Passive Income Advantage - The Benefits Of Earning Passively
team will passively observe users, customers, etc. passively in a natural environment. Depending on...
Transcript of team will passively observe users, customers, etc. passively in a natural environment. Depending on...
Upcycling is the method of converting waste materials and useless products into something more desirable and more valuable. Whereas downcycling takes a product and reuses the manufactured goods resources for a less required or lower quality product. Upcycling is not just a fancy word for said recycling. There is a key difference between upcycling and recycling. The spirit of upcycling is using the raw material in a different
way without changing it. Industrial waste materials are just what upcycling needs. Two general types of upcycling, in practical terms, upcycling seems to have two subsets. The first is taking materials that today cannot be practically recycled and making them into something useful. The second is taking materials that can be recycled, but rather than breaking down the item into their base elements and building up something new.
“Sustainability significantly challenges social and aesthetics norms. Indeed, the development of more viable ways of living implies changes in the way we look at objects and, more globally, on the way we interact with the material world. It also involves changes in the way we construct the built environment and, therefore, in the way things look. We can observe that, the more a design solution presents environmental potential, the more the solution in question is likely to look different from what we know.
”
Anne Marchand, Stuart Walker, P. De Coninck, Management of natural resources: sustainable development and ecological hazards, C. A. Brebbia, M.E. Conti, E. Tiezzi , 2006
Upkit is a kit for generating new knowledge in the field of upcycle. For using this kit you have to add some simple tools such as sticky notes, pen or ruler, useful when you are creating new ideas.
Every tool inside the UpKit can be used during all the phases of the design process. The main tool is a deck of cards that guides the designer during the different steps of the process, to be combined with a guide book providing explanations about all the tools included in the deck.
Hello!
A series of maps and templates are used to guide the designer through the different steps of the project, such as Business Model canvas, personas or design challenges, useful to analyze and develop the project idea.
Using Upkit you can plan the design process, fix your eco pillar goals and understand which tools will help you to develop the idea. After the project planning phase, UpKit still an useful guide throughout the entire process.
Upkit can be used around the table in universities, in design studios or big international companies: wherever designers want to face a challenge. Upkit is a versatile and intuitive pocket tool that can be used in any situation. First, the designer has to decide which steps of the process want to follow; then, it can create a map of tool cards and choose which eco pillars wants to respect. After deciding which cards to use, the explanations on the guidebook will clarify the chosen instruments. Empty cards are provided to enrich the Upkit experience.
Process
Empathize
1Empathy is the starting point for innovation. The first stage of the
Design Thinking process involves some form of information
gathering and visualization. Designers will attempt to develop
as deep understanding of the problems they are trying to
solve and to empathize with the eventual users, customers, and
or consumers. In the second stage or mode, designers,
possibly joined by some of the project stakeholders, investigate
further by observing real users, employees, customers, and
anyone either who will be using the product at the end or that might provide inspiration in the design process. Various methods of observation are
used, but generally, the design team will passively observe
users, customers, etc. passively in a natural environment.
Depending on time constraints, a substantial amount of
information is gathered at the
stage to inform the next stage and to develop the best possible understanding of the problems
that underlie the development of that particular product.
Define
2At this stage the information gathered from the first two stages is collected together.
The results are interpreted in terms of the product under
development, to help the designers establish features,
functions, and any other elements that will allow them to solve the problems or, at the very least, allow users to rectify issues
themselves with the minimum of difficulty. The define mode is
when you unpack and synthesize
your empathy findings into compelling needs and insights,
and scope a specific and meaningful challenge. Two goals of the define mode are to develop
a deep understanding of your users and the design space and,
based on that understanding, to come up with an actionable
problem statement: your point of view. Your point of view should be a guiding statement that focuses
on specific users, and insights and needs that you uncovered
during the empathize mode. More than simply defining the problem to work on, your point of view is your unique design vision that you created based
on your discoveries during your empathy work. Understanding the meaningful challenge to
address and the insights that you can leverage in your design work is fundamental to creating
a successful solution.
Ideate
3At this stage, designers generate
ideas. They are encouraged to “think outside the box“ to identify new solutions, and
alternative ways of viewing the problem. Brainstorming sessions
are typically used to stimulate free thinking and to expand the
problem space. A variety of other methods are also used, but the central drive is to get as many ideas or problem solutions as possible, so that they can then
investigate and test them
to find the best way to either solve a problem or provide the
elements required to circumvent the problem. Ideate is the mode
during your design process in which you focus on idea
generation. Mentally it represents a process of “going wide“ in
terms of concepts and outcomes it is a mode of “flaring“ rather
than “focus.“ The goal of ideation is to explore a wide solution
space both a large quantity of ideas and a diversity among
those ideas. From this vast depository of ideas you can build
prototypes to test with users. You ideate in order to transition from identifying problems into
exploring solutions for your users.
