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Hands on with the Design Studio Method

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In this hands-on, interactive session, Len will share some basic principles of the design studio method, share how you can use the design studio method to rapidly generate ideas for your own digital products, and then facilitate a mini design studio challenge that is sure to leave you with practical skills to apply to your work and bonded with meetup attendees.

Published in: Design
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Hands on with the Design Studio Method

  1. 1. The Design Studio Method
  2. 2. so, “Design Thinking”
  3. 3. Discover Define Develop Deliver ambiguity time
  4. 4. divergent thinking
  5. 5. what is “design studio?”
  6. 6. •gather & understand requirements •think about the way things should be 
 (rather than the way things are) •generate concrete ideas (and lots of them) •pre-vet ideas •build consensus DESIGN STUDIO GOALS OF
  7. 7. illuminate | create | pitch | critique
  8. 8. STEP 1ILLUMINATE • Elevator-pitch the product • Discuss the business opportunity/goals • Illustrate the problem we are trying to solve • Present the value proposition • Examine competitive products • Define a User Journey • List out features
  9. 9. what problem are we here to solve?
  10. 10. •Define the users, user types, personas •What are the goals users need to achieve •What is the user’s path through •Uncover the complex views and interactions USER JOURNEY ILLUMINATION EXERCISE
  11. 11. •Write down key features - 1 per post-it •Pain points (for existing products) •Put on wall / read aloud to group •Collectively sort into ‘epic’ categories •Place in 2⨉2 grid FEATURE MATRIX ILLUMINATION EXERCISE
  12. 12. importance level of effort high importance low effort high importance high effort low importance low effort low importance high effort
  13. 13. importance level of effort high importance low effort high importance high effort low importance low effort low importance high effort the sweet spot nah it depends it depends
  14. 14. STEP 2CREATE • We create via sketching • Sketching is just thinking on paper • Sketching puts what’s in your head on paper (concrete) • Gives us an opportunity to react to your thoughts • You can do this!
  15. 15. •No photoshop •No code •No powerpoint •No Jira •We’re all equally uncomfortable! WE SKETCH? WHY
  16. 16. •Appropriate level of fidelity (low) •Just enough detail to capture the idea and be able to pitch it •No erasing (just cross it out!) SHARPIES? WHY
  17. 17. •For each feature we deemed important: - 4-6 sketches in 5 minutes - How does this solve the problem - Each cell: individual idea 
 or storyboard SKETCHING CREATION EXERCISE
  18. 18. STEP 3PITCH • Sketches are just placeholders for
 the pitch • The pitch is your opportunity to communicate your idea to the team • Sell it! Let us inside your head
  19. 19. •Tape sketches to the wall (L-R) •3 minutes: walk us through •How does your idea solve the problem or make the feature useful? •The floor is YOURS 
 (no questions or cross-talk) PITCH THE PROCESS
  20. 20. STEP 4CRITIQUE • “Critique” is not negative! • Critique makes good ideas better • Critique is not feedback • Feedback: “I liked…” “I didn’t like…” • Critique: “This works because…” “This could be better…”
  21. 21. •2 minutes •For each sketch/page: · 2 reasons it is effective · 1 thing it could do better ROUND ROBIN CRITIQUE EXERCISE 1
  22. 22. •3 Dot stickers are distributed / person •Dot for each sketch that solves the problem best in your mind - Dot for a particular feature that stands out •WHY you voted for a sketch DOT VOTING CRITIQUE EXERCISE 2
  23. 23. LET’S TRY IT

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