5. In this context, INNOVATION
has become the currency for
business success.
6. Companies and organizations
are adopting design thinking
as their approach to innovate.
Image:http://hpi.de/fileadmin/user_upload/fachgebiete/d-school/images/BG_Whiteboard.jpg
8. Design Thinking is:
a problem-solving method
an opportunity-seeking process
a problem-framing method
a design methodology
a creative approach
a business strategy
9. Design Thinking:
Studies people and the context of their interactions
to determine the right issue or opportunity
and generate a solution
that fits human, technological, and business
considerations.
11. Design thinking can be used by
designers and non designers, and
applied to all sorts of challenges.
Image: http://static1.squarespace.com/static/538fb077e4b05bdda222e376/t/541ca8e0e4b-
09194f765a365/1411164384867/Prototype_Workshop_09.jpg?format=1500w
creative business social
14. “... [is] the process that ensures
that the design match the needs
& capabilities of the people for
whom they are intended”
Donald Norman
Human Centered Design:
Image: http://farm4.static.flickr.com/3591/3697755899_c782c7c36f.jpg
18. Build empathy with your users.
understanding people’s needs, desires, and
behaviors by immersing in their daily lives,
observing their activities, listening to their stories,
and co-creating with them.
Research
Define the issue or opportunity for design.
making sense of research’s findings and insights to
frame and reframe the opportunities for design.
19. Explore possibilities through creative thinking.
Brainstorm a wide range of solutions using
lateral thinking and other creative approaches.
Collaborate in a cross-functional team and co-
create with your users.
Ideate
Then select the ideas that better address the
issue or opportunity while considering human,
technical, and business implications.
20. Build your ideas, communicate your solution.
Communicate the solution to your users in a
tangible way. Make artifacts, diagrams, or lo-fi
versions of your ideas.
Prototype
Start by doing something simple, use the materials
available to you, forget about refined looks, in this
stage the point is to convey the idea.
21. Try your solution with users and get feedback.
Present your prototype to real users and collect
their ideas and impressions about it. Take this
feedback to the next iteration of your solution.
Test
Keep learning and iterating.
Design Thinking encourages an iterative process
where learnings from testing and research are
continuously incorporated to the solution.
23. Image: Flickr/Rupert Ganzer
Empathy
Walk in user’s shoes.
Share the feelings and
constraints of users, listen
to their stories, observe
their activities, and
understand their reality.
Build
24. Reframing
See the world with fresh
eyes. Change focus,
look at things from a
different perspective,
question your own
biases, and venture in
new paths. Look for the
opportunity within each
problem.
http://www.fastcodesign.com/1672354/how-reframing-a-problem-unlocks-innovation
Leverage
26. Exploration
Look for diverse ideas,
go to remote places.
Generate vast amounts
of ideas, defer judgment,
leverage diversity, build
upon others’ thinking.
Image: Flickr/Timo Kirkkala
Foster
27. Failure
In order to innovate,
things don’t always go
right at first.
Learning from mistakes
is part of the an iterative
process.
Image: Flickr/ Dillon Hinson
Tolerate
28. Ambiguity
Be comfortable with not
knowing exactly where
you will end up, and let
yourself free to explore
alternatives.
Exploring an issue
or opportunity within
ambiguity allows for great
discovery.
Image: Flickr/ Lori Greig
Accept
29. Designing thinking calls
for a shift of paradigms,
an open mindset,
adaptability to change,
a risk-taking culture,
and tolerance to failure.
31. The adventure series
GE Healthcare
GE Healthcare re-imagined
the experience of diagnostic
imaging procedures for children
through the use of Design
Thinking.
The adventures series are the
result of taking an empathetic
approach and making the
diagnostic imaging procedure
fun and less stressful for kids.
Read more >
32. Swiffer
P&G
Procter & Gamble decided to
use design thinking to learn
how to improve the mopping
experience.
The Swiffer is the result of
observing how people cleaned
their houses and discovering
their unmet needs. The swiffer
removes the need for cleaning
mops and adds accessibility to
hard-to-reach places.
Read more >