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Kickstarting Design Thinking

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KICKSTARTING DESIGN THINKING Davide ‘Folletto’ Casali


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NIGHT.EU UX Redirector Advisor


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FELLOW


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@Folletto


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PART I WHY DESIGN?


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Complex Systems


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No simplification Simplification UNMANAGEABLE Banalization UNUSEFUL Thanks to Tullio Tinti


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“ Societal problems are inherently different from the problems 
 that scientists and perhaps some classes of engineers deal with. They are inherently ‘wicked’. H. Rittel, M. Webber ” H. Rittel, M. Webber (1973) Dilemmas in a General Theory of Planning


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s Wicked problem ed boundaries. ve clearly defin don’t ha s Wicked problem ey are solved. a point when th don’t have s Wicked problem e explanation. s more than on have alway s Wicked problem finition. the problem de change olution attempts s s Wicked problem onsibility. require full resp s Wicked problem another. bleed into one s Wicked problem n template. have no solutio s Wicked problem each other. terconnected to are in s Wicked problem pproach. e no scientific a hav s Wicked problem are unique.


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MEADOW’S 12 LEVERAGE POINTS 8 10 9 2 7 3 1 6 11 4 5 12 12. Constants 11. Buffers 10. Material 09. Delays 08. Negative loops 07. Positive loops 06. Information 05. Rules 04. Change & self-organize 03. Goals 02. Paradigms 01. Trascend paradigms Meadows D. (1999) Leverage Points, places to intervene in a system


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PART II FOUNDATION OF DESIGN THINKING


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“ Designers are forever bound to treat as real that which exists only in an imagined future and have to specify ways in which the foreseen thing can be made to exist. John Chris Jones, Design Method ”


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Humans


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ISSUE Solution First vs Problem No real understanding


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ISSUE Too close to the problem No view of context


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“ Keeping up with global complexity demands a conscious understanding of our cognitive, psychological, physiological peculiarities, and of their limits. Manifesto Ibridi ”


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Open → Close


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ISSUE Opening without closing No Focus, No Goal


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ISSUE Closing too soon Bias, Prejudice


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“ The most enlightening moments came from understanding and applying the Open – Explore – Close phases. Dave Gray ”


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Iterate


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ISSUE Iteration of one Not really a loop


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ISSUE Iterate without vision Not going anywhere


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“ ” Be water my friend. Bruce Lee


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Incremental + Radical Innovation


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ISSUE Fear of jumping No real change


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ISSUE People resistance to change Expect and manage


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“ Incremental innovation is necessary to transform the radical idea into a form that is acceptable to those beyond early adopters. Verganti & Norman ” Verganti & Norman, Incremental and Radical Innovation


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Experiment


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ISSUE Fear of failure Failure is intrinsic


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ISSUE Failing without learning Learn and build up


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“ Design thinking stresses the need to rapidly prototype the solution so that the designers can get feedback as quickly as possible. Sarah Soule ”


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PART III DESIGN THINKING


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“ Design thinking is a human-centered approach to innovation that draws from the designer's toolkit to integrate the needs of people, the possibilities of technology, and the requirements for business success. Tim Brown, IDEO ”


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USER CENTERED DESIGN: ISO 13407 (1999) Specify the user & organizational requirements Identify need of user centered design Produce design solutions Understand & specify the context of use Evaluate design against requirements System meets specified functional, user & organizational requirements


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DIFFERENT MODELS TO DO DESIGN THINKING IDEO XPLANE CHESKIN CONIFER COOPER Inspiration Discover Envision N MELVILLE Synthesis Modeling, Scenarios Discover Do Inspire Define Discover Express Insights Framework Design Discover Explore Design Create Catalog Research Implementation Concept Explore Research FROG FITCH Ideation Design Communicate Deliver Design Concept & Design Stephanie Gioia (2011) http://www.visualmba.info. Do Implement & Assess


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Stanford Empathize Define Ideate Prototype Test Frog CAT Seek Build Imagine Plan Make IDEO Ed. Discovery Interpretation Ideation Experimentation Evolution from An Introduction to Design Thinkin


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Ideate Empathize Define Prototype Test from An Introduction to Design Thinkin


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Empathize Observe Engage Listen


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Define Patterns Insight Focus


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Ideate Generate Explore Visualize


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Prototype Build Hypothesis Quick


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Test Show Behaviour Compare


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PART IV DESIGN THINKING SPEED RUN


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“ I hear and I forget. I see and I remember. I do and I understand. Confucio ”


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THIS IS A SPEED RUN There are many more kinds of activities that can be done.


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© Sunni Brown


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Ideate Empathize Define Prototype Test from An Introduction to Design Thinkin


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Form a team


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Pick a challenge


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Empathize Un/Knowns


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Unknowns Knowns Inspiring People


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Empathize Speak To


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Identify the people you want to speak to Involved Affected Experts


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Define Empathy Map


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Thinks & Feels Hears Sees Pains Goals Thanks to James Macanufo


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Ideate Generate Ideas


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10’ individually · alone · no speaking


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share ideas


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vote ideas


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Prototype Storyboarding


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create a storyboard


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Test Try with another team


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find another team, and share your storyboard


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show and tell


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PART V WRAP UP


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Ideate Empathize Define Prototype Test from An Introduction to Design Thinkin


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observe dot LOOP do think


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www.frogdesign.com/work/frog-collective-action-toolkit.html


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“ To complicate is easy, to simplify is hard. To complicate, just add, everyone is able to complicate. Few are able to simplify. Bruno Munari ”


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Thanks. @Folletto INTENSEMINIMALISM.COM


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