Prototype
4The design team will now
produce a number of inexpensive, scaled down versions of the product or specific features found within the product, so
they can investigate the problem solutions generated in the
previous stage. Prototypes might be shared and tested within the
team itself, in other departments or on a small group of people
outside the design team. This is an experimental phase, where the aim is to identify the best
possible solution for each of the problems identified in the
first three phases. The solutions are implemented within the
prototypes and one-by-one they are investigated and either
accepted or rejected on the basis of the user’s experiences. By the
end of this stage, the design team will have a better idea of
the constraints inherent within the product, the problems that are present, and have a better or more informed perspective
of how real users would behave, think, and feel when interacting
with the end product. Prototyping is getting ideas and explorations
out of your head and into the physical world. A prototype can
be anything that takes a physical form be it a wall of post-it notes, a role-playing activity, a space,
an object, an interface, or even a storyboard.
Test
5Designers or evaluators
rigorously test the complete product, with the best solutions identified during the prototyping
phase. This is the last stage of the model, but in an iterative process the results collected
from the testing phase are used to redefine one or more problems
and inform the understanding of the users, the conditions of use, how people think, behave,
and feel, and to empathize. Even within this phase, alterations and
refinements are made to falsify problem solutions and derive as deep understanding of the
product and its users as possible. Testing is the chance to refine our solutions and make them
better. The test mode is another iterative mode in which
we place our low-resolution artifacts in the appropriate
context of the user’s life. Prototype as if you know you’re
right, but test as if you know you’re wrong. What you learn
from those interactions can help drive deeper empathy, as well as
shape successful solutions.
Eco Pillar
The eco pillars are 17 sustainable cards with the aim of letting you use as much of them as possible during
your design project. There is not a precise moment in which is correct to use the pillars: these cards can
follow the flow of all the design process.
1. Energy waste2. Local productions3. Disposables4. Zero waste5. Dematerializations6. Reuse materials7. Longevity8. Mixed materials9. Less packaging
10. Unrepairable11. Modularity12. Efficiently13. Life cycle14. Share goods15. No toxic materials16. Change behaviors17. Eco materials
Energy waste
The energy is an important part for create a sustainable product. In fact when the designer star to
think about the product rarely happen that he or she take care also about how many energy the product need during the process, or how many energy the product
could spend during the life cycle. Therefore, the questions that we have to answer is: how could reduce energy waste in this project? How may energy
the product could spend during
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the life cycle? Because there are different type of energy: chemical, mechanical, and human. Every energy have a
cost and affect the environment. How the energy could became
something positive for the environment? There are a lot of
renewable energy you could start to think about it. Sustainable
energy is energy obtained from non-exhaustible resources. By definition, sustainable energy
serves the needs of the present
without compromising the ability of future generations to meet their needs. Technologies
that promote sustainable energy include renewable energy sources, such as hydroelectricity, solar energy, wind energy, wave
power, geothermal energy, bioenergy, tidal power and technologies designed to improve energy efficiency.
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Local production
This pillar aims to promote local sourcing through the branding
of local makers or producers and awareness raising of the
role of the different actors along the products supply chain. The local production
works on strengthening links between the future product
and other primary producers in the area and enhancing their market opportunities.
Use a local production is important to guarantee some
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advantages. Working with a domestic manufacturer makes
the communication process easy. Language barriers, time
zone differences and long overseas flights are eliminated.
For example, a small scale production in the U.S. eliminates the waste of unneeded products
otherwise made just to meet overseas minimums. Simplifying and controlling the development
and manufacturing process will reduce thousands of
waste garments by ensuring each item is wearable, fits
properly and remains sellable. There are warehouses upon warehouses full of obsolete
inventory and rejected goods. Manufacturing in the U.S. offers a sustainable approach. During the
manufacturing process, many quality issues may arise.
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Disposables
Do you really need a disposable part? Or, can you design a
second life for it? Is considered throwaway, something you use once and dump, regardless of
the life that may be left in it. As a frugal shopper with a concern for the state of our environment,
that just won’t do. The final output is important will not use
only one time but have a long life. Things usually have two
sides. However, when it comes to the disadvantages, I think
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the advantages outweigh the disadvantages of disposable
items. Firstly, disposable items pollute environment greatly,
such as disposable chopsticks. Chopsticks in many hotels are disposable. This kind of chopstick is made of wood.
