Conquering Museum Challenges with Design Thinking

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California Association of Museums Conference
March 7, 2014
Speakers:
Susan Spero, JFK University
Dana Mitroff Silvers, Design Thinking for Museums
Karen Kienzle, Palo Alto Art Center
Brianna Cutts, Sibbett Group

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Conquering Museum Challenges with Design Thinking

  1. 1. Image  by  George  Atanassov  from  flickr  
  2. 2. Image  copyright  P.  M.    Carlson     The Design Thinking Framework Dana Mitro" Silvers California Association of Museums Conference March 7, 2014 2
  3. 3. Some background d.school bootcamp + SFMOMA Image  from  flickr  by  the  Stanford  d.school  
  4. 4. Today’s presentation What is design thinking? A short design challenge What does the process look like in museums?
  5. 5.  What is design thinking? Image  from  flickr  by  the  Stanford  d.school  
  6. 6. Optimistic Collaborative Human-centered Bias toward action Show don’t tell Prototype-driven A process + mindset All icons licensed from The Noun Project
  7. 7.   grounded in a deep understanding of user needs 7 Image  courtesy  Michael  Edson,  Smithsonian  InsBtuBon  
  8. 8. Mindset and methodology “Design Doing” Photo  by  Andrew  Delaney/  
  9. 9. Let’s try it!
  10. 10. Your first design challenge Find a partner. Face each other and get comfortable. Get out paper and a pen.
  11. 11. Your Challenge…
  12. 12. How might we redesign the CAM conference badge to better facilitate networking?
  13. 13.   Image from flickr by Matt Biddulph 13
  14. 14. Start with a conversation Image courtesy of Susan Spero
  15. 15. Interview your partner What do you like most & least about your CAM badge? Why? What do you like most & least about networking at this conference? Why? 2 minutes x 2
  16. 16. Sketch ideas Use your new knowledge about your user to sketch out ideas for a new badge for him/her. 2 minutes on your own
  17. 17. Share + get feedback Show your sketches and ideas to your partner. What resonates? What do they dislike? 2 minutes x 2
  18. 18. st 1 Congratulations on your Mindset and methodology design cycle! Photo  by  Andrew  Delaney/  
  19. 19. The framework Image  by  the  Stanford  d.school  
  20. 20. Talk to real people Images  courtesy  SFMOMA  
  21. 21. Define the right problem Image  copyright  P.  M.    Carlson  
  22. 22. Generate ideas + defer judgment Image  copyright  P.  M.    Carlson  
  23. 23. Build + test to learn
  24. 24. Thank you! Blog: DesignThinkingforMuseums.net Email: dana@dmitro".com Twitter: @dmitro"
  25. 25. Design  Thinking  in  Ac-on:   makeX:  The  Palo  Alto  Teen  Mobile   Makerspace  Project             29
  26. 26. Introduc-on  to  makeX     30
  27. 27. How  our  project  got  started     31
  28. 28. Art  Center’s  design  thinking   process     32
  29. 29. Art  Center’s  audience  design   thinking  process     §  Teens  need  a  safe  and   fun  place  to  acBvely   express  themselves   with  their  friends   because  it  is  important   to  be  involved  in  a   community  in  which   you  are  heard  and   respected.     33
  30. 30. Introduc-on  to  makeX     34
  31. 31. Project  Goals     §  To  design  and  develop  a  third   space  for  teens.   §  To  involve  teens  extensively  in   the  planning  process  and  ensure   their  voices  are  heard  and   validated   §  To  promote  teen’s  engagement   in  a  design  thinking  process  and   demonstrate  the  applicaBons  of   design  thinking  concepts  in  life   and  learning.       35
  32. 32. Introducing  the  Designers     36
  33. 33. Process:   Introducing  the  Project     §  How  might  we   design  a  mobile   makerspace  that   creates  a  broad   range  of   experiences  and  is   welcoming  to   diverse  users?       37
  34. 34. Process:     Establishing  Groundrules   §  §    §  §  §  §  §  §  §  §  §  Everyone  is  heard   Show  up  on  Bme,  respect  your   commitment   Take  an  extra  step  to  get  to  know  others   No  phones  (except  for  breaks)   Use  good  judgment—be  nice   Ask  quesBons   Provide  clarificaBon   Respect  other  people’s  ideas   Take  on  tasks  that  are  needed— contribute   Make  compromises   Be  opBmisBc     38
  35. 35. Process:  Pre-­‐Survey     39
  36. 36. Process:  Field  Trips     40
  37. 37. Process:  Field  Trips     41
  38. 38. Process:  Design  Thinking     42
  39. 39. Process:  Empathy     43
  40. 40. Process:  Defining     44
