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Design process

  1. STATUTORY WARNING SHORTCUTS ARE INJURIOUS TO DESIGN
  2. Action/Execution Constraints Prioritising Value Planning/Thinking Problem Solving
  3. PROBLEM SOLUTION
  4. PROBLEM SOLUTION INSIGHTS Creative Problem Solving
  5. Human Centric Design (HCD) can be used everywhere. Spaces, Systems, Services, Products, All
  6. DESIGN PROCESS
  7. DISCOVERY INSIGHTS IMPERATIVES CONCEPTS VALIDATION INFORMATION INTERACTION INTERFACE PROTOTYPE DEV SUPPORT DESIGN THINKING (Strategic) DESIGN DOING (Execution)
  8. FRAMEWORK DIRECTION CONCEPT Analysis Synthesis Concrete Abstract DISCOVERY Design Thinking
  9. INTERACTION INTERFACE INTEGRATE Lo Fi Hi Fi Type Visuals INFORMATION Design Doing
  10. DESIGN BRIEF
  11. BRIEF How might we design an action oriented solution for obese people (BMI >30) to lose weight ?
  12. METHOD Understanding Obesity (domain) Benchmarks to measure progress Objectives to realise + Metrics
  13. TOOLS Constraints & Barriers Inspirations & Héros Knowns, Unknowns and Assumptions.
  14. DISCOVERY
  15. PROBLEM DEFINITION Creating meaningful solutions begins with gaining a deep understanding of people’s needs.The discover phase is all about listening, observing, and being open to the unexpected.
  16. METHODS 1. Learn from Users 2. Learn from Experts 3. Learn from Contextual Immersion 4. Learn from Inspirations
  17. METHOD: Learn from Users 1. Who might be using a product/service/space/ system you are creating ? 2. Is there one kind of user or many kinds? 3. Is the user willing to pay ? What is their affordability ?
  18. ACTION
  19. SYNTHESIS & ANALYSIS
  20. METHOD: Learn from Users 1. Who might be using a product/service/space/ system you are creating ? 2. Is there one kind of user or many kinds? 3. Is the user willing to pay ? What is their affordability ?
  21. SHARE STORIES 1. Share inspiring stories based on your contextual immersion, people whom you talked to and what you learnt. 2. While one team member shares, the others take note in post it and keep updating the wall.
  22. WHATTO SHARE? (1/2) • Personal details: who did you meet? (profession, age, location, etc) • Interesting stories: what was the most memorable and surprising story they told you? • Motivations: what did this participant care about the most? What motivates him/her?
  23. WHATTO SHARE? (2/2) • Barriers: what frustrated him/her? • Interactions: what was interesting about the way he/ she interacted with his/her environment? • Remaining Questions: what questions would you like to explore if you had another conversation with this person?
  24. FIND THEMES After collecting and sharing stories from your fieldwork, your design team will begin to make sense of all that information and inspiration.This part of the process can take some time. A good first step is to identify themes.
  25. AHA! MOMENTS Insights are a concise expression of what you learned from your research and inspiration activities.They are the unexpected information that make you sit up and pay attention. Insights allow you to see the world in a new way and are catalysts for new ideas.
  26. TURN ACTIONABLE Developing "How Might We" (HMW) questions can take some practice.This step is important, however, because HMW questions are the link between the great research you already conducted and the brilliant new ideas that you'll begin brainstorming next.
  27. BRAINSTORM Brainstorming is a great activity to generate fresh thoughts and new energy. Create a safe and positive atmosphere for your brainstorm so the team can come up with all kinds of wild ideas.
  28. PROMISING IDEAS The passion and energy of your team around particular ideas will make the development of your designs successful going forward. To get a sense of which brainstorming ideas generate the most excitement, everyone on the team will vote on their favourites while they are still fresh in your minds
  29. ACTION
  30. PROTOTYPE
  31. EXPERIENCE MAPPING It's very important to break your big idea into bite-sized pieces that can be easily made and tested.A great way to do this is by creating a user journey that maps how members of the community might interact with your idea over time.
