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d.Maps: Design Cultural Maps Lab 1

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d.Maps: Design Cultural Maps Lab 1

*Material adapted from dschool.stanford.edu
*Special thanks to Carly Geehr, Rich Crandell, Susie Wise, Erica Estrada for allowing shamelessly stolen inspiration

Published in: Education, Technology
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d.Maps: Design Cultural Maps Lab 1

  1. 1. d.Maps: Design Cultural Maps Lab 1 [email_address]
  2. 2. House Keeping <ul><li>Units </li></ul><ul><li>Skillsets </li></ul><ul><li>Logistics </li></ul><ul><li>Equipment Access </li></ul><ul><li>Tech- Blog and Backlight </li></ul>
  3. 3. Units <ul><li>Contact [email_address] if you need units under another department </li></ul>
  4. 4. Skillsets <ul><li>Post Its Exercise </li></ul>
  5. 5. Logistics <ul><li>We may need to meet in d.school on Monday depending on class size </li></ul><ul><li>Stay tuned for d.school handout with guidelines etc. </li></ul>
  6. 6. Tech <ul><li>Blog login culturalmaps.org/wp-admin/ </li></ul><ul><li>Username/Password via email </li></ul><ul><li>Sign up for Backlight.org ASAP using primary Stanford email address listed on our contact list </li></ul>
  7. 7. Equipment Access <ul><li>You can check out equipment from Bruce Boyd at the d.school anytime you can catch him in addition to Meyer </li></ul><ul><li>Depending on our needs we may have a dedicated set of equipment </li></ul><ul><li>Submit any wishes to Enrique asap! </li></ul>
  8. 11. Synthesize Empathy Learnings <ul><li>3 Biggest Learnings </li></ul><ul><li>Quotes & Defining Words </li></ul><ul><li>Actions & Behaviors </li></ul><ul><li>Thoughts & Beliefs </li></ul>
  9. 18. Synthesis Methods Summary <ul><li>2x2 </li></ul><ul><li>Empathy Map </li></ul><ul><li>Grouping </li></ul><ul><li>Journey map </li></ul><ul><li>Why laddering </li></ul>
  10. 19. Synthesis: Methods
  11. 20. Synthesis: Methods speed: slow fast
  12. 21. Synthesis: Methods franticness: calm totally frazzled
  13. 22. Synthesis: Methods emotion: stoic embroiled
  14. 23. Synthesis: Methods social: anti- hyper-
  15. 24. Synthesis: Methods routine: consistent dynamic
  16. 25. Synthesis: Methods Safety: Safe Risk
  17. 26. Synthesis: Methods Public Art: Non-Interactive Interactive
  18. 27. Synthesis: Next Step? <ul><li>Once you've organized your information, what's the next step? </li></ul>
  19. 28. DEFINE
  20. 30. What is DEFINE? <ul><li>The goal of this mode is to come up with at least one actionable problem statement. This actionable problem statement (often referred to as a POV) is the guiding statement that focuses on the insights that you uncovered from real users. </li></ul>
  21. 31. Goal of DEFINE <ul><li>To expose new innovation opportunities by looking at problems differently </li></ul><ul><li>To guide innovation efforts </li></ul><ul><li>To help a team confirm that what they've identified is something worth working on </li></ul>
  22. 37. Define Methods Summary <ul><li>Metaphor </li></ul><ul><li>Mad lib </li></ul><ul><li>Personal ads </li></ul>
  23. 39. Let’s go through an example… REDEFINE THE MAP EXPERIENCE FOR THE NEXT GENERATION
  24. 43. SYNTHESIS METHODS Tools to draw out NEEDS, INSIGHTS and SURPRISES
  25. 44. <ul><li>Label Axes </li></ul><ul><li>Try Placing Elements w/ Post-its </li></ul><ul><li>See what insights, needs, surprises are discovered </li></ul><ul><li>Repeat! </li></ul>SYNTHESIS METHODS
  26. 45. <ul><li>Pick an artifact/process </li></ul><ul><li>Make a timeline of it’s life </li></ul><ul><li>See what needs, insights, are discovered </li></ul><ul><li>Repeat! </li></ul>SYNTHESIS METHODS
  27. 46. <ul><li>Objective: To find patterns </li></ul><ul><li>Group users in as many ways as you can </li></ul><ul><li>Keep a list of the groupings (these are your user groups) </li></ul><ul><li>See what needs, insights, surprises are discovered </li></ul>SYNTHESIS METHODS
  28. 51. Grover needs NOUN a job that starts at 10:30am. to be allowed flexibility. VERB ✔
  29. 52. User + Need + Insight Empathetic language Deep! Emotions! Surprise! Only know from observations/conversations
