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What is Design?
A plan/ Specification
For the construction of an object/ or system or
For the implementation of an activity or process
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Examples of design
• Now designers are being asked to change what is being produced to better meet the
needs of consumers
• Tangible goods
• Processes
• Interfaces
• Entertainments
• Services
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What is design thinking?
• A Method of focusing innovation on people and designing based on:
• What people need and want
• What people like or dislike
• In regard to production, packaging, marketing, retailing, support, or all of
them
• A skill that allows a designer to align what people want with what can be done, and
produce a viable business strategy that creates customer value and market
opportunity
Intersection Where Design Thinking Lives?
Divergent and Convergent Thinking
Three Core Activities of Design Thinking
How the Journey of a Project Feels
The Stages of Design Thinking
Hear See
Say & Do
Pain Gain
Empathy map consists of four categories in which the From here, we can unpack or synthesize what this
user data is organized and analyzed: information means:
Said: Word choice and what the user says Share what you observed and found with other
Did: behaviors and actions observed designers.
Capture the important parts visually
Thought: consider what they’re thinking based
Record all the information into one place, such as
on beliefs, motivations, goals, needs, and desires
a board or wall, so you can analyze it as a whole.
Felt: Emotional responses based on subtle body Begin noting connections, patterns, and themes.
cues and word choice
Problem Statement
A good problem statement should thus have the following traits. It should be:
Human-centred - This requires you to frame your problem statement according to specific
users, their needs and the insights that your team has gained in the Empathize phase. The
problem statement should be about the people the team is trying to help, rather than focusing
on technology, monetary returns or product specifications.
Broad enough for creative freedom - This means that the problem statement should not focus
too narrowly on a specific method regarding the implementation of the solution. The problem
statement should also not list technical requirements, as this would unnecessarily restrict the
team and prevent them from exploring areas that might bring unexpected value and insight to
the project.
Narrow enough to make it manageable - On the other hand, a problem statement such as,
“Improve the human condition,” is too broad and will likely cause team members to easily feel
daunted. Problem statements should have sufficient constraints to make the project
manageable.
As well as the three traits mentioned above, it also helps to begin the problem statement with a verb, such as
“Create”, “Define”, and “Adapt”, to make the problem become more action-oriented.
Techniques to Define a Problem
Statement
Methods of interpreting results and findings
from the observation oriented Empathize phase
include:
Clustering and Bundling Ideas and Facts -
Space Saturate and Group and Affinity
Diagrams
Empathy Mapping
Point of View – Problem Statement
“How Might We” (HMW) Questions
Why-How Laddering
The Take Away
Analysis
Analysis is about breaking down complex concepts and
problems into smaller, easier-to-understand
constituents.
We do that, for instance, during the first stage of the
Design Thinking process, the Empathize stage, when we
observe and document details that relate to our users.
Synthesis
Synthesis, on the other hand, involves creatively piecing
the puzzle together to form whole ideas.
This happens during the Define stage when we organize,
interpret, and make sense of the data we have gathered
to create a problem statement.
Ideation Phase
Structure: Semi-structured,
Unstructured
Preparation: Understanding of
users’ situation
Deliverables: Ideas, Concepts,
Reports
Bodystorming
The essence of Bodystorming is group sketching/ acting out
ideas with our bodies & Props
Bodystorming is a unique method that spans empathy work,
ideation, and prototyping.
Bodystorming is a technique of physically experiencing a
situation to derive new ideas.
It requires setting up an experience - complete with necessary
artifacts and people - and physically “testing” it.
Bodystorming can also include physically changing your space
during ideation.
What you're focused on here is the way you interact with your
environment and the choices you make while in it.
Why Bodystorming
We bodystorm to generate unexpected ideas that
might not be realized by talking or sketching.
We bodystorm to help create empathy in the
context of possible solutions for prototyping.
If you're stuck in your ideation phase, you can
bodystorm in the context of a half-baked concept to
get you thinking about alternative ideas.
If you are trying to ideate in the context of hospital patients, try walking
through the experience to come up with new ideas.
If you are designing products for the elderly, rub some Vaseline on your
glasses to view the world through older eyes.
Bodystorm by moving around and becoming aware of the physical
spaces and experiences related to your solutions.
Pay close attention to decision-making directly related to your
environment and related emotional reactions. Dig into the "WHY"!