  32. ACTION
  33. MAKE PROTOTYPES • Create a model • Create a mockup • Create an Ad • Create a Role Play • Create a story • Map out the structure, network, journey or process of idea
  34. ACTION
  35. GET FEEDBACK As part of your research, you spoke with many people and used what you learned to brainstorm new ideas.As part of the Prototype stage, it's time to return to users and begin getting feedback on your ideas.
  36. ACTION
  37. CAPTURE LEARNING Feedback conversations are rich in information, and the subtle impressions of a participant’s reactions are often the most important to remember.Take some time right after your session to capture what you have observed.
  38. INTEGRATE FEEDBACK Feedback is invaluable to developing an idea, but can also be quite confusing. It may be contradictory or may not align with your goals. Sort through the responses you receive and decide on what to integrate in your next iteration.
  39. ACTION
  40. PRESENTATIONS
  41. DISCOVERY FRAMEWORK DIRECTION CONCEPT Analysis Synthesis Concrete Abstract
  42. FRAMEWORK DIRECTION CONCEPT Analysis Synthesis Concrete Abstract WHAT: Discoveries help in dissecting real problem to its core elements to understand the meaning of the story the customer is trying to convey DISCOVERY
  43. DIRECTION CONCEPT Analysis Synthesis Concrete Abstract WHY: Framing is the way of gauging larger customer picture and determining what is important for the customer context. DISCOVERY FRAMEWORK
  44. DISCOVERY FRAMEWORK CONCEPT Analysis Synthesis Concrete Abstract HOW: Insights turned into actionable direction. Teams align on what is important to the customer and the business DIRECTION
  45. DISCOVERY FRAMEWORK DIRECTION Analysis Synthesis Concrete Abstract Integrate: Synthesise all of the elements analysed so far and put together concrete solutions CONCEPT
  46. DISCOVERY FRAMEWORK DIRECTION CONCEPT See the world with fresh eyes Listen & Learn Ask Why Discover problem and opportunities Making sense of what you see Identify patterns See the big picture Getting insights and needs Define direction Identify opportunities Align on priorities Generate ideas Quantity first Quality next Validate Put together a roadmap
  47. Pitfall Discoveries Insights Imperatives Analysis Synthesis Abstract Concrete Concepts Seems easier way to solve a customer problem Lose opportunity to uncover why customers do what they do Might become irrelevant
  48. Pitfalls lead to... Feature Creep Missed Target Market Gadget -like Solutions Complete miss of market opportunity Delivering an inauthentic experience Irrelavant Innovations Lost revenue & market share Profit Erosion Discoveries Insights Imperatives Analysis Synthesis Abstract Concrete Concepts
  49. INFORMATION INTERACTION INTERFACE INTEGRATE Lo Fi Hi Fi Type Visuals
  50. INTERACTION INTERFACE INTEGRATE Lo Fi Hi Fi Type Visuals Translates ambiguous user needs to a tangible content they are looking for INFORMATION
  51. INFORMATION INTERFACE INTEGRATE Lo Fi Hi Fi Type Visuals Addresses the user need to know, feel and do a task using the right patterns. INTERACTION
  52. INFORMATION INTEGRATE Lo Fi Hi Fi Type Visuals INTERACTION Communicates to the user visually and solves usability by use of imagery, type, layouts and colours INTERFACE
  53. INFORMATION Lo Fi Hi Fi Type Visuals INTERACTION INTERFACE Puts together all the aspects of design into a final package along with necessary assets and presents a holistic user experience INTEGRATE
  54. https://projects.invisionapp.com/share/N39ODPW4U#/screens
  55. REFLECTIONS
  56. BUSINESS INTELLIGENCE INDUSTRYANALYSIS REVENUE MODELS TAM,SAM,SOM FINANCIALANALYSIS VALIDATION REPORT PROTOTYPE CLICKTHRU DIVERGENT IDEAS HIGH VALUE FEATURES DESIGN RELEASE PLAN PRODUCT MANAGER PRODUCT DESIGNER
  57. TARGET MARKET STRATEGIC DIRECTION VALUE MAP BMC SEGMENTATION COMPETITOR ANALYSIS DESIGN DIRECTION DESIGN TENETS RESEARCH PLAN HERO / INSPIRATION PRODUCT MANAGER PRODUCT DESIGNER
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