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STAGE TOOLS
Empathy . POEMS
. Empathy map
Define . 5 Why
. Fishbone Diagram
Ideate . 1:3:1 Method
. 6-3-5-Method
. Brainstorming
. Prioritization Matrix (the idea priorities)
Prototype . Pluralistic Walkthrough
. Prototype to Test
Test . Feedback Capture Grid
. Testing Sheet
SUMMARY
Field Observation (POEMS)
What is it?
POEMS stands for People, Objects, Environments,
Messages, and Services.
This method provides a simple framework for quick and
surprisingly deep user and environment observation.
When To Use? Empathize stage in Design Thinking
Objectives
To guide your project during user observations and
provide a structure for notes, making it easier to
synthesize your notes and identify correlations and
contrasts.
Time Required
Can be used for quick observations (15 minutes) or long 1
hour more.
#Participants 1 facilitator + 1-6 participants
Supplies POEMS worksheet and a pen/pencil.
POEMS template
Context (Activities, location,…)
….
Observer Date
People
Objects
Environments
Messages
Services
Notes:
Template using guideline
1. Identify the context (subjects, activities, location,…)
2. Prepare & Understand the template:
• People – The demographics, roles, behavioral traits, and quantity of people in the environment
• Objects – The items the people are interacting with, including furniture, devices, machines, appliances, tools, etc.
• Environments – Observations about the architecture, lighting, furniture, temperature, atmosphere, etc.
• Messages – The tone of the language or commonly used phrases in tag lines, social/professional interactions, and/or
environmental messages
• Services – All services, apps, tools, and frameworks use
3. Observe & Fill out the template (Data collection):
• Breaking off on your own or with your small team.
• Sit quietly and observe your surroundings.
• Mark quick notes in each of the categories based on your findings.
4. Analyze & Reflect:
• Going through each category one-by-one and sharing.
• Track each observation on a sticky note and group like observations together.
Empathy Map
What is it?
The synthesis of information on the users through
visualization of what he says, does, thinks and feels.
It organizes the data and provide a deeper understanding
of users' feelings, thoughts, and experiences of the user (or
other agents subject to examination)
When To Use? Empathize stage in Design Thinking
Objectives
To foster empathy among team members, gain insights
into user perspectives, and uncover unmet needs and
pain points to inform the design process.
Time Required Approximately 30-45 minutes
#Participants 1 facilitator + 4-6 participants
Supplies
Provide each participant with a printed or digital
Empathy Map template, markers or pens, sticky notes.
HEAR
To visualize what the users experience
What do they hear in their surroundings?
SAY & DO
To visualize what the users experience
What do they express openly?
What actions and behaviors do they exhibit?
SEE
To visualize what the users experience
What do they see?
What catches their attention visually?
THINK & FEEL
Explore the emotions and thoughts of users.
What are their concerns, desires, or aspirations?
What are their emotional states?
PAIN
Pains (Gains, Pains): Identify users' frustrations and challenges.
What obstacles or difficulties do they face?
GAIN
Gains (Benefits, Jobs): Discover what users value and what
brings them joy
What are their goals, aspirations, or successes?
What improvements or positive outcomes do they expect?
Empathy Map Template
Template using guideline
1. Identify the context:
Identify the specific user or customer segment you're focusing on, considering demographics, behaviors, and needs.
2. Prepare & Understand the template:
A diagram are broken down into six areas. Each area of the diagram is filled in with the following questions about the client:
1. SEE - “What is the user seeing?” Description of what the client sees in his/her environment
2. HEAR - “What is the user hearing?” Description of how the environment influences the user;
3. THINK & FEEL - “What is the user actually thinking and feeling?” Exercise geared towards understanding how the
user’s mind works;
4. SAY & DO - “What is the user saying and doing?” Exercise geared towards understanding how the user behaves in
public and what he is thinking;
5. PAIN - “What difficulties is the user facing?” Description of the obstacles noticed by the user during his experience.
6. GAIN - “What are the user’s achievements?” Description of positive and promising attributes of the user.
Template using guideline (cont.)
3. Observe & Fill out the template (Data collection):
• Encourage team members to share any existing knowledge, observations, or interviews related to the user persona.
• Working collaboratively, place sticky notes on the respective sections of the Empathy Map, noting what the user Says,
Thinks, Feels, and Does.
4. Analyze & Reflect:
• Synthesize insights: As a group, discuss the information gathered, looking for patterns, discrepancies, and areas of
particular significance – Define the users’ pains and gains.
• Generate empathy statements: Based on the insights gained, craft empathy statements that reflect a deep understanding
of the user's experience.
• Reflect on implications: Discuss how the insights gained from the Empathy Map can inform the design process and guide
decision-making.
• Integrate into design solutions: Use the empathy-driven insights to inform ideation, prototyping, and testing phases,
ensuring that the solutions are tailored to meet the user's needs and preferences.
5 WHY Method
What is it?
A technique that involves asking "Why?" repeatedly to
uncover the root cause of a problem.
When To Use? Define stage in Design Thinking
Primary Goal
To identify the underlying causes of a problem, foster a
deeper understanding of issues, and develop targeted
solutions.
Time Required Approximately 30-60 minutes
#Participants 1 facilitator + 3-5 participants
Supplies
A whiteboard or flip chart with the 5-Why template,
markers, sticky notes
5 WHY Template
Why is the problem a problem?
1
2
3
4
5
?
?
?
?
?
Why?
Why?
Why?
Why?
E.g. problem description
E.g. direct impact
E.g. cause and effect
E.g. organizational hurdles
E.g. system hurdles
Key finding / Problem Statement
Template using guideline
1. Identify the problem:
Clearly state the problem or challenge that needs to be addressed.
