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Design Thinking in 40 Characters
1. DESIGN THINKING
Real that which exists only in an imagined
future
Creative strategies for designers during the process of designing
2. DESIGN THINKING
• An approach to resolve issues outside of professional design
practice, such as in business and social contexts
• Uses the designer's sensibility and methods to match people's
needs with what is technologically feasible
• A viable business strategy that can convert into customer value
and market opportunity
3. ORIGINS
• Herbert A. Simon's 1969 book The Sciences of the Artificial
• Robert McKim's 1973 book Experiences in Visual Thinking
• Bryan Lawson's 1980 book How Designers Think
• A 1982 article by Nigel Cross
• Peter Rowe's 1987 book Design Thinking
• Rolf Faste expanded on McKim's work at Stanford University during 80’s/90’s
• Design thinking was adapted by Faste's colleague David M. Kelley, who founded
the design consultancy IDEO in 1991
• Richard Buchanan's 1992 article "Wicked Problems in Design Thinking"
4. DESIGNERS VS SCIENTISTS
• Hypothesis -> Feedback -> Theory/Model
• Design thinking considers Customer’s emotional state and stated/non-stated
needs regarding the problem in addition to the above stated Scientific
Method
• Analysis and Synthesis
• Breakdown and Combine
• Divergent Thinking and Convergent Thinking
• Explore and then narrow down
5. ATTRIBUTES
Principles
Wicked Problems
The “a-ha moment”
Use of Visual Analogy
Methods and Processes
Social Innovation
Principles
• The Human Rule
• The Ambiguity Rule
• The Re-design Rule
• The tangibility Rule
6. PROCESS FOR DESIGN THINKING
• Define, Research, Ideate, Prototype, Choose, Implement, and Learn
• (Re)defining the problem, Need finding and benchmarking, Ideating,
Building, Testing
• Plan, Do, Study, Act
Common traits: creativity, ambidextrous thinking, teamwork, user-
centeredness (empathy), curiosity and optimism