SDS*15: Oliver Kempkens on Design Thinking

75
design thinking linz OLIVER KEMPKENS DANIELA FREUDENTHALER 25. Juni 2015 a service of

Transcript of SDS*15: Oliver Kempkens on Design Thinking

design thinkinglinz

OLIVER  KEMPKENSDANIELA  FREUDENTHALER

25.  Juni  2015

a  service  of

DESIGN  THINKING

??What  is  Design  Thinking

2

DESIGN  THINKING

agendaday 1

3

9:00 Welcome  &  Check-­‐in

09:30 Design  Thinking  Basics

10:00 Understand

11:00 Research  Prepara<on

11:30 Research  &  Lunch

15:00 Check-­‐in

15:15 Storytelling

16:00 Persona  &  POV

16:45 Closing  Round

DESIGN  THINKING

agendaday 2

4

9:00 Welcome  &  Check-­‐in

09:30 Quick  Presenta<on  /  Sync

10:00 Idea<on

11:00 Prototyping

12:00 Lunch

13:00 Tes<ng  &  Itera<on

15:00 Presenta<on  Prepara<on

16:00 Final  Presenta<on

16:45 Closing  Round

DESIGN  THINKING

let’s warm up

5

DESIGN  THINKING

What  is  Design  Thinking?

your thoughts!

6

DESIGN  THINKING 7

complex problemsDesign  Thinking  is  a  method  for  solving

new ideas.and  crea<ng

DESIGN  THINKING

innovation

people

space

approach.

,

,

8

Design  Thinking  means  …

…  crea<ng

by  combining  diverse

crea<ve

and  an  itera<ve

DESIGN  THINKING

,

9

Ingredients  for  Design  Thinking

innovation

people

space

approach

+

+

DESIGN  THINKING 10

Ingredients  for  Design  Thinking

innovation

peoplepeople

space

approach

+

+

DESIGN  THINKING

interdisciplinary teams of

11

shapedpeople

DESIGN  THINKING

space

12

Ingredients  for  Design  Thinking

innovation

space

approach

+

+

people

DESIGN  THINKING

and the freedom to explore.

DESIGN  THINKING 13

and the freedom to explore.

and the freedom to explore.

DESIGN  THINKING 14

Ingredients  for  Design  Thinking

innovation

approachapproach

+

+

people

space

DESIGN  THINKING

design thinking steps

15

understand observe define  point  of  view ideate prototype test

DESIGN  THINKING

think like a designer

16

GO  BROAD  AND  FOCUS  LATER.

? !create  choices

make  choices

create  choices

make  choices

diverge converge diverge converge

DESIGN  THINKING

problem space

17

understand observe define  point  of  view ideate prototype test

DESIGN  THINKINGDESIGN  THINKING 18

understandunderstand

DESIGN  THINKING

your thoughts!

19

understand?

DESIGN  THINKING

what are you trying to achieve?

20

focus  of  the  solu<on.quick  research  to  validate.shiM  the  project  focus  if  necessary.plan  the  project,  based  on  thephases  of  the  Design  Thinkingapproach

.

DESIGN  THINKING

creative reframing

21

each  team  member  has  an  individual  view  on  the  challenge

.

. invest  <me  to  discuss  in  a  structured  way  using  crea<ve  reframing  result  will  be  a  clear,  agreed  upon,  design  challenge  

.

DURING

DESIGN  THINKING 22

example

write  down  your  challenge  and  underline  keywords.brainstorm  thoughts  per  keyword  and  op<onally  discuss  constraints  .reframe  the  challenge:  “Redesign  the  (experience)  for  (user  &  context)  in  a  world  where  (constraint).”  

.

DESIGN  THINKINGDESIGN  THINKING 23

observeobserve

DESIGN  THINKING

your thoughts!

24

observe?

