HCI1 UNIT 3.1 - 3.11 Flashcards

1
Q

design thinking was coined by who

A

David Kelly
Tim Brown
Roger Martin

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2
Q

coined in 1990’s by David Kelly, Tim Brown, and Roger Martins, this encapsulates methods and ideas that have been brewing for years into a single unified product

A

Design Thinking

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3
Q
  • idealogy suppported by an accompanying process, a complete definition of understanding both
  • hands-on, user-centric approach is defined by the design thinking process and comprises 6 distinct phases, as defined and illustrated below
A

design thinking

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4
Q

design thinking framworks

A
  • understand
  • explore
  • materialize
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5
Q

what are the six (6) phases

A
  1. empathize
  2. define
  3. ideate
  4. protype
  5. test
  6. implement
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6
Q

Conduct research in order to develop knowledge about what your users do, say, think, and feel.

A

empathize

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7
Q

Combine all your research and observe where your users’ problems exist. In
pinpointing your users’ needs, begin to highlight opportunities for innovation

A

define

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8
Q

Brainstorm a range of crazy, creative ideas that address the unmet user needs identified in the define phase. Give yourself and your team total freedom; no idea is too farfetched and quantity supersedes quality.

A

ideate

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9
Q

Build real, tactile representations for a subset of your ideas. The goal of this
phase is to understand what components of your ideas work, and which do not

A

prototype

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10
Q

Return to your users for feedback. Ask yourself ‘Does this solution meet
users’ needs?’ and ‘Has it improved how they feel, think, or do their tasks?’

A

test

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11
Q

Put the vision into effect. Ensure that your solution is materialized and touches the lives of your end users.

A

implement

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12
Q

design thinking advantages

A
  1. It is a user-centered process
  2. It leverages collective expertise and establishes a shared language and buy-in
    amongst your team.
  3. It encourages innovation
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13
Q

flexibility

A
  1. dont think of it as a process
  2. use it as a scaffolding to support you when and where you need it
  3. iterative and cyclical
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14
Q
  • generate as many ideas as possible
A

ideate

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15
Q
  • develop mid fidelity
  • include clear functionalities and features
  • Conduct testing of your prototype on your identified target users/experts
A

testing

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16
Q
  • gather feedbacks
  • document feedbacks
  • discuss feedback received and iterate
A

iteration

17
Q
A