The document provides a comprehensive overview of design thinking, emphasizing its human-centered and collaborative approach to problem-solving. It outlines various modes of the design thinking process, including empathize, define, ideate, prototype, and test, highlighting their purposes and methodologies. Additionally, it discusses the integration of business, technology, and user needs, advocating for an iterative process to continually improve solutions based on user feedback and insights.
Introduction to Design Thinking as a human-centered approach and its application in PowerPoint.
Definition and explanation of Design Thinking, focusing on empathy, ideation, and prototyping.
Detailed exploration of Empathize and Define modes in Design Thinking for user understanding.
Discussion on Idea generation and Prototyping modes, emphasizing exploration and tangible outcomes.
Understanding the Test mode in Design Thinking, focusing on refinement of solutions through user feedback.
Importance of integrating business viability, technology feasibility, and user desirability in Design Thinking.
Practical application of Design Thinking with continuous monitoring and iteration for improvement.
Comparison between Traditional Thinking and Design Thinking methodologies focused on flexibility and user involvement.
Outline of the sequential steps in the Design Thinking process from understanding to launching.
In-depth explanation of the Design Thinking process, emphasizing observation, definition, ideation, prototyping, and testing. Final slides promoting resources and opportunities to download Design Thinking presentations.
Design thinking isa human
centered and collaborative
approach to problem solving,
using a designed mindset to
solve complex problems.
Tim Brown (British Industrial Designer & President of IDEO)
4.
DESIGN THINKING
Learning
Ideate
Test
empathize
prototypeFoundation ofa human-
centered design process
Necessary to Observe,
Engage and Immerse.
Chance to refine
and improve
solutions
Define
Empathy findings are
unpacked and synthesized
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
5.
DESIGN THINKING
Learning
Foundation ofa human-
centered design process
Necessary to Observe,
Engage and Immerse.
Empathy findings are
unpacked and synthesized
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
Chance to refine
and improve
solutions
6.
DESIGN THINKINGDESIGN THINKING
empathize
Foundationof a human-
centered design process
Necessary to Observe,
Engage and Immerse.
Define
Empathy findings are
unpacked and synthesized
into compelling
needs and insights
Ideate
Mode during the design
process in which
the focus lies on
idea generation
prototype
Getting ideas and
explorations out
of the head into
the physical world
Test
Chance to refine
and improve solutions
7.
DESIGN THINKING
empathize
What isthe Empathize 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
8.
DESIGN THINKING
define
What isthe Define Mode?
Empathy findings are unpacked and synthesized 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
9.
DESIGN THINKING
ideate
What isthe 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 build to
test with users
10.
DESIGN THINKING
prototyping
What isthe 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
11.
DESIGN THINKING
Test
What isthe 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!
12.
DESIGN THINKING
Design Thinkingintegrates business, technology and
people
INNOVATION
TECHNOLGY
FEASIBLE
Can it be done?
WORKFLOW
VIABLE
Does it matter in
the organization?
PEOPLE
DESIRABLE
Do people
want it?
PATIENT AND
FAMILY CENTERED
CONTINUOS
INSIGHTS AND
ITERATIONS
OPTIMISM MAKINGIDEAS
TANGIBLE
EMPATHYBUILD TO THINK
LEARN
DEFINE
IDEATE
PROTOTYPE
TEST
13.
DESIGN THINKING
Design Thinkingintegrates business, technology and
people
PEOPLE
DESIRABLE
BUSSINESS
VIABILITYEMOTIONAL
INNOVATION
Brands
Marketing Relationships
EXPERIENCE
INNOVATION
PROCESS
INNOVATION
FUNCTIONAL
INNOVATION
TECHNOLGY
FEASIBILITY
14.
DESIGN THINKING
Idea
IMPLEMENTING
USING
APPLYING
DESIGN THINKING
INITERATIONS TO
MONITOR (DATA)
FOR NEW IDEAS/ISSUES
Start
process
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
15.
DESIGN THINKING
Traditional vs.Design Thinking
Flawless planning
Avoid failure
Rigorous analysis
Presentations
Arms' length costumer
research
Periodic
Thinking
Enlightened trial & error
Fail fast
Rigorous testing
Lightweight experiments
Deep costumer
immersion
Continuous
Doing
TRADITIONAL THINKING DESIGNTHINKING
16.
DESIGN THINKING
Design Thinkingintegrates business, technology and people
10
WHATIS?
WHAT IF?
WHAT WOWS?
WHATWORKS?
Journey
Mapping
Value Chain
Analysis
Mind
Mapping
Brain-
Storming
Concept
Development
Assumption
Testing
Rapid
Prototyping
Costumer
Co-Creation
Learning
Launch
VISUALIZATION
72
3
4
5
6
8
9
1
17.
DESIGN THINKING
WHAT IS?
WHATIF? WHAT WOWS? WHAT WORKS?
Before
you begin
1. Identify an
opportunity
2. Scope your
project
3. Draft your
design
4. Make your
plans
13. Get feedback
from
stakeholders
14. Run your
learning
launches
15. Design the
On-Ramp
11. Surface key
assumptions
12. Make
prototypes
8. Brainstorm
Ideas
9. Develop
Concepts
10. Create some
napkin
pitches
5. Do your
research
6. Identify
Insights
7. Establish
design
criteria
18.
DESIGN THINKING
Design ThinkingProcess
Understand Pointof viewObserve Ideate Prototype Test
Understand the
challenge Gather
information on
requirements,
stakeholders and
limitations
Observe the users
Develop empathy
for the current
situation and
behavior of the user
Develop a Point of
View Connect the
challenge with user
empathy
Ideate
(Brainstorming)
(Rapid)
Prototyping
Test if the
desired state is
reached
DESIGN THINKING
Design ThinkingProcess
understand
Define pointof view
observe
Find ideas
Prototype
Test
Understand the challenge.
Gather information on
requirements, stakeholders and
limitations
Observe the users.
Develop empathy for the current
situation and behavior of the user
Develop a Point of View. Connect
the challenge with user empathy
Ideate.
(Brainstorming)
(Rapid) Prototyping
Test if the desired
state is reached
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21.
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