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Design Thinking
Mr. Parth Sejpal
Asst. Prof.
GTU Innovation Council, Rajkot
Students
Government
Industry
Faculty
University
Society
CONTEXTUAL NEEDS
 Inculcate Design Thinking mindset in students and faculty members
 Problem Solving skills
 Convert Ideas to Solutions/Project to Product
 Integrate Design Mindset with Engineering learning
 Reduce copy-paste projects
 Learning by Doing
 Hands on/building skills
 Practical Approach
21st
Century
Skills
Foundational
Literacies
Literacy
Numeracy
Scientific literacy
ICT literacy
Financial literacy
Cultural & Civic literacy
Competencies
Critical Thinking/Problem Solving
Creativity
Communication
Collaboration
Character
Qualities
Curiosity
Initiative
Persistence /grit
Adaptability
Leadership
Social and cultural Awareness
WHAT IS DESIGN THINKING?
 Controversial term – particularly thinking part
 It is Decision making approach – lot more than just thinking……it’s
a……doing
 Moses Myth: Innovation is Miracle
(They believe that Innovation takes special gifted one that most of us just don’t have)
https://www.bloomberg.com/news/articles/2013-09-25/the-moses-myth-of-
innovation
Source: http://jeanneliedtka.com/
INNOVATION MYTHS VS REALITY
Innovation begins with creativity
Innovation is smooth linear process
Innovation is about risk-taking
Innovation begins with Curiosity
Innovation is iterative and the outcome of a
series of experiments
Effective innovation involves risk-taking,
assessment and mitigation
WHAT IS DESIGN THINKING?
• A Mindset that is:
Human – Centered/Empathic
Collaborative/Possibility Driven
Optimistic/Option Focused
Experimental/Iterative
INTRODUCTION - DEFINITION
“Design Thinking
is a human-centered approach to innovation
that draws from the designer's toolkit to integrate
the needs of people,
the possibilities of technology,
and the requirements for business success.”
—Tim Brown, President and CEO of IDEO
Business
(Viability)
Technology
(Feasibility)
People
(Desirability)
Process
Innovatio
n
Emotional
Innovation
-Brands
-Material
-Relationships
Functional
Innovation
Experience
Innovation
Design
Thinking
http://www.ideou.com/pages/design-thinking
A
p
p
r
o
a
c
h
DESIGN THINKING
ONE SIZE FITS FOR ALL X
IT BETTER WORKS FOR PERTICULAR KINDS OF
SITUATIONS √
Observatio
n
Empathy
Ideation
Product
Development
Prototype
Test
Human
Centric
Approach
Problem
Zone
Solution
Zone
DESIGN THINKING -
PHASES
DETAIL DESIGN THINKING PROCESS –
WITH TOOLS & TECHNIQUES
• Intro to Design Thinking
methodology
• Importance
• Design Process
• Design Elements
Design Thinking
- Intro
• Select your area of
interest for design
project
• Branch specific or
General domain
Domain
Identification • AEIOU Framework
• Role Playing
• Interview
• And many more
methods available
Observation
• Identify
Unarticulated/Unmet
needs of User
• Pleasure and Pain
points
• Story telling
Empathy
• Define the Problem
Statement based on
empathy of User
• Right problem leads
you to right solution
Define Design
Problem
Mind Mapping
• Multiple
ideas/solutions for
problem
• Refine the problem
statement with possible
solutions
• Opportunity mapping
Ideation
• After combining
and refining, finally
select the concept
for your problem
statement
Concept
Finalization • Very early & rough
prototype
• Made up of paper,
cardboard, thermocole
etc. whichever material
is available
Dirty
Mock-ups
• Functions
• Features
• User Expereince
• Components
Product
Development • Revalidation
• Reject
• Redesign
• Retain
Customer
Feedback
SCAMPER
tool
An Introduction of Design Thinking Methodology.ppt
THEORETICAL V/S REAL PROCESS FLOW
An Introduction of Design Thinking Methodology.ppt
EMPATHIZE
OBSERVE IMMERSE ENGAGE
• Observing users’
action and
hypothesizing why
they are acting a
certain way
• Generate the
questions like –
What, Why, When,
Where, How…..
