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DESIGN
THINKING
Member Services September
2015
Design thinking is a human
centered and collaborative
approach to problem solving,
using a designed mindset to
solve complex problems.
Tim Brown (British Industrial Designer & President of IDEO)
• Member on-boarding process
• Walk in our customers shoes
• Look at the customer journey differently
• Present a solution to Management 6 weeks from now
• This is only the beginning …
From Today
A better process for members
DESIGN THINKING
Learning
Ideate
Test
empathise
prototypeFoundation of a human-
centered design process
Necessary to Observe,
Engage and Immerse.
Chance to refine
and improve
solutions
Define
Empathy findings are
unpacked and synthesised
into compelling
needs and insights
Mode during the
design process in
which the focus lies
on idea generation
Getting ideas and
explorations out
of the head into
the physical world
DESIGN THINKING
empathise
What is the Empathise Mode?
Foundation of a human-centered design process
Necessary to:
Observe: View users and their behavior in the
context of their lives
Engage: Interact with and interview users through
both scheduled and short “intercept” encounters
Immerse: Experience what your user experiences
DESIGN THINKING
define
What is the Define Mode?
 Empathy findings are unpacked and synthesised into
compelling needs and insights
 Mode of “focus” rather than “flaring”
 Goals: develop a deep understanding of the users and
the design space; come up with an individual statement
or point of view
 Point of view should be a guiding statement that focuses
on specific users, and insights and needs
 Understanding the meaningful challenge is fundamental
to creating a successful solution
DESIGN THINKING
ideate
What is the Ideate Mode?
 Mode during the design process in which the focus lies
on idea generation
 Represents process of “going wide” in terms of concepts
and outcomes – mode of “flaring” rather than “focus”
 Goal is to explore a wide solution space; a large quantity
of ideas and a diversity among those ideas
 From this depository of ideas prototypes can be built to
test with users
DESIGN THINKING
prototyping
What is the Prototype Mode?
• Getting ideas and explorations out of the head into
the physical world
• A prototype can be anything with a physical form:
a wall of post-it notes, a role-playing activity, a space,
an object, an interface, a storyboard
• Keep prototypes rough and rapid to learn quickly and
investigate a lot of different possibilities
• Prototypes are most successful when people (design
team, user, etc.) can experience and interact with them
• What you learn from those interactions drive deeper
empathy and shape successful solutions
DESIGN THINKING
Test
What is the Test Mode?
 Chance to refine and improve solutions
 Another iterative mode in which low-resolution artifacts
are placed in the appropriate context of the user’s life
 Prototype as if you know you’re right, but test as if you
know you’re wrong!
DESIGN THINKING
Design Thinking is the result of combining analytical thinking and intuitive thinking
ANALYTICAL
THINKING
INTUITIVE
THINKING
DESIGN
THINKING
100% RELIABILITY 100% VALIDITY50 / 50 MIX
DESIGN THINKING
Design Thinking integrates business, technology and
people
INNOVATION
TECHNOLGY
FEASIBLE
Can it be done?
WORKFLOW
VIABLE
Does it matter in
the organisation?
PEOPLE
DESIRABLE
Do people
want it?
PATIENT AND
FAMILY CENTERED
CONTINUOS
INSIGHTS AND
ITERATIONS
OPTIMISM MAKING IDEAS
TANGIBLE
EMPATHYBUILD TO THINK
LEARN
DEFINE
IDEATE
PROTOTYPE
TEST
DESIGN THINKING
Idea
IMPLEMENTING
USING
APPLYING
DESIGN
THINKING
IN ITERATIONS TO
MONITOR (DATA)
FOR NEW IDEAS/ISSUES
Start
proces
s again
Project management
methodology
Knowledge and prototype of
the design thinking phaseEMPATHY Take the role of your end-user
AWARENESS Know how to improve status quo
ADAPTIVITY Learn from feedback and adapt
KNOWLEDGE Define the challenge you face
CREATIVITY Foster ideas
DESIGN THINKING
Traditional vs. Design Thinking
Flawless planning
Avoid failure
Rigorous analysis
Presentations
Arms' length customer
research
Periodic
Thinking
Enlightened trial & error
Fail fast
Rigorous testing
Lightweight experiments
Deep customer
immersion
Continuous
Doing
TRADITIONAL
THINKING
DESIGN
THINKING
DESIGN THINKING
Design Thinking integrates business, technology and people
10
WHAT IS?
WHAT IF?
WHAT WOWS?
WHAT WORKS?
