Design Thinking

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10 Terms

1
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Design Thinking

  • Solving Complex Problems in a User-Centric Way

2
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The Human Rule

  • All design is social in nature

  • Any social innovation brings back to the “human-centric point of view”, meaning that users should be should be the center of the design of the products or services.

3
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The Ambiguity Rule

  • is inevitable - experiment at the limits of your knowledge

  • “The need to be right all the time is the biggest bar there is to new ideas.” - Edward deBono

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All Design is Redesign

  • Technology and social circumstances may change but basic human needs remain unchanged

  • Redesign the means of fulfilling these needs or reaching desired outcomes.

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The Tangibility Rule

  • Prototypes help to make ideas physical, enabling designers to communicate them effectively

  • Hypothesizing and testing will determine what changes will lead to an easier, frictionless or more intuitive path.

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Emphatize

  • Identify and understand the problem

  • Drop assumptions, judgements, and biases when talking to the target users

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Define

  • Synthesize and identify the problem

  • Create an actionable problem statement from the information collected from the Empathize phase

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Ideate

  • Generate ideas by exploring unexpected areas

  • Develop as many ideas to solve the problem synthesized in the Define phase beyond your comfort zone

  • Ideally, all ideas from this phase is turned into a prototype. Obviously, that may not be realistic. Therefore, it is necessary to prioritize the ideas that will be prototyped.

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Prototype

  • Getting ideas out into the physical world

  • Turn the ideas from the Ideate stage into physical objects that can be validated during the Test phase

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Test

  • Validate created solutions to actual users

  • Know what your users actually think of your solutions by allowing them to interact with your prototypes