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Design Thinking
Module 1
William Oakes
Different Problem Types
Logical Story Decision- Diagnosis- Design
Making Solution
Algorithmic Rule- Trouble- Case
Using shooting Analysis
Well-defined Ill-structured
More abstract context Real-world
Single, correct answer Multiple
solutions
Constrained
Information Provided Many unknowns
Source: Jonassen (2000). Toward a Design Theory of Problem Solving.
Developing Design Expertise
Novice
Expert
I. Explore the Challenge
Contrasting
Strategies Title
What Beginning
Designers Do
What Informed
Designers Do
Tools
Premature / Delayed
Decision Making
Treat design as well-
structured and make
premature design
decisions
Delay making
decisions in order to
explore challenge,
learn about critical
issues
Functional
descriptions,
Problem Scoping
Skip / Do Research
& Info Searches
Skip doing research and
information searched,
and instead start
generating design
solutions immediately.
Do research and
information searched
about the problem,
includeing materials,
prior art, users,
product histories, etc.
Studying prior art,
Product history
and analysis,
Researching
users
Confounded/ Valid
Investigations
Do few early
investigations or conduct
confounded tests that
build little understanding
of the design problem.
Do valid investigations
to help them learn
quickly about design
variables, users,
materials, & how
things work.
Product
dissections,
Product
comparisons
Source: Crismond, D. (2007). Contrasting strategies of beginning and informed
designers: One representation of learning progressions in engineering design.
II. Generate, Build & Communicate Ideas
Contrasting
Strategies Title
What Beginning
Designers Do
What Informed
Designers Do
Tools
Idea Fixation /
Idea Fluency
Fixate on first design
ideas, which they
won’t let go of, and
work depth-first in
developing a single
plan.
Practice idea fluency via
brainstorming, sketching,
and rapid prototyping,
and use gestures, words,
& artifacts to
communicate these ideas
Brainstorming,
Constraint Relaxation
& “Dream Designing”,
Database Searches,
Rapid Prototyping,
Task Sequencing
Surface / Deep
Drawing &
Modeling
Describe & sketch
surface features of
device that would not
work if built.
Make drawings and
models that show how
parts connect and
interact well, and models
that test key features.
Alternate Sequencing
for Sketching,
Discussions &
Annotated Sketches,
Gestures and Artifacts
as Stand-ins for
Drawings
Unfocused /
Diagnostic Vision
Have a generalized
unfocused way of
viewing tests and
troubleshooting their
ideas.
Use diagnostic vision to
focus their attention while
troubleshoot critical
areas of the design plans
and products.
Cognitive Training,
Teaching Modeling &
Coaching
Source: Crismond, D. (2007). Contrasting strategies of beginning and informed
designers: One representation of learning progressions in engineering design.
III. Test & Evaluate Solutions, Reflect on Practice
Contrasting
Strategies Title
What Beginning
Designers Do
What Informed
Designers Do
Tools
Ignore / Balance
Benefits &
Tradeoffs in
Making Decisions
Ignore or pay too much
attention to constraints
and focus on + or –
aspects of ideas
without also thinking of
benefits and tradeoffs.
Balance systems of
benefits and tradeoffs
when making design
decisions, and use
guidelines and rules-of-
thumb to make these
choices.
Design decision charts,
Design Guidelines,
Heuristics & Rules-of-
Thumb
Haphazard,
Linear /
Iterative,
Managed Design
Design in a haphazard
ways, working on
whatever problems
emerge, or treat design
as a set of steps to be
done once in linear
order.
Do design as an iterative
process, improving ideas
based on feedback, and
use strategies in any
order, as needed, in a
managed way.
Project & Time
Management, Design
Process Knowledge
and Support
Tacit / Reflective
Thinking*
Do tacit designing
when they think with
little self-reflection &
monitoring of actions.
Practice reflective thinking
by keeping tabs on design
work in a metacognitive
way.
Design Notebooks and
Portfolios, Computer-
supported structured
reflections
Source: Crismond, D. (2007). Contrasting strategies of beginning and informed
designers: One representation of learning progressions in engineering design.
*Self-monitoring is associated with higher levels of design performance and product
quality (Adams & Atman, 2000).