There are many hotels use the chopsticks throughout the country every day. Such as
statistics, we must cut down a forest to product the chopsticks.
If it goes on like this, water
and soil of our country will loss so much. Then it will into a
serious ecological imbalance. In addition, disposable plastic
cups and lunch boxes caused a lot of white pollution. It affects
the environmental pollution. The important thing is that every one
of us should take into account the present environmental
problems. We should consider about environment and do what we do. Remember that we have
only one earth.
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Zero waste
Is a philosophy that encourages the redesign of resource life cycles so that all products are reused. No trash is sent to landfills and incinerators. The process recommended
is one similar to the way that resources are reused in nature.
"Zero Waste is a goal that is ethical, economical, efficient and visionary,
to guide people in changing their lifestyles and practices to emulate
sustainable natural cycles, where all discarded materials are designed to
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become resources for others to use. Zero Waste means designing and
managing products and processes to systematically avoid and eliminate
the volume and toxicity of waste and materials, conserve and recover all resources, and not burn or bury
them. Implementing Zero Waste will eliminate all discharges to land,
water or air that are a threat to planetary, human, animal or plant
health" Zero Waste refers to waste management and planning
approaches which emphasize
waste prevention as opposed to end of pipe waste management.It is a whole systems approach that aims for a massive change
in the way materials flow through society, resulting in no waste.
Zero waste encompasses more than eliminating waste through recycling and reuse, it focuses
on restructuring production and distribution systems to reduce waste. Zero waste is more of a
goal or ideal rather than a hard target.
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Dematerialization
The dematerialization of a product literally means less. No material is used to deliver the same level of functionality to the user. Sharing, borrowing and the organization of group
services that facilitate and cater for communities needs could alleviate the requirement of
ownership of many products. In the Bubble: designing in a complex world, John Thakara
said that, "the average consumer power tool is used for ten minutes in
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its entire life but it takes hundreds of times its own weight to manufacture such an object". A product service
system with shared tools could simply offer access to
them when needed. This shift from a reliance on products to services is the process of
dematerialization. Digital music distribution systems, car clubs, bike hire schemes and laundry
services are all examples of dematerialization. "Servicizing"
is a transaction through
which value is provided by a combination of products and
services in which the satisfaction of customer needs is achieved either by selling the function of the product rather than the product itself, or by increasing
the service component of a product offer. The concept is based on the idea that what
customers want from products is not necessarily ownership,
but rather the function that the product provides or the service
the product can deliver.
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Reuse materials
How waste materials could became a row material for a new project? The most effective way to reduce waste is to not create
it in the first place. Making a new product requires many materials
and energy raw materials must be extracted from the earth, and the product must be fabricated then transported to wherever it will be
sold. As a result, reduction and reuse are the most effective ways you can save natural resources,
protect the environment and save
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money. Often we do not realize that the waste materials are the
raw materials of the future. When designing you can start from the reuse of certain materials
that will become the basis of the project. The upcycle technique
is based on this approach.In contrast, recycling is the
breaking down of the used item into raw materials which are
used to make new items and has certain potential advantages:
Energy and raw materials
savings as replacing many single use products with one
reusable one reduces the number that need to be manufactured. Reduced disposal needs and
costs. Refurbishment can bring sophisticated, sustainable, well
paid jobs to underdeveloped economies. Cost savings for
business and consumers as a reusable product is often cheaper
than the many single use products it replaces. Some older items were better handcrafted
and appreciate in value.
06
Longevity
Note
Predict specific longevity of a product life cycle is difficult;
businesses want a general idea of the expected length of the life cycle for optimized production
and marketing planning. Technology life cycles tend to unfold quickly as competition
intensifies and technology evolves. Longevity is important factor because avoid the need
to produce many products that have to became waste very soon. Greater durability and longevity
enables reduction of service and warranty costs. Process
optimization improves in-stationcycle time, reduces manual labor,
and enables streamlined seat assembly and repeatability.
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Mixed materials
A sustainable product that in the future will be designed for a new life must take into account, the union of different materials
could make it impossible reuse the product in the future
design project. For example, the use of glues or the union of different plastic material
makes the material unusable. For this is important during the process, consider what type of
materials you are using and how you plan to join them in
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the final product. When paper is recycled, it’s all mixed together
into a pulp. That pulp is washed, cleaned, and then pressed into new paper sheets. During that
process, wastes like paper fibers, inks, cleaning chemicals,
and dyes are filtered out into one giant pudding known as paper sludge. The sludge is
then either burned or sent to a landfill, where it can leach
dozens of toxic chemicals and heavy metals into groundwater.
