This presentation was used in the third class of the course Design Thinking. The course is part of the Service Innovation Design master program of Laurea University of Applied Sciences. The other teacher in the course was Joanna Saad-Sulonen.
A Design Thinking Workshop for the MSIS CoreCarl M. Briggs Ph..docxblondellchancy
A Design Thinking Workshop for the MSIS Core
Carl M. Briggs Ph.D.
Fettig/Whirlpool Faculty Fellow
Co-Director, Business Operations Consulting Workshop
Fall 2019
1
Outline
Welcome & Introductions
What is Design Thinking?
About the class
Exercises:
Conditioning Exercise
Show Don’t Tell
Welcome & Introductions
Introductions…
Professor Carl M. Briggs Ph.D.
26 years of experience leading, and managing projects, and teaching the principles of effective project management to undergraduates, MBA’s and executives in the United States, Europe and Asia. Academic appointments in the United States (IU) , the Europe (Berlin) and Asia (Seoul).
Married to Annette Hill Briggs and father to Mariah, Ben and Emily.
Academia
Industries
Companies
Consulting
Mfg.
Healthcare Life Sciences
Supply Chain & Strategic Sourcing
Regions
NASA
Toyota
Samsung
FedEx
WalMart
Samsung
US DOD
4
Why we’re here…
?
?
?
What kind of problems have you solved?
6
MY STORY
YOUR WORLD…
MY WORLD…
What is Design Thinking?
BAD DESIGN MAY NOT BE IMMEDIATELY OBVIOUS
BUT OVER TIME THE TRUTH BEGINS TO SHOW
UNTIL IT IS ALL THAT IS LEFT, AND ALL
THAT YOUR CUSTOMERS REMEMBER
Bad design is all around us…
9
Design is not everything, but it somehow gets into everything.
Ralph Caplan, By Design
Design Thinking is …
… human-centered, collaborative, possibility-driven, options-focused, and iterative.
… the confidence that new, better things are possible and that you can make them happen.
Ralph Caplan, born January 4, 1925 is a design consultant, writer and public speaker. After serving in the Marines in WWII, he graduated from Earlham College and then went on to Indiana University for his Masters Degree. He later taught at Wabash College before moving to NYC where he became editor of Industrial Design.
He is the author of By Design: Why There are No Locks on the Bathroom Doors in the Hotel Louis XIV and Other Object Lessons.
He is considered a founding father of modern design thinking.
10
Roots of Design Thinking…
Developed/Made famous by Tim Brown at IDEO, taught at the Stanford School of Design.
Very influential in design circles, but becoming more influential in business
DEFINITION:
“A making-based problem solving process that is rooted in human empathy, done iteratively in collaborative multi-disciplinary teams.”
The Thought Leaders…
Tim Brown (IDEO)
https://www.youtube.com/watch?v=UAinLaT42xY
When did Design Thinking Become Small?
“Instead of starting with technology, the team started with people and culture…”
Design vs. Design Thinking
Design became small when it became the tool of consumerism
“Instead of starting with technology, the team started with people and culture…”
Design Thinking is about collaborative human creativity applied using a specific mindset and process framework focused on solving a wicked problem
Collaborative
Human
Creativity
Mindset
The Design Thin ...
The success of libraries in the future will be determined by its ability to create stories rather than provide them. One way to accomplish this is by putting technology and people together so patrons become creators in makerspaces or other learning environments. Discover great new learning technologies and techniques for patrons, and how to build your new fablab or hackerspace. Arm yourself with facts for having interactive spaces to get buy-in from everyone from staff to public to the IT teams. Lastly, we will discuss ways to continually train and engage the staff so that your environment will constantly evolve.
Too often, products are designed with a focus on business goals, fancy features, and the technological capabilities of hardware or software tools. All of these approaches to product design omit the most important part of the process – the end user. This presentation is about how you can create good user experience by involving end-users at the very beginning of the product design process.
This interactive workshop shares what libraries have done to renovate their spaces and participants are expected to share their experiences. It discusses the reasons to renovate and change, different innovative methods to do such things, uses statistics and facts about why and how changing and renovating spaces can improve the collection including the forward facing books shelves, remapping layouts/moving furniture, the need for sitting, and the need for fab labs or hacker spaces. Bring photos of your library and help us brainstorm ways to improve and change our structures, hopefully all at low costs!