Empathy Map
Space Saturate
Affinity Diagrams
Point of View – Problem Statement
Crazy 8
“How Might We” (HMW) Questions
Why-How Laddering
The Take Away
Brain Storming
Body Storming
Prototyping
Sketching
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A tangible/ visible, testable representation of your idea
Prototype
Way to represent an idea that is testable
Some of the purposes that prototypes fulfil are:
Exploring & Experimentation You can use prototypes to explore problems, ideas, and
opportunities within a specific area of focus and test out
the impact of incremental or radical changes.
Learning & Understanding Use prototypes in order to better understand the
dynamics of a problem, product, or system by physically
engaging with them and picking apart what makes them
work or fail.
Engaging, Testing, & Experiencing Use prototyping to engage with end users or
stakeholders, in ways that reveal deeper insight and
more valuable experiences, to inform design decisions
going forward.
Inspiring and Motivating Use prototypes to sell new ideas, motivate buy-in from
internal or external stakeholders, or inspire markets
toward radical new ways of thinking and doing.
Prototypes do not need to be full products
you can prototype a part of a solution (like a proposed grip handle of a wheelchair) to
test that specific part of your solution
Simple sketches or storyboards
Rough paper prototypes
Forms of Prototype -
Digital Prototypes
Html Prototypes
Role-playing to act out a service offering an idea
Other Forms
Kinds of Prototype
Form: Is it a hand-drawn prototype, or a digital one? Is it for mobile or desktop?
Fidelity: How detailed and polished is the prototype? You’ll often hear the terms high-fidelity
and low-fidelity in relation to prototypes.
Interactivity: How functional is the prototype? Can the user click on it or interact with it, or is it
view-only?
Lifecycle: Is the prototype a quick, disposable version that will be replaced with a new and
improved version? Or is it a more enduring creation that can be built and improved upon,
potentially ending up as the final product?
Types of Prototype
Low-Fidelity Prototyping - Low-fidelity prototyping involves the use of basic models or examples
of the product being tested. For example, the model might be incomplete and utilise just a few of
the features that will be available in the final design, or it might be constructed using materials
not intended for the finished article, such as wood, paper, or metal for a plastic product.
Examples of low-fidelity prototypes:
✓ Storyboarding.
✓ Sketching/ Process sketches (although Bill Buxton, a pioneer of human-computer
interaction, argues sketching is not an example of prototyping).
✓ Card sorting.
✓ Mockups
✓ Simulations
✓ 'Wizard of Oz'.
High-Fidelity Prototyping - High-fidelity prototypes are prototypes that look and operate closer to
the finished product.
For example, a 3D plastic model with movable parts (allowing users to manipulate and
interact with a device in the same manner as the final design) is high-fi in comparison to, say, a
wooden block.
Low-Fidelity Prototyping
Pros Cons
An inherent lack of realism. Due to the basic and
Quick and inexpensive.
sometimes sketchy nature of low-fi prototypes, the
Possible to make instant changes and test new
applicability of results generated by tests involving
iterations.
simple early versions of a product may lack validity.
Disposable/throw-away.
Depending on your product, the production of low-
Enables the designer to gain an overall view of the
fi prototypes may not be appropriate for your
product using minimal time and effort, as opposed
intended users. For instance, if you are developing
to focusing on the finer details over the course of
a product bound by a number of contextual
slow, incremental changes.
constraints and/or dispositional constraints (i.e.
Available to all; regardless of ability and experience,
physical characteristics of your user base, such as
we are able to produce rudimentary versions of
users with disabilities) then basic versions that do
products in order to test users or canvas the
not reflect the nature, appearance or feel of the
opinions of stakeholders.
finished product may be of scant use; revealing
Encourages and fosters design thinking.
very little of the eventual user experience.
Such prototypes often remove control from the
user, as they generally have to interact in basic
ways or simply inform an evaluator, demonstrate or
write a blow-by-blow account of how they would
use the finished product.
High-Fidelity Prototyping
Pros Cons
Engaging: the stakeholders can instantly see their They generally take much longer to produce than
vision realised and will be able to judge how well it low-fi prototypes.
meets their expectations, wants and needs. When testing prototypes, test users are more
User testing involving high-fi prototypes will allow inclined to focus and comment on superficial
the evaluators to gather information with a high characteristics, as opposed to the content (Rogers,
level of validity and applicability. The closer the Preece, and Sharp, 2011).
prototype is to the finished product, the more After devoting hours and hours of time producing
confidence the design team will have in how people an accurate model of how a product will appear
will respond to, interact with and perceive the and behave, designers are often loathed to make
design. changes.
Software prototypes may give test users a false
impression of how good the finished article may be.
Making changes to prototypes can take a long time,
thus delaying the entire project in the process.