Journey
Mapping
Value Chain
Analysis
Mind
Mapping
Brain-
Storming
Concept
Development
Assumption
Testing
Rapid
Prototyping
customer
Co-Creation
Learning
Launch
VISUALIZATION
72
3
4
5
6
8
9
1
DESIGN THINKING
Design Thinking for Innovation
1
2
3
EMPATHY AND DEEP
HUMAN
UNDERSTANDING
CONCEPT
VISUALIZATION
IDEATION
PROTOTYPING
AND USER EVALUATION
STRATEGIC
BUSINESS
DESIGN
DESIGN THINKING
Design Thinking Process
 Project plan
 Personals and
stories
 Research summary
 Problem
definition
 Key insights
 Design principles
 Solutions
 Low-fidelity prototypes
 High-fidelity prototypes
 Product
Understand Point of viewObserve Ideate Prototype Test
CUSTOMER
JOURNEY MAP
Member Services 2015
empathis
e
I don't believe people are looking
for the meaning of life as much as
they are looking for the experience
of being alive.
Joseph Campbell (Professor of Mythology)
empathise
DEFINITON
The Journey of the User
The Experience Map is a strategic tool
document and presents complex user
interactions with a product or service.
The journey of the customer is the
center of it – including the starting and
the end point as well as the fulfillment
of the customer expectations.
The composition of an Experience Map builds up knowledge and unity on all
management and working levels. Moreover, a satisfying customer interaction
and a better product experience is established.
ADDED VALUE
Benefits of an Experience Map
Evaluation
Assess structural
knowledge of
customer
experience /
behavior of all
channels
tool
Collective tool to
display product
experiences
simplicity
Follow customer
insights in a
simple
and usable form
development
Develop toward
customer-
oriented
thinking
INNOVATION
Identify areas of
ideas and
innovation
CUSTOMER JOURNEY MAP
Main Components
the TAKEAWAY
The takeaway contains
strategic insight and
proposals which derive
from the Experience Map
and summarises detected
obstacles and
opportunities.
THE LENS
The lens is a filter which
analyses the journey of the
customer and summarizes it
to the core experience;
superior principles
and key values are listed.
Journey of the
customer
The journey of the
customer is always
individual and case-related.
It should illustrate the most
important points such as
phase transitions and
channel changes.
IMPLEMENTATION
CUSTOMER JOURNEY MAP
empathise
The first draft starts with the identification of interaction points and the
drawing of a path. To mirror thoughts and emotions, interaction points show
positive and negative signs.
CUSTOMER JOURNEY MAP
Step One
Next, emotions and thoughts are regarded more intensively with the aim to
identify the underlying need. The qualitative information of the results are
added as comments to the interaction points. Emotional conditions are
depicted graphically. Also, quantitative information, such as statistical details
find their place around the path.
CUSTOMER JOURNEY MAP
Step Two
Potential member calls Ai
Group
Potential member receives
access to a range of Free
taster services
Number goes through a
double fwd and is not
answered
Potential member signs up to
an entry level membership to
gain access to more services
CUSTOMER JOURNEY MAP
Emotional Conditions – Summarised Depiction
MENTAL
State
UNPLEASANT PLEASANT
MOOD SCALE
EMOTION AS COLOR
COMBINATION
ANGRY
IRRITADED
SAD
TENSE
BORED
NEUTRAL EXCITED
CALM
HAPPY
CHEERFULL
RELAXED
CUSTOMER JOURNEY MAP
Step Three
Now, the phases of interaction are identified
by dividing interaction points into rational units.
CUSTOMER JOURNEY MAP
Rising interest in a
specific product or
group of products
attention
Research of
information on
focused products
Research
The customer
decides by means of
specific criteria.
decision
The customer
purchases the
product via a
specific channel.
purchase
Initial operation of
the product and
necessary steps
First usage
Daily, regular use of
the product within
the respective
context
Further usage
Due to specific
criteria, the product
is defect or not used
any longer.
End of usage
Disposal of the
product and
purchase of a
replacement
product,
if required
disposal
Stage
Touchpoint
CUSTOMER JOURNEY MAP
Step Four
Afterwards, the types of interaction between separate
interaction points are determined and marked.
CUSTOMER JOURNEY MAP
Fundamental Types of Interaction
Direct
connection
One step leads directly
to the next one.
Bi-Directional
connection
One step leads to the
next, but the user can
also go back.
controlled
evaluation
Use ranges between several
possibilities within a closed
and controlled surrounding.