If you think that there would be regulations against that, you’d be right. However, there is one loophole: mixing anything else
with the paper sludge, even just sand, turns it from waste into a product. Moreover, there are no regulations against tossing
tens of thousands of tons of your product into a landfill.
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Less packaging
How can we minimize the amount of packaging we use? How can we make more of it
recyclable? How can we source more materials from natural,
renewable resources? How can we get away from petroleum-
based packaging? There are many positive
examples of products where the packaging not only be a
temporary function but reoccurs as an essential part of the
product, in other cases it is
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proposed in a natural key made from scrap materials; make it
reusable eliminating waste or to design the product as a storage
unit with the most minimal amount of waste.
For examples, Y water is an organic, low calorie drink filled with nutritional co-factors for kids. Here’s a good example of
a product with packaging so clever, it isn’t likely to be thrown away. In fact, the manufacturer
encourages kids to keep the
unique interlocking packaging to play with. The bottles come with
“Y knots“, large rubber bands that kids can use to connect
them to build unique designs unlimited by anything except their imaginations. Love this
concept for packaging. 09
Unreperable
Products must be durable, easy and affordable to repair, and information on these aspects must be clearly available to
consumers. This will help the environment, the economy and society as a whole. If
products last longer and are better repairable, their early
replacement by new products can be avoided. This way, the
depletion of natural resources is reduced. Apart from this, value is maintained, since finished
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products have more economic value than the raw materials
inside them. If repair and maintenance services become
cheaper, new, green jobs can be created. All this will stimulate a more sustainable consumption
pattern and will lead society as a whole towards a circular
economy. A disposable lifestyle and mentality is certainly not a problem in emerging
markets, where the ability to repair a product is expected,
and anything not designed with this in mind will almost
certainly fail. This is more than just economic necessity. Though economics have been a factor in
preserving the DIY mindset, there is a deeper, cultural tradition
rooted in the sense of pride and satisfaction that comes from
being able to fix things that are broken.
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Modularity
Is the degree to which a system’s components may be separated and recombined in a Modular
design, or "modularity in design", is a design approach that subdivides a system into
smaller parts called modules or skids that can be independently
created and then used in different systems. A modular system can be characterized
by functional partitioning into discrete scalable, reusable
modules, rigorous use of well-
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defined modular interfaces, and making use of industry
standards for interfaces. Besides reduction in cost, and flexibility in design, modularity
offers other benefits such as augmentation (adding new
solution by merely plugging in a new module), and exclusion. Examples of modular systems are cars, computers, process
systems, solar panels and wind turbines, elevators and modular
buildings. Earlier examples
include looms, railroad signaling systems, telephone exchanges, pipe organs and electric power
distribution systems. Computers use modularity to overcome
changing customer demands and to make the manufacturing
process more adaptive to change. Modular design is an attempt
to combine the advantages of standardization (high
volume normally equals low manufacturing costs) with those
of customization.
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Efficency
Note
Is the ability to avoid wasting materials, energy, efforts, money, and time in doing something or
in producing a desired result. In a more general sense, it is the ability to do things well, successfully, and without
waste. In more mathematical or scientific terms, it is a measure
of the extent to which input is well used for an intended task or function (output). It often specifically comprises the capability of a specific
application of effort to produce a specific outcome with a
minimum amount or quantity of waste, expense, or unnecessary effort. Efficiency of course refers
to very different inputs and outputs in different fields and
industries. 12
Life-cycle
How all the Life cycle will be sustainable for the environment?
The product life cycle is a well-established marketing
concept that helps companies understand the typical
progression of products in the marketplace and helps them
determine marketing strategies. The life cycle runs from an
initial product launch through completion of the life cycle at
the point the product becomes obsolete. The four stages of
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the life cycle are introduction, growth, maturity and decline. At introduction, the product is launched. During the growth phase, sales growth builds sharply. At maturity, sales
typically plateau. During decline, the product nears its relevant
end and a new version or upgrade is often introduced. n industry, product lifecycle management
(PLM) is the process of managing the entire lifecycle of a product from inception,
through engineering design and manufacture, to service
and disposal of manufactured products. PLM integrates people,
data, processes and business systems and provides a product
information backbone for companies and their extended enterprise. PLM systems help organizations in coping with
the increasing complexity and engineering challenges of
developing new products for the global competitive markets.
