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Program Principles Week 2, Module 2 - Coggle Diagram
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Module 2
Design Thinking
Empathise
Immerse yourself in the problem and understand what the individuals/stakeholders involved experience
Define
The focus on the synthesis or combination of all the information received during the empathise stage to fully define the problem you are going to solve
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Ideate
Focus on 'outside-of-the-box' thinking and observations gathered during the empathise phase. Quantity over quality and all ideas are brainstormed without judgement, leaving designers with a large resource to then refine and adapt
- Brainstorming
- Brainwriting
- Worst Possible Idea Generation
- SCAMPER
Prototype
Creating cheap, low functionality and unrefined products to show how the program will work. Mimics final product
- Storyboards
- Blocks of wood/plastic that mimic shape, weight, texture of the product
- Wireframes or graphical interfaces
Test
Vigorously testing the prototypes to ensure they are solving the problem defined.
- Testing within team, with potential users, or from a programming perspective where functionality is correct or incorrect
Opportunistic Programs
Take advantage of gap in a market, new technology or use pre-existing resources elsewhere
Working with imagination to develop first full idea of what the program will be.
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