However, low-fi prototypes can usually be changed
within hours, if not minutes, for example when
sketching or paper prototyping methods are
utilised.
Types of Prototype
Low-Fidelity Prototyping - Low-fidelity prototyping involves the use of basic models or examples
of the product being tested. For example, the model might be incomplete and utilise just a few of
the features that will be available in the final design, or it might be constructed using materials
not intended for the finished article, such as wood, paper, or metal for a plastic product.
Examples of low-fidelity prototypes:
✓ Storyboarding.
✓ Sketching/ Process sketches (although Bill Buxton, a pioneer of human-computer
interaction, argues sketching is not an example of prototyping).
✓ Card sorting.
✓ Mockups
✓ Simulations
✓ 'Wizard of Oz'.
High-Fidelity Prototyping - High-fidelity prototypes are prototypes that look and operate closer to
the finished product.
For example, a 3D plastic model with movable parts (allowing users to manipulate and
interact with a device in the same manner as the final design) is high-fi in comparison to, say, a
wooden block.
Qualities of Prototype
Representation – This form of the prototype is mainly structured for presentation and keynote
uses. That may be a Paper-pen, digital or code.
Precision – The fidelity of the prototype is defined here. It explains the level of the details,
realism, and final design. Such as Low-fi, High-fi and so on
Interactivity – The functionality opens for the user. i.e., fully functional, partially functional or
no interactions at all.
Evolution – The lifecycle of the prototype. Some are built to re-iterate and re-iterate until it’s
precisely done and some are just designed and thrown it away after the certain outcome is
made.
Guidelines for Prototyping
Just start building - Design Thinking has a bias towards action, therefore, creating a prototype
will help you to think about your idea in a concrete manner, and potentially allow you to gain
insights into ways you can improve your idea.
Don’t spend too much time - Prototyping is all about speed; the longer you spend building your
prototype, the more emotionally attached you can get with your idea, thus hampering your
ability to objectively judge its merits.
Remember what you’re testing for - All prototypes should have a central testing issue. Do not
lose sight of that issue, but at the same time, do not get so bound to it so as to lose sight of
other lessons you could learn from.
Build with the user in mind - Test the prototype against your expected user behaviours and user
needs. Then, learn from the gaps in expectations and realities, and improve your ideas.
Digital Prototypes
Testing
Testing
It is the stage where you get the real life and real time feedback
about your prototype from the real users.
Testing will help to understand what actually works and what
does not.
This step can be the most rewarding, if the prototypes succeed
to give positive results, or can be the most annoying, if the
prototype fails.
After testing, the entire process of design thinking may have to
be repeated. If the end user approves the solution, then the
process of design thinking stops here.
Why to Conduct User Testing
User testing saves time By catching errors and usability issues early on, you ensure that the
and money product you eventually launch is the most bug-free, user-friendly product it
can be. What happens if you skip the testing phase in favor of getting the
product developed as soon as possible? You’ll spend considerable time and
money correcting the product post-launch. Not only is this frustrating—it’s
also bad for the bottom line.
User testing reveals No matter how thorough your initial user research was, or how convinced
unexpected insights you are that you’ve designed the optimal solution to your user’s problem,
there are always new insights to be uncovered. Seeing real users interact
with an early version of your product will highlight issues that you would
not have anticipated otherwise.
User testing improves user Design Thinking is all about putting the user first. By gathering first-hand
satisfaction user feedback, you can make informed design decisions—improving user
satisfaction in the long run. As a designer, prototyping and testing will keep
you focused on the user at all times. Of course, satisfied customers are
good for business, too!
Why to Conduct User Testing
1. Concept testing
2. A/B testing
3. Usability testing
4. First-click testing
5. Tree testing
1. Concept Testing
In the very early stages of the design process, you’ll want to test
out your initial concepts before actually designing them.
Low-fidelity prototypes - a simple sketch, or even static images -
can be used to communicate your idea to your target users.
You’ll then interview your users to gauge how they feel about
the concept. Is it a product or feature they’d be interested in
using? Does it have the potential to solve the user’s problem?
You can learn more about the value of concept testing in UX
design here.
2. A/B Testing
1. Set an objective
2. Build your prototype
3. Create a plan
4. Recruit participants
5. Gather all the necessary equipment
6. Document your findings
1. Set an objective
You know what you want to test; now it’s time to build your
prototype.
If you’re in the very early stages of testing an idea, you’ll stick to
low-fidelity prototypes.
Once you’ve decided on a concept, you’ll want to test the finer
details, such as information architecture or microcopy, using mid
and high-fidelity prototypes.
3. Create a plan