2. Prepare & Understanding the template:
• Start with the first "Why": Ask why the problem occurred and write down the response.
• Repeat the question
• Ask "Why" Again: Based on the initial answer, ask why again to delve deeper into the root cause.
3. Fill out the template:
Continuously asking "Why" and documenting responses until the team reaches a point where further questioning doesn't yield
meaningful insights.
4. Analyze & Reflect:
• Analyze the root cause: Review the answers to identify the underlying, systemic cause of the problem.
• Develop solutions Once the root cause is identified, brainstorm potential solutions to address it.
5. Summarize the findings:
• Prioritize and implement solutions: Evaluate and prioritize the proposed solutions and create an action plan for
implementation.
• Monitor progress: Regularly assess the effectiveness of the implemented solutions and make adjustments as needed.
Fishbone Diagram
What is it?
A diagram to identify and organize potential causes of a
specific problem or effect.
When To Use? Define stage in Design Thinking
Objectives
To facilitate a structured brainstorming session that helps
a team explore and understand the root causes of a
problem.
Time Required Approximately 60-90 minutes
#Participants 1 facilitator + 4-8 participants
Supplies
A large whiteboard or flip chart with the Fishbone
Diagram template, markers, sticky notes.
Fishbone Diagram Template
Factors
Factors
Factors
Factors
Factors
Factors
Factors
Factors
Factors
Factors
Cause Cause
Cause
Cause
Cause
Problem
Statement
Factors
Factors
Cause
Template using guideline
1. Identify the context:
Clearly state the pre-defined problems/effects leading to the situation.
2. Prepare & Understanding the template:
• Problem Statement (Head of the Fish): This is the specific issue or challenge that you're seeking to understand better.
• Causes (Bones): Extending from the spine of the fish (which represents the problem), these are the major groups of factors that could
potentially contribute to the problem.
• Factors (Branches): Under each category, you list the specific factors or causes that could be contributing to the problem.
3. Fill out the template:
• Ask participants to individually brainstorm potential causes of the problem and write them on sticky notes.
• Have participants stick their notes on the whiteboard and group similar causes together, labeling each group to create categories.
• Draw the "fishbone" structure on the whiteboard with the defined problem at the head and attach each category of causes.
4. Analyze & Reflect:
• Within each category, prioritize the factor that seem most influential or critical to the problem. These will be considered as potential root
causes.
5. Summarize the findings:
• Discuss potential solutions or actions to address the identified root causes. Assign responsibilities and set timelines for implementation.
• Summarize the session, highlighting the identified root causes and planned actions. Confirm next steps and follow-up actions.
1:3:1 Method
What is it?
A method to empower everyone to make decisions, promote
ownership thinking, and enable us everyone to act it now.
The 1:3:1 framework is:
1: Identify a problem
3: Come up with three proposed solutions
1: Made a recommendation on the best proposed solution- if
possible, act on the best recommendation.
When To Use? Ideate stage in Design Thinking
Objectives
• To make efficient Problem Identification
• To diverse solution generation
• To the propose solutions and making a recommendation
Time Required Approximately 60-180 minutes (20-60 mins/ section)
#Participants 1 facilitator + 3-10 participants
Supplies
A whiteboard or flip chart with the 1:3:1 template, markers, sticky
notes
1:3:1 Method Template
Step 1. Problem Statement
Step 2. Solution proposals
Solution 1
What is this? Rationale? Pros and Cons? Are there any considerations?
Solution 2
What is this? Rationale? Pros and Cons? Are there any considerations?
Solution 3
What is this? Rationale? Pros and Cons? Are there any considerations?
Step 3. Recommendation and Action
(Describe the problems to be solved or the defined point of view)
Solution 1
What is this? Rationale? Pros and Cons? Are there any considerations?
Solution 2
What is this? Rationale? Pros and Cons? Are there any considerations?
Solution 3
What is this? Rationale? Pros and Cons? Are there any considerations?
Template using guideline
1. Identify the participants:
Select a diverse group of participants to provide varied perspectives.
2. Prepare & Understanding the template:
Explain the purpose of the session and the components of the template as listed in the template.
3. Fill out the template:
• All of the participants align on the Problem Statement at the beginning of the session.
• Work in groups and propose 03 Solutions for that problem with clearly describing the solution, providing the rationale and
considerations for each of the solutions in Solution Proposals area.
4. Vote & Analyze:
• Present the ideas of solutions.
• Conduct voting for the best solution based on the detailed analysis (fill out in the Recommendations and action area).
5. Summarize the findings:
• Discuss any notable insights or observations that arose during the session. Highlight key takeaways.
• Outline the immediate next steps that need to be taken following the session. This could include further research, planning, or
implementation.
• Specify any follow-up actions or meetings that may be necessary to track progress or address any new developments.
6-3-5 Brainwriting Technique
What is it?
A collaborative idea generation exercise, where 6 participants
generate 3 initial ideas in writing and then after 5 minutes,
they rotate their notes and repeat the process.
When To Use? Ideate stage in Design Thinking
Objectives
• To generate a large quantity of ideas in a short period.
• To foster diversity and depth in ideation by building upon
each other's contributions.
Time Required Approximately 30-45 minutes
#Participants 1 facilitator + 6 participants
Supplies
Sheets of paper, pens or pencils, a timer and the 6-3-5
Brainwriting Template
6-3-5 Brainwriting Template
Step 1. Problem Statement
(Describe the problems to be solved or the defined point of view)
Step 2. 6-3-5 Method
(perform the 6-3-5 method with the team)
Step 3. Consolidation
(the team members can now present their
ideas)
Step 4. Cluster
(cluster similar ideas and carry out the final evaluation round
with dot-voting)
(record the best ideas and assign priorities)
Step 5. Evaluate
5 mins/ each
Template using guideline
1. Identify the participants and problems:
• Identify six participants to start the brainwriting process with relevant experience and expertise.
