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
A SCAMPER technique that looks for something that can be used to further enhance a solution toward a problem
Adapt
26
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
Modify
27
A SCAMPER technique that makes the idea or concept works into a different purpose than its original plan
Put to another use
28
A SCAMPER technique that removes ineffective ideas or processes.
Eliminate
29
A SCAMPER technique that rearranges parts of the process to achieve more optimal ideas
Reverse
30
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.
Prototype
31
Benefits of Prototyping
Timely Feedback Prompt changes save time and cost Validation prior to development User research and User testing
32
Types of Prototyping
``` 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
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.
Test
34
A vital instrument for feedback
Storytelling
35
Specific events of real people and their respective lives that can inspire opportunities, ideas, and solutions
Stories
36
Elements of Story
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
The use of storytelling in the design process that explores the problem by knowing the concerns that need solutions
Problem Framing
38
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
Solution Framing
39
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
Solution Implementation
40
Collecting information about the target customers
Observations and Insights
41
3 types of research
``` Generative research (new opportunities are identified and needs are discovered) Evaluative research (feedback on experiments) Validating research (understanding what is presently happening) ```
42
A core element in digging deeper into design thinking
Curiosity
43
Making a person look into finer points
Observation
44
Interpretation of interesting information
Insights
45
9 dimensions for observational purposes
``` Space Actor Activity Object Act Event Time Goal Feeling ```
46
A tool used for classifying observations collected during user research field studies
AEIOU Framework
47
In the AEIOU Framework, it is the behavior of the players
Activity
48
In the AEIOU Framework, it is the overall context of the place
Environment
49
In the AEIOU Framework, it is the relationships formed and identified
Interactions
50
In the AEIOU Framework, it is the items present in the surroundings
Objects
51
In the AEIOU Framework, it is the people observed
Users
52
A way of gathering information that identifies and empathizes with consumer needs, forming fresh ideas, and finding out new opportunities.
Interviewing
53
An expert interviewer should be
``` Open-minded Skilled Listener Keen Observant Flexible Patient ```
54
Used in to get information about user experiences thru asking questions
Interview Techniques
55
Questions that boost people to mirror and disclose essential information
Open-ended Questions
56
A type of question that explores more information to disclose causes
Explorative questions
57
A type of question that seeks the people's feelings toward something
Affective questions
58
A type of question that pertains to the opinions of people
Reflective questions
59
A type of question that follows up a previous idea
Probing questions
60
A type of question that delves into a deeper understanding of an idea
Analytical questions
61
A type of question that provides support from previous questions and prevents misinterpretations
Clarifying questions
62
Questions that demand exact answers
Closed questions
63
An approach of approving or disapproving the soundness of an idea or hypothesis
Experimentation
64
3 types of Experimentation
Trying out new experiences Taking apart products, processes, and ideas Testing ideas through pilots and prototypes
65
Explain why entrepreneurship is an art
An entrepreneur must have a creative thinking skill to make some ingenious ideas and make the entrepreneurial process a success
66
Explain why entrepreneurship is a science
Because one should combine new information into prevailing methods or add new models to a superior body of knowledge