design thinking Flashcards

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1
Q

learned by failing

A
  • self awerness
  • stengthes of character
  • self regularion: change in service of desired outcome
  • connection: built relationships
  • mental agility: look at situations from multiple perspectives
  • otimism: expect the postives
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2
Q

storm lessons

A
  • use engagement first second and third: ensure to not only download it but also use it
  • repeat pilot testing
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3
Q

what is design thinking

A

an ideoligy or proces to solve complex problems in a highly human centerend way.
- You disign for the way people behave, not for how you want them to behave
- embrace failure and learn from it

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4
Q

why design thinking?

A
  • people do not alsways do what you think they do
  • people do not always do what you tell them to do
  • observation and asking
  • explore not jsut read
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5
Q

design thinking mindset

A
  • optimism
  • highly human centerd
  • embrace ambiguity: you do not always have to know it in advance, just go with it
  • learn from failures
  • make it: prototype
  • iterate, repeat
  • collaboration
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6
Q

stages

A
  • discovery:
  • interpretation
  • ideation
  • experimentation
  • evolution
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7
Q

differences with traditional thinking

A
  • dont avoid failure
  • take risks not sustain order
  • you dont need to be right the first time
  • certainty is not key
  • do instead of think
  • storytelling, not facts and numbers
  • emotional not jsut facts and logic
  • humanitization
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8
Q

discovery

A
  • human centerd
  • understanding by placing yourself in others
  • consulting with experts
  • get inspired
  • setting up a reasearch plan
  • substantial amount of infromation gathering
  • not thinking about solutions
  • what are the problems
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9
Q

interpretations

A
  • information analysed and synthesised to redefine deeper roots of issues
  • share inspireing stories
  • make sens of findings
  • help gather great ideas
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10
Q

ideation

A
  • think outside the box
  • brainstorm, brainwrite, worst possible idea to stimulate free thinking and expand the problem space
  • do a reality check
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11
Q

expirimentation

A
  • prototype to replicate and learn from
  • solutions are investigated, accepted, i proved, rejected or reexamined
  • team has a better idea to the problems and clear view how users behave and feel
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12
Q

evolution

A
  • best ideas identifid by prototyping fase
  • aliterations and refinmens
  • implimentation and scaling questions
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13
Q

Dt aims

A

-improve innovation outcomes
- improve user satisfaction
- succesful products and services
- increased market competitiveness

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14
Q

what DT gets you

A
  • more fun
  • improved collaboration
  • getting unstuck
  • solutions that fit idividual schools or classrooms
  • more creative confidence
  • effective ways to engage
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15
Q

how to be a designer

A
  • become more intentional about your design
  • be confident in creative abilities
  • be strategic about whawt needs attention first
  • listen to stakeholders
  • your responsibility and oppertunity
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16
Q

how to embrace a beginners mind

A
  • approach problems as a novice even if you already know things about them
  • let yourself learn
  • be willing to expirement
  • be okay with not having the right awnser
    ( trust that you will find it)
17
Q

how to step out of your convert zone and learn

A
  • get unstuck
  • break your routine
  • use the world
  • analagous inspiration is your best friend
  • leave your classroom
  • collaborate
18
Q

getting started

A
  • define a challenge
  • create a project plan
19
Q

how to define a challenge

A
  • not to big or small, vague or simple
  • approachable, understandable and actionable
  • list possible topics
  • frame the problem ‘how might we’
  • keep it simple
  • sketch out end goals
  • define measures of succes
  • establish constrainsL get specific on problem/ qestion
  • write a brief that guides your questions and helps you stay on track: why is this a problem, what will the oppertunities for design be
20
Q

how to create a project plan

A
  • calander and deadline for goals ( sens of progress)
  • team, assign roles
  • space: physical reminder of your work, change it up
  • materials
21
Q

discovery

A
  • understand the challenge
  • prepare research
  • gather inspiration
22
Q

how to understand the challenge

A
  • review the challenge: common understanding of what you are working toward
  • share what you know (and dont know)
  • build your team: share who you are
  • define your audience
  • refine your plan
23
Q

how to prepare research

A
  • identify source of inspiration: imagine interesing people to meat, think of extrems
  • select research participans, plan the interaction
  • build your question guide
  • prepare for fieldwork
24
Q

how to gather inspiration

A
  • emmerse yourself in context, capture what you have seen
  • seek inspiration in analoages settings
  • learn form experts
  • learn form users, individuals, groups and peers
25
Q

interpretation

A
  • tell stories
  • search for meaning
  • frame oppertunities
26
Q

tell stories

A
  • capture you learnings: share impressions and compare
  • share inspireing stories: listen
27
Q

search for meaning

A
  • find themes: find headlines and turn them in to statements
  • make sens of findings by linking themes
  • define insights by selecting what suprised you
28
Q

frame oppertunities

A
  • create a visual reminder
  • make your insight actionable: how might we questions: 3-5 brainstorm questions
29
Q

ideation

A
  • generate ideas
  • refine ideas
30
Q

how to generate ideas

A
  • prepare for brainstorm
  • keep to brainstorm rules
  • facilitate brainstorm with a leader and start with warmup
  • select promising ideas
  • sketch to think: go through ideas and expand ideas
31
Q

what are the brainstorm rules

A
  • defer judgement
  • encourgae wild ideas
  • stay focused on topic
  • 1 converstaion at the time
  • be visual
  • go for quantity
32
Q

refine ideas

A
  • do a reality check: what is your idea really about, constraints, new solulions, evolve
  • describe your idea
33
Q

experimentarion

A

-prototypes
- get feedback

34
Q

get feedback

A
  • identify sources for feedback
  • build a questionguide
  • facilitate feedback conversations: inviting honesty and opennnes
  • capture feedback learnings
  • integrate feedback
  • identify what is needed
35
Q

evolution

A
  • track learnings
  • move forward
36
Q

how to track learnings

A
  • define succesL consider people invloved, the indicators for succes and track what happends
  • document prograss
37
Q

how to move forward

A
  • plan next steps
  • engage others
  • build a community