• State the pre-defined issues/problems (the Problem Statement area)
2. Prepare & Understanding the template:
Explain the purpose of the session and the components of the template as listed in the template.
3. Fill out the template:
• Each participant begins by writing down three ideas within the specified time frame (The 6-3-5 ideas area).
• After the initial writing period, participants pass their sheet to the person on their right, who then builds upon the ideas.
• Repeat the process until each participant has contributed to every sheet.
4. Analyze & Reflect:
• Collect and display all the generated ideas for everyone to see (The Consolidation area).
• Encourage participants to discuss, refine, and cluster the ideas for further exploration (The Cluster area).
• Conduct a final evaluation round using dot-voting. Each team member is given a certain number of dots (usually stickers or
marks) to place next to the ideas they believe are the most promising or valuable (directly stick to the idea).
5. Summarize the findings:
The selected ideas are documented or recorded for further development (The Evaluation area).
Brainstorming
What is it?
One of the most established techniques for generating
ideas.
When To Use? Ideate stage in Design Thinking
Objectives
To generate new ideas in the group (quality through
quantity)
Time Required Approximately 10-60 minutes
#Participants 1 facilitator + 3-12 participants
Supplies
White board, marker, The Brainstorming template,
pencils.
Brainstorming Template
3
4
Clusters
Cluster now the found ideas
Findings
Record your findings and planned next steps.
Template using guideline
1. Identify the participants:
Select a diverse group of participants to provide varied perspectives.
2. Prepare & Understanding the template:
• Explain the purpose of the session and the components of the template as listed in the template.
• Present the Brainstorming rules and get the participants aligned.
3. Fill out the template:
• All of the participants align on the Problem Statement at the beginning of the session (Brainstorming session area)
• Work in groups or individuals to propose any insights or ideas for the topic (Brainstorming session area).
4. Cluster & Analyze:
• Categorize the ideas/ insights into groups (Cluster area.
• Conduct voting for the best solution based on the detailed analysis (fill out in the Finding area).
5. Summarize the findings:
• Discuss any notable insights or observations that arose during the session. Highlight key takeaways (Finding area).
• Outline the immediate next steps that need to be taken following the session.
• Specify any follow-up actions or meetings that may be necessary to track progress or address any new developments.
Prioritization Matrix
What is it?
Organize the ideas by prioritizing based on benefit and
ease of implementation.
When To Use? Ideate stage in Design Thinking
Primary Goal
How it can be applied to filter and focus on the most
promising ideas.
Time Required Approximately 30-60 minutes
#Participants 1 facilitator + 4-8 participants
Supplies
A whiteboard with the Prioritization Matrix template, a
large sheet of paper, markers, sticky notes, and pens for
each participant.
Prioritization Matrix Template
High Benefit
Difficult to
Implement
Idea A
Idea B
Idea C
Idea D
Idea H
Idea I
Idea E
Idea F
Idea G
Easy to
Implement
Low Benefit
Top Priority Challenge
Quick Wins Low Priority
Template using guideline
1. Identify the participants and problems:
• Define the problem or challenge you want to address.
• Assemble a diverse group of participants with varying
perspectives and expertise relevant to the problem.
2. Prepare & Understanding the template:
There are 04 quadrants:
• High Impact, Easy to Implement (Top Priority)
• High Impact, Difficult to Implement (Challenge),
• Low Impact, Easy to Implement (Quick Wins),
• Low Impact, Difficult to Implement (Low Priority).
3. Fill out the template:
• Encourage participants to individually evaluate their ideas and place
them on the template according to their perceived impact and
feasibility.
• Each participant should use sticky notes to represent their ideas,
placing them in the corresponding quadrant.
4. Analyze & Reflect:
• Facilitate a discussion where participants explain their placements,
focusing on the reasoning behind their choices.
• Encourage an open exchange of perspectives, allowing for
constructive feedback and clarification of each idea's potential.
5. Summarize the findings:
• Initiate a group discussion to collectively review and refine the
placements on the template.
• Identify commonalities and consensus on the top priority ideas (High
Impact, Easy to Implement).
• Discuss potential action steps for implementation, addressing any
challenges that may have been identified.
• Summarize the prioritized ideas and outline the next steps for
development or execution, assigning responsibilities if necessary.
Prototype to Test
What is it?
A structured tool to create tangible representations of ideas
or concepts for testing and feedback.
When To Use?
Prototype stage in Design Thinking.
Based on the assumptions to be verified, different variants are defined
and one selected. After the idea phase, the ideas are converted into
prototypes and tested with real users.
Objectives
• Let the user experience the idea and observe how he
interacts with the prototype.
• Deepen the understanding of the potential user.
• Validate needs and verify assumptions.
• Get feedback on different dimensions of desirability,
feasibility and feasibility.
Time Required Approximately 90-120 minutes
#Participants 1 facilitator + 3-6 participants
Supplies
A whiteboard or flip chart with the template, markers, sticky
notes
Prototype to Test Template
Step 1. Preparation
(Ideas have been selected for an experiment with a prototype)
…..
Why?
(Why do we want to build a prototype?)
…..
Step 2. HOW?
(How could we make it possible for the user to experiment this?)
Step 3. WHAT?
(Different prototypes to be built)
3A 3B 3C 3D
3E 3F 3G 3H
Step 4. Selection and detailing
(Selection of the most suitable scenario from the above ideas and their short descriptions)
Template using guideline
1. Identify the context:
• Identify the concept or idea that needs prototyping.