Open
Exploration
User ranges freely between
several dependent and
independent possibilities.
CUSTOMER JOURNEY MAP
Step Five
The last step is the evaluation of possibilities and obstacles for the
customer:
communicative
Does the user need a specific content
or specific essential information?
Is it possible to improve the sorting
of available information by means of
their relevance for the customer?
Interactional
What prevents the
customer from interacting?
How can the interaction
be improved?
Design Led Thinking WOrkshop

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Design Led Thinking WOrkshop

  • 2. Design thinking is a human centered and collaborative approach to problem solving, using a designed mindset to solve complex problems. Tim Brown (British Industrial Designer & President of IDEO)
  • 3. • Member on-boarding process • Walk in our customers shoes • Look at the customer journey differently • Present a solution to Management 6 weeks from now • This is only the beginning … From Today A better process for members
  • 4.
  • 5. DESIGN THINKING Learning Ideate Test empathise prototypeFoundation of a human- centered design process Necessary to Observe, Engage and Immerse. Chance to refine and improve solutions Define Empathy findings are unpacked and synthesised into compelling needs and insights Mode during the design process in which the focus lies on idea generation Getting ideas and explorations out of the head into the physical world
  • 6. DESIGN THINKING empathise What is the Empathise Mode? Foundation of a human-centered design process Necessary to: Observe: View users and their behavior in the context of their lives Engage: Interact with and interview users through both scheduled and short “intercept” encounters Immerse: Experience what your user experiences
  • 7. DESIGN THINKING define What is the Define Mode?  Empathy findings are unpacked and synthesised into compelling needs and insights  Mode of “focus” rather than “flaring”  Goals: develop a deep understanding of the users and the design space; come up with an individual statement or point of view  Point of view should be a guiding statement that focuses on specific users, and insights and needs  Understanding the meaningful challenge is fundamental to creating a successful solution
  • 8. DESIGN THINKING ideate What is the Ideate Mode?  Mode during the design process in which the focus lies on idea generation  Represents process of “going wide” in terms of concepts and outcomes – mode of “flaring” rather than “focus”  Goal is to explore a wide solution space; a large quantity of ideas and a diversity among those ideas  From this depository of ideas prototypes can be built to test with users
  • 9. DESIGN THINKING prototyping What is the Prototype Mode? • Getting ideas and explorations out of the head into the physical world • A prototype can be anything with a physical form: a wall of post-it notes, a role-playing activity, a space, an object, an interface, a storyboard • Keep prototypes rough and rapid to learn quickly and investigate a lot of different possibilities • Prototypes are most successful when people (design team, user, etc.) can experience and interact with them • What you learn from those interactions drive deeper empathy and shape successful solutions
  • 10. DESIGN THINKING Test What is the Test Mode?  Chance to refine and improve solutions  Another iterative mode in which low-resolution artifacts are placed in the appropriate context of the user’s life  Prototype as if you know you’re right, but test as if you know you’re wrong!
  • 11. DESIGN THINKING Design Thinking is the result of combining analytical thinking and intuitive thinking ANALYTICAL THINKING INTUITIVE THINKING DESIGN THINKING 100% RELIABILITY 100% VALIDITY50 / 50 MIX
  • 12. DESIGN THINKING Design Thinking integrates business, technology and people INNOVATION TECHNOLGY FEASIBLE Can it be done? WORKFLOW VIABLE Does it matter in the organisation? PEOPLE DESIRABLE Do people want it? PATIENT AND FAMILY CENTERED CONTINUOS INSIGHTS AND ITERATIONS OPTIMISM MAKING IDEAS TANGIBLE EMPATHYBUILD TO THINK LEARN DEFINE IDEATE PROTOTYPE TEST
  • 13. DESIGN THINKING Idea IMPLEMENTING USING APPLYING DESIGN THINKING IN ITERATIONS TO MONITOR (DATA) FOR NEW IDEAS/ISSUES Start proces s again Project management methodology Knowledge and prototype of the design thinking phaseEMPATHY Take the role of your end-user AWARENESS Know how to improve status quo ADAPTIVITY Learn from feedback and adapt KNOWLEDGE Define the challenge you face CREATIVITY Foster ideas
  • 14. DESIGN THINKING Traditional vs. Design Thinking Flawless planning Avoid failure Rigorous analysis Presentations Arms' length customer research Periodic Thinking Enlightened trial & error Fail fast Rigorous testing Lightweight experiments Deep customer immersion Continuous Doing TRADITIONAL THINKING DESIGN THINKING