DESIGN  THINKING 25

360

subject  maRer  experts

how to research, discover,explore & capture?

field  research  (users  &  customers)

stakeholders

analogous  situa<ons

0

analysts  &  thought  leaders

compe<<on

inspira<on  &  trends

DESIGN  THINKING

empathy

26

I  run  my  own  reports

THE  BASIC  PRINCIPLE

Strange,  the  numbers  don’t  

add  up?!

say = do = think = feel

DESIGN  THINKING

empathy

27

Different  methods  of  observa<on  to  get

try  and  do ask  and  listen watch  and  observe

DESIGN  THINKING

try and do

28

■develop  empathy■see  through  the  eyes  of  your  users■define  your  task  and  really  do  it■state  your  impressions■men<on  all  enablers  and  constraints■take  it  seriously

DESIGN  THINKING

ask and listen

29

■ask  open-­‐ended  ques<ons■ask  5  <mes  why■be  aware  of  body  language  (own  and  interviewee)■LISTEN  –  you  are  the  student  (20-­‐80)■Be  curious!

■take  photos■collect  ar<facts■write  down  your  impressions■pair  up  for  interviews,  interviewer  and  note  taker■say  thank  you  in  the  end■debrief  and  make  the  next  interview  even  beRer

DESIGN  THINKING

watch and observe

30

■ look  for  details■capture  the  atmosphere■be  curious  and  talk  to  people■take  photos  and  notes■speculate:  what  if...?■buy  things,  do  things■collect  ar<facts■write  down  your  impressions■be  polite  and  do  not  disturb■act  as  a  guest

DESIGN  THINKINGDESIGN  THINKING 31

define point of viewdefine point of view

DESIGN  THINKING

your thoughts!

32

point  of  view?

DESIGN  THINKING 33

? !create  choices

make  choices

create  choices

make  choices

diverge converge diverge converge

We  sLll  need  to  re-­‐focus  and  make  choicesreminder

DESIGN  THINKING

1

34

Synthesis  —  The  art  of  structuring  your  insights

storytelling

2 clustering

3 crea<ng  a  persona—  experiment  with  different  frameworks

4 defining  a  point  of  view

DESIGN  THINKING

storytelling

35

Make  a  list  of  users  you  saw.  Start  with  stories  of  similar  roles.  As  the  storyteller,  describe  what  you  heard  and  observed:  Set  the  stage,  introduce  “actors”,  tell  the  story.Try  not  to  (mis)interpret  or  judge  and  indicate  if  you  make  an  assump<on.

bad  post-­‐its

good  post-­‐its

As  the  audience,  try  to  note  down  all  important  details  on  post-­‐its.  Be  visual  :)Put  one  statement  per  post-­‐it  and  ar<culate  the  statements  clearly  so  that  they  are  understandable  without  other  context.Use  one  color  per  user  to  have  a  reference.

DESIGN  THINKING

color-coding to structure results

color-coding to structure results

36

DESIGN  THINKING

clusteringclustering

37

Sort  your  insights  into  categories  or  “buckets”.Which  insights  are  related  to  each  other  in  some  way?Look  for  common  paRerns  and  themes.

DESIGN  THINKING

persona

38

Create  a

Personas  are  fic<onal  characters  created  to  represent  user  types.  They  are  useful  in  considering  the  goals,  desires,  and  limita<ons  of  the  users  to  help  to  guide  design  decisions.  Personas  put  a  personal  human  face  on  otherwise  abstract  data  about  customers.

Your  persona  descrip<on  might  include:■ name  and  picture■ demographics  like  age,  educa<on■ needs  and  tasks  ■ goals  and  aspira<ons

DESIGN  THINKING

point of view

39

Coming  up  with  a

The  Point  of  View  is  one  sentence  that  creates  an  image  in  your  mind.  Based  on  an  understanding  of  a  user  group  and  an  insight  into  a  specific  need,  it  narrows  the  focus  and  makes  the  problem  specific.Template:  [User]  needs  (to)  [Need]  because  [Insight]Example:  The  Department  Supervisor  needs  <me  with  customers,  since  knowing  who  they  are  enables  her  to  op<mize  her  ordering  plan.