• Understand the goals and expected outcomes of the prototype.
2. Prepare & Understanding the template:
• Preparation: a selection of potential ideas for prototypes has already been made.
• Why?: To articulate the rationale behind creating a prototype. It encourages to clarify the specific goals, objectives, and
expected outcomes of the experiment.
• How?: Focus on the user's experience with the prototype. It prompts the team to consider the practical aspects of how the
user will interact with and test the prototype.
• What? : A concise explanation or summary of the prototype or experiment. It should provide a clear overview of what the
prototype is intended to achieve or demonstrate. This section is also about brainstorming and generating various prototype
ideas.
• Selection and detailing: After generating a range of prototype ideas (3A, 3B, etc.), this section guides the team in choosing the
most promising one. The chosen scenario is then further detailed and developed for actual prototyping.
Template using guideline
3. Fill out the template:
• Encourage participants to sketch their prototype, emphasizing key features and functionalities.
• Have participants list the materials required for building the prototype.
• Define the criteria for testing and evaluating the prototype.
4. Analyze & Reflect:
• Ask each participant to present their prototype and explain the rationale behind their design choices.
• Facilitate a discussion for feedback and suggestions from the group.
5. Summarize the findings:
• Summarize the feedback and suggestions collected during the session.
• Identify common themes or areas for improvement.
• Determine the next steps for refining the prototype based on the feedback received.
Pluralistic Walkthrough
What is it?
A collaborative evaluation to gain diverse perspectives on
a prototype or design solution.
When To Use? Prototype stage in Design Thinking
Primary Goal
To gather feedback from multiple stakeholders, uncover
potential usability issues, and generate insights for
iterative improvements.
Time Required Approximately 60-90 minutes
#Participants 1 facilitator + 5-8 participants
Supplies
The prototype or design solution, pens and a printed
Pluralistic Walkthrough template.
Pluralistic Walkthrough Template
1. User expectations:
3. Main findings:
2. Frequently mentioned:
4. Recommendations for actions:
Template using guideline
1. Identify the participants:
Select a diverse group of stakeholders, including end-users, subject matter experts, and other relevant parties.
2. Prepare & Understanding the template:
User Expectation: what users anticipated or expected from the product or experience. The initial assumptions or hopes users had before interacting
with the design.
Frequently Mentioned: recurring themes or topics that came up frequently during the research or testing session to provide insight into aspects of the
design that grabbed users' attention or caused notable reactions.
Main Findings: the key takeaways or discoveries from the research or testing.
Recommendation for action: the actionable steps or suggestions for improvement are outlined based on the findings with a clear path forward, offering
specific actions to address the identified issues or capitalize on the highlighted strengths.
3. Fill out the template:
• Begin the walkthrough by presenting the prototype or design solution to the participants.
• Encourage each participant to individually evaluate and annotate the template, noting areas of concern, providing comments, and suggesting
recommendations.
4. Analyze & Reflect:
• Once all participants have completed their evaluations, facilitate a group discussion to share insights and perspectives.
• Encourage participants to discuss commonalities and differences in their feedback.
5. Summarize the findings:
Feedback Capture Grid
What is it?
A tool used to systematically collect, organize, and analyze
feedback from various stakeholders.
When To Use? Test stage in Design Thinking
Primary Goal
• To consolidate diverse perspectives and insights from
stakeholders.
• To identify recurring patterns and potential design
opportunities.
• To guide iterative refinement of prototypes or solutions.
Time Required Approximately 60-90 minutes
#Participants 1 facilitator + 4-8 participants
Supplies
A whiteboard or flip chart with the template, markers,
sticky notes
Feedback Capture Grid Template
I Like…
(Things you like or find remarkable)
I Wish…
(Things that need to be changed or improved)
Ideas…
(Ideas that have arisen from the experience
of presentation)
Questions…
(Questions that have arisen)
Template using guideline
1. Identify the participants and context:
• Define the session's focus (e.g., a specific prototype, concept, or phase).
• Identify relevant stakeholders and invite them to participate.
2. Prepare & Understanding the template:
Explain the purpose of the session and the components of the template as listed in the template.
3. Fill out the template:
• Ask each participant to write their feedback in the appropriate sections of the grid.
• Encourage them to be specific and concise.
4. Analyze & Reflect:
• Once feedback is collected, facilitate a discussion to identify common themes and patterns.
• Reflect on the insights gained and their implications for refining the design.
5. Summarize the findings:
• Document key takeaways and insights from the feedback session.
• Use this summary to inform the next steps in the design process, whether it's iterating on the current solution or exploring
new directions.
Testing Sheet
What is it?
The test of the respective prototype takes place in
interaction with a potential user.
When To Use? Test stage in Design Thinking
Objectives
To evaluate the prototype's effectiveness in meeting user
needs and uncover opportunities for improvement,
ultimately refining the final design.
Time Required Approximately 60-120 minutes
#Participants 1 facilitator + 5-10 participants
Supplies
A whiteboard or flip chart with the 5-Why template,
markers, sticky notes
Testing Sheet Template
Description of the test scenario
Where and how is it tested
Description of the test criteria
What are the criteria of the test
Procedure
Description of the process
Roles
Description of the distribution
Questions
Key questions should be asked
Test results:
Documentation of the test, ideally documented with photos or short videos
Learnings:
Summary of the findings or conclusions
1
2
3
Template using guideline
1. Identify the problem:
• Select a cross-functional team with diverse perspectives and expertise.
• Define the purpose of the testing session and set specific goals.
2. Prepare & Understanding the template:
Explain the purpose of the session and the components of the template as listed in the template.
3. Fill out the template:
• Conduct the testing session, ensuring participants interact with the prototype.
