The Use of Design Thinking Flashcards

1
Q

The main tenet of design thinking

A

empathy for the people you’re trying to design for

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2
Q

combination of desirability, feasibility, and viability. The constant process of trying to find innovative solutions to problems through deep understanding and empathy of the target user and involves the process of questioning.

A

Design Thinking

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3
Q

a principle about design thinking that states providing solutions to problems that focus on human needs and user response

A

Human-centricity and Empathy

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4
Q

a principle about design thinking that states form a pond of perspectives and ideas. It works well with a diverse composition of teams who would cooperate with each other.

A

Collaboration

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5
Q

a principle about design thinking that states come up with as many ideas and potential solutions as possible

A

Ideation

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6
Q

a principle about design thinking that states Ideas are turned into prototypes

A

Experimentation and Iteration

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7
Q

a principle about design thinking that states packed design thinking is an applied and practical solution-based method that is more focused on action rather than discussions.

A

A bias toward Action

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8
Q

The first step in the design thinking process that allows obtaining understanding of the people who experience a problem before designing a solution to serve them

A

Empathize

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9
Q

An empathy-building method that finds out as much insight as possible using an open conversation.

A

Empathy interviews

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10
Q

An empathy-building method that observes users in their natural environment or immersed in certain situations while they are in action.

A

Immersion and Observation

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11
Q

An empathy-building method that usually pertains to it as the ones sought to re-structure the problem and discover fresh insights

A

Extreme Users

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12
Q

The last empathy-building method

A

Ask what, how, why in curiosity

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13
Q

A quadrant of empathy map that covers what the users says loudly in an interview

A

Say

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14
Q

A quadrant of empathy map that covers what the user is thinking throughout the experience

A

Think

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15
Q

A quadrant of empathy map that covers what action the user undergoes

A

Do

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16
Q

A quadrant of empathy map that covers users’ emotional state

A

Feel

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17
Q

The second step of the design thinking process which is to find who the user is, what he or she needs and then develop answers

A

Define

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18
Q

Guidelines in generating the question

A

Strengthen the good (Intensify positive aspects of consumer needs)
Eliminate the bad (Bad aspects of the problem are taken out)
Search the opposite (Transform problem to opportunity)
Enquiry of the Assumptions
Pinpoint the Unanticipated Resources (Seek other resources not stated by customers)
Form an Analogy (Create relationships between the problem and unconnected images)
Breakdown the problem into pieces (Another analysis)

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19
Q

The third step in the design thinking process which states that the designers are prepared to start generating ideas

A

Ideate

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20
Q

Ideation Technique that is a more relaxed and informal way of solving a problem using imaginative thinking

A

Brainstorm

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21
Q

Ideation Technique that is a serial process of asking participants to write down their ideal about a problem

A

Brain write

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22
Q

Ideation Technique that members look for the worst solutions in order to examine ideas, contest assumptions, and obtain insights. It strengthens creativity and boosts confidence

A

Worst possible Idea

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23
Q

A SCAMPER technique that looks for something to replace in order to improve the idea. It can be used in a trial and error process to find the best alternative.

A

Substitute

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24
Q

A SCAMPER technique that looks for components to merge in order to come up with the best idea, process, or product.

A

Combine

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25
Q

A SCAMPER technique that looks for something that can be used to further enhance a solution toward a problem

A

Adapt

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26
Q

A SCAMPER technique that looks for something that can be magnified to offer new insight or add value or can be minimized to isolate parts of the process or concept that are vital

A

Modify

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27
Q

A SCAMPER technique that makes the idea or concept works into a different purpose than its original plan

A

Put to another use

28
Q

A SCAMPER technique that removes ineffective ideas or processes.

A

Eliminate

29
Q

A SCAMPER technique that rearranges parts of the process to achieve more optimal ideas

A

Reverse

30
Q

The fourth step in the design thinking process which states that it is a low-cost, scaled-down quick working sample of entrepreneurial ideas for a new product or features found in these products.

