SlideShare uses cookies to improve functionality and performance, and to provide you with relevant advertising. If you continue browsing the site, you agree to the use of cookies on this website. See our User Agreement and Privacy Policy.
SlideShare uses cookies to improve functionality and performance, and to provide you with relevant advertising. If you continue browsing the site, you agree to the use of cookies on this website. See our Privacy Policy and User Agreement for details.
Successfully reported this slideshow.
Activate your 14 day free trial to unlock unlimited reading.
Design Thinking: Finding Problems Worth Solving In Health
Ideas for new devices and services can come from anywhere. But great ideas come from aligning solutions with real value and desirability for people. Design thinking provides a set of principles and structure that can act as scaffolding for teams to find and understand challenges and opportunities to focus on fan find solutions for.
Ideas for new devices and services can come from anywhere. But great ideas come from aligning solutions with real value and desirability for people. Design thinking provides a set of principles and structure that can act as scaffolding for teams to find and understand challenges and opportunities to focus on fan find solutions for.
“There is surely nothing quite
so useless as doing with great efficiency that which should not be done at all.” Peter Drucker Management Consultant, Author, & Educator
“If you build it, they
will come…” -Disembodied Voice, Field of Dreams IS A MISQUOTED, BULLSHIT LINE FROM A MOVIE THAT HAS WASTED THE TIME OF COUNTLESS PEOPLE AND ORGANIZATIONS FOR FAR TOO DAMN LONG. (the actual line is: “If you build it, he will come.”)
Things that are desirable. People
want them because they are beneficial. Things that are feasible. They can be made using the skills, knowledge and technology that we have or can acquire. Things that are viable. The “consumption” of these things will provide us with means to continue to produce/provide them. Things that are innovative.
Things that are desirable. People
want them because they are beneficial. Things that are feasible. They can be made using the skills, knowledge and technology that we have or can acquire. Things that are viable. The “consumption” of these things will provide us with means to continue to produce/provide them. Things that are innovative. Obligatory Venn DiagramP
is an abstraction of the
principles and process that designers use to solve problems. Design Thinking
Great design is based on
observed, human need (human centricity). Great design comes from understanding people’s behaviors, thoughts (cognitive empathy) and emotions (emotional empathy). In order to make good design decisions, we must first create possibilities to choose from. Great design comes from a desire to create real outcomes. Great design is iterative. It leverages continuous learning and never truly ends.
Discover Synthesize Diverge Converge Initial
Insight Reframed Opportunity Principles give rise to process. Great design comes from understanding people’s behaviors, thoughts (cognitive empathy) and emotions (emotional empathy).
Discover Synthesize Generate Diverge Diverge
Converge Initial Insight Reframed Opportunity Principles give rise to process. In order to make good design decisions, we must first create possibilities to choose from.
Discover Synthesize Generate Refine Diverge
Diverge Converge Converge Initial Insight Reframed Opportunity New Solution Principles give rise to process. Great design comes from a desire to create real outcomes.
Discover Synthesize Generate Refine Diverge
Diverge Converge Converge Evaluate & Iterate Initial Insight Reframed Opportunity New Solution Principles give rise to process. Great design is iterative. It leverages continuous learning and never truly ends.
What someone says they think,
feel, and do… What someone actually does… What someone really thinks and feels… Discovered through interviews, focus groups, surveys, etc. Discovered through observation and immersion in real life contexts Discovered through meaningful human connections, conversation, and immersion
Used to gather deeper information
on individual’s thinking, feeling and motivations. EXAMPLES Interviews Journal Studies Used to identify and measure patterns in thinking and behavior among groups of people. EXAMPLES Surveys Data Mining Quantitative Qualitative
Used to gather deeper information
on individual’s thinking, feeling and motivations. EXAMPLES Interviews Journal Studies Used to identify and measure patterns in thinking and behavior among groups of people. EXAMPLES Surveys Data Mining WHAT WHY Quantitative Qualitative
“I had to employ a
very advanced, scientific approach to make the diagnosis… …I sat down on her bed and asked her about her family.” Doogie Howser Doogie Howser, M.D. - Episode 58
Synthesis is the process of
making sense of data and insights through analysis like comparison, categorization, pattern recognition, and pruning.
Characters Personas Archetypes that describe
the average behaviors, needs, goals, expectations, senses, knowledge, etc. of the people who will interact with your creation. Empathy Maps A framework to explore and capture a persona’s initial thoughts, feelings, senses and actions when faced with a situation.
Stories Task Flows & Scenarios
Describe a task (or tightly linked set of tasks) that someone will accomplish by interacting with your creation. Journey Maps Illustrate the collection of experiences of one or more archetypes across multiple touch points and channels.
Goals Desired, measurable outcomes from
someone interacting with the creation. Can be user oriented, business oriented, or both. Ex: Increase utilization of internal learning resources by 20%. Principles Rules for “behavior” that reflect desired qualities or characteristics of the solution. Ex: Shift from thinking to doing. Shift the focus of the experience from the content and knowledge-gain to applying the ideas and lessons to my job. Future-state Narratives Scenarios, journey maps or other constructs that describe the desired experience of an individual using the system/service/etc. in the future.
“The best way to have
good ideas is to have lots of ideas.” Linus Pauling Chemist, Author, Educator, & Activist
“It is better to have
enough ideas for some of them to be wrong, than to be always right by having no ideas at all.” Edward de Bono Author, Inventor, & Physician
The goal of the generation
phase is to come up with as many potential solutions as you can, no matter their validity. To do this, we must be methodical in how we use the mortal enemy of the imagination: critical thinking.
Prototyping is the act of
determining the details of a creation along the various types of fidelity through the creation of a representation of the end creation that people can interact with.
Discover Synthesize Generate Refine Diverge
Diverge Converge Converge Evaluate & Iterate Initial Insight Reframed Opportunity New Solution Principles give rise to process.
Collaboration Working effectively with others
allows us to harness diversity and volume to generate a wider array of insights and ideas Visual Communication & Distributed Cognition By representing information and ideas visually, we allow for easier sharing of concepts and more opportunities for individuals to build from other’s thoughts. Critique Discussion during creative endeavors can be tricky. Critique focuses discussion on analysis and critical thought rather than preferences and territory. Making it all Work