• Encourage participants to record their observations, thoughts, and suggestions in the designated sections of the template.
4. Analyze & Reflect:
• Gather all completed Testing Sheets and review the feedback collectively.
• Identify common themes, pain points, and positive feedback to inform the iteration process.
5. Summarize the findings:
• Compile a summary report consolidating the key insights from the testing session.
• Prioritize actionable feedback and outline next steps for refining the prototype.

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Design Thinking toolset abcxyzd.pptx.pdf

  • 1. STAGE TOOLS Empathy . POEMS . Empathy map Define . 5 Why . Fishbone Diagram Ideate . 1:3:1 Method . 6-3-5-Method . Brainstorming . Prioritization Matrix (the idea priorities) Prototype . Pluralistic Walkthrough . Prototype to Test Test . Feedback Capture Grid . Testing Sheet SUMMARY
  • 2. Field Observation (POEMS) What is it? POEMS stands for People, Objects, Environments, Messages, and Services. This method provides a simple framework for quick and surprisingly deep user and environment observation. When To Use? Empathize stage in Design Thinking Objectives To guide your project during user observations and provide a structure for notes, making it easier to synthesize your notes and identify correlations and contrasts. Time Required Can be used for quick observations (15 minutes) or long 1 hour more. #Participants 1 facilitator + 1-6 participants Supplies POEMS worksheet and a pen/pencil.
  • 3. POEMS template Context (Activities, location,…) …. Observer Date People Objects Environments Messages Services Notes:
  • 4. Template using guideline 1. Identify the context (subjects, activities, location,…) 2. Prepare & Understand the template: • People – The demographics, roles, behavioral traits, and quantity of people in the environment • Objects – The items the people are interacting with, including furniture, devices, machines, appliances, tools, etc. • Environments – Observations about the architecture, lighting, furniture, temperature, atmosphere, etc. • Messages – The tone of the language or commonly used phrases in tag lines, social/professional interactions, and/or environmental messages • Services – All services, apps, tools, and frameworks use 3. Observe & Fill out the template (Data collection): • Breaking off on your own or with your small team. • Sit quietly and observe your surroundings. • Mark quick notes in each of the categories based on your findings. 4. Analyze & Reflect: • Going through each category one-by-one and sharing. • Track each observation on a sticky note and group like observations together.
  • 5. Empathy Map What is it? The synthesis of information on the users through visualization of what he says, does, thinks and feels. It organizes the data and provide a deeper understanding of users' feelings, thoughts, and experiences of the user (or other agents subject to examination) When To Use? Empathize stage in Design Thinking Objectives To foster empathy among team members, gain insights into user perspectives, and uncover unmet needs and pain points to inform the design process. Time Required Approximately 30-45 minutes #Participants 1 facilitator + 4-6 participants Supplies Provide each participant with a printed or digital Empathy Map template, markers or pens, sticky notes.
  • 6. HEAR To visualize what the users experience What do they hear in their surroundings? SAY & DO To visualize what the users experience What do they express openly? What actions and behaviors do they exhibit? SEE To visualize what the users experience What do they see? What catches their attention visually? THINK & FEEL Explore the emotions and thoughts of users. What are their concerns, desires, or aspirations? What are their emotional states? PAIN Pains (Gains, Pains): Identify users' frustrations and challenges. What obstacles or difficulties do they face? GAIN Gains (Benefits, Jobs): Discover what users value and what brings them joy What are their goals, aspirations, or successes? What improvements or positive outcomes do they expect? Empathy Map Template
  • 7. Template using guideline 1. Identify the context: Identify the specific user or customer segment you're focusing on, considering demographics, behaviors, and needs. 2. Prepare & Understand the template: A diagram are broken down into six areas. Each area of the diagram is filled in with the following questions about the client: 1. SEE - “What is the user seeing?” Description of what the client sees in his/her environment 2. HEAR - “What is the user hearing?” Description of how the environment influences the user; 3. THINK & FEEL - “What is the user actually thinking and feeling?” Exercise geared towards understanding how the user’s mind works; 4. SAY & DO - “What is the user saying and doing?” Exercise geared towards understanding how the user behaves in public and what he is thinking; 5. PAIN - “What difficulties is the user facing?” Description of the obstacles noticed by the user during his experience. 6. GAIN - “What are the user’s achievements?” Description of positive and promising attributes of the user.
  • 8. Template using guideline (cont.) 3. Observe & Fill out the template (Data collection): • Encourage team members to share any existing knowledge, observations, or interviews related to the user persona. • Working collaboratively, place sticky notes on the respective sections of the Empathy Map, noting what the user Says, Thinks, Feels, and Does. 4. Analyze & Reflect: • Synthesize insights: As a group, discuss the information gathered, looking for patterns, discrepancies, and areas of particular significance – Define the users’ pains and gains. • Generate empathy statements: Based on the insights gained, craft empathy statements that reflect a deep understanding of the user's experience. • Reflect on implications: Discuss how the insights gained from the Empathy Map can inform the design process and guide decision-making. • Integrate into design solutions: Use the empathy-driven insights to inform ideation, prototyping, and testing phases, ensuring that the solutions are tailored to meet the user's needs and preferences.