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Share goods
Sharing economy or collaborative consumption refers to peer-to-
peer-based sharing of access to goods and services (coordinated
through community-based online services). Sharing economy can
take a variety of forms, including using information technology to
provide individuals, corporations, non-profits and governments with information that enables the optimization of resources
through the redistribution, sharing and reuse of excess
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capacity in goods and services. There are three main types of collaborative consumption:
Product-service system, goods that are privately owned can be shared or rented out via peer-to-peer marketplaces.
Redistribution markets, a system of collaborative consumption is based on used or pre-owned
goods being passed on from someone who does not want
them to someone who does want them. This is another alternative
to the more common ‘reduce, reuse, recycle, repair’ methods of dealing with waste. Collaborative
lifestyles, this system is based on people with similar needs or interests banding together to
share and exchange less-tangible assets such as time, space,
skills, and money.
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No toxic materials
Toxic materials are substances that may cause harm to an
individual if it enters the body. Are not good for the
environmental. Toxic materials may enter the body in different
ways. These ways are called the route of exposure. During the process, it is important to take in account: the material using during the process, the
material chosen for the product finished is not toxic, or which
produce toxic substances. Often
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it happens that toxic substances are used, or that are produced
during machining. Contamination is one of the
biggest obstacles in the recycling industry right now. If there are
impurities or toxins on the original material say lead paint
from an aluminum spray can they will usually make it through
the recycling process and end up buried in the new product,
which might turn out to be, say, a soda can. The worst part is that
sometimes we don’t know when something’s contaminated until
it’s too late. For example, we’re just realizing that hundreds of buildings in Taiwan made
from recycled steel have been giving people gamma radiation
poisoning and not the good kind for the past twelve years.
15
Change behaviours
Tackling environmental issues requires change at every level.
Even within large powerfulorganisations change has to begin with someone acting
differently. Behavioral changeisn’t enough on its own, but it is vital. Behavioral change theories
are attempts to explain why behaviors change, the behaviors could influence the good habits of the people. These theories cite
environmental, personal, and behavioral characteristics as
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the major factors in behavioral determination. Sometimes
highlighting financial benefits can instigate behavioral
change. But decisions based on economic motives alone can be problematic. Human
behavior underlies almost all environmental problems, such as
air and water pollution, climate change, deforestation, and loss
of biodiversity. Research in psychology offers clues as to why
people engage in
unsustainable behaviors despite their concern about the broader
consequences. At the same time, the research also explains why
people go out of their way to behave sustainably, and how it is
possible to motivate andempower sustainable actions.
The goal of the psychology of sustainable behavior is to
create the conditions that make sustainable action the most appealing or natural choice.
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Eco Materials
What is a Sustainable Material? This pillar is important in the definition phase of product or
service because it has as a goal to increase the knowledge of the world of sustainable materials,
also defined eco-materials. Eco-design is an approach to designing product with
special consideration for the environmental impacts of the
product during its whole lifecycle. In a life cycle assessment, the
life cycle of a product is usually
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divided into procurement, manufacture, use, and disposal.
Eco-design is a growing responsibility and understanding
of our ecological footprint on the planet. Green awareness,
overpopulation, industrialization and an increased environmental
population have led to the questioning of consumer values.
It is imperative to search for new building solutions that are environmentally friendly
and lead to a reduction in the
consumption of materials and energy. There are a number of tools and frameworks for
evaluating sustainability in materials, in business
practices, in urban planning, in construction, contribute to
sustainability in many respects, and in others these tools are
helping the industry set goals to foster improvements in their
practices and their product lines to advance global progress
towards a more sustainable society.
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Tools
The Tools Cards are 32. Every card shows a different tool
that designers can use during the design process.
Most of the tools can be use in different phases of the process, not only in one.
1. Desk research2. Field research3. User observation4. " what if "5. System map6. Offering map7. Shadowing8. Personas9. Mood board10. Customer journey map11. Service blueprint
12. Mockup13. Mind map14. Swot analysis15. Focus group16. Touchpoint map17. Experience prototype18. Business model19. Scenario20. Competitive analysis21. Demo video22. Interview
23. Storyboard24. Empathy map25. Brainstorming26. Sketching together27. Prototype28. Visualizing data29. Challenge framing30. Five sense31. Role play32. Survey
Desk research
In design research, the methods and data collected differ from
those emphasized in market or academic research. Ethnographic
approaches to participant interaction clarifies complex human needs,
behaviors, and perspectives. Field immersions unearth contextual and
environmental factors that shape user experience. Rigorous, old-
fashioned desk research and expert consultation support the fieldwork.
