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University quilmes, design process, nov 13 final

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design process, education, design thinking

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University quilmes, design process, nov 13 final

  1. 1. Crash Course in Design Thinking Cathleen Galas Universidad Nacional de Quilmes Buenos Aires, Argentina November 8 ,2013
  2. 2. Design is Inquiry
  3. 3. Pay attention to the source of innovation that is YOU
  4. 4. • Enable you to work more human • More iterative • More innovative
  5. 5. • FAST PACED • It’s going to feel like I’m not giving you QUITE ENOUGH time to do what I’m asking you to do
  6. 6. TRY to… • Trust me • Lean into the process • Have a bit of fun
  7. 7. Design Process From the Design School at Stanford Univeristy
  8. 8. What is empathy? • Immerse – Become the user • Observe – What, how, why? • Engage – – – – Listen Seek stories Ask why Build relationships
  9. 9. Design Process
  10. 10. Define 1. To develop a deep understanding of your users and the design space. 2. To create an actionable point of view (POV) which works as the foundation for brainstorming.
  11. 11. What does she need? • Book, ladder, more books? • DIG DEEPER • Insights (Observation + Intuition)
  12. 12. Bloom’s Taxonomy
  13. 13. Ideate Brainstorming One conversation at a time Go for quantity Headline! Build on other’s ideas Encourage wild ideas Be visual Stay on topic Defer judgement: NO BLOCKING! http://dschool.stanford.edu/wp-content/themes/dschool/methodcards/brainstorm-rules.pdf
  14. 14. Design Process
  15. 15. Prototype
  16. 16. Design Process
  17. 17. Test
  18. 18. Design Process
  19. 19. Redesign the gift giving experience for your partner
  20. 20. Gain Empathy: Interview and Observe
  21. 21. Sample Interview/ Empathy Sheet
  22. 22. Empathy Interviews • A interviews B • 4 minutes • B interviews A • 4 minutes
  23. 23. Empathy RE-Interviews • A interviews B • 4 minutes • B interviews A • 4 minutes
  24. 24. 3. Individual Reflection a b 3 min, ba 3 min. • Catalog • Inventory – The needs • • • • Show love Express themselves Be appreciated Be important • insight • Unexpected nuggets – Handmade more meaningful than store bought – Gift giving more about them than the person they are giving it to
  25. 25. Reframe the Problem
  26. 26. 4. Move 3 to 4 Problem Statement Come up with a Point of View 3 Minutes • Look at your list of needs and insights • Plug in • Colorful language to describe the user • CONCISE problem statement
  27. 27. Sample Reframe the Problem
  28. 28. 5. Five Minutes- sketch, as many as possible
  29. 29. How many did you sketch? • • • • Change places A show to B your ideas PROBES Learning, not validation for your ideas • Sketches are artifacts • Not trying to have them like it • Feedback 4 Minutes A to B 4 Minutes B to A
  30. 30. Ideate: Generate Alternatives
  31. 31. Sample Ideate and Share
  32. 32. Iterate: 3 minutes
  33. 33. Build a tangible prototype for your user 10 min.
  34. 34. Test your prototype
  35. 35. Sample Build and Test, 4 min. a/b
  36. 36. Reflect • 1. What are two ideas you would prototype next? • 2. How do you feel about your point of view from step 4? Look back at your POV. Does it still fit following the feedback you got from your partner?
  37. 37. Sample Reflection
  38. 38. Reflection & Takeaways All prototypes in center of room Even in an hour ……. Quick exposure to DESIGN THINKING
  39. 39. Sample Prototypes from univesity students
  40. 40. Design Process/Innovation • Focusing on your user • The goal is to focus on yourself and your ability to innovate • Different than the way you usually work? • Innovation requires a different way of working
  41. 41. Work Design Team Style • • • • • Be human-centered Prototyping in everything you do Get ideas OUT OF YOUR HEAD! Test what works and what doesn’t Be more collaborative—have more diverse teams • Have a bias toward ACTION! Get up and try things out!!
  42. 42. Discussion • How did engaging with a real person and testing a prototype with a real person change the direction your prototype took?
  43. 43. Discussion 2 • What was it like showing unfinished work to another human being? This may be unfamiliar to a lot of us. What was it like?
  44. 44. Discussion 3 • How did the pace feel? These were quick, iterative cycles. How did that feel relative to how you normally work?
  45. 45. Design Thinking • Iterative • Self-directed • Directed by your ideas about what you should explore more • Based on what you learn, it informs what you should do next
  46. 46. Partner Problem • • • • • • Think What would you do with your partner now? Gain more empathy? Redefine problem? Ideate more solutions? Craft a new prototype? • If you could take one principle, what would you infuse into your work tomorrow?
  47. 47. Design Process
  48. 48. Congrats on completing experience! • Put what you’ve learned to work as soon as possible • Have a heart for this creative way of working, teach others • Forever consider yourself a student of INNOVATION and continue to invest in yourself
  49. 49. Thanks to the D. School, Stanford University, Palo Alto, California for the Gift Giving Project. This is a 90 minute project that goes through the full design cycle. https://dschool.stanford.edu/groups/designresources/wiki/ed894/

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