Notes - Design Thinking Workshop


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Notes - Design Thinking Workshop

  1. 1. | Notes | Design Thinking Workshop For AIP Partners 24 October 2012
  2. 2. | Module 1 | Innovation and Design Thinking
  3. 3. Design Thinking What is Design Thinking? - from IDEO Design Thinking is a creative problem-solving tool to generate innovative solutions that are human-centered, viable and feasible.
  4. 4. Design Thinking Process How do we practise Design Thinking? Frame Problem Understand Dig deep to understand user needs, pain points and values/motivations. Explore Explore by reframing insights and ideating to generate as many ideas as possible. Prototype Implement Solution Prototype early to test the feasibility of the idea/concept.
  5. 5. Design Thinking Tools Interview Shadow Role-Play Reframe What If Analogy Map Physical Models Storyboard Role-Play Understand Explore Prototype
  6. 6. Design Thinking Why Design Thinking might help you… Human-Centered Approach Thinking Out of the Box Puts your user in the centre of the problem solving process Yields fresh ideas by reframing the problem and encouraging the wildest ideas without constraints Divergent Approach Fail Early to Succeed Sooner Takes a step back to fully understand the problem and generate more possibilities Reduces the risk of costly mistakes by testing ideas with quick prototypes
  7. 7. Design Thinking When is Design Thinking best used? The problem at hand is complex or unclear New perspective and fresh ideas are needed Holistic view of user’s needs is required
  8. 8. | Book | CAD Monkeys, Dinosaur Babies and T-Shaped People Warren Berger
  9. 9. Ask ‘Stupid Questions’ To challenge commonly held beliefs • Does the waiting room need to be a room? • Why do the patients need to see a doctor for this treatment? • Does accurate health information need to come only from healthcare professionals? • Is motivation solely an individual’s responsibility? • Does access to care need to be centralized? • Do we define health the same way our patients do?
  10. 10. Design Thinking Activity Overview of activity Understand the User Identify Problems and Needs Ask Stupid Questions Challenge
  11. 11. Learning Points from Activity Human-Centered Design Problem Understand Understand to generate insights Understanding and listening to our users and their needs helps us to generate solutions that are relevant for them Solutions that are relevant to our consumers generate high levels of satisfaction for our services/products.
  12. 12. Learning Points from Activity Divergent Thinking through Challenging Assumptions Explore Reframe by asking „stupid questions‟ Challenging fundamental beliefs helps us to question our status quo and validate or change the traditional way of doing and experiencing things. Challenging assumptions helps us to ensure that our solutions and services remain relevant and efficient in today‟s ever-changing world.
  13. 13. | Module 2 | Experience Design Thinking
  14. 14. How have we used some of these tools? Understand | Shadow Identify bottlenecks in the How can we do this effectively? user throughout their Always be curious Understand system by shadowing the experience. Explore | How Might We Explore How can we do this „How Might We‟ helps us to reframe the problem and effectively? Always go for quantity open up more possibilities. Prototype | Role-Play Prototype How can we do this effectively? Be open to failing and learning from it Immerse in a role to experience and identify possible bottlenecks in the concept.
  15. 15. Design Thinking Application How have we used some of these tools internally? Shadowing Immerse in the lives of your subject to observe their behavior and experiences so as to discover pain points and unmet needs throughout their journey.
  16. 16. Design Thinking | Understand Interview Shadow Role-Play Photo Journal How can we do this effectively? 1. Always be curious about what others think and do. Looking out for adaptive solutions could sometimes help you to Understand uncover unmet needs. 2. Empathize with them to understand how they feel, so as to know what they would really need and appreciate.
  17. 17. Design Thinking Application How have we used some of these tools internally? How Might We Challenge Statement How might we reinforce the rehab/recovery identity of the Community Hospital during admission/stay/discharge? Start by asking „How Might We‟ to reframe the problem so that you open up more possibilities, without any constraints. e.g. YCH identity
  18. 18. Design Thinking | Explore How Might We What If Brainstorm Analogy Map How can we do this effectively? 1. Go for quantity and defer judgment. There are no right or wrong ideas. The best idea often comes from the craziest Explore one. 2. When choosing an idea to pursue further, picture your user and decide if he/she would appreciate something like that.
  19. 19. Design Thinking Application How have we used some of these tools internally? Role-Play Role-playing allows one to immerse in another role by acting out to experience and identify possible bottlenecks in the concept e.g. A&E
  20. 20. Design Thinking | Prototype Physical Models Storyboard Role-Play How can we do this? 1. It is good to prototype early and fine for a prototype to be raw and ugly, as a successful prototype is not one that works Prototype flawlessly, but one that teaches you something. 2. Be open to the spirit of learning from failures and trying again; You are probably on to something greater!
  21. 21. Design Thinking Activity Problem Understand JOURNAL | ROLE-PLAY Explore Prototype REFRAME | BRAINSTORM Medications are labeled with text for patients to read Monitoring Bracelet database systems Patients take their medication independently Tele monitor Ideate as many solutions as possible Solution PHYSICAL MODEL
  22. 22. Learning Points 1st Phase of Design Thinking - Understand Photo Journal Role-Play Persona Lau Hua, 59 Lives with wife at Red Hill Likes to hang out with friends Values companionship, family Wants to be independent, motivated to change his lifestyle Understand Broad but personalized understanding of the user; To uncover his needs, motivations and influences. Important to know and understand the type of users the solutions are designed for. Immerse in the role of the user so as to fully empathize with the problem that the user faces.
  23. 23. Learning Points 2nd Phase of Design Thinking - Explore Challenging Assumptions Brainstorm Evaluate & Select Impact Explore Time Frame Challenging assumptions by asking “What if” helps us to look at existing solutions and question its relevance. Brainstorming helps us to ideate by thinking of as many crazy ideas as possible, without any constraints. Evaluating your ideas using a matrix helps you to choose and develop the right ideas.
  24. 24. Learning Points 3rd Phase of Design Thinking - Prototype Prototype Prototype Having a physical mock-up allows one to visualize and test the feasibility of the idea/concept quickly with the team.
  25. 25. Learning Points Design Thinking Process UNDERSTAND EXPLORE Medications are labeled with text for patients to read Monitoring Bracelet PROTOTYPE database systems Patients take their medications independently Identify the user‟s unmet needs (adaptive solutions), values/motivations and pain points to generate insights. Tele monitor Ideate as many solutions as possible Question assumptions relating to the insight, challenge it, then ideate. Select the best idea, prototype it and present how this idea will work.
  26. 26. | Thank You |