overcome a problem or challenge.
• Cross-disciplinary and Collaborative
• Innovation is, by necessity, a collaborative endeavor. It should also cross disciplines and areas to unlock new and creative solutions to challenge-based problems.
• Holistic and Integrative
• During the design thinking process, you may be looking to connect seemingly separate ideas or concepts into one. By looking beyond the individual pieces, you can begin to analyze the big picture and how everything can work together
holistically as one.
• Flexibility and Comfort with Ambiguity
• Being comfortable with the ambiguous nature of ideation and the creative process is another useful mindset. Flexibility allows you to look at proposed solutions from many different angles and learn on the spot from the teachings of research,
real-life experience, or simulated results.
• Multimodal Communication Skills
• Multimodal communication combines written, audio, and visual forms to convey an idea or solution. The skill to think in different ways and to use all available tools and methods at your disposal is part of this creative thinking mindset.
• Growth Mindset
• A mindset for growth means being comfortable with change. Innovation requires pushing past the boundaries of how something has always been done to look at a problem in a new light.
18. • Brainstorming is a method design teams use to generate ideas to
solve clearly defined design problems. In controlled conditions and a
free-thinking environment, teams approach a problem by such means
as “How Might We” questions. They produce a vast array of ideas and
draw links between them to find potential solutions.
• they are free to use out-of-the-box and lateral thinking to seek the
most effective solutions to any design problem. By brainstorming,
they can take a vast number of approaches—the more, the better—
instead of just exploring conventional means and running into the
associated obstacles. When teams work in a judgment-free
atmosphere to find the real dimensions of a problem, they’re more
likely to produce rough answers which they’ll refine into possible
solutions later.
19. • Brainstorming may seem to lack constraints, but everyone must observe eight house rules and have someone acting as facilitator.
• Set a time limit – Depending on the problem’s complexity, 15–60 minutes is normal.
• Begin with a target problem/brief – Members should approach this sharply defined question, plan or goal and stay on topic.
• Refrain from judgment/criticism – No-one should be negative (including via body language) about any idea.
• Encourage weird and wacky ideas – Further to the ban on killer phrases like “too expensive”, keep the floodgates open so everyone feels free to blurt out ideas (provided they’re on topic).
• Aim for quantity – Remember, “quantity breeds quality”. The sifting-and-sorting process comes later.
• Build on others’ ideas – It’s a process of association where members expand on others’ notions and reach new insights, allowing these ideas to trigger their own. Say “and”—rather than discourage with “but”—to get ideas closer to the problem.
• Stay visual – Diagrams and Post-Its help bring ideas to life and help others see things in different ways.
• Allow one conversation at a time – To arrive at concrete results, it’s essential to keep on track this way and show respect for everyone’s ideas.
20. • Brainwriting is an idea generation technique where participants write
down their ideas about a particular question for a few minutes
without talking. Then, each person passes his or her ideas to the next
person who uses them as a trigger for adding or refining their own
ideas.
21. • Brainstorming involves harnessing synergy – we leverage our collective
thinking towards a variety of potential solutions. However, it’s challenging to
have boundless freedom. In groups, introverts may stay quiet while extroverts
dominate. Whoever’s leading the session must “police” the team to ensure a
healthy, solution-focused atmosphere where even the shiest participants will
speak up.
• Another risk is to let the team stray off topic and/or address other problems.
As we may use brainstorming in any part of our design process—including
areas related to a project’s main scope—it’s vital that participants stick to the
problem relevant to that part (what Osborn called the “Point of View”).
23. • Everyone Shares
• More efficient than brainstorming in generating results
• Generates an environment of encouragement and acceptance
• Yields Diverse Approaches
• No dominance over other participants
• The Classic Method 635 Brainwriting
24. • The design team will now produce a number of inexpensive, scaled down versions of the product
(or specific features found within the product) to investigate the key solutions generated in the
ideation phase. These prototypes can 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 then accepted, improved or rejected based
on the users’ experiences.
• By the end of the Prototype stage, the design team will have a better idea of the product’s
limitations and the problems it faces. They’ll also have a clearer view of how real users would
behave, think and feel when they interact with the end product.