How to tap in to the two mega trends; digitalisation and the fact that non professional creates products.
Peter Svarre book Den Perfekte Storm (The Perfect Storm) gives answers on how to move your business to a position where you can take advantage of the trends and make your more visible in social media.
This presentation was used in the third class of the course Design Thinking. The course is part of the Service Innovation Design master program of Laurea University of Applied Sciences. The other teacher in the course was Joanna Saad-Sulonen.
A Design Thinking Workshop for the MSIS CoreCarl M. Briggs Ph..docxblondellchancy
A Design Thinking Workshop for the MSIS Core
Carl M. Briggs Ph.D.
Fettig/Whirlpool Faculty Fellow
Co-Director, Business Operations Consulting Workshop
Fall 2019
1
Outline
Welcome & Introductions
What is Design Thinking?
About the class
Exercises:
Conditioning Exercise
Show Don’t Tell
Welcome & Introductions
Introductions…
Professor Carl M. Briggs Ph.D.
26 years of experience leading, and managing projects, and teaching the principles of effective project management to undergraduates, MBA’s and executives in the United States, Europe and Asia. Academic appointments in the United States (IU) , the Europe (Berlin) and Asia (Seoul).
Married to Annette Hill Briggs and father to Mariah, Ben and Emily.
Academia
Industries
Companies
Consulting
Mfg.
Healthcare Life Sciences
Supply Chain & Strategic Sourcing
Regions
NASA
Toyota
Samsung
FedEx
WalMart
Samsung
US DOD
4
Why we’re here…
?
?
?
What kind of problems have you solved?
6
MY STORY
YOUR WORLD…
MY WORLD…
What is Design Thinking?
BAD DESIGN MAY NOT BE IMMEDIATELY OBVIOUS
BUT OVER TIME THE TRUTH BEGINS TO SHOW
UNTIL IT IS ALL THAT IS LEFT, AND ALL
THAT YOUR CUSTOMERS REMEMBER
Bad design is all around us…
9
Design is not everything, but it somehow gets into everything.
Ralph Caplan, By Design
Design Thinking is …
… human-centered, collaborative, possibility-driven, options-focused, and iterative.
… the confidence that new, better things are possible and that you can make them happen.
Ralph Caplan, born January 4, 1925 is a design consultant, writer and public speaker. After serving in the Marines in WWII, he graduated from Earlham College and then went on to Indiana University for his Masters Degree. He later taught at Wabash College before moving to NYC where he became editor of Industrial Design.
He is the author of By Design: Why There are No Locks on the Bathroom Doors in the Hotel Louis XIV and Other Object Lessons.
He is considered a founding father of modern design thinking.
10
Roots of Design Thinking…
Developed/Made famous by Tim Brown at IDEO, taught at the Stanford School of Design.
Very influential in design circles, but becoming more influential in business
DEFINITION:
“A making-based problem solving process that is rooted in human empathy, done iteratively in collaborative multi-disciplinary teams.”
The Thought Leaders…
Tim Brown (IDEO)
https://www.youtube.com/watch?v=UAinLaT42xY
When did Design Thinking Become Small?
“Instead of starting with technology, the team started with people and culture…”
Design vs. Design Thinking
Design became small when it became the tool of consumerism
“Instead of starting with technology, the team started with people and culture…”
Design Thinking is about collaborative human creativity applied using a specific mindset and process framework focused on solving a wicked problem
Collaborative
Human
Creativity
Mindset
The Design Thin ...
The success of libraries in the future will be determined by its ability to create stories rather than provide them. One way to accomplish this is by putting technology and people together so patrons become creators in makerspaces or other learning environments. Discover great new learning technologies and techniques for patrons, and how to build your new fablab or hackerspace. Arm yourself with facts for having interactive spaces to get buy-in from everyone from staff to public to the IT teams. Lastly, we will discuss ways to continually train and engage the staff so that your environment will constantly evolve.
Too often, products are designed with a focus on business goals, fancy features, and the technological capabilities of hardware or software tools. All of these approaches to product design omit the most important part of the process – the end user. This presentation is about how you can create good user experience by involving end-users at the very beginning of the product design process.