  • 9. 5 WHY Method What is it? A technique that involves asking "Why?" repeatedly to uncover the root cause of a problem. When To Use? Define stage in Design Thinking Primary Goal To identify the underlying causes of a problem, foster a deeper understanding of issues, and develop targeted solutions. Time Required Approximately 30-60 minutes #Participants 1 facilitator + 3-5 participants Supplies A whiteboard or flip chart with the 5-Why template, markers, sticky notes
  • 10. 5 WHY Template Why is the problem a problem? 1 2 3 4 5 ? ? ? ? ? Why? Why? Why? Why? E.g. problem description E.g. direct impact E.g. cause and effect E.g. organizational hurdles E.g. system hurdles Key finding / Problem Statement
  • 11. Template using guideline 1. Identify the problem: Clearly state the problem or challenge that needs to be addressed. 2. Prepare & Understanding the template: • Start with the first "Why": Ask why the problem occurred and write down the response. • Repeat the question • Ask "Why" Again: Based on the initial answer, ask why again to delve deeper into the root cause. 3. Fill out the template: Continuously asking "Why" and documenting responses until the team reaches a point where further questioning doesn't yield meaningful insights. 4. Analyze & Reflect: • Analyze the root cause: Review the answers to identify the underlying, systemic cause of the problem. • Develop solutions Once the root cause is identified, brainstorm potential solutions to address it. 5. Summarize the findings: • Prioritize and implement solutions: Evaluate and prioritize the proposed solutions and create an action plan for implementation. • Monitor progress: Regularly assess the effectiveness of the implemented solutions and make adjustments as needed.
  • 12. Fishbone Diagram What is it? A diagram to identify and organize potential causes of a specific problem or effect. When To Use? Define stage in Design Thinking Objectives To facilitate a structured brainstorming session that helps a team explore and understand the root causes of a problem. Time Required Approximately 60-90 minutes #Participants 1 facilitator + 4-8 participants Supplies A large whiteboard or flip chart with the Fishbone Diagram template, markers, sticky notes.
  • 14. Template using guideline 1. Identify the context: Clearly state the pre-defined problems/effects leading to the situation. 2. Prepare & Understanding the template: • Problem Statement (Head of the Fish): This is the specific issue or challenge that you're seeking to understand better. • Causes (Bones): Extending from the spine of the fish (which represents the problem), these are the major groups of factors that could potentially contribute to the problem. • Factors (Branches): Under each category, you list the specific factors or causes that could be contributing to the problem. 3. Fill out the template: • Ask participants to individually brainstorm potential causes of the problem and write them on sticky notes. • Have participants stick their notes on the whiteboard and group similar causes together, labeling each group to create categories. • Draw the "fishbone" structure on the whiteboard with the defined problem at the head and attach each category of causes. 4. Analyze & Reflect: • Within each category, prioritize the factor that seem most influential or critical to the problem. These will be considered as potential root causes. 5. Summarize the findings: • Discuss potential solutions or actions to address the identified root causes. Assign responsibilities and set timelines for implementation. • Summarize the session, highlighting the identified root causes and planned actions. Confirm next steps and follow-up actions.
  • 15. 1:3:1 Method What is it? A method to empower everyone to make decisions, promote ownership thinking, and enable us everyone to act it now. The 1:3:1 framework is: 1: Identify a problem 3: Come up with three proposed solutions 1: Made a recommendation on the best proposed solution- if possible, act on the best recommendation. When To Use? Ideate stage in Design Thinking Objectives • To make efficient Problem Identification • To diverse solution generation • To the propose solutions and making a recommendation Time Required Approximately 60-180 minutes (20-60 mins/ section) #Participants 1 facilitator + 3-10 participants Supplies A whiteboard or flip chart with the 1:3:1 template, markers, sticky notes
  • 16. 1:3:1 Method Template Step 1. Problem Statement Step 2. Solution proposals Solution 1 What is this? Rationale? Pros and Cons? Are there any considerations? Solution 2 What is this? Rationale? Pros and Cons? Are there any considerations? Solution 3 What is this? Rationale? Pros and Cons? Are there any considerations? Step 3. Recommendation and Action (Describe the problems to be solved or the defined point of view) Solution 1 What is this? Rationale? Pros and Cons? Are there any considerations? Solution 2 What is this? Rationale? Pros and Cons? Are there any considerations? Solution 3 What is this? Rationale? Pros and Cons? Are there any considerations?
  • 17. Template using guideline 1. Identify the participants: Select a diverse group of participants to provide varied perspectives. 2. Prepare & Understanding the template: Explain the purpose of the session and the components of the template as listed in the template. 3. Fill out the template: • All of the participants align on the Problem Statement at the beginning of the session. • Work in groups and propose 03 Solutions for that problem with clearly describing the solution, providing the rationale and considerations for each of the solutions in Solution Proposals area. 4. Vote & Analyze: • Present the ideas of solutions. • Conduct voting for the best solution based on the detailed analysis (fill out in the Recommendations and action area). 5. Summarize the findings: • Discuss any notable insights or observations that arose during the session. Highlight key takeaways. • Outline the immediate next steps that need to be taken following the session. This could include further research, planning, or implementation. • Specify any follow-up actions or meetings that may be necessary to track progress or address any new developments.
