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stages in design thinking - Coggle Diagram
stages in design thinking
EMPATHISE
WHAT?
the way people do things and why
their physical and emotional needs
how they think about things
what they value
WHY?
Empathy experiences are important because they help us get beyond our assumptions by putting ourselves in the shoes of the people we are designing for
HOW?
TECHNIQUE 1: OBSERVING > listening with your eyes
TECHNIQUE 2: INTERVIEWING
ENGAGE > casual conversation.
BUILD RAPPORT > body language, tone of voice & facial expression.
LISTEN MORE TALK LESS > prepare questions to ask & don't include own judgement into the conversation.
ASK WHY > to uncover deeper meaning.
ASK OPEN-ENDED QUESTIONS > more fruitful, ask for specific examples & do not ask leading questions.
DON'T RUSH > let the conversation flow naturally.
TECHNIQUE 3: EMPATHY IMMERSION
CHANGE YOUR PERSPECTIVE > try seeing the target user's world by being in their shoes
LIMIT YOURSELF
ENGAGE IN AN ANALGOUS EXPERIENCE
DO IT YOURSELF > experience it as if you are the target user
CONDUCT AND EMPATHY IMMERSION > individuals immerse themselves in scenarios that mimic the experiences of others, often through role-playing, storytelling or virtual reality simulations
PROTOTYPE
WHAT?
getting ideas & explorations out of your head & into the physical world
create low resolution prototypes that are quick & cheap to make but can elicit useful feedback from users & colleagues to learn quickly & investigate different possibilities
WHY?
to ideate & problem solve, to communicate
to start a conversation
to test possibilities
to manage the solution-building process
to fail quickly & cheaply
HOW?
start building
don't spend too long on one prototype
identify a variable
build with user in mind
IDEATE
WHAT?
focus on generating widest range of possibilities of ideas
WHY?
to transit from identifying problems to creating solutions for users by combining the understanding you have of the problem space and target user with your imagination to generate solution concepts
HOW?
TECHNIQUE 1: BRAINSTORMING > engaging with one another, listening and build on others' ideas. It creates a distinct segment when you intentionally turn up the generative part of your brain & turn down the evaluative part.
GOAL: come up with as many ideas as possible & not let judgement affect the generation of ideas
TECHNIQUE 2: SKETCH-STORMING > express ideas & potential solutions in forms of diagrams or rough sketches as visuals provokes further ideas & provides a wider lens of thinking
TECHNIQUE 3: BODY-STORMING > physically act out situations you are trying to innovate
TECHNIQUE 4: MIND-MAPPING > write a problem statement or key phrases in the middle of the page then, branch out solutions & ideas that comes to mind
TECHNIQUE 5: PROTOTYPING > in the process of physically making something, come to points where decisions need to be made & this encourages new ideas to come forward
CONVERGING AFTER DIVERGING
use a process of considered selection to bring multiple ideas forward into prototyping:
The Most Likely to Delight: does the idea make the users feel excited & satisfied?
The Rational Choice: it is buildable with allocated resources & functional as per requirements
The Most Unexpected: Out-of-the-box solutions can lead to surprising outcomes that could solve a problem
DEFINE
WHAT?
bringing clarity & focus to the design space by defining the challenge you are taking on, based on what you have learnt about your target user & about the context. Make sense of the scattered information you have gathered & connect them together in a meaningful way to shed light on needs and wants
GOAL: to craft a meaningful & actionable problem statement through a point-of-view (POV)
WHY?
it is critical to the design process because it results in the point-of-view. The POV defines the right challenge to address, based on your new understanding of the target user & the problem space. Scattered findings are synthesised into powerful insights
HOW?
A good POV is one that:
provides focus & frames the problem
informs criteria for evaluating competing ideas
providing a clear common direction so that your team makes decision independently in parallel
craft a narrowly focused problem statement to yield solutions that are greater quantity & higher quality when generating ideas
inspire your team
Articulate a POV by combining these three elements - user, need, & insight - as an actionable problem statement that will drive the rest of your design work
TEST
WHAT?
get feedback in your solutions, refine solutions to make them better, and continue to learn about your target users as it is an opportunity to understand and learn about your target user
WHY?
to make interactions and refine the prototype
through testing, we can observe how the user reacts to the prototype and learn more and empathise with the user
testing reveals if our prototype meets the user needs and allows us to refine our POV or reframe the problem
HOW?
show, don't tell
have them talk through their experiences
actively observe
follow up with questions