This interactive workshop shares what libraries have done to renovate their spaces and participants are expected to share their experiences. It discusses the reasons to renovate and change, different innovative methods to do such things, uses statistics and facts about why and how changing and renovating spaces can improve the collection including the forward facing books shelves, remapping layouts/moving furniture, the need for sitting, and the need for fab labs or hacker spaces. Bring photos of your library and help us brainstorm ways to improve and change our structures, hopefully all at low costs!
How to tap in to the two mega trends; digitalisation and the fact that non professional creates products.
Peter Svarre book Den Perfekte Storm (The Perfect Storm) gives answers on how to move your business to a position where you can take advantage of the trends and make your more visible in social media.
Technoblade The Legacy of a Minecraft Legend.Techno Merch
Technoblade, born Alex on June 1, 1999, was a legendary Minecraft YouTuber known for his sharp wit and exceptional PvP skills. Starting his channel in 2013, he gained nearly 11 million subscribers. His private battle with metastatic sarcoma ended in June 2022, but his enduring legacy continues to inspire millions.
Hello everyone! I am thrilled to present my latest portfolio on LinkedIn, marking the culmination of my architectural journey thus far. Over the span of five years, I've been fortunate to acquire a wealth of knowledge under the guidance of esteemed professors and industry mentors. From rigorous academic pursuits to practical engagements, each experience has contributed to my growth and refinement as an architecture student. This portfolio not only showcases my projects but also underscores my attention to detail and to innovative architecture as a profession.
Book Formatting: Quality Control Checks for DesignersConfidence Ago
This presentation was made to help designers who work in publishing houses or format books for printing ensure quality.
Quality control is vital to every industry. This is why every department in a company need create a method they use in ensuring quality. This, perhaps, will not only improve the quality of products and bring errors to the barest minimum, but take it to a near perfect finish.
It is beyond a moot point that a good book will somewhat be judged by its cover, but the content of the book remains king. No matter how beautiful the cover, if the quality of writing or presentation is off, that will be a reason for readers not to come back to the book or recommend it.
So, this presentation points designers to some important things that may be missed by an editor that they could eventually discover and call the attention of the editor.
ARENA - Young adults in the workplace (Knight Moves).pdfKnight Moves
Presentations of Bavo Raeymaekers (Project lead youth unemployment at the City of Antwerp), Suzan Martens (Service designer at Knight Moves) and Adriaan De Keersmaeker (Community manager at Talk to C)
during the 'Arena • Young adults in the workplace' conference hosted by Knight Moves.
Transforming Brand Perception and Boosting Profitabilityaaryangarg12
In today's digital era, the dynamics of brand perception, consumer behavior, and profitability have been profoundly reshaped by the synergy of branding, social media, and website design. This research paper investigates the transformative power of these elements in influencing how individuals perceive brands and products and how this transformation can be harnessed to drive sales and profitability for businesses.
Through an exploration of brand psychology and consumer behavior, this study sheds light on the intricate ways in which effective branding strategies, strategic social media engagement, and user-centric website design contribute to altering consumers' perceptions. We delve into the principles that underlie successful brand transformations, examining how visual identity, messaging, and storytelling can captivate and resonate with target audiences.
Methodologically, this research employs a comprehensive approach, combining qualitative and quantitative analyses. Real-world case studies illustrate the impact of branding, social media campaigns, and website redesigns on consumer perception, sales figures, and profitability. We assess the various metrics, including brand awareness, customer engagement, conversion rates, and revenue growth, to measure the effectiveness of these strategies.
The results underscore the pivotal role of cohesive branding, social media influence, and website usability in shaping positive brand perceptions, influencing consumer decisions, and ultimately bolstering sales and profitability. This paper provides actionable insights and strategic recommendations for businesses seeking to leverage branding, social media, and website design as potent tools to enhance their market position and financial success.
Maximize Your Content with Beautiful Assets : Content & Asset for Landing Page pmgdscunsri
Figma is a cloud-based design tool widely used by designers for prototyping, UI/UX design, and real-time collaboration. With features such as precision pen tools, grid system, and reusable components, Figma makes it easy for teams to work together on design projects. Its flexibility and accessibility make Figma a top choice in the digital age.