  • 18. 6-3-5 Brainwriting Technique What is it? A collaborative idea generation exercise, where 6 participants generate 3 initial ideas in writing and then after 5 minutes, they rotate their notes and repeat the process. When To Use? Ideate stage in Design Thinking Objectives • To generate a large quantity of ideas in a short period. • To foster diversity and depth in ideation by building upon each other's contributions. Time Required Approximately 30-45 minutes #Participants 1 facilitator + 6 participants Supplies Sheets of paper, pens or pencils, a timer and the 6-3-5 Brainwriting Template
  • 19. 6-3-5 Brainwriting Template Step 1. Problem Statement (Describe the problems to be solved or the defined point of view) Step 2. 6-3-5 Method (perform the 6-3-5 method with the team) Step 3. Consolidation (the team members can now present their ideas) Step 4. Cluster (cluster similar ideas and carry out the final evaluation round with dot-voting) (record the best ideas and assign priorities) Step 5. Evaluate 5 mins/ each
  • 20. Template using guideline 1. Identify the participants and problems: • Identify six participants to start the brainwriting process with relevant experience and expertise. • State the pre-defined issues/problems (the Problem Statement area) 2. Prepare & Understanding the template: Explain the purpose of the session and the components of the template as listed in the template. 3. Fill out the template: • Each participant begins by writing down three ideas within the specified time frame (The 6-3-5 ideas area). • After the initial writing period, participants pass their sheet to the person on their right, who then builds upon the ideas. • Repeat the process until each participant has contributed to every sheet. 4. Analyze & Reflect: • Collect and display all the generated ideas for everyone to see (The Consolidation area). • Encourage participants to discuss, refine, and cluster the ideas for further exploration (The Cluster area). • Conduct a final evaluation round using dot-voting. Each team member is given a certain number of dots (usually stickers or marks) to place next to the ideas they believe are the most promising or valuable (directly stick to the idea). 5. Summarize the findings: The selected ideas are documented or recorded for further development (The Evaluation area).
  • 21. Brainstorming What is it? One of the most established techniques for generating ideas. When To Use? Ideate stage in Design Thinking Objectives To generate new ideas in the group (quality through quantity) Time Required Approximately 10-60 minutes #Participants 1 facilitator + 3-12 participants Supplies White board, marker, The Brainstorming template, pencils.
  • 22. Brainstorming Template 3 4 Clusters Cluster now the found ideas Findings Record your findings and planned next steps.
  • 23. Template using guideline 1. Identify the participants: Select a diverse group of participants to provide varied perspectives. 2. Prepare & Understanding the template: • Explain the purpose of the session and the components of the template as listed in the template. • Present the Brainstorming rules and get the participants aligned. 3. Fill out the template: • All of the participants align on the Problem Statement at the beginning of the session (Brainstorming session area) • Work in groups or individuals to propose any insights or ideas for the topic (Brainstorming session area). 4. Cluster & Analyze: • Categorize the ideas/ insights into groups (Cluster area. • Conduct voting for the best solution based on the detailed analysis (fill out in the Finding area). 5. Summarize the findings: • Discuss any notable insights or observations that arose during the session. Highlight key takeaways (Finding area). • Outline the immediate next steps that need to be taken following the session. • Specify any follow-up actions or meetings that may be necessary to track progress or address any new developments.
  • 24. Prioritization Matrix What is it? Organize the ideas by prioritizing based on benefit and ease of implementation. When To Use? Ideate stage in Design Thinking Primary Goal How it can be applied to filter and focus on the most promising ideas. Time Required Approximately 30-60 minutes #Participants 1 facilitator + 4-8 participants Supplies A whiteboard with the Prioritization Matrix template, a large sheet of paper, markers, sticky notes, and pens for each participant.
  • 25. Prioritization Matrix Template High Benefit Difficult to Implement Idea A Idea B Idea C Idea D Idea H Idea I Idea E Idea F Idea G Easy to Implement Low Benefit Top Priority Challenge Quick Wins Low Priority
  • 26. Template using guideline 1. Identify the participants and problems: • Define the problem or challenge you want to address. • Assemble a diverse group of participants with varying perspectives and expertise relevant to the problem. 2. Prepare & Understanding the template: There are 04 quadrants: • High Impact, Easy to Implement (Top Priority) • High Impact, Difficult to Implement (Challenge), • Low Impact, Easy to Implement (Quick Wins), • Low Impact, Difficult to Implement (Low Priority). 3. Fill out the template: • Encourage participants to individually evaluate their ideas and place them on the template according to their perceived impact and feasibility. • Each participant should use sticky notes to represent their ideas, placing them in the corresponding quadrant. 4. Analyze & Reflect: • Facilitate a discussion where participants explain their placements, focusing on the reasoning behind their choices. • Encourage an open exchange of perspectives, allowing for constructive feedback and clarification of each idea's potential. 5. Summarize the findings: • Initiate a group discussion to collectively review and refine the placements on the template. • Identify commonalities and consensus on the top priority ideas (High Impact, Easy to Implement). • Discuss potential action steps for implementation, addressing any challenges that may have been identified. • Summarize the prioritized ideas and outline the next steps for development or execution, assigning responsibilities if necessary.
  • 27. Prototype to Test What is it? A structured tool to create tangible representations of ideas or concepts for testing and feedback. When To Use? Prototype stage in Design Thinking. Based on the assumptions to be verified, different variants are defined and one selected. After the idea phase, the ideas are converted into prototypes and tested with real users. Objectives • Let the user experience the idea and observe how he interacts with the prototype. • Deepen the understanding of the potential user. • Validate needs and verify assumptions. • Get feedback on different dimensions of desirability, feasibility and feasibility. Time Required Approximately 90-120 minutes #Participants 1 facilitator + 3-6 participants Supplies A whiteboard or flip chart with the template, markers, sticky notes
  • 28. Prototype to Test Template Step 1. Preparation (Ideas have been selected for an experiment with a prototype) ….. Why? (Why do we want to build a prototype?) ….. Step 2. HOW? (How could we make it possible for the user to experiment this?) Step 3. WHAT? (Different prototypes to be built) 3A 3B 3C 3D 3E 3F 3G 3H Step 4. Selection and detailing (Selection of the most suitable scenario from the above ideas and their short descriptions)
  • 29. Template using guideline 1. Identify the context: • Identify the concept or idea that needs prototyping. • Understand the goals and expected outcomes of the prototype. 2. Prepare & Understanding the template: • Preparation: a selection of potential ideas for prototypes has already been made. • Why?: To articulate the rationale behind creating a prototype. It encourages to clarify the specific goals, objectives, and expected outcomes of the experiment. • How?: Focus on the user's experience with the prototype. It prompts the team to consider the practical aspects of how the user will interact with and test the prototype. • What? : A concise explanation or summary of the prototype or experiment. It should provide a clear overview of what the prototype is intended to achieve or demonstrate. This section is also about brainstorming and generating various prototype ideas. • Selection and detailing: After generating a range of prototype ideas (3A, 3B, etc.), this section guides the team in choosing the most promising one. The chosen scenario is then further detailed and developed for actual prototyping.