POV  =  USER  +  NEED  +  INSIGHT

DESIGN  THINKING

solution space

40

understand observe define  point  of  view ideate prototype test

entering  the

DESIGN  THINKINGDESIGN  THINKING 41

ideateideate

DESIGN  THINKING

your thoughts!

42

ideate?

DESIGN  THINKING 43

? !create  choices

make  choices

create  choices

make  choices

diverge converge diverge converge

We  sLll  need  to  re-­‐focus  and  make  choicesreminder

DESIGN  THINKING 44

be visual“draw  a  crazy  picture…put  something  silly  in  the  world  that  ain't  been  there  before”  –  Shel  Silverstein

DESIGN  THINKING 45

think progressive“criLcism  is  hard  to  take,  parLcularly  from  a  relaLve,  a  friend,  an  acquaintance  or  a  stranger”–  Franklin  Jones

DESIGN  THINKING 46

encourage wild ideas“if  at  first,  an  idea  doesn’t  sound  absurd,then  there’s  no  hope  for  it”–  Albert  Einstein

DESIGN  THINKING 47

build upon the ideas of others

DESIGN  THINKING 48

go for quantity“the  best  way  to  get  a  good  ideais  to  get  a  lot  of  ideas”–  Linus  Pauling

DESIGN  THINKING 49

1 conversation at a time“it  takes  a  great  manto  be  a  good  listener”–  Calvin  Coolidge

DESIGN  THINKING 50

stay focused on topic

DESIGN  THINKING 51

reframing

DESIGN  THINKING 52

goal stretching

DESIGN  THINKING

coaching ideate

53

As  a  team  agree  on  a  method  for  brainstorming  Set  a  target,  e.g.  we  need  50  ideas.  Sort  the  post-­‐it’s  into  themes  according  to  similariLes  of  ideas.  Discuss  if  the  team  can  decide  which  soluLon  ideas  to  pursue.  If  the  team  cannot  decide,  do  a  voLng  exercise.  Use  five  to  seven  voLng  dots  per  parLcipant.  

Care  about  good  quesLon(s)  to  deal  with.  A  good  set  of  quesLons  will  inspire  good  ideaLon.Care  about  the  energy  level  in  your  team.Take  care  that  every  idea  is  wriben  down.Emphasize  respect  for  “wild”  ideas  -­‐  Do  not  constrain  ideas  to  technical  feasibility.If  necessary,  remind  the  parLcipants  about  the  brainstorming  rules.

tip

s

insructio

ns

DESIGN  THINKINGDESIGN  THINKING 54

prototypeprototype

DESIGN  THINKING

your thoughts!

55

prototype?

DESIGN  THINKING

appropriate

56

Fide

lity

Time

Storyboards

Paper  Prototypes

Digital  Mockups

HTML

Dynamic

Database

Use  stage-­‐ prototypes

DESIGN  THINKING

strategy

57

Prototyping –  Cost  of  change  over  Time?CO

STS  OF  ER

RORS

PROJECT  PROGRESS

X

X

XTest  &  Iterate:

Number  of  Errors

Cost  p

er  Failu

reDanger:

Post-­‐decision  dissonance!“Sunk  cost  fallacy”

Too  late!

Learn  here!

Procurement  &  Produc<onPlanning  &  Development Test,  Delivery  &  Launch

DESIGN  THINKINGDESIGN  THINKING 58

physical prototypesphysical prototypes

DESIGN  THINKINGDESIGN  THINKING 59

paper prototypes

DESIGN  THINKINGDESIGN  THINKING 60

storylines & storyboardsstorylines & storyboards

DESIGN  THINKINGDESIGN  THINKING 61

actingacting

DESIGN  THINKINGDESIGN  THINKING 62

paper prototypes

Looks  cleanFeedback:  tweaks  to  the  screen  as  a  whole  –  incremental  improvements.“I  don’t  like  the  two-­‐column  layout  for  tools.  Can  we  have  them  go  across  the  top?”

Storyboard  of  how  the  user  might  interactFeedback:  big-­‐picture  ideas  –  revolu<onary  changes.“We  should  NOT  try  to  put  a  drawing  feature  in  here…  it’s  featuri<s  without  a  key  benefit  to  most  users.”