  41. 41. Process:  Defining     §  Inexperience  maker   teenager  (Shasta)  needs  a   nonjudgmental  place  to   learn  and  be  inspired   because  she  wants  a  place   to  create  and  relax  without   pressure  to  succeed.     45
  42. 42. Process:  Defining     §  Freddy  needs  a  way  to  mix   machinery  with  craVs   because  he  wants  to   personalize  and   individualize  the  industrial   world.     46
  43. 43. Process:  Defining     §  The  lazy  video  game  addict   (Kyle)  needs  a  way  to   achieve  an  adrenaline  rush   and  mo-va-on  because  he   is  bored  and  sick  of  school.     47
  44. 44. Process:  Defining     §  Georgia  needs  a  way  to   unwind  aVer  school   because  unwinding  would   help  her  lower  her  stress   levels.     48
  45. 45. Process:  Brainstorming     49
  46. 46. Process:  Prototyping     50
  47. 47. Process:  Prototyping     51
  48. 48. Process:  Prototyping     52
  49. 49. Process:  Prototyping  and   Tes-ng     53
  50. 50. Process:  Equipment  and   Material  Selec-on     54
  51. 51. Process:  Installa-on     55
  52. 52. Process:  Opening!     56
  53. 53. makeX  Furniture:  Tool-­‐A-­‐Gon     57
  54. 54. makeX  Furniture:  Folding  Table     58
  55. 55. makeX  Furniture:     Bouncing  Stool     59
  56. 56. makeX  Furniture:     MAKE  Shelves     60
  57. 57. makeX  Furniture:     Storage  Walls     61
  58. 58. Our  Partners     62
  59. 59. Noll  &  Tam  Architects     63
  60. 60. Hero  Design     64
  61. 61. Bernie  Trilling     65
  62. 62. Evalua-on  Feedback     §  EvaluaBon  feedback:   –  Majority  of  teen  designers  shared  that  they   thought  they  could  incorporate  design  thinking  in   their  day-­‐to-­‐day  lives:   •  “Yes,  design  process  could  be  applied  to   problem  solving  and  other  criBcal  thinking   applicaBons.”   •  “Problem  solving  skills  apply  to  all  problems— abstract  and  physical.”       66
  63. 63. For  more  informa-on     §  For  more  info  and  to  download  drawings  of  our  furniture:              www.cityofpaloalto.org/gov/depts/lib/teens/makex.asp   §  To  reserve  equipment:   hps://liquidspace.com/Venues/makex   §  makeX  was  supported  in  part  by  the  U.S.  InsBtute  of   Museum  and  Library  Services  under  the  provisions  of  the   Library  Services  and  Technology  Act,  administered  in   California  by  the  State  Librarian   §  Karen  Kienzle,  Director,  Palo  Alto  Art  Center   (karen.kienzle@cityofpaloalto.org)       67
  64. 64. What’s  next?     68
  65. 65. Thank  you!     69
  66. 66. makeX   The  Palo  Alto  Teen  Mobile   Makerspace  Project             70
  67. 67. BRIANNA CUTTS
  68. 68. Creative Confidence
  69. 69. •  A mindset •  We have the natural talents •  It takes confidence to act on natural talents
  70. 70. Design Thinking
  71. 71. •  A set of tools that let us express our Creative Confidence
  72. 72. Creativity “The process of having original ideas that have value.” — Sir Ken Robinson, Author Innovation “Putting new ideas into the world.” — Tim Brown, IDEO CEO
  73. 73. Creativity “The process of having original ideas that have value.” — Sir Ken Robinson, Author Innovation “Putting new ideas into the world.” — Tim Brown, IDEO CEO Having Ideas
  74. 74. Creativity “The process of having original ideas that have value.” Having Ideas — Sir Ken Robinson, Author Innovation “Putting new ideas into the world.” — Tim Brown, IDEO CEO Acting on Ideas
  75. 75. Design Thinking Tool Explore choices before you make a decision
  76. 76. Design Thinking Tool Explore choices before you make a decision Diverge create choices
  77. 77. Design Thinking Tool Explore choices before you make a decision Diverge create choices Converge make choices
  78. 78. Design Thinking Tool Explore choices before you make a decision Diverge create choices create choices Converge make choices
  79. 79. Creative Confidence Tool FULL EMPTY
  80. 80. Creative Confidence Mindset FULL EMPTY Being optimistic is a critical part of Creative Confidence
  81. 81. Creative Confidence Journey Being Curious
  82. 82. Creative Confidence Journey Taking Risks Being Curious
  83. 83. Creative Confidence Journey Taking Risks Test & Tweak Succeed & Fail Being Curious
  84. 84. Creative Confidence Journey Building Confidence Taking Risks Test & Tweak Succeed & Fail Being Curious
  85. 85. Creative Confidence Journey
  86. 86. Creative Confidence Journey
  87. 87. Act like a kid?