Characteristics of Designers
Good designers have the ability to:
Tolerate ambiguity that shows up in
viewing design as inquiry or as an
iterative loop of divergent-
convergent thinking
Maintain sight of the big picture by
including systems thinking and
systems design
Handle uncertainty
Dym, Agogino, Eris, Frey, and Leifer (2005)
Characteristics of Designers
Good designers have the ability to:
Make decisions
Think as part of a team in a
social process
Think and communicate in the
several languages of design
Dym, Agogino, Eris, Frey, and Leifer (2005)
Designer’s challenge: Not exhibiting the
“Novice concepts of design”
Newstetter and McCracken (2001, p. 67-
68) list five, but I would like to challenge
you on three of them!
Design arrogance – Students do not
place their designs in the context of the
environment in which the design will
reside. The “arrogantly” ignore the
constraints of the user (whether that is a
machine or a person). They often
design for themselves.
Designer’s challenge: Not exhibiting the
“Novice concepts of design”, cont.
Design shutdown – Students tend to focus
on single point solutions to problems once
beyond the ideation stage. In other words,
once they have an idea, they stop considering
alternative and focus all their energy on that
one solution regardless of its feasibility.
Design routinization – Students act as
though designing is a serial/linear process.
The way they deal with design problems
resembles the linear parsing of the algebra
problem. Iteration, revisiting past decisions
and evaluating alternatives is not in their
process model.
Learning by doing
Students learn by making mistakes,
reflecting and trying again
Prototypes
Prototyping….rough, quick, very
iterative
o IDEO working with Gyrus ACMI to design
new apparatus for operating on delicate
nasal tissues
o Prototype:
http://cataligninnovation.blogspot.com/2008/11/prototyping-foundational-competency-of.html
From IDEO
HCD
Toolkit
What do people
desire?
What can
be
financially
viable?
What is
technically and
organizationally
feasible?
D.Mindsets
http://dschool.stanford.edu/wp-content/uploads/2011/03/
BootcampBootleg2010v2SLIM.pdf
D.Mindsets
http://dschool.stanford.edu/wp-content/uploads/2011/03/
BootcampBootleg2010v2SLIM.pdf
D.Mindsets
http://dschool.stanford.edu/wp-content/uploads/2011/03/
BootcampBootleg2010v2SLIM.pdf
Human-Centered Design…
 Human-Centered Design as a Process
 Human-Centered Design as a Mindset
People &
Prototype
s
EPICS Design Process
(www.purdue.edu/epics)_
Purdue EPICS Page
Design Documents EPICS Design
Process
EPICS Design Process
Design_thinking_slidesDesign_thinking_slide_week9.pptx
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Design_thinking_slidesDesign_thinking_slide_week9.pptx

  • 2. Different Problem Types Logical Story Decision- Diagnosis- Design Making Solution Algorithmic Rule- Trouble- Case Using shooting Analysis Well-defined Ill-structured More abstract context Real-world Single, correct answer Multiple solutions Constrained Information Provided Many unknowns Source: Jonassen (2000). Toward a Design Theory of Problem Solving.
  • 4. I. Explore the Challenge Contrasting Strategies Title What Beginning Designers Do What Informed Designers Do Tools Premature / Delayed Decision Making Treat design as well- structured and make premature design decisions Delay making decisions in order to explore challenge, learn about critical issues Functional descriptions, Problem Scoping Skip / Do Research & Info Searches Skip doing research and information searched, and instead start generating design solutions immediately. Do research and information searched about the problem, includeing materials, prior art, users, product histories, etc. Studying prior art, Product history and analysis, Researching users Confounded/ Valid Investigations Do few early investigations or conduct confounded tests that build little understanding of the design problem. Do valid investigations to help them learn quickly about design variables, users, materials, & how things work. Product dissections, Product comparisons Source: Crismond, D. (2007). Contrasting strategies of beginning and informed designers: One representation of learning progressions in engineering design.