• Become the user
and live their
experience by Role
Playing
• Visit the Industries
for Observe,
immerse, Engage
(At least for 4 weeks*)
• Interacting with
User/Industry
people about
their products,
processes and all
related queries
To Empathize the User one need to have observation again and again
For better Empathy of User, students need to follow below mentioned steps -
OBSERVATION
IMMERSE VIA ROLE PLAYING
• In this activity student need to become the user and actually live their
experiences. One need to put himself/herself into the shoes of user
• During this process the innovator needs to envisage himself/ herself as
the user of the desired product and identify, codify various needs from
his/her perspective
• During the immersion process, students and their guide can get insights
about the non-codified and undocumented needs of the contemporary
user/industry
BEING THE USER AND PRIMARY PROBLEM
IDENTIFICATION:
• The group shall be divided into two: few members will be ‘role-playing the users’ and
identifying the problems by first-hand experience and the rest of the group
members will be video-graphing the interviews (primary users, secondary users,
stake-holders, etc.)
• The group members that would be role-playing are encouraged to perform the
function in the industry/domain they visit, exactly how the actual user performs.
• For example, for problem identification in a steering wheel of a car, the group must
learn how to drive a car and understand how the steering wheel is being used and in
how many different ways it can be used.
• The members that would be video-graphing are suggested to record the videos at
high fps (frame per second) to enable them to view the videos in slow motion at a
later stage for reference and better understanding.
ENGAGE VIA INTERVIEW
• Interact and interview users through both scheduled and short “intercept”
encounters (Formal/Informal)
• Getting out of the building and actually talking to your users is probably the
most uncomfortable but potentially most effective way, if it is done in right
way
• The thing here is not to directly go up and ask your user for the solution
because most of the time they really don’t know about the solution and even
about problem. Hence, Prepare the set of sequential questions to be asked to
the same industry workers / executives / stake holders for thorough research
• Engage them in conversations that allow users to tell stories of their
experiences and a likely solution (Build the story like Environment)
• All interviews are to be video-graphed, hence necessary equipment to be
carried along with the logbook and necessary frameworks
ACTIVITY
• List uses of:
–Paper clip
–Screw driver
–Pen
–Stapler
–Nail Cutter
MOTHER NATURE IS ONE OF THE
UNIVERSE'S MOST INCREDIBLE
DESIGNERS
Nature has already solved many of the problems
we are grappling with
THE CREATION OF VELCRO WAS ACTUALLY
INSPIRED BY BURRS WHEN SWISS ENGINEER,
GEORGE DE MESTRAL, FOUND THEM ON HIS
DOG’S FUR
An Introduction of Design Thinking Methodology.ppt
THANK YOU
A P _ PA R T H @ G T U . E D U . I N

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An Introduction of Design Thinking Methodology.ppt

  • 1. Design Thinking Mr. Parth Sejpal Asst. Prof. GTU Innovation Council, Rajkot
  • 3. CONTEXTUAL NEEDS  Inculcate Design Thinking mindset in students and faculty members  Problem Solving skills  Convert Ideas to Solutions/Project to Product  Integrate Design Mindset with Engineering learning  Reduce copy-paste projects  Learning by Doing  Hands on/building skills  Practical Approach
  • 4. 21st Century Skills Foundational Literacies Literacy Numeracy Scientific literacy ICT literacy Financial literacy Cultural & Civic literacy Competencies Critical Thinking/Problem Solving Creativity Communication Collaboration Character Qualities Curiosity Initiative Persistence /grit Adaptability Leadership Social and cultural Awareness
  • 5. WHAT IS DESIGN THINKING?  Controversial term – particularly thinking part  It is Decision making approach – lot more than just thinking……it’s a……doing  Moses Myth: Innovation is Miracle (They believe that Innovation takes special gifted one that most of us just don’t have) https://www.bloomberg.com/news/articles/2013-09-25/the-moses-myth-of- innovation Source: http://jeanneliedtka.com/
  • 6. INNOVATION MYTHS VS REALITY Innovation begins with creativity Innovation is smooth linear process Innovation is about risk-taking Innovation begins with Curiosity Innovation is iterative and the outcome of a series of experiments Effective innovation involves risk-taking, assessment and mitigation
  • 7. WHAT IS DESIGN THINKING? • A Mindset that is: Human – Centered/Empathic Collaborative/Possibility Driven Optimistic/Option Focused Experimental/Iterative
