The document discusses various methods and tools used in the experiment phase of design thinking, including ideation, user experience design, prototyping, and idea refinement. It provides details on specific ideation tools like SCAMPER, analogy inspiration, and deconstructing and reconstructing. It also covers mapping the user experience journey and creating low and high fidelity prototypes. The overall purpose of the experiment phase and these methods is to generate ideas and make them tangible through prototyping to get user feedback and refine concepts.
1. UNIT III : Experiment
By
Mr.S.Selvaraj
Asst. Professor (SRG) / CSE
Kongu Engineering College
Perundurai, Erode, Tamilnadu, India
20CDT23 – Design Thinking
Thanks to and Resource from : Lee Chong Hwa, "Design Thinking The Guidebook", NA Edition, Design Thinking Master Trainers of Bhutan, NA, 2017.
3. Unit III : Contents
1. Experiment – Methods and Tools
2. Ideation
3. SCAMPER
4. Analogous Inspiration
5. Deconstruct & Reconstruct
6. User Experience Journey
7. Prototyping
8. Idea Refinement
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UNIT III _ EXPERIMENT
4. Experiment Phase
• In experiment phase, huge quantity of ideas
are generated by brain storming using the
ideation tools.
• The ideas are then prototyped to provide user
with ideal user experience journey.
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5. Purpose of Experiment Phase
• To brainstorm quantity and variety of ideas
around user deep needs.
• To make ideas tangible and visible through
building prototypes and visualizing the ideal
user experience.
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6. Experiment – Methods & Tools and
Mindset & Attitudes and Process
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7. Experiment - Methods and Tools
• Four Methods and Tools of Experiment.
– Ideation (SCAMPER, ANALOGY INSPIRATION, DCONSTRUCT
& RECONSTRUCT)
– User Experience Design
– Prototyping
– Idea Refinement
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8. Ideation by SCAMPER
• SCAMPER is a tool to generate new ideas from different
perspective.
• SCAMPER is a creative brainstorming technique that stretches the
parameters of thinking to generate new ideas from different
perspective.
• Given any object you use SCAMPER to generate new ideas
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9. 7 Rules of Idea Generation
1. Stay focused on the topic
2. Go for quantity
3. Be visual
4. One conservation at a time
5. Encourage wild ideas
6. Defer judgement
7. Build on ideas of others
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16. Ideation by using POEMS
• Ideation can also be done using POEMS
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17. Ideation using Analogy Inspiration
• Draw insights and inspiration from seemingly unrelated
industry to spark creative and innovative ideas
• Analogous inspiration helps to draw innovative ideas from
various organization and industries.
• It provides different perspective and prompts new and
creative ideas.
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18. When to use Analogy Inspiration
• To generate variety and quantity of ideas
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19. How to Use Analogy Inspiration
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22. Ideation by Deconstruct and Reconstruct
• Deconstruct & Reconstruct is the process of
taking a product or service and initially breaking
it down into its
– essential parts;
– core components;
– key elements,
– significant strengths etc
• and then reconstruct idea and imagine new
possibilities by combining
features/characteristic .
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27. Idea Generation for your Design Challenge
• Having gone through all the methods of ideation/brainstorming, now it is
time to generate ideas for your design challenge/ problem.
• What to Do?
– Reference your persona’s deep or unmet need.
– Phrase the personas’ unmet need into a possibility question as: “How Might
we.....” Write the question on a big Post-it and place it in the middle of a large
sheet of paper: “e.g. How might we make Anxious Andu feel Connected with
RCSC and be Engaged in learning process while at RIM?”
– Generate quantity and variety of ideas around the person’s need.
– Sketch or write 1 idea on 1 post-it. Share ideas (1 at a time), and keep
generating ideas. Go for volume. (Use the 3 + 3 + 4 method)
– Use SCAMPER, POEMS, WHAT IF or other methods to inspire and spark
creative and possibility thinking.
– Pick One Idea and brainstorm in more details.
– Cluster the ideas by intention and identify themes.
•
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28. Four steps
• All the activities pointed out in the PREVIOUS
SLIDE are detailed in four steps as below:
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33. From Idea to Concept
• A concept is a meaningful and seamless
combination and/or integration of related
ideas to for a concept (or big idea) that best
addresses the target user’s deep need(s).
• The concept should clearly demonstrate and
articulate the target user’s deep need(s) and
benefits that the target user desires from you
to deliver.
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36. User Experience Journey / Design
• User experience design is the process of
creating positive and great experiences by
enhancing the user satisfaction.
• It is focused on the user and involves the
process from how the person discovers the
product/ services to how he/she uses it to
achieve a goal.
• It outlines the details as to whether the ideas
may or may not work from user perspective.
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37. When to use User Experience Design
• To generate details of the big idea.
• To check the viability of the big ideas
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40. How to Map User Experience Journey
• User experience journey includes the entire
process from how the user discovers the
product, service, process to how he/she uses it
to achieve a goal.
• It consists of phases/stages of the behavior and
touch-points across time and space.
• The user journey is based on user insight, deep
needs, behaviors and include interactions,
emotions and experiences.
• User Experience Journey mapping can be done in
four steps:
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42. Sample User Journey till step 2. Under each emotion
symbol, you can give naratives to describe behaviour
and emotion of the persona in this journey
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44. Prototyping
• Prototyping is an approach that makes ideas
and concepts more tangible and visual as
compared to written ideas.
• It helps us to empathize with the user in
terms of the viability of the solution and
further minimizes the risk of failure at large
scale.
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45. Introduction
• Rapid prototyping is the creation of visual (and
sometimes experiential) manifestations of concepts.
• It is an iterative set of activities, done quickly, aimed
at transforming the concepts generated in the What
if stage into feasible, testable models.
