design thinking Flashcards
learned by failing
- 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
storm lessons
- use engagement first second and third: ensure to not only download it but also use it
- repeat pilot testing
what is design thinking
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
why design thinking?
- 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
design thinking mindset
- 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
stages
- discovery:
- interpretation
- ideation
- experimentation
- evolution
differences with traditional thinking
- 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
discovery
- 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
interpretations
- information analysed and synthesised to redefine deeper roots of issues
- share inspireing stories
- make sens of findings
- help gather great ideas
ideation
- think outside the box
- brainstorm, brainwrite, worst possible idea to stimulate free thinking and expand the problem space
- do a reality check
expirimentation
- 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
evolution
- best ideas identifid by prototyping fase
- aliterations and refinmens
- implimentation and scaling questions
Dt aims
-improve innovation outcomes
- improve user satisfaction
- succesful products and services
- increased market competitiveness
what DT gets you
- more fun
- improved collaboration
- getting unstuck
- solutions that fit idividual schools or classrooms
- more creative confidence
- effective ways to engage
how to be a designer
- 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
how to embrace a beginners mind
- 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)
how to step out of your convert zone and learn
- get unstuck
- break your routine
- use the world
- analagous inspiration is your best friend
- leave your classroom
- collaborate
getting started
- define a challenge
- create a project plan
how to define a challenge
- 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
how to create a project plan
- calander and deadline for goals ( sens of progress)
- team, assign roles
- space: physical reminder of your work, change it up
- materials
discovery
- understand the challenge
- prepare research
- gather inspiration
how to understand the challenge
- 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
how to prepare research
- 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
how to gather inspiration
- emmerse yourself in context, capture what you have seen
- seek inspiration in analoages settings
- learn form experts
- learn form users, individuals, groups and peers
interpretation
- tell stories
- search for meaning
- frame oppertunities
tell stories
- capture you learnings: share impressions and compare
- share inspireing stories: listen
search for meaning
- find themes: find headlines and turn them in to statements
- make sens of findings by linking themes
- define insights by selecting what suprised you
frame oppertunities
- create a visual reminder
- make your insight actionable: how might we questions: 3-5 brainstorm questions
ideation
- generate ideas
- refine ideas
how to generate ideas
- 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
what are the brainstorm rules
- defer judgement
- encourgae wild ideas
- stay focused on topic
- 1 converstaion at the time
- be visual
- go for quantity
refine ideas
- do a reality check: what is your idea really about, constraints, new solulions, evolve
- describe your idea
experimentarion
-prototypes
- get feedback
get feedback
- identify sources for feedback
- build a questionguide
- facilitate feedback conversations: inviting honesty and opennnes
- capture feedback learnings
- integrate feedback
- identify what is needed
evolution
- track learnings
- move forward
how to track learnings
- define succesL consider people invloved, the indicators for succes and track what happends
- document prograss
how to move forward
- plan next steps
- engage others
- build a community