Hand  drawing  look  and  feelFeedback:  higher-­‐level  features  are  ques<oned,  bigger  change  possible.“Maybe  the  tool  should  be  context-­‐specific…  Let’s  kill  the  toolbar  and  bring  up  only  tools  that  make  sense  at  that  moment.

Looks  doneFeedback:  detailed  tweaks  to  specific  features  –  very  focused  and  incremental.“Can  you  change  the  font  on  that  ‘T’?Not  sure  I  like  this  bevel  line  weight.”

DESIGN  THINKING

coaching prototype

63

Encourage  the  team  to  make  a  decision  on  the  soluLon  they  want  to  pursue.  Encourage  the  team  to  start  building  a  prototype,  think  about  a  concept,  and  idenLfy  knowledge  gaps...  Help  as  necessary.  

Get  them  going!Step  back—let  the  team  members  facilitate  the  final  secLon  of  their  project.  Communicate  to  them  that  the  ownership  of  the  prototype  is  theirs,  though  you  are  sLll  there  to  offer  help.Help  team  members  decide  which  prototyping  method  to  use.Make  sure  that  they  understand  that  it's  OK  to  be  wrong—this  is  just  a  prototype,  it's  not  a  final  design.Encourage  the  team  to  go  with  their  gut  feeling.

tip

s

insructio

ns

DESIGN  THINKINGDESIGN  THINKING 64

testtest

DESIGN  THINKING

your thoughts!

65

test?

DESIGN  THINKINGDESIGN  THINKING 66

why test?why test?■to  gather  early  feedback  from  users,  stakeholders  and  experts,  to  be  able  to  iterate■to  learn  about  your  idea’s  strengths  and  weaknesses■to  fail  early

DESIGN  THINKING

1

67

How  to  test

Let  the  prototype  speak  for  itself  –  accept  that  you  may  show  users  something  that‘s  not  perfect.

2 Don‘t  defend  your  idea.It‘s  for  the  user  –  not  for  you!

3 Be  aware  what  you  want  to  learn  –  stay  on  topic.

4 Be  open-­‐minded  –  you  might  hear  new  ideas  and  insights.

5 Be  receptive  and  thankful  for  feedback  –  it‘s  the  best  way  to  learn.

6 Ensure  feasibility  and  viability.

7 Use  roles  to  improve  tes<ng  success.

8 Capture  and  later  synthesize  all  feedback.

9 Ideate  how  the  feedback  can  be  worked  into  the  next  itera<on.

DESIGN  THINKING

feedback capture grid

68

What  was  good?

New  ques<ons?

What  was  bad?

New  ideas?

DESIGN  THINKINGDESIGN  THINKING 69

get feedback from your users

get feedback from your users

DESIGN  THINKING

pitch

70

Your  final  presenta<on  briefly  describes  the  context  of  your  solu<on.  What  were  you  asked  to  do?  Who  were  you  designing  for?  Which  insights  did  you  discover?

Then  focus  on  the  essence  of  your  solu<on  and  how  it  solves  your  users’  needs.

5  minutes  each  team

DESIGN  THINKING

coaching tips

71

■Make  sure  your  elevator  pitch  is  between  30  and  60  second  in  length.■Ensure  your  delivery  is  compelling  and  enthusias<c,  but  try  not  to  use  overly  flashy  openers-­‐  don’t  forget  your  audience  has  probably  heard  them  all  before.■Make  certain  your  pitch  is  tailored  to  your  audience  and  that  it  is  easy  to  understand

DESIGN  THINKINGDESIGN  THINKING 72

implementationimplementation

DESIGN  THINKING

implementation

73

There’s  no  innovaLon  without

observe define  point  of  view ideate prototype testunderstand

› DFV ›

DESIGN  THINKING

i like,i wish

74

DESIGN  THINKING

thank you

75

Daniela  Freudenthaler

DESIGN  THINKING

Oliver  Kempkens