9. 9
SMALL FRICTION
To view your revised total
after discounts have been
made please press ‘Finish
and Pay’ and then press
‘Go Back’
Label Stuck to Self Checkout Till
10. 10
LARGE FRICTION
Pantograph on a trainPlatform 2, Farringdon Station
http://metro.co.uk/2014/01/02/trains-pantograph-crashes-into-roof-at-
blackfriars-station-4247237/
17. ▸ Wait in the queue
▸ Walk up to the till and start
▸ Scan items, place on scale
▸ Restricted items need shop
assistant override
▸ Bag your items
▸ Payment
▸ Receipt
▸ Take items and leave
17
REFRESHER: THE SELF CHECKOUT PROCESS
18. 1. RESEARCH: brainstorm needs, functions, frustrations
2. AFFINITY MAPPING: group needs to find patterns
3. PRIORITISE: narrow your focus
4. IDEATION: big, disruptive, crazy ideas
5. CONVERGE: distill crazy ideas into a design to build
6. CONCEPTUALISE: shareable artefact of idea
18
THE PROCESS
19. ▸ Build on each others ideas
▸ Defer judgement
▸ Encourage wild ideas
▸ Go for quantity
19
RULES
Design Thinking: https://www.ideo.com/about/
20. Instructions
1. Individually think about
functions, needs and
problems of self checkouts
2. Write ONE item per post-it
3. Please work in Silence
20
STEP 1 - RESEARCH
Problem
You have been hired a
supermarket to evaluate
self checkout tills and
advise on improvements
Go for quantity!
21. ▸ Divide into groups of 3-4 people
▸ Read out one note at a time
▸ Place it on the board next to similar items
21
STEP 2 - AFFINITY MAPPING
22. ▸ Assign names to each group
▸ Prioritise - choose one group that is the most important
22
STEP 3 - PRIORITISE
23. STEP 4 - IDEATION
23
▸ Individually, write ONE idea per post-it
▸ Go for wild, crazy ideas
e.g. A robot trolley that follows you around the store so you don’t have to
push it
24. STEP 5 - CONVERGE
24
▸ In groups, review and discuss ideas
▸ Combine, mix and add ideas
▸ Converge on ONE idea
25. STEP 6 - CONCEPTUALISE
Produce TWO artefacts in your teams:
1. Concept: sketch or animation or prototype or other!
2. A Story of how it’s used
25
25
28. ▸ Make time for individual thinking
▸ Post-it notes are more powerful than you think
▸ Encourage crazy ideas - give permission
▸ Quantity first, then converge
28
LESSONS LEARNED
29. Design thinking is about Thinking Human
29
ONE MORE THING…
UsersStakeholders Your Team
30. 30
RECOMMENDED READING
Design of Everyday Things
by Don Norman
Creative Confidence
by David & Tom Kelley
Gamestorming
by Dave Gray, Sunni Brown,
James Macnufo