  • 15. DESIGN THINKING Design Thinking integrates business, technology and people 10 WHAT IS? WHAT IF? WHAT WOWS? WHAT WORKS? Journey Mapping Value Chain Analysis Mind Mapping Brain- Storming Concept Development Assumption Testing Rapid Prototyping customer Co-Creation Learning Launch VISUALIZATION 72 3 4 5 6 8 9 1
  • 16. DESIGN THINKING Design Thinking for Innovation 1 2 3 EMPATHY AND DEEP HUMAN UNDERSTANDING CONCEPT VISUALIZATION IDEATION PROTOTYPING AND USER EVALUATION STRATEGIC BUSINESS DESIGN
  • 17. DESIGN THINKING Design Thinking Process  Project plan  Personals and stories  Research summary  Problem definition  Key insights  Design principles  Solutions  Low-fidelity prototypes  High-fidelity prototypes  Product Understand Point of viewObserve Ideate Prototype Test
  • 19. I don't believe people are looking for the meaning of life as much as they are looking for the experience of being alive. Joseph Campbell (Professor of Mythology) empathise
  • 20. DEFINITON The Journey of the User The Experience Map is a strategic tool document and presents complex user interactions with a product or service. The journey of the customer is the center of it – including the starting and the end point as well as the fulfillment of the customer expectations. The composition of an Experience Map builds up knowledge and unity on all management and working levels. Moreover, a satisfying customer interaction and a better product experience is established.
  • 21. ADDED VALUE Benefits of an Experience Map Evaluation Assess structural knowledge of customer experience / behavior of all channels tool Collective tool to display product experiences simplicity Follow customer insights in a simple and usable form development Develop toward customer- oriented thinking INNOVATION Identify areas of ideas and innovation
  • 22. CUSTOMER JOURNEY MAP Main Components the TAKEAWAY The takeaway contains strategic insight and proposals which derive from the Experience Map and summarises detected obstacles and opportunities. THE LENS The lens is a filter which analyses the journey of the customer and summarizes it to the core experience; superior principles and key values are listed. Journey of the customer The journey of the customer is always individual and case-related. It should illustrate the most important points such as phase transitions and channel changes.
  • 24. The first draft starts with the identification of interaction points and the drawing of a path. To mirror thoughts and emotions, interaction points show positive and negative signs. CUSTOMER JOURNEY MAP Step One
  • 25. Next, emotions and thoughts are regarded more intensively with the aim to identify the underlying need. The qualitative information of the results are added as comments to the interaction points. Emotional conditions are depicted graphically. Also, quantitative information, such as statistical details find their place around the path. CUSTOMER JOURNEY MAP Step Two Potential member calls Ai Group Potential member receives access to a range of Free taster services Number goes through a double fwd and is not answered Potential member signs up to an entry level membership to gain access to more services
  • 26. CUSTOMER JOURNEY MAP Emotional Conditions – Summarised Depiction MENTAL State UNPLEASANT PLEASANT MOOD SCALE EMOTION AS COLOR COMBINATION ANGRY IRRITADED SAD TENSE BORED NEUTRAL EXCITED CALM HAPPY CHEERFULL RELAXED
  • 27. CUSTOMER JOURNEY MAP Step Three Now, the phases of interaction are identified by dividing interaction points into rational units.
  • 28. CUSTOMER JOURNEY MAP Rising interest in a specific product or group of products attention Research of information on focused products Research The customer decides by means of specific criteria. decision The customer purchases the product via a specific channel. purchase Initial operation of the product and necessary steps First usage Daily, regular use of the product within the respective context Further usage Due to specific criteria, the product is defect or not used any longer. End of usage Disposal of the product and purchase of a replacement product, if required disposal Stage Touchpoint
  • 29. CUSTOMER JOURNEY MAP Step Four Afterwards, the types of interaction between separate interaction points are determined and marked.
  • 30. CUSTOMER JOURNEY MAP Fundamental Types of Interaction Direct connection One step leads directly to the next one. Bi-Directional connection One step leads to the next, but the user can also go back. controlled evaluation Use ranges between several possibilities within a closed and controlled surrounding. Open Exploration User ranges freely between several dependent and independent possibilities.
  • 31. CUSTOMER JOURNEY MAP Step Five The last step is the evaluation of possibilities and obstacles for the customer: communicative Does the user need a specific content or specific essential information? Is it possible to improve the sorting of available information by means of their relevance for the customer? Interactional What prevents the customer from interacting? How can the interaction be improved?

Editor's Notes

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