White wonder, Work developed by Eva TschoppMansi Shah
White Wonder by Eva Tschopp
A tale about our culture around the use of fertilizers and pesticides visiting small farms around Ahmedabad in Matar and Shilaj.
1. Design, Business, and Innovation
Amanda Lastella
Design Thinking, Tim Brown
Created step-by-step representation of process of creating design
innovation
2. Design, Business, and Innovation
Amanda Lastella
Design Thinking, Tim Brown
Inspiration
Considers problem facing business/ community
Technology, constraints, seeking out new ideas
3. Design, Business, and Innovation
Amanda Lastella
Design Thinking, Tim Brown
Ideation
Proposed solutions
Creation of MANY prototypes
Communication
4. Design, Business, and Innovation
Amanda Lastella
Design Thinking, Critical Question 1
What could happen if an innovator doesn’t test his or her
prototype, and instead moves on to the production phase of a
product?
“Companies are not required to provide any safety data
when they notify the agency about a new chemical, and
they rarely do it voluntarily…”
Ian Urbina: “Think those Chemicals have been Tested?”,
New York Times
5. Design, Business, and Innovation
Amanda Lastella
Design Thinking, Critical Question 2
Why is communication a key component of the design thinking
process?
“…failure to ask important relevant questions”
Dennis S. Gouran: “A Critical Analysis of Factors Related to
Decisional Processes Involved in the Challenger Disaster“
6. Design, Business, and Innovation
Amanda Lastella
Going Deeper, Seeing Further…
Consider the background of the costumers/ consumers
7. Design, Business, and Innovation
Amanda Lastella
Going Deeper, Seeing Further…
Layer those backgrounds to find patterns/ consistencies
8. Design, Business, and Innovation
Amanda Lastella
Going Deeper, Seeing Further…
See whether or not extreme ends of a spectrum can offer insight
into issue
9. Design, Business, and Innovation
Amanda Lastella
Going Deeper, Seeing Further…
Learn about backgrounds of employees within company
Can they be shifted?
10. Design, Business, and Innovation
Amanda Lastella
Going Deeper, Seeing Further…
Look into backgrounds of all people involved in business/
economic network
11. Ethnographic Research, Walking to Art Studio
Girl on left:
Carrying white
bag with art
projects
Girl on right:
Helping girl on
left carry black
box with art
supplies
Design, Business, and Innovation
Amanda Lastella
12. Ethnographic Research, Watching Various Edited Videos
Guy in red sweatshirt
showing group video
editing app
He is leading
most of the
conversation
Design, Business, and Innovation
Amanda Lastella
13. Ethnographic Research, Playing the Piano
Guy in red
sweatshirt playing
on piano for the
rest of the group
Piano against red
wall with various
drawings and
paintings hanging
above it
Design, Business, and Innovation
Amanda Lastella
14. Ethnographic Research, Filming
Guy in red sweatshirt
recording girl in
leather jacket (not
seen in photo) using
video editing app he
had shown earlier
Room has video
games stacked
against the wall
(right) and clothes in
closet (centered
behind guy)
Design, Business, and Innovation
Amanda Lastella
15. Ethnographic Research, Notes on Participants
The guy in the group appears deeply interested in film making,
including the girl wearing the black leather jacket in various edited
videos
Design, Business, and Innovation Amanda Lastella
16. Ethnographic Research, Additional Notes
Girl in black leather jacket likes to get involved and help others
carry equipment/ record content
Amanda LastellaDesign, Business, and Innovation
17. Ethnographic Research, Additional Notes
Girl in blue sweatshirt involved in art class, works outside on projects,
has a lot of supplies to carry around campus with her
Amanda LastellaDesign, Business, and Innovation
18. The ability to carry around equipment was limiting to all three
participants
The two girls: art equipment
The guy: camera/ filming equipment
Ethnographic Research Findings
Design, Business, and Innovation
Amanda Lastella
19. Design, Business, and Innovation
Amanda Lastella
Interviewing Humans
Interview’s main focus: the participants
Interviewer there merely as a guide
20. Design, Business, and Innovation
Amanda Lastella
Interviewing Humans
Do NOT include personal stories/ anecdotes
21. Design, Business, and Innovation
Amanda Lastella
Interviewing Humans
Since focus is on the participant, make him or her feel at ease
Helps participant open up
22. Design, Business, and Innovation
Amanda Lastella
Interviewing Humans
Listen more than you speak
Goal is to gain more information from this person, keep that
focus
23. Design, Business, and Innovation
Amanda Lastella
Interviewing Humans
Clarify vague answers
“Why is that?”, “Tell me more about that.”