  • 5. II. Generate, Build & Communicate Ideas Contrasting Strategies Title What Beginning Designers Do What Informed Designers Do Tools Idea Fixation / Idea Fluency Fixate on first design ideas, which they won’t let go of, and work depth-first in developing a single plan. Practice idea fluency via brainstorming, sketching, and rapid prototyping, and use gestures, words, & artifacts to communicate these ideas Brainstorming, Constraint Relaxation & “Dream Designing”, Database Searches, Rapid Prototyping, Task Sequencing Surface / Deep Drawing & Modeling Describe & sketch surface features of device that would not work if built. Make drawings and models that show how parts connect and interact well, and models that test key features. Alternate Sequencing for Sketching, Discussions & Annotated Sketches, Gestures and Artifacts as Stand-ins for Drawings Unfocused / Diagnostic Vision Have a generalized unfocused way of viewing tests and troubleshooting their ideas. Use diagnostic vision to focus their attention while troubleshoot critical areas of the design plans and products. Cognitive Training, Teaching Modeling & Coaching Source: Crismond, D. (2007). Contrasting strategies of beginning and informed designers: One representation of learning progressions in engineering design.
  • 6. III. Test & Evaluate Solutions, Reflect on Practice Contrasting Strategies Title What Beginning Designers Do What Informed Designers Do Tools Ignore / Balance Benefits & Tradeoffs in Making Decisions Ignore or pay too much attention to constraints and focus on + or – aspects of ideas without also thinking of benefits and tradeoffs. Balance systems of benefits and tradeoffs when making design decisions, and use guidelines and rules-of- thumb to make these choices. Design decision charts, Design Guidelines, Heuristics & Rules-of- Thumb Haphazard, Linear / Iterative, Managed Design Design in a haphazard ways, working on whatever problems emerge, or treat design as a set of steps to be done once in linear order. Do design as an iterative process, improving ideas based on feedback, and use strategies in any order, as needed, in a managed way. Project & Time Management, Design Process Knowledge and Support Tacit / Reflective Thinking* Do tacit designing when they think with little self-reflection & monitoring of actions. Practice reflective thinking by keeping tabs on design work in a metacognitive way. Design Notebooks and Portfolios, Computer- supported structured reflections Source: Crismond, D. (2007). Contrasting strategies of beginning and informed designers: One representation of learning progressions in engineering design. *Self-monitoring is associated with higher levels of design performance and product quality (Adams & Atman, 2000).
  • 7. Characteristics of Designers Good designers have the ability to: Tolerate ambiguity that shows up in viewing design as inquiry or as an iterative loop of divergent- convergent thinking Maintain sight of the big picture by including systems thinking and systems design Handle uncertainty Dym, Agogino, Eris, Frey, and Leifer (2005)
  • 8. Characteristics of Designers Good designers have the ability to: Make decisions Think as part of a team in a social process Think and communicate in the several languages of design Dym, Agogino, Eris, Frey, and Leifer (2005)
  • 9. Designer’s challenge: Not exhibiting the “Novice concepts of design” Newstetter and McCracken (2001, p. 67- 68) list five, but I would like to challenge you on three of them! Design arrogance – Students do not place their designs in the context of the environment in which the design will reside. The “arrogantly” ignore the constraints of the user (whether that is a machine or a person). They often design for themselves.
  • 10. Designer’s challenge: Not exhibiting the “Novice concepts of design”, cont. Design shutdown – Students tend to focus on single point solutions to problems once beyond the ideation stage. In other words, once they have an idea, they stop considering alternative and focus all their energy on that one solution regardless of its feasibility. Design routinization – Students act as though designing is a serial/linear process. The way they deal with design problems resembles the linear parsing of the algebra problem. Iteration, revisiting past decisions and evaluating alternatives is not in their process model.
  • 11. Learning by doing Students learn by making mistakes, reflecting and trying again
  • 12. Prototypes Prototyping….rough, quick, very iterative o IDEO working with Gyrus ACMI to design new apparatus for operating on delicate nasal tissues o Prototype: http://cataligninnovation.blogspot.com/2008/11/prototyping-foundational-competency-of.html
  • 13. From IDEO HCD Toolkit What do people desire? What can be financially viable? What is technically and organizationally feasible?
  • 17. Human-Centered Design…  Human-Centered Design as a Process  Human-Centered Design as a Mindset
  • 19. EPICS Design Process (www.purdue.edu/epics)_ Purdue EPICS Page Design Documents EPICS Design Process

Editor's Notes

  • #14: **For KFUPM: These are from dschool. We will have them complete the worksheet during their table design exercise. It will include the each of the mindsets and a column/question on how the ideas are applicable across other disciplines