But let’s be clear: good design research doesn’t end with good data.
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01
Field research
A field research method whereby the researcher
develops an understanding of the composition of a particular setting or society by taking part
in the everyday routines and rituals alongside its members.
Originally developed in the early 20th century by anthropologists
researching native societies in developing countries; now
employed by researchers studying a range of issues.
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02
User observation
Observational research is particularly prevalent in the social
sciences and in marketing. It is a social research technique that involves the direct observation of phenomena in their natural
setting. It is typically divided into nonparticipant observation, and participant observation. Cases
studies and archival research are special types of observational
research. Nonparticipant observation it is simply studying behaviors that occur naturally in
natural contexts, where there is no
Note
attempt to manipulate variables. It permits measuring what
behavior is really like. However, its typical limitations consist
in its incapability exploring the
actual causes of behaviors, and the impossibility to determine if a given observation is truly
representative of what normally occurs.
03
“ What if ”
Designers rely on personal communication and,
particularly, feedback, during design work. You request
feedback from users about your solution concepts, and you seek feedback from colleagues about design frameworks you
are developing. Outside the project itself, fellow designers
need to communicate how they are working together as a team.
Feedback is best given with I statements. “
Note
What if is a simple tool to encourage open feedback.
04
System map
Note
The system map is a visual description of the service
technical organization: the different actors involved, their mutual links and the flows of
materials, energy, information and money through the system.
System mapping is a useful method for both planning and
evaluating efforts that aim
to change systems –that is, how people and organizations relate. Systems efforts might, for example, try to change or improve the way in which an
organization functions, create collaborative relationships or
networks, or change the context or environment in which social
change occurs.
05
Offering map
Note
. The aim of an offering map is to describe in a synthetic way what the service offers to its
users. There is not a standard format for this tool: the offering could be described by words or could be illustrated by images,
but most frequently, it is visualized through a graph. This
instrument could support the elaboration of the service idea
as well the development of some specific solutions, it could be a tool for the implementation of the concept but also for the communication of the service to the final user. In each one of these situations, the offering
map will assume different configurations and languages with reference to the specific aims and receivers involved.
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Shadowing
Shadowing originated out of 1950’s Management Studies and Henry Minzberg’s 1970’s
iterations on structured observation. Contextualized
information about how, when and why people act is needed
to generate understanding of human need and to
develop meaningful insights for innovation. Traditional
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observation and diary studies do not provide the same depth
of contextual information or detail about purpose that is
achieved through the shadowing method. Shadowing provides a rich, comprehensive data
set about the patterns of actions, interdependence and
motivations of users. Shadowing is used to gain understanding
of an individual’s behavior, opinions and drivers as well as to
understand a person’s role and paths through an organization or
interactions with other objects or people in a given setting. It is used in organizational change
assessment, product marketing or positioning, and experience
and service design.
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Personas
The personas are archetypes built after an exhaustive
observation of the potential users. Each persona is based
on a fictional character whose profile gathers up the features of an existing social group. In this way, the personas assume the
attributes of the groups they represent: from their social and demographic
characteristics, to their own needs, desires, habits and
cultural backgrounds.
Note
08
Moodboard
The mood board is a visual composition of pictures and
materials that propose an atmosphere by giving the generic perception of it.
The mood board helps in the elicitation of some values the
service has that are difficult to be described by words.
The use of a visual representation fixes univocally
the perception of the service inside the team.
Note
09
Customer journey map
Note
The customer journey map is an oriented graph that describes the journey of a user by representing
the different touchpoints that characterize his interaction
with the service. In this kind of visualization, the interaction is described step by step as
in the classical blueprint, but there is a stronger emphasis
on some aspects as the flux of information and the physical
devices involved. At the same time there is a
higher level of synthesis than in the blueprint: the representation is simplified trough the loss of
the redundant information and of the deepest details.
10
Service blueprint
The blueprint is an operational tool that describes the
nature and the characteristics of the service interaction in enough detail to verify, implement and maintain
it. It is based on a graphical technique that displays the
process functions above and below the line of visibility to the customer: all the touchpoints and the back-stage processes
are documented and aligned to the user experience.
Note
11
Mock up
The mock up is a model, an illustration or a collage describing
an idea. At the beginning of the design process, the mock up is mainly made through the use
of photomontages, created with photos of existing situations,
products or services combined with other elements.
