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Design Thinking
Solving Complex Problems in a User-Centric Way
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.
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
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.
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.
Emphatize
Identify and understand the problem
Drop assumptions, judgements, and biases when talking to the target users
Define
Synthesize and identify the problem
Create an actionable problem statement from the information collected from the Empathize phase
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.
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
Test
Validate created solutions to actual users
Know what your users actually think of your solutions by allowing them to interact with your prototypes