EXAM 1 Flashcards

1
Q

What is the design thinking process?

A

Empathize
Define
Ideate
Prototype
Test

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2
Q

why is design thinking relevant to you?

A

95% of employers say they give hiring preference to college graduates with skills that will enable them to contribute to innovation at work

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3
Q

top 4 most important work skills?

A

critical thinking
creativity
collaboration
communication

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4
Q

parking lot

A

we put any topic, thoughts, or questions that we want to remember and address later

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5
Q

what is design thinking?

A

design thinking is a human-centric innovation and problem solving process, a method for creative problem solving, design thinking focuses on putting people first, the user is the focus in every step of the design process.

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6
Q

Icebreakers

A

-ease tension and get people talking
-provide insight into the individual
-reveal something about the person
-provide unique answers making it easier to remember that individual
-used at the beginning of a session, after a long break or any time the energy is low
-when collaborating and trusting someone, it helps to know more about that person

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7
Q

what is the first lesson of design thinking?

A

its not about you!

design thinking aligns ideas and solutions around the users needs

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8
Q

design thinking seeks to balance two modes of thinking

A

-creative thinking/divergent thinking
-analytical thinking/convergent thinking

EX: when we put random sticky notes up first and then group them up

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9
Q

what is synthesis?

A

the convergent part of the design process where you review research, make connections, uncover insights, distill the data to better understand, and make sense of it

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10
Q

what are playbacks?

A

-used to align teams, stakeholders, and clients around the user value they want to deliver as a team rather than project line items
-in a playback, the team plays back “the user experience for a defined scenario” to foster collaboration, encourage feedback, and achieve alignment around the user value that the team will deliver

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11
Q

what is the purpose of human centered design?

A

to create innovative solutions through creative and collaborative practices

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12
Q

what is the second lesson of design thinking?

A

you’re in it together! design thinking is collaborative! build on each others ideas

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13
Q

what is the third lesson of design thinking?

A

there is a story behind every drawing! stories communicate, drawing communicates.

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14
Q

what is the fourth lesson of design thinking?

A

design thinking is an iterative process

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15
Q

what is the fifth lesson of design thinking?

A

with every iteration you reduce risk

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16
Q

what does design thinking seeks to balance?

A

wants to align the desirable, viable, and feasible

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17
Q

what is the sixth lesson of design thinking?

A

design thinking seeks alignment

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18
Q

what is the seventh lesson of design thinking?

A

when teams align around the user, it brings together their different perspectives and collective knowledge as a unified force!

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19
Q

when to use design thinking?

A

-BHAGS(big hairy audacious goals
-wicked problems
-uncertain outcomes
-poorly defined problems

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20
Q

what is BHAG

A

your moonshot (like literally aiming for the moon like the first astronaut on the moon did)

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21
Q

what are wicked problems?

A

complex, ambiguous, uncertain and changing problems (like poverty, climate change, world hunger, obesity, homelessness, racism, etc.)

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22
Q

who are the users?

A

anyone who uses or comes in contact with any of your brand experiences

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23
Q

users include?

A

-customers
-potential customers
-employees / staff/ team members
-vendors
-anyone connected to your brand

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24
Q

extreme users?

A

those who either don’t use the product or service, or those who use it way beyond the normal amount, will often yield more insights then the typical user

25
Q

empathy

A

the respectful understanding of what others are experiencing and their point view

26
Q

empathy involves

A

observing
interviewing
personas
focus groups

27
Q

insights involve

A

unmet needs
user hacks
dissatisfaction
disruptive technologies
stale industries
declining market share

28
Q

unmet needs

A

-physical sustenance
-security
-leisure/relaxation
-affection
-understanding
-autonomy
-meaning/purpose
mattering
-community
-sense of self
-transcendence
-dignity

29
Q

what is the eight lesson of design thinking

A

understanding is what leads to insights

30
Q

building empathy

A

observing
personas
focus groups
interviewing

31
Q

what are you looking for when observing

A

pains and gains

32
Q

types of observation

A

day in the life
fly one the wall
focus groups
card sorting
camera journal
video journal
behavioral mapping

33
Q

day in the life

A

they know you are there
-you are observing
okay to ask questions during

34
Q

fly on the wall

A

they may or may not know you are there
-you are to be as unobtrusive as possible
-you are silently observing

35
Q

covert observations

A

-observe users without them being aware of the observation
-identify and purpose of research are not known to those who are being observed

36
Q

direct observations

A

observation happens in real time

37
Q

indirect observations

A

observations happy when reviewing a past even such as a video of the process

38
Q

shadowing

A

observe people in context while accompanying a user
-allows the researcher to ask questions while observing the user, plus user experiences and activities

39
Q

interview

A

conversation with a purpose
-a series of user questions to gain insight into how they might buy, use and or dispose of a product or service

40
Q

why do interviews?

A

-more in depth information than other methods
-uncover implied or day-to-day knowledge not available from secondary sources
-it is a low cost method of gaining user insight
-you can better empathize or understand the users view point
-best quality of information is gathered face-to-face

41
Q

types of interviews

A

-in person, one-on-one
-in person, group interviews
-over the phone
-structured
-unstructured
-questions submitted, answers replied
-photo or image supplied, response noted

42
Q

when we find a problem man people have in common

A

we find an opportunity to innovate around

43
Q

disruptive innovation

A

is the transformation of an expensive, complicated product into something much more affordable and accessible allowing many more people to use the product or service

44
Q

hopes & fears

A

use when:
launching a project
starting a workshop
incorporating new team members

45
Q

tip: hopes & fears

A

-introduces the design thinking process
-gets participants concerns out on the table
-helps the facilitator identify participants who may need guidance or pushing
-can be used from the users perspectives

46
Q

empathy map

A

use this activity to rapidly put your team in the users shows and align on pains and gains - whether at the beginning of a project or mid-stream when you need to re-focus on your user

47
Q

as is scenario map

A

used to create a collective understanding of where the process, product or issue stands today. it helps identify pain points and opportunities. this is a precursor to ideation

can be used as pre-work

48
Q

journey map

A

shows a drawn version of the user experience in a sequence of steps

shows a complete experience or focus on a portion of the experience

can use it at any time in the process to help better understand what the user is going through

49
Q

assumptions & questions

A

is designed to help separate what is known for sure (usually from data or testing) from what is really just assumed without verification, and identifies what questions that still need answering

50
Q

define

A

the part of the process where the insights is rewritten into a HMW statement to align teams around the users needs

51
Q

stakeholder map

A

list all stakeholders along with a quote expressing their thoughts opinions, needs, or expectations

52
Q

stakeholders

A

-have a stake in the solution
-will impact the solution
-will be accountable for the solution

53
Q

bad stakeholders

A

they will be not accountable for the solution
just want to give you ideas
don’t have a stake or can’t impact the project

54
Q

ideate

A

brainstorming ideas, building off others ideas and clustering them to categories to show the synergy of ideas

55
Q

ninth lesson

A

go for quantity and wild ideas!

56
Q

tenth lesson

A

don’t be married to your ideas. collaborate, build on the ideas of others

57
Q

prototype

A

where you build an experiment to test if your idea is valid, can potentially solve the problem, and is desired by users

58
Q

types of prototypes

A

-physical object
-sketch
-storyboard
-wireframing
-venn diagram
-map
-role play
-scenario

(low-fidelity and appearance)

59
Q

test

A

test your prototype with users and stakeholders to gain insights and feedback

continue to refine idea, prototype and test desired outcomes is achieved