  88. 88. Not so easy …
  89. 89. Brain Basics Youth Brain Adult Brain
  90. 90. Brain Basics Something SCARY Youth Brain Adult Brain
  91. 91. Brain Basics Something SCARY Youth Brain Adult Brain
  92. 92. Brain Basics Something SCARY Youth Brain Adult Brain
  93. 93. We’re All Creative 0 years Human Life Span 100 years
  94. 94. We’re All Creative 0 years 0-5 years is most creative time in life Human Life Span 100 years 1968 Longitudinal Study: Breakpoint and Beyond: Mastering the Future Today, George Land and Beth Jarman
  95. 95. We’re All Creative •  1,600 5-year-olds •  Test used by NASA to select innovative engineers and scientists •  At age 5: 98% •  At age 10: 30% •  At age 15: 12%
  96. 96. What happens?
  97. 97. Creative Confidence Hurdle
  98. 98. Creative Confidence Hurdle
  99. 99. Building Creative Confidence
  100. 100. Create a world that’s better for everyone
  101. 101. Design Thinking: Empathy for user Create a world that’s better for everyone
  102. 102. Design Thinking: Empathy for user Create a world that’s better for everyone Creative Confidence: Optimism for creator
  103. 103. But How?
  104. 104. Cultivate Curiosity Building Confidence Taking Risks Test & Tweak Succeed & Fail Being Curious
  105. 105. Take Risks Create a Failure Safe Zone Creative risk taking
  106. 106. Take Risks Create a Failure Safe Zone judgment sarcasm doubt criticism Creative risk taking apathy pressure
  107. 107. Fail Often Create a Failure Safe Zone judgment sarcasm doubt criticism Creative risk taking apathy pressure
  108. 108. My approach: Hybrid of Techniques
  109. 109. Process Reminders Learn the rules so that you know how to break them
  110. 110. Process Reminders Measure twice, cut once Learn the rules so that you know how to break them
  111. 111. Process Reminders Measure twice, cut once Learn the rules so that you know how to break them Learn by doing
  112. 112. STORY
  113. 113. PASSION STORY
  114. 114. PASSION AUDIENCE STORY
  115. 115. PASSION AUDIENCE STORY TECHNIQUE
  116. 116. Funneling Process
  117. 117. Funneling Process The Exhibition
  118. 118. Funneling Process The Content The Exhibition
  119. 119. Funneling Process The Content The Exhibition The Visitor
  120. 120. Funneling Process The Content The Exhibition The Visitor Inspire More Questions than you Answer
  121. 121. Guiding others to develop Creative Confidence
  122. 122. JFK University Exhibition Development
  123. 123. Europa: Life Under Ice Before
  124. 124. Europa: Life Under Ice After
  125. 125. Europa: Life Under Ice
  126. 126. Fill These Empty Halls A John F. Kennedy University Exhibition
  127. 127. Fill These Empty Halls A John F. Kennedy University Exhibition
  128. 128. Fill These Empty Halls A John F. Kennedy University Exhibition
  129. 129. Now What?
  130. 130. Have Empathy Be Optimistic
  131. 131. Test & Tweak Have Empathy Be Curious Be Optimistic
  132. 132. Test & Tweak Have Empathy Take Risks Be Curious Be Optimistic
  133. 133. Practice, Test & Tweak Book Recommendations
  134. 134. BRIANNACUTTS. COM Creativity Stuff SIBBETTGROUP.COM Exhibit Design
  135. 135. Image  by  George  Atanassov  from  flickr  

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