  • 8. INTRODUCTION - DEFINITION “Design Thinking is a human-centered approach to innovation that draws from the designer's toolkit to integrate the needs of people, the possibilities of technology, and the requirements for business success.” —Tim Brown, President and CEO of IDEO
  • 10. DESIGN THINKING ONE SIZE FITS FOR ALL X IT BETTER WORKS FOR PERTICULAR KINDS OF SITUATIONS √
  • 12. DETAIL DESIGN THINKING PROCESS – WITH TOOLS & TECHNIQUES • Intro to Design Thinking methodology • Importance • Design Process • Design Elements Design Thinking - Intro • Select your area of interest for design project • Branch specific or General domain Domain Identification • AEIOU Framework • Role Playing • Interview • And many more methods available Observation • Identify Unarticulated/Unmet needs of User • Pleasure and Pain points • Story telling Empathy • Define the Problem Statement based on empathy of User • Right problem leads you to right solution Define Design Problem Mind Mapping
  • 13. • Multiple ideas/solutions for problem • Refine the problem statement with possible solutions • Opportunity mapping Ideation • After combining and refining, finally select the concept for your problem statement Concept Finalization • Very early & rough prototype • Made up of paper, cardboard, thermocole etc. whichever material is available Dirty Mock-ups • Functions • Features • User Expereince • Components Product Development • Revalidation • Reject • Redesign • Retain Customer Feedback SCAMPER tool
  • 15. THEORETICAL V/S REAL PROCESS FLOW
  • 17. EMPATHIZE OBSERVE IMMERSE ENGAGE • Observing users’ action and hypothesizing why they are acting a certain way • Generate the questions like – What, Why, When, Where, How….. • Become the user and live their experience by Role Playing • Visit the Industries for Observe, immerse, Engage (At least for 4 weeks*) • Interacting with User/Industry people about their products, processes and all related queries To Empathize the User one need to have observation again and again For better Empathy of User, students need to follow below mentioned steps -
  • 19. IMMERSE VIA ROLE PLAYING • In this activity student need to become the user and actually live their experiences. One need to put himself/herself into the shoes of user • During this process the innovator needs to envisage himself/ herself as the user of the desired product and identify, codify various needs from his/her perspective • During the immersion process, students and their guide can get insights about the non-codified and undocumented needs of the contemporary user/industry
  • 20. BEING THE USER AND PRIMARY PROBLEM IDENTIFICATION: • The group shall be divided into two: few members will be ‘role-playing the users’ and identifying the problems by first-hand experience and the rest of the group members will be video-graphing the interviews (primary users, secondary users, stake-holders, etc.) • The group members that would be role-playing are encouraged to perform the function in the industry/domain they visit, exactly how the actual user performs. • For example, for problem identification in a steering wheel of a car, the group must learn how to drive a car and understand how the steering wheel is being used and in how many different ways it can be used. • The members that would be video-graphing are suggested to record the videos at high fps (frame per second) to enable them to view the videos in slow motion at a later stage for reference and better understanding.
  • 21. ENGAGE VIA INTERVIEW • Interact and interview users through both scheduled and short “intercept” encounters (Formal/Informal) • Getting out of the building and actually talking to your users is probably the most uncomfortable but potentially most effective way, if it is done in right way • The thing here is not to directly go up and ask your user for the solution because most of the time they really don’t know about the solution and even about problem. Hence, Prepare the set of sequential questions to be asked to the same industry workers / executives / stake holders for thorough research • Engage them in conversations that allow users to tell stories of their experiences and a likely solution (Build the story like Environment) • All interviews are to be video-graphed, hence necessary equipment to be carried along with the logbook and necessary frameworks
  • 22. ACTIVITY • List uses of: –Paper clip –Screw driver –Pen –Stapler –Nail Cutter
  • 23. MOTHER NATURE IS ONE OF THE UNIVERSE'S MOST INCREDIBLE DESIGNERS
  • 24. Nature has already solved many of the problems we are grappling with
  • 25. THE CREATION OF VELCRO WAS ACTUALLY INSPIRED BY BURRS WHEN SWISS ENGINEER, GEORGE DE MESTRAL, FOUND THEM ON HIS DOG’S FUR
  • 27. THANK YOU A P _ PA R T H @ G T U . E D U . I N