Systems & Design Thinking: Hospitality & Restaurant Module Revision

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Vocabulary practice flashcards covering systems thinking models, root cause analyses, stakeholder perspectives, journey mapping, research methodologies, ideation techniques, and prototyping strategies within hospitality and restaurant operations.

42 Terms

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Iceberg Model

A systems thinking framework used to look beneath visible occurrences by analyzing four levels: events, patterns, structures, and mental models.

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Events (Iceberg Model)

The visible level of the Iceberg Model representing what happened; addressing only this level treats symptoms rather than root causes.

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Patterns (Iceberg Model)

The recurring trends and behaviors that repeat over time beneath visible events (e.g., long restaurant waits every weekend between 7 and 9 pm).

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Structures (Iceberg Model)

The organizational rules, roles, operational schedules, layouts, and policies that shape and drive recurring patterns.

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Mental Models (Iceberg Model)

The deeply held beliefs, values, and underlying assumptions that sit behind and sustain the entire system.

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Ishikawa Diagram

A visual cause-and-effect tool (also known as a fishbone diagram) used to identify and map the potential root causes of a specific problem or effect.

<p>A visual cause-and-effect tool (also known as a fishbone diagram) used to identify and map the potential root causes of a specific problem or effect.</p>
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Ishikawa Cause Categories

The six standard operational branches on a fishbone diagram: People, Process, Equipment, Materials, Environment, and Measurement.

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Five Whys

An iterative questioning technique applied to each potential cause on a fishbone diagram to drill down to its underlying root cause.

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SMART Problem Statement

A structured, objective problem description that is Specific, Measurable, Achievable, Relevant, and Time-bound, avoiding vague complaints or blame.

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Primary Stakeholders

Individuals or groups who are directly affected by an operational problem and its eventual solution (e.g., guests, servers, chefs, kitchen porters).

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Secondary Stakeholders

Individuals or entities affected indirectly by the problem, or who influence the outcome from outside daily service operations (e.g., suppliers, delivery partners, neighbors).

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Key Stakeholders

Individuals or governing bodies holding significant decision-making power, authority, or control over resources (e.g., hotel owners, general managers, regulatory agencies).

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Macro Perspective

The broad, external viewpoint focused on wider environmental factors, including regulations, the economy, cultural trends, and industry-wide forces.

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Micro Perspective

The granular viewpoint focusing on individual daily human experiences and personal day-to-day interactions.

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Meta Perspective

The viewpoint of how a stakeholder or organization believes other people perceive them—their perceived image or reputation in someone else's eyes.

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Time Horizon Perspective

The stakeholder perspective examining tensions between immediate, short-term needs (this week/month) and enduring, long-term strategic goals (e.g., brand value over 5 years).

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Explicit Perspective

Needs, feedback, or opinions openly spoken aloud or submitted in writing via reviews, surveys, and formal requests.

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Tacit Perspective

Felt or experienced knowledge and emotions that stakeholders hold but rarely verbalize; typically uncovered through direct observation and asking probing questions.

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Assumed Perspective

What an organization or designer guesses users want based on personal preconceptions rather than verified data.

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Real Perspective

The genuine thoughts, feelings, and requirements that stakeholders actually have, established through empirical evidence and research.

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System Map

A visual mapping tool that captures the big picture by identifying all the actors, groups, and locations inside a system and how they relate before process flows are drawn.

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System Diagram

A diagram that maps out operational flows, illustrating how inputs, processes, outputs, and feedback loops move resources, goods, money, and information.

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Influence Diagram

A cause-and-effect modeling tool that illustrates how variables positively (++, reinforcing) or negatively (−-) impact one another to anticipate ripple effects.

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Usability Test

A qualitative research method where researchers observe users attempting realistic tasks on an interface or physical collateral to identify design friction.

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Card Sorting

A user research method in which participants organize topics into categories to inform the intuitive structuring of menus, signage, and digital layouts.

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Diary Studies

A longitudinal research method where users self-record their daily experiences and reflections over days or weeks to capture behavioral shifts over time.

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Journey Map

A visual timeline detailing every touchpoint in a user's experience, tracing their actions, mindsets, emotional fluctuations, and frustrations from start to end.

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Zone A: The Lens

The topmost zone of a journey map that defines the scope by establishing the persona ('who'), the specific scenario ('what'), and user expectations.

<p>The topmost zone of a journey map that defines the scope by establishing the persona ('who'), the specific scenario ('what'), and user expectations.</p>
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Zone B: The Experience

The central section of a journey map displaying sequential stages, concrete actions, user thoughts, and an emotional curve across touchpoints.

<p>The central section of a journey map displaying sequential stages, concrete actions, user thoughts, and an emotional curve across touchpoints.</p>
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Zone C: The Insights

The bottom section of a journey map translating findings into actionable pain points, design opportunities, and internal team ownership assignments.

<p>The bottom section of a journey map translating findings into actionable pain points, design opportunities, and internal team ownership assignments.</p>
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Constraint

A limit or boundary (such as time, budget, staffing, space, or legal regulations) that frames a problem, focuses creativity, and keeps solutions realistic.

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Low System Interoperability

A technical constraint where disparate systems (e.g., POS terminals, reservation engines, kitchen displays) cannot share data or communicate seamlessly.

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Braindump

An ideation technique where participants independently and rapidly write down every idea they have in a set time before pooling them with the group.

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Reverse Brainstorming

An ideation technique where teams explore how to deliberately make a problem worse, and then reverse each destructive concept into a viable solution.

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Benchmarking

The process of comparing an organization's practices, services, or metrics against leading industry rivals to adopt proven operational methods.

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Three Principles of Ideation

The foundational mindset rules for creative problem-solving: 1) Go beyond the obvious, 2) Explore untried ideas, and 3) Focus on users' outcomes.

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Low-Fidelity Prototype

A quick, inexpensive, and rough physical or conceptual mock-up (e.g., paper sketches, cardboard models, sticky notes) used to test early ideas rapidly.

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Medium-Fidelity Prototype

A prototype providing structured detail without final polish (e.g., wireframes, clickable screen flows) aimed at validating layout and navigation.

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High-Fidelity Prototype

A highly realistic, functional model closely mirroring the visual appearance, materiality, and mechanics of the intended final product for pre-launch checks.

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Throwaway Prototype

A temporary prototype built exclusively to test a specific hypothesis and rapidly discarded once the learning objective is achieved.

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Skipping Steps (Pitfall)

A design thinking pitfall where practitioners jump straight to generating solutions before thoroughly researching, empathizing, and defining the problem.

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Working in Isolation (Pitfall)

A design thinking pitfall where individuals design interventions in a silo without actively engaging end-users, operational staff, or cross-functional team members.