  30. 53. Why POV? <ul><li>Provide focus/Frame the problem </li></ul><ul><li>Inspire your team </li></ul><ul><li>Provide a reference for evaluating competing ideas </li></ul><ul><li>Empower your team to make decisions independently in parallel </li></ul><ul><li>Fuel brainstorms by suggesting “how might we” problem statements </li></ul><ul><li>Capture the hearts and minds of people you meet </li></ul><ul><li>Save you from the impossible task of developing concepts that are all things to all people </li></ul><ul><li>Be something you revisit and reformulate as you learn by doing </li></ul>
  31. 54. Define <ul><li>distill it even further </li></ul>
  32. 55. Define <ul><li>distill it even further </li></ul>
  33. 56. Define <ul><li>distill it even further </li></ul>
  34. 57. Define <ul><li>distill it even further </li></ul><ul><li>(we call this a POV) </li></ul>
  35. 58. Define <ul><li>What do you think makes for a good point of view? </li></ul>
  36. 59. Define <ul><li>What do you think makes for a good point of view? </li></ul><ul><li>generative </li></ul>
  37. 60. Define <ul><li>What do you think makes for a good point of view? </li></ul><ul><li>generative </li></ul><ul><li>suggests evaluation criteria </li></ul>
  38. 61. Define <ul><li>What do you think makes for a good point of view? </li></ul><ul><li>generative </li></ul><ul><li>suggests evaluation criteria </li></ul><ul><li>testable (and reshapable) </li></ul>
  39. 62. Define <ul><li>What do you think makes for a good point of view? </li></ul><ul><li>generative </li></ul><ul><li>suggests evaluation criteria </li></ul><ul><li>testable (and reshapable) </li></ul><ul><li>doesn't imply specific solution - PRESERVES AMBIGUITY </li></ul>
  40. 63. Define <ul><li>What do you think makes for a good point of view? </li></ul><ul><li>generative </li></ul><ul><li>suggests evaluation criteria </li></ul><ul><li>testable (and reshapable) </li></ul><ul><li>doesn't imply specific solution - PRESERVES AMBIGUITY </li></ul><ul><li>but narrow enough that it focuses your project </li></ul>
  41. 64. Define: Mousetrap
  42. 65. Define: Mousetrap Sue needs a better way to deal with her mouse problem.
  43. 66. Define: Mousetrap Sue needs a better way to deal with her mouse problem.
  44. 67. Define: Mousetrap What if…?
  45. 68. Define: Mousetrap Sue needs a better way to deal with her mouse problem.
  46. 69. Define P O V
  47. 70. Define Priorities O V
  48. 71. Define Priorities Objectives V
  49. 72. Define Priorities Objectives Vision
  50. 73. Define: Quick Formula USER + NEED + INSIGHT
  51. 74. Define: Activity Time!!
  52. 75. EXPERMENT 2- STEP BY STEP <ul><li>Empathy : Observe and interview follow ups from Experiment 1 </li></ul><ul><ul><li>Refine your observation and question strategy </li></ul></ul><ul><ul><li>Try different perspectives and roles </li></ul></ul><ul><li>Define : Synthesize data from empathy work and create POV(s) </li></ul><ul><ul><li>Use new synthesize and define techniques covered in this presentation </li></ul></ul><ul><li>Ideate : Brainstorm ways to solve the needs of your POV(s) </li></ul><ul><ul><li>Share your POV(s) with someone outside of the seminar </li></ul></ul><ul><li>Prototype : Create at least 1 non-digital prototype </li></ul><ul><ul><li>Feel free to use any material at the d.school! </li></ul></ul><ul><ul><li>I’ll be prototyping on Sunday night </li></ul></ul><ul><li>Test: Show your prototype to your POV(s) </li></ul><ul><ul><li>Try to iterate and be prepared to discuss in our seminar </li></ul></ul><ul><ul><li>* Don’t worry if you’re unsure how to brainstorm or prototype, we’ll cover this in our next seminar </li></ul></ul><ul><ul><li>*Document the process by uploading any inspirations to culturalmaps.backlight.org in the Experiment 2 Gallery </li></ul></ul>
  53. 76. Credits <ul><li>Material adapted from dschool.stanford.edu </li></ul><ul><li>Special thanks to Carly Geehr, Rich Crandell, Susie Wise, Erica Estrada for allowing shamelessly stolen inspiration </li></ul>

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