A

Prototype

31
Q

Benefits of Prototyping

A

Timely Feedback
Prompt changes save time and cost
Validation prior to development
User research and User testing

32
Q

Types of Prototyping

A
Low Fidelity (Paper prototypes, Makes improvements easy and fast)
Medium Fidelity (Practical functionalities based on storyboard and user situations)
High Fidelity (Close to the actual product)
33
Q

The fifth and last step in the design thinking process which states that the complete product is immersed in real-life environment using the best solutions on the previous step.

A

Test

34
Q

A vital instrument for feedback

A

Storytelling

35
Q

Specific events of real people and their respective lives that can inspire opportunities, ideas, and solutions

A

Stories

36
Q

Elements of Story

A

Domain/What (Problem of consumers)
Players/Who (the demographic information of the consumers who faces the experiences)
Story Flow/How (Issues present prior to the main event in history)

37
Q

The use of storytelling in the design process that explores the problem by knowing the concerns that need solutions

A

Problem Framing

38
Q

The use of storytelling in the design process that tests and evaluates the number of possible solutions in order to come up with the best solution based on the view of the users

A

Solution Framing

39
Q

The use of storytelling in the design process that uses it as an instrument to discover how the end product is used by consumers in their daily lives

A

Solution Implementation

40
Q

Collecting information about the target customers

A

Observations and Insights

41
Q

3 types of research

A
Generative research (new opportunities are identified and needs are discovered)
Evaluative research (feedback on experiments)
Validating research (understanding what is presently happening)
42
Q

A core element in digging deeper into design thinking

A

Curiosity

43
Q

Making a person look into finer points

A

Observation

44
Q

Interpretation of interesting information

A

Insights

45
Q

9 dimensions for observational purposes

A
Space
Actor
Activity
Object
Act
Event
Time
Goal
Feeling
46
Q

A tool used for classifying observations collected during user research field studies

A

AEIOU Framework

47
Q

In the AEIOU Framework, it is the behavior of the players

A

Activity

48
Q

In the AEIOU Framework, it is the overall context of the place

A

Environment

49
Q

In the AEIOU Framework, it is the relationships formed and identified

A

Interactions

50
Q

In the AEIOU Framework, it is the items present in the surroundings

A

Objects

51
Q

In the AEIOU Framework, it is the people observed

A

Users

52
Q

A way of gathering information that identifies and empathizes with consumer needs, forming fresh ideas, and finding out new opportunities.

A

Interviewing

53
Q

An expert interviewer should be

A
Open-minded 
Skilled Listener
Keen Observant 
Flexible
Patient
54
Q

Used in to get information about user experiences thru asking questions

A

Interview Techniques

55
Q

Questions that boost people to mirror and disclose essential information

A

Open-ended Questions

56
Q

A type of question that explores more information to disclose causes

A

Explorative questions

57
Q

A type of question that seeks the people’s feelings toward something

A

Affective questions

58
Q

A type of question that pertains to the opinions of people

A

Reflective questions

59
Q

A type of question that follows up a previous idea

A

Probing questions

60
Q

A type of question that delves into a deeper understanding of an idea

A

Analytical questions

61
Q

A type of question that provides support from previous questions and prevents misinterpretations

A

Clarifying questions

62
Q

Questions that demand exact answers

A

Closed questions

63
Q

An approach of approving or disapproving the soundness of an idea or hypothesis

A

Experimentation

64
Q

3 types of Experimentation

A

Trying out new experiences
Taking apart products, processes, and ideas
Testing ideas through pilots and prototypes

65
Q

Explain why entrepreneurship is an art

A

An entrepreneur must have a creative thinking skill to make some ingenious ideas and make the entrepreneurial process a success

66
Q

Explain why entrepreneurship is a science

A

Because one should combine new information into prevailing methods or add new models to a superior body of knowledge