design thinking Flashcards
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
2
Q
storm lessons
A
- use engagement first second and third: ensure to not only download it but also use it
- repeat pilot testing
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
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
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
6
Q
stages
A
- discovery:
- interpretation
- ideation
- experimentation
- evolution
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
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
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
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
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
12
Q
evolution
A
- best ideas identifid by prototyping fase
- aliterations and refinmens
- implimentation and scaling questions
13
Q
Dt aims
A
-improve innovation outcomes
- improve user satisfaction
- succesful products and services
- increased market competitiveness
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
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