During the next phases the mock up get more and more realistic, till they become real prototypes
representing the main features of the project.
Note
12
Mind map
Note
The mind map is a tool for the visual elicitation of our
thoughts and their conations. The visualization begins with
a problem or an idea put in the center of the representation. Then signs, lines, words and drawings
are used in order to build a system of thoughts around the
starting point. The hand and the mind work simultaneously.
1. Use it to explore and develop ideas for a specific problem.
2. Use it to think, doodle and see where it takes you.
3. Use it to take notes during discussions, lectures and conferences.
4. Use it to summarize books and papers.
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Swot analysis
Is a structured planning method used to evaluate the strengths, weaknesses, opportunities and threats involved in a project or in a business venture. A Swot
analysis can be carried out for a product, place, industry or
person. It involves specifying the objective of the business venture
or project and identifying the internal and external factors that
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are favorable and unfavorable to achieve that objective. The degree to which the internal
environment of the firm matches with the external environment is expressed by the concept of
strategic fit.
1. Strengths: characteristics of the business or project that give it an advantage over others.
2. Weaknesses: characteristics that place the business or project at a disadvantage relative to others.
3. Opportunities: elements that the project could exploit to its advantage.
4. Threats: elements in the environment that could cause trouble for the business or project.
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Focus group
Is a form of qualitative research in which a group of people are asked about their perceptions, opinions, beliefs, and attitudes
towards a product, service, concept, advertisement, idea, or packaging. Questions are asked in an interactive group setting where participants are free to
talk with other group members.
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Touchpoint map
Conceived by Gianluca Brugnoli the touchpoints matrix merges some features of the customer
journey maps with some features of the system maps and is
based on the use of personas. The basic idea is to provide a
visual framework that enables designer to connect the dots of the user experience in order to
see the different configurations, interfaces, contexts and results of the interaction with a specific
product-service system. The
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“
matrix is built by listing vertically the different devices or contexts that are part of the system and by listing horizontally the main
actions that are supported by the system itself. Once this structure has been composed, the designer can put a specific persona inside and imagine his journey through
the different touchpoints, connecting the related dots. In this way the matrix brings to a deeper comprehension of the interaction and facilitates
a further development of the opportunities given by the
system -of the possible entry points and paths- shifting the focus of the design activities
to connections: "Design for connections: in the system scenario, design is mainly focused on finding
the connections with the whole network, than in creating closed and
self-sufficient systems, tools and services. Connections are social and
cultural assets, other than technical."
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Experience prototype
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The experience prototype is a simulation of the service
experience that foresees some of its performances through
the use of the specific physical touchpoints involved. The
experience prototype allows designers to show and test
the solution through an active participation of the users. The service prototype is a tool for
testing the service by observing the interaction of the user with
a prototype of the service put in the place, situation and condition
where the service will actually exist. The aim is verifying what happens when some external
factors interfere during the service delivery, factors that it’s not possible to verify during the preceding tests in the laboratory
but that have a great impact on the user perception and
experience.
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Business plan
Is a strategic management and lean startup template for
developing new or documenting existing business models. It is a visual chart with elements
describing a firm’s or product’s value proposition, infrastructure,
customers, and finances. It assists firms in aligning their
activities by illustrating potential trade-offs.
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Scenario
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Is a narrative of foreseeable interactions of user roles and the technical system, which usually includes computer
hardware and software. A scenario has a goal, which is
usually functional. A scenario describes one way
that a system is or is envisaged to be used in the context of
activity in a defined time frame.
The time frame for a scenario could be a single transaction;
a business operation; a day or other period; or the whole operational life of a system.
Similarly, the scope of a scenario could be a single system or
piece of equipment; an equipped team or department; or an entire
organization.
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Competitive analysis
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Competitive analysis, as the name implies, is an exploration
of the companies in a given industry sector or market niche
that are competing with your company’s products or services for market share. The analysis
may be an in-depth exploration of the top five competitors, or a larger number of competitors could be. In most cases, the
client will have identified the target competitors for you.
The primary benefits of any competitive analysis are a better
understanding of what your competitors are doing, what they
are offering to customers, and how to maintain your competitive
advantage. The findings from this analysis are likely to factor
strongly into your own company’s strategic planning. However, this is definitely not the only
take-away from the process of analyzing competitors.
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Demo video
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Imaging is to capture the enemy language to communicate with
the parties. Planning to video if you can also create a form in
advance to take advantage of the storyboard, to predict there may
be difficult cases to take the actual situation.