24. Design, Business, and Innovation
Amanda Lastella
Interview Planning: Introductions
Ok, so just start off with introducing yourself.
So, how are you doing?
What do you like to do for fun?
You’re a Hofstra student, right? What are some of your classes? What’s
your favorite class?
25. Design, Business, and Innovation
Amanda Lastella
Interview Planning: Moving into Main Focus
What kind of art projects do you do? What was your favorite one?
What are some of the more difficult aspects of art?
Is there anything you wish you could change about the class? Is there
anything that would make the difficult parts of it easier to manage?
26. Interview Planning: Main Focus
Design, Business, and Innovation
Amanda Lastella
How do you bring your art supplies to school everyday?
Is it easy to get those supplies to class?
What do you think would make it easier to get those supplies to class?
Would making it easier to get to different locations easily with your
supplies make you more motivated to do artwork?
Thank you so much for your time. Do you have any more comments
about what we discussed?
28. Design, Business, and Innovation
Amanda Lastella
Interview Findings
Process of making art
Time consuming
Drawing, planning piece/work, painting/drawing the
final product
29. Design, Business, and Innovation
Amanda Lastella
Interviewing Findings
Supplies
Lots of supplies needed to make artwork
Expensive
Heavy, difficult to carry around
Takes more time to carry supplies
30. Design, Business, and Innovation
Amanda Lastella
Peer to Peer Documentation
Girl in black jacket fixing hair with
mirror
Background:
Two beds, right one lined
with stuffed animals on top
31. Design, Business, and Innovation
Amanda Lastella
Peer to Peer Documentation
Girl in black jacket fixing
brushing hair in front of large
mirror
Clothes hanging on bed post
One lamp lighting most of room
Mirror surrounded with jewelry
and hair products
32. Design, Business, and Innovation
Amanda Lastella
Peer to Peer Documentation
Girl in flannel shirt
showing showing
charcoal
Girl in black looking
at tube of paint
Box on floor with art
supplies
Beds in background,
both unmade
33. Design, Business, and Innovation
Amanda Lastella
Peer to Peer Documentation
Close up of art supply
box
Large paint tubes
in back (acrylic)
Top part of box (in
front) has various
pens, charcoals,
other drawing
supplies
34. Design, Business, and Innovation
Amanda Lastella
Peer to Peer Documentation
Left: stack on video game covers,
remote on top
Top Right: different game systems
and other game discs either
stacked on top of each other or in
boxes
Bottom Right: school books and
folders
35. Design, Business, and Innovation
Amanda Lastella
Peer to Peer Documentation Observations
Room
Low lighting
Pink walls with white, sparkly ceiling
Two unmade beds
36. Design, Business, and Innovation
Amanda Lastella
Peer to Peer Documentation Observations
Organization: Room
Many items thrown around room
Stacked on top of each other
Method to the madness: General idea of where items belong
ex. Video games on shelf, clothes in closet, stuffed
animals on bed
37. Design, Business, and Innovation
Amanda Lastella
Peer to Peer Documentation Observations
Organization: Supply Box
Heavy items in bottom compartment
-ex. Paint tubes
Light items on top “shelf”
-ex. Pens, pencils, charcoals
38. Design, Business, and Innovation
Amanda Lastella
Peer to Peer Documentation Findings
Amount of “Stuff”
Supply box
All possible art supplies girl in flannel could need/use
Room
Various clothes, video games, game systems, remotes
39. Design, Business, and Innovation
Amanda Lastella
Peer to Peer Documentation Findings
Room:
Necessity for organization
Ability to put belongings in more clear, organized
spaces
Necessity for mobility
Difficult to find, gather, and carry belongings should
need to move arise
40. Design, Business, and Innovation
Amanda Lastella
Peer to Peer Documentation Findings
Supply Box:
Necessity for better mobility
Box itself very large, difficult to manage/ carry around
Heavy
Lots of supplies in one place
41. Design, Business, and Innovation
Amanda Lastella
Desk Research, Business Sites
“There’s Magic in Mess: Why you should Embrace a Disorderly
Desk”
Disorder creates order in itself
Messy piles on desk create computer-like memory
cache
https://www.ft.com/content/e6f82da0-8b4d-11e6-8cb7-e7ada1d123b1
42. Design, Business, and Innovation
Amanda Lastella
Desk Research, Business Sites
“Interview: Artist Susan Rothenberg”
Describes art process
”….has been known to repaint even after the canvases have
been hung on the gallery walls.”