  • 30. Template using guideline 3. Fill out the template: • Encourage participants to sketch their prototype, emphasizing key features and functionalities. • Have participants list the materials required for building the prototype. • Define the criteria for testing and evaluating the prototype. 4. Analyze & Reflect: • Ask each participant to present their prototype and explain the rationale behind their design choices. • Facilitate a discussion for feedback and suggestions from the group. 5. Summarize the findings: • Summarize the feedback and suggestions collected during the session. • Identify common themes or areas for improvement. • Determine the next steps for refining the prototype based on the feedback received.
  • 31. Pluralistic Walkthrough What is it? A collaborative evaluation to gain diverse perspectives on a prototype or design solution. When To Use? Prototype stage in Design Thinking Primary Goal To gather feedback from multiple stakeholders, uncover potential usability issues, and generate insights for iterative improvements. Time Required Approximately 60-90 minutes #Participants 1 facilitator + 5-8 participants Supplies The prototype or design solution, pens and a printed Pluralistic Walkthrough template.
  • 32. Pluralistic Walkthrough Template 1. User expectations: 3. Main findings: 2. Frequently mentioned: 4. Recommendations for actions:
  • 33. Template using guideline 1. Identify the participants: Select a diverse group of stakeholders, including end-users, subject matter experts, and other relevant parties. 2. Prepare & Understanding the template: User Expectation: what users anticipated or expected from the product or experience. The initial assumptions or hopes users had before interacting with the design. Frequently Mentioned: recurring themes or topics that came up frequently during the research or testing session to provide insight into aspects of the design that grabbed users' attention or caused notable reactions. Main Findings: the key takeaways or discoveries from the research or testing. Recommendation for action: the actionable steps or suggestions for improvement are outlined based on the findings with a clear path forward, offering specific actions to address the identified issues or capitalize on the highlighted strengths. 3. Fill out the template: • Begin the walkthrough by presenting the prototype or design solution to the participants. • Encourage each participant to individually evaluate and annotate the template, noting areas of concern, providing comments, and suggesting recommendations. 4. Analyze & Reflect: • Once all participants have completed their evaluations, facilitate a group discussion to share insights and perspectives. • Encourage participants to discuss commonalities and differences in their feedback. 5. Summarize the findings:
  • 34. Feedback Capture Grid What is it? A tool used to systematically collect, organize, and analyze feedback from various stakeholders. When To Use? Test stage in Design Thinking Primary Goal • To consolidate diverse perspectives and insights from stakeholders. • To identify recurring patterns and potential design opportunities. • To guide iterative refinement of prototypes or solutions. Time Required Approximately 60-90 minutes #Participants 1 facilitator + 4-8 participants Supplies A whiteboard or flip chart with the template, markers, sticky notes
  • 35. Feedback Capture Grid Template I Like… (Things you like or find remarkable) I Wish… (Things that need to be changed or improved) Ideas… (Ideas that have arisen from the experience of presentation) Questions… (Questions that have arisen)
  • 36. Template using guideline 1. Identify the participants and context: • Define the session's focus (e.g., a specific prototype, concept, or phase). • Identify relevant stakeholders and invite them to participate. 2. Prepare & Understanding the template: Explain the purpose of the session and the components of the template as listed in the template. 3. Fill out the template: • Ask each participant to write their feedback in the appropriate sections of the grid. • Encourage them to be specific and concise. 4. Analyze & Reflect: • Once feedback is collected, facilitate a discussion to identify common themes and patterns. • Reflect on the insights gained and their implications for refining the design. 5. Summarize the findings: • Document key takeaways and insights from the feedback session. • Use this summary to inform the next steps in the design process, whether it's iterating on the current solution or exploring new directions.
  • 37. Testing Sheet What is it? The test of the respective prototype takes place in interaction with a potential user. When To Use? Test stage in Design Thinking Objectives To evaluate the prototype's effectiveness in meeting user needs and uncover opportunities for improvement, ultimately refining the final design. Time Required Approximately 60-120 minutes #Participants 1 facilitator + 5-10 participants Supplies A whiteboard or flip chart with the 5-Why template, markers, sticky notes
  • 38. Testing Sheet Template Description of the test scenario Where and how is it tested Description of the test criteria What are the criteria of the test Procedure Description of the process Roles Description of the distribution Questions Key questions should be asked Test results: Documentation of the test, ideally documented with photos or short videos Learnings: Summary of the findings or conclusions 1 2 3
  • 39. Template using guideline 1. Identify the problem: • Select a cross-functional team with diverse perspectives and expertise. • Define the purpose of the testing session and set specific goals. 2. Prepare & Understanding the template: Explain the purpose of the session and the components of the template as listed in the template. 3. Fill out the template: • Conduct the testing session, ensuring participants interact with the prototype. • Encourage participants to record their observations, thoughts, and suggestions in the designated sections of the template. 4. Analyze & Reflect: • Gather all completed Testing Sheets and review the feedback collectively. • Identify common themes, pain points, and positive feedback to inform the iteration process. 5. Summarize the findings: • Compile a summary report consolidating the key insights from the testing session. • Prioritize actionable feedback and outline next steps for refining the prototype.