To some extent, while planning a long shooting video
contains some content when contemplating whether to be
useful, to edit the video to only simple shooting recall that it
is more advantageous in terms of cost to. Meetings or groups when you capture a wealth of information and activities to
show the video to others you can see a very strong side effects.
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Interview
Time with users is precious; you need to make the most of it!
While we always must allow room for the spontaneous, blissful serendipity of a user-guided
conversation, we should never abdicate our responsibility to
prepare for interviews. Especially in following up with users (after testing, etc), it is imperative to
plan your interviews. You may not get to every question you prepare,
but you should come in with a plan for engagement.
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Storyboard
The storyboard is a tool derived from the cinematographic
tradition; it is the representation of use cases through a series
of drawings or pictures, put together in a narrative
sequence. The service storyboard shows the manifestation of every touchpoints and the
relationships between them and the user in the creation of the
experience.
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Empathy map
Good design is grounded in a deep understanding of
the person for whom you are designing. Designers have many techniques for developing this sort of empathy. The Empathy
Map is one tool to help you synthesize your observations and
draw out unexpected insights.
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Brainstorming
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Brainstorming is a great way to come up with a lot of ideas that
you would not be able to generate by just sitting down with a pen
and paper. The intention of brainstorming is to leverage the collective thinking of the group,
by engaging with each other, listening, and building on other ideas. Conducting a brainstorm also creates a distinct segment of time when you intentionally
turn up the generative part of your brain and turn down the
evaluative part. Brainstorming can be used throughout a design
process; of course to come up with design solutions, but also any time you are trying to come up with ideas, such as planning
where to do empathy work, or thinking about product and
services related to your project as two examples.
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Sketching Together
The group sketching is a quick, fast and economic tool for
developing and explaining ideas simultaneously. It is used during the co-design sessions in order to share the insights inside the team: this tool offers a common ground for the discussion even
when the participants have different cultural and social
backgrounds. It is based on basic and simple drawings in order to encourage the participation of
everybody.
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Prototype
A prototype is designed to test and try a new design to enhance
precision by system analysts and users. Prototyping serves to provide specifications for a
real, working system rather than a theoretical one. Prototypes
explore different aspects of an intended design:
1. A Proof-of-Principle Prototype
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explores some functional, but not all, aspects of the intended design.
2. A Form Study Prototype explores the size and appearance, but not the functionality, of the intended design.
3. A User Experience Prototype captures enough aspects of the intended design that it
can support user research.4. A Visual Prototype captures
the size and appearance, but not the functionality, of the intended design.
5. A Functional Prototype captures both function and appearance of the intended design. It may be created in with a different method and scale from final design.
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Visualising Data
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Is viewed by many disciplines as a modern equivalent of visual communication. It is not owned by any one field, but rather finds
interpretation across many. It involves the creation and study of the visual representation of data, meaning "information that has been abstracted in some schematic form, including attributes or variables for the units of information". A primary
goal of data visualization is to communicate information
clearly and efficiently to users via the statistical graphics, plots,
information graphics, tables, and charts selected. Effective visualization helps users in
analyzing and reasoning about data and evidence. It makes
complex data more accessible, understandable and usable.
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Challenge Framing
One way in which we deal with the complexity of the world is to make assumptions about
many things. Our pattern-matching ability is a great help in allowing us to take
short cuts but it often ends up in us not noticing many
things. If we do not take, deliberate and conscious
action, our subconscious will let many assumptions pass
by unnoticed.
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5 Senses
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Our perceptions of the world are built on multiple senses.
They interact to help us make sense of our surroundings, so a car will seem to be traveling
faster if it makes a lot of noise. And whether we want to buy
a sports car, or a vacuum cleaner, it’s our multi-sensory
impression of a product or
service that dictates how we feel about it.
So we could use sound, scent, and taste when tackling a
design challenge. Perhaps a cohesive approach with all our senses considered would make our spaces more creative, joyful,
and experiential.
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Role play
By getting out of your own character, you are also mentally
getting out of your own way of thinking. By getting into
another person (in the way that an actor does), you take on that
person’s characteristics and find it easier to think like them. Moving the way they move helps
the association also. Getting into another character also
legitimizes thinking differently, helping you to feel ok about
"acting strangely".
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Survey
The survey research design is a very valuable tool for assessing opinions and
trends. Even on a small scale, such as local government
or small businesses, judging opinion with
carefully designed surveys can dramatically change
strategies.
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