”’I threw out a lot of work… I started it…. my usual process…
then I just thought, I don’t want it in my studio.’”
https://www.ft.com/content/667f8384-83bf-11e6-8897-2359a58ac7a5
43. Design, Business, and Innovation
Amanda Lastella
Desk Research, Business Sites
“Pure Storage: Not Whirr-king Out”
Failing storage company
Trying to replace old hard disc drives with flash storage
Most customers moving to cloud, removing need for
storage, and this company, altogether
https://www.ft.com/content/b597a666-7fa2-11e6-8e50-8ec15fb462f4?
ftcamp=published_links%2Frss%2Flex%2Ffeed%2F%2Fproduct
44. Design, Business, and Innovation
Amanda Lastella
Desk Research, Business Sites
“Nano-Machine Inventors win Nobel Chemistry Prize”
Creation of nano-machines through organic material
“’…demonstrates how the miniaturization of technology
can lead to a revolution’”
https://www.ft.com/content/ac7ac9aa-8add-11e6-8aa5-f79f5696c731
45. Design, Business, and Innovation
Amanda Lastella
Desk Research, Business Sites
“Nvidia Shows off Smaller Artificial Intelligence Computer for
Baidu Car”
Creating more efficient AI computer for self-driving cars:
SMALLER system- systems like this more in demand,
progression towards smaller technologies
http://www.reuters.com/article/us-nvidia-computer-idUSKCN11J08F
46. Design, Business, and Innovation
Amanda Lastella
Using nano-technology, a small carrying device can store 100x
its weight via a flash storage-like method.
Scanning a given item and shrinking it down to a small,
manageable size, the device then saves the item within its
system and calls it back up to return to its actual size when
needed by the user.
Typical users include artists that manage a large amount of
equipment, parents of children that need to store toys, and
students with overwhelming amounts of school supplies.
Business Proposal
47. Design, Business, and Innovation
Amanda Lastella
Item being shrunk and device itself
Location of item at start of process
Process to shrink item
Calling up item in database
Enlarging item back to normal size
Infographic Elements
52. Design, Business, and Innovation
Amanda Lastella
Imagined Product/ Service in Situ Visualization
Selected Environment and User Image
53. Design, Business, and Innovation
Amanda Lastella
Imagined Product/ Service in Situ Visualization
Selected Device Image
54. Design, Business, and Innovation
Amanda Lastella
Imagined Product/ Service in Situ Visualization
Selected Device Image
55. Design, Business, and Innovation
Amanda Lastella
Imagined Product/ Service in Situ Visualization
Selected Device Image
56. Design, Business, and Innovation
Amanda Lastella
Imagined Product/ Service in Situ Visualization
57. Design, Business, and Innovation
Amanda Lastella
Design Thinking for Educators, Ideo
Overall guide for teachers to use design thinking process in and
out of classroom
Mainly focuses on the process of design thinking, and uses
the field it’s addressing (education) as examples or
supplements
58. Design, Business, and Innovation
Amanda Lastella
Design Thinking for Educators, Ideo
Goes over issues faced by most teachers
ex. Students not focusing, parents not communicating,
rooms can’t promote learning for different types of students,
teachers don’t cooperate
59. Design, Business, and Innovation
Amanda Lastella
Design Thinking for Educators, Ideo
Introduces design thinking as a “mindset,” different way of
looking for solutions (pg.11)
”Human centered”- promotes “empathy” between
coworkers and those affected by given system
”Collaborative”- encourages team-building
”Optimistic”- belief that change can occur
”Experimental”- allows for sharing of new ideas and
embraces failure as a means to success
60. Design, Business, and Innovation
Amanda Lastella
Encourages “stepping out of your zone of comfort” (pg.16)
Aids in discovery of new ideas
Allows for communication between groups that wouldn’t
otherwise reach out to one another
Helps break “routine”
Design Thinking for Educators, Ideo
61. Design, Business, and Innovation
Amanda Lastella
Design Thinking for Educators, Ideo
