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Design Thinking Sprint (3 Hours)

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The Design Thinking process first defines the problem and then implements the solutions, always with the needs of the user demographic at the core of concept development. This process focuses on needfinding, understanding, creating, thinking, and doing. At the core of this process is a bias towards action and creation: by creating and testing something, you can continue to learn and improve upon your initial ideas.

1. EMPATHIZE
2. DEFINE
3. IDEATE
4. PROTOTYPE
5. TEST

Published in: Design
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Design Thinking Sprint (3 Hours)

  1. 1. DESIGN THINKING SPRINT (3 HOURS) WORKSHOP
  2. 2. ◦WORKSHOP RULES: ◦ SHARE ANY AND ALL IDEAS ◦ —
 THE ONLY BAD IDEA IS THE ONE THAT ISN’T SHARED ◦ — ◦ NO HIERARCHY IN THE ROOM; ALL IDEAS ARE EQUAL ◦ —
 TURN OFF CELL PHONES, TABLETS AND COMPUTERS - PLEASE! ◦ — ◦ ONE BREAK
  3. 3. TIME BOXING INDIVIDUALLY IN GROUP
  4. 4. GROUPS 3 MINUTES
  5. 5. 1. UNDERSTANDING 2. DEFINE 3. IDEATE 4. PROTOTYPE 5. TEST STEPS 6.Short Presentaion
  6. 6. LET'S START
  7. 7. 1. UNDERSTANDING 2. DEFINE 3. IDEATE 4. PROTOTYPE 5. TEST
  8. 8. INTERVIEWS
  9. 9. ◦INTERVIEWS: ◦ ASK MORE THAN TWO PEOPLE ◦ 20% TALK / 80% LISTEN ◦ DO NOT ASK DIRECT QUESTIONS
 ROLES IN THE TEAM ◦ - WHO ASKS? WHO NOTES? ◦ SIGN YOUR INTERLOCUTOR
  10. 10. QUESTIONSWhat is important when you purchasing a game? What information are you looking for? What is most important to you? What is the biggest problem for You (When you are looking for new games)? …
  11. 11. THERE ARE NO FACTS INSIDE YOUR BUILDING ROOM, SO…
  12. 12. GET OUT OF THE BUILDING! 15 MINUTESIN GROUP
  13. 13. PROTOPERSONA
  14. 14. PERSONAS ARE FICTIONAL CHARACTERS CREATED TO REPRESENT THE DIFFERENT USER TYPES THAT MIGHT USE A SITE, BRAND, OR PRODUCT IN A SIMILAR WAY.
  15. 15. DEMOGRAPHIC QUOTE KEY ATTRIBUTES DRAWING OF YOUR PERSON YOUR INTERLOCUTOR / PERSONAS
  16. 16. KEY ATTRIBUTES 
 (PERSONALITY, FAMILY, WORK, NEEDS)„QUOTE" DRAW YOUR PERSONA DEMOGRAPHIC 
 (NAME, JOB, CITY, MARITAL STATUS) SPLIT INTO 4 PARTS 10 MINUTESIN GROUP
  17. 17. WRITE OBSERVATIONS ON STICKY NOTES ADD INITIALS IN THE RIGHT CORNER (OF YOUR PERSONA) STICK THEM TO THE WALL 5 MINUTESINDIVIDUALLY
  18. 18. DISCUSS & GROUP STICKY NOTES 5 MINUTESIN GROUP
  19. 19. 1. UNDERSTANDING 2. DEFINE 3. IDEATE 4. PROTOTYPE 5. TEST
  20. 20. ALL THE PROBLEMS THAT YOU HAVE NOTICED 5 MINUTESINDIVIDUALLY
  21. 21. SELECT ONE PROBLEMON WHICH ONE YOU WANT TO WORK 5 MINUTESIN GROUP
  22. 22. ◦INTERVIEWS: ◦ ASK MORE THAN TWO PEOPLE ◦ 20% TALK / 80% LISTEN ◦ DO NOT ASK DIRECT QUESTIONS
 ROLES IN THE TEAM ◦ - WHO ASKS? WHO NOTES? ◦ SIGN YOUR INTERLOCUTOR HOW TO HELP ……………………… TO SOLVE THE PROBLEM …………………………………… TO ACHIEVE 
 …………………………………… (TO WHOM) (WHAT PROBLEM/NEED) (VALUE PROPOSITION) PROBLEM DEFINITION 5 MINUTESIN GROUP
  23. 23. 1. UNDERSTANDING 2. DEFINE 3. IDEATE 4. PROTOTYPE 5. TEST
  24. 24. FIND SOLUTION
  25. 25. ALL SOLUTIONS THAT YOU HAVE IN MIND 5 MINUTESINDIVIDUALLY
  26. 26. 1. UNDERSTANDING 2. DEFINE 3. IDEATE 4. PROTOTYPE 5. TEST
  27. 27. CHOSE MAX 3 IDEAS AND BUILD A PROTOTYPE
  28. 28. BUILD IT NOW!
  29. 29. 10 MINUTES BUILD YOUR OWN $1 PROTOYPE!
  30. 30. DRAW YOUR PROTOTYPE ON A PIECE OF PAPER USE REAL LABELS THIS IS JUST A SKETCH REMEMBER OF IMPORTANT ELEMENTS: NAVIGATION, BUTTONS, REAL COPY
  31. 31. A USER INTERFACE IS LIKE A JOKE. IF YOU HAVE TO EXPLAIN IT, IT’S NOT THAT GOOD.
  32. 32. 1. UNDERSTANDING 2. DEFINE 3. IDEATE 4. PROTOTYPE 5. TEST
  33. 33. TEST IT!
  34. 34. SHOW YOUR PROTOTYPE AND WATCH DON'T TRY TO SELL YOUR IDEA AVOID CONFRONTATION FOCUS ON FEEDBACK 15 MINUTESIN GROUP
  35. 35. PRESENTATION
  36. 36. SHOW YOUR RESULTS 5 MINUTES TELL ABOUT USER PROBLEMS, YOUR IDEAS, USER FEEDBACK AND SHOW YOUR PROTOTYPE. IN GROUP
  37. 37. THANK YOU AND FOLLOW ME ON TWITTER: @EYSMONT

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