• In prototyping, you give your concepts detail, form,
and nuance— you bring them to life.
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46. Rapid prototyping
• Early prototypes are often crude and unfinished in
appearance, and they are supposed to look like “works in
progress.”
• High-fidelity 2D prototypes are more developed, usually
taking the form of
• storyboards,
• user scenarios,
• experience journeys, and
• business concept illustrations.
• Eventually, you will use 3D prototypes that are “built out” (in
design language) working models that contain more features
and details.
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48. Rapid prototyping...
• When to use it: Build prototypes early and often.
You prototype to learn rather than to “test” a
theoretically finished offering.
• You want the process to be simple and quick so that
you can “make mistakes faster,” identifying areas
that can be improved while agreeing on those that
are working.
• Sooner is better than later.
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49. Rapid prototyping...
• Why rapid prototyping de-risks your growth
project: Prototyping uses an affordable loss
calculation: What is learning worth?
• What amount can you afford to lose to learn
something that your competitors don’t know (even
if you don’t move the concept forward).
• It is all about minimizing the “I” part of ROI, which
allows you to test many variations of concepts,
bringing more of what designers call “optionality”
into the design process.
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50. Rapid prototyping...
• The cost of a simple 2D prototype could be as low as a pen
and some paper.
• We can afford to do lots of 2D prototypes—and to prototype
individual parts of a concept as well as the whole thing.
• By making abstract ideas tangible to potential partners and
customers, you can better facilitate meaningful conversation
and feedback about them.
• The purpose of prototyping is to create something quickly
that can then be
• tested with users,
• refined, and
• socialized with a broader audience.
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51. Prototype types
• Two Types:
1. Low fidelity Prototypes
2. High-fidelity Prototypes
• First we’ll try out a low-fidelity prototype on
some customers and see how it goes.
• If it succeeds, we’ll build a higher-fidelity
prototype of our idea and see if any
customers are willing to part with their money
for it.
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52. Low – Fidelity Prototypes
• To create the simplest low-fidelity prototype, all
you need to have is a pen and paper.
• You, or the members of the team, can draw a
sketch showing your product usability.
• do not allow user interactions.
• low-fidelity prototypes takes little time because
the main focus is on design and concept.
• Techniques:
1. Paper Prototypes
2. Wireframes
• Tools:
1. Power Points
2. Adobe XD
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56. Use Stencil for paper prototyping
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57. High – Fidelity Prototypes
• High-fidelity prototype are computer-based, and usually allow
realistic (mouse-keyboard) user interactions.
• High-fidelity prototypes take you as close as possible to a true
representation of the user interface.
• High-fidelity prototype resembles the final product more.
Being an accurate representation of the product.
• High-fidelity prototype are makes it easier for the client and
test users to understand it.
• Even though the process of creating high-fidelity prototypes is
time-consuming, its results are worth it.
• Techniques:
1. Digital Prototypes (3D designs, animations)
2. Coded Prototypes – (starts with HTML, etc.)
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59. Rapid prototyping...
• Most tangible differences between design thinking and business
thinking is prototyping.
• As a manager, one can probably more adept at thinking without
drawing or prototyping. But he can not adept at helping others
see your thoughts.
• That is why you must prototype—to make your thoughts explicit
so that others can grasp them quickly and share their thoughts
with you.
• A good prototype can be 2D or 3D, it can take 60 seconds or 60
hours—but it always tells a story that invites other people into
an experience.
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60. Kinds of Rapid prototyping...
• Architects create blueprints and models
• Product designers build physical prototypes.
• Business prototypers, on the other hand, generally use visual
or narrative approaches: images and stories.
• Prototypes can even include role-playing and skits.
• Today’s computing power has given rise to a whole new set of
prototyping approaches: video games and simulations.
• Some prototypes capture a concept in its entirety; others
represent individual elements so that each can be tested
separately.
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61. Getting Started with Rapid prototyping...
• 1) Start small and simple.
• 2) Figure out the story that you want to tell.
• 3) Show, don’t tell.
• 4) Visualize multiple options.
• 5) Play with your prototypes, don’t defend them.
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62. Getting Started with Rapid prototyping...
• 1) Start small and simple.
• In our experience, nearly all firms build the sophisticated
kind of 3D prototypes.
• Those are great to help you figure out how to build
something, but at this stage we are more interested in
figuring out what (if anything) to build.
• For that reason, the most successful growth projects
prototype early and often.
• They permit their prototypes to feel unfinished.
• A prototype that leaves a little room for interpretation
invites the user to contribute to it and complete it.
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63. • 2) Figure out the story that you want to tell.
• Visualize the concept in pictures, using as few words
as possible.
• Add complexity, where appropriate, as you go.
• Forms of 2DPrototypes:
• Flowcharts,
• Storyboards,
• Metaphorical prototype,
• videos,
• interactive building blocks,
• Business concept illustrations.
Getting Started with Rapid prototyping...
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64. • 3) Show, don’t tell.
• Make the prototype feel real through mock imagery and
artifacts.
• Work on creating empathy—try to bring the observer into
the concept.
• Focus on capturing details of how the concept will work and
how people will experience it.
• Make the choices concrete.
• Use
• stories,
• maps,
• images, and
• movie trailers to spark conversation.
Getting Started with Rapid prototyping...
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65. • 4) Visualize multiple options.
• Create some choices to be made.
• Be willing to move the sheets.
• 5) Play with your prototypes, don’t defend them.
• Let others validate them —not the people who created
them.
• But always keep in mind what you are testing.
• Prototypes are about testing the assumptions you’ve
identified as critical.
Getting Started with Rapid prototyping...
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66. How to carry out Prototyping?
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