Gives steps teachers from Ormondale Elementary School used to
redesign their school:
Discovery
Interpretation
Ideation
Experimentation
Evolution
62. Design, Business, and Innovation
Amanda Lastella
Process begins with identifying the issue- similar to “ideation”
stage from Tim Brown
List current or future problems
Keep issue as simple as possible
Work out time and financial constraints
Design Thinking for Educators, Ideo
63. Design, Business, and Innovation
Amanda Lastella
Notes how to “Define your Audience”- learning about all the
people that will be involved/ affected by process:
People directly involved with study
Colleagues/ administrators
Outlier groups/ extremes
Design Thinking for Educators, Ideo
64. Design, Business, and Innovation
Amanda Lastella
Selecting Research Participants
Create specific descriptions of possible participants
Plan where interview will take place and possible activities
Take notes on interview
Design Thinking for Educators, Ideo
65. Design, Business, and Innovation
Amanda Lastella
Preparation for Interviews
Create question guide
Get all contact details
Have camera
Thank you gifts (if necessary)
Design Thinking for Educators, Ideo
66. Design, Business, and Innovation
Amanda Lastella
Using participants’ self-documentation
Helps understanding a person’s viewpoint/ experiences
Design Thinking for Educators, Ideo
67. Design, Business, and Innovation
Amanda Lastella
Interpretation
Take information and makes “insights”
“Involves storytelling”
Design Thinking for Educators, Ideo
68. Design, Business, and Innovation
Amanda Lastella
Methods for sharing stories:
Make dedicated space
Listen to everyone’s stories
Take bits of information and record for whole group
Design Thinking for Educators, Ideo
69. Design, Business, and Innovation
Amanda Lastella
What to include in stories:
”Personal details”
Draw attention to most useful or interesting parts
“Motivations” and frustrating “barriers” of participants
How participants interacted with environment
”Remaining questions”
Design Thinking for Educators, Ideo
70. Design, Business, and Innovation
Amanda Lastella
Putting together larger themes of findings:
Connect stories together
Show findings to others to get outside opinions
Let go of unimportant findings
Design Thinking for Educators, Ideo
71. Design, Business, and Innovation
Amanda Lastella
Brainstorming preparations
Have a “well-defined topic” in mind
Use a room with lots of space to facilitate movement
Use tools like post-its and markers
Include people outside of working group
Limit sessions to an hour to have consistent focus
Design Thinking for Educators, Ideo
72. Design, Business, and Innovation
Amanda Lastella
Encourage building off of ideas
Don’t limit others’ proposals or try to throw them out,
they can be inspiration or fuel for another idea
Design Thinking for Educators, Ideo
73. Design, Business, and Innovation
Amanda Lastella
“Reality Check”
Examine the idea itself: what does it really mean?
Keep constraints in mind and come up solutions for those
Build on idea
Let go of implausible ideas
Design Thinking for Educators, Ideo
74. Design, Business, and Innovation
Amanda Lastella
Types of prototypes:
Storyboard- imagine complete experience involved with
idea through images, sketches, text, cartoons, etc.
Fake advertisement- promoting best parts of idea
Model- 3-D representation of idea
Role-play- outlines experience felt through idea
Design Thinking for Educators, Ideo
75. Design, Business, and Innovation
Amanda Lastella
Refining the idea in the future
Find new tasks to improve idea and assign leaders for those
tasks
Make a timeline for identified tasks
Create regular check-in meetings (about 30 minutes long) to
keep group updated, share concerns, and come up with
new ideas
Design Thinking for Educators, Ideo
76. Design, Business, and Innovation
Amanda Lastella
Create larger network/ community to share ideas with
Invite “colleagues, experts, and friends”
”Include people you feel comfortable sharing new ideas and
frustrations with”
Create check-in meetings for this larger group, too
Design Thinking for Educators, Ideo