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Intro to Design
Thinking
Social Entrepreneurship ASB
January 25th, 2010
Mike Krieger
Intro
a little about me
a little bit about you?
by the end of today...
- General design thinking framework
- Needfinding tips
- Whole-group activity
Design Thinking
What When How
a definition
- an approach to solving design problems
by understanding users' needs and
developing insights to solve those needs
- When taken to its fullest, as much a
mindset as a process
and that mindset?
- Only through contact, observation &
empathy with end-users can you hope to
design solutions that fit into their
environment
as opposed to?
- “We have this problem, let's jump in and
get in a room and brainstorm solutions”
- “We have this technology, what can we use
it for?”
- “Our competitors just launched X; how
can we do X quickly?”
Design Thinking
What When How
when?
- Developing & deploying a solution to a
problem presented in your organization,
or on your own
or,
- Quickly come up to speed with a domain
you’re unfamiliar with, or surprise yourself
regarding a domain you already know
Design Thinking
What When How
the process
- different names for the steps, but same
overall idea
Understand
Observe
Synthesize
Ideate
Prototype
Iterate
in theory...
practically... Understand
Observe
Synthesize
Ideate
Prototype
Iterate
another way of visualizing
Understand Observe Synthesize Ideate Prototype Iterate
timebreadth
understand
Understand
Observe
Synthesize
Ideate
Prototype
Iterate
goal
- Gain basic knowledge so you know the right
questions to ask
methods
- Web research (but go beyond Google)
- Brief interviews for background
- Reach out to friends who may be
connected/have information on domain
at the end of this step
- More questions than answers
- Know what’s come before in this space,
and what the main open questions are
observe
Understand
Observe
Synthesize
Ideate
Prototype
Iterate
goal
- Gain empathy with your target users by
talking and observing them
just ask them?
- Watch what they do, not what they say.
- “If I had asked people what they wanted,
they would have said faster horses.” (Henry
Ford...maybe)
as a designer...
- you need to understand your audience
even better than they understand
themselves
but...
- the only way you’ll get there is to develop a
deep empathy for their habits, beliefs,
quirks, workarounds...
the key word
Why?
when interviewing...
- Keep asking “why” until it’s unbearably
awkward
- Then ask it a one or two more times
example
A: I never leave the house without my phone
Q: Why’s that?
A: oh, I’m worried that I’ll miss something fun by being out of touch
Q: That’s interesting...why does that worry you so much?
A: Well, my group of friends never plans anything, it’s all very last
minute.
Q: Oh, why do you think you all don’t plan much?
A: I think it’s because it’s sort of uncool to be too on top of things...I
keep two separate Google Calendars, one has my real appointments
and the other one is mostly empty so it doesn’t look like I overplan
Q.....etc
what are we looking for?
- Surprises!
- Test: is this interesting enough to tell a
stranger on the train about?
back to example
- “This person I talked to never leaves the house
without a phone” (not very surprising. Stranger
on train yawns and looks away)
- “This person I talked to actually keeps two
separate Google Calendars, one for herself that’s
full of appointments and the other for her friends
to think she’s laid back and doesn’t plan
much” (way more interesting)
“but this person is boring!”
- Even less outgoing folks can profoundly
surprise you when you get them talking
about what they’re interested in
what’s enough?
- When you interview a new participant and
you can anticipate their answers, even when
they’re talking about detailed parts of what
they do
not always interviewing
- Observation is powerful!
things to observe
- Quirky workarounds
thereifixedit.com
things to observe
- Quirky workarounds
- Behaviors that people do over and over
again throughout the day
coffee shop
http://vimeo.com/8628195
things to observe
- Quirky workarounds
- Behaviors that people do over and over
again throughout the day
- Dynamics & interactions between people
William Whyte observes NYC
http://vimeo.com/6821934
synthesize
Understand
Observe
Synthesize
Ideate
Prototype
Iterate
goal
- Come up with a point of view statement
that will inform your prototyping
why?
- You can't design for everyone, and you
can't fix every need you identified
- Instead, tightly focus on one
arriving a point of view
- POV statements can be thought of as:
user + need + insight
example
- from Neema Moraveji, Education PhD
student at Stanford
users
- Children in classrooms in developing
nations
need
- Often only a few computers for the whole
classrooms, so students can’t all use one
computer
insight
- By sharing one screen and allowing for
multiple mice on that computer, all can
play together
designthinking
designthinking
similarly...
- OLPC project
users
- Children in classrooms in developing
nations
need
- Often only a few computers for the whole
classrooms, so students can’t all use one
computer
insight
- By reducing the cost of producing
computers, we can increase access to them
impact
- your point of view should have an
enormous impact on what you ultimately
design
- but later discoveries might lead you to
come back and revise your POV
Project H Design
- Non-profit group that uses design
thinking to effect change
furniture for rural schools
furniture for rural schools
- user: students at rural schools in Mexico
- need: working furniture for students
- insight: there was a lot of old, broken
furniture stored that could be re-used in
new pieces
Unit T
Unit T
- users: children at children’s hospital in
Mexico City
- need: to keep their belongings with them
when they are transferred to the transplant
unit; to have their parents with them while
they wait
- insight: a folding cot, sterilizable
containers, and a drawing surface can
improve this waiting period
ideate
Understand
Observe
Synthesize
Ideate
Prototype
Iterate
goal
- based on your point of view, generate as
many ideas as possible
activities
- Set yourself a time limit, and try to
generate a minimum number of ideas (100
ideas in 60 minutes)
- Come together as a team after activity, &
brainstorm together
prototype
Understand
Observe
Synthesize
Ideate
Prototype
Iterate
goal
- Make your ideas real & learn from peoples’
reactions to your prototype
on prototypes
- Two most important things:
- Rapid
- Focused
rapid & focused
- Every prototype should answer a question
- Examples
- What does it feel like to hold this object?
- What should the flow of screens be in an
interactive prototype?
benefits of lo-fi
- Users look at a lo-fi prototype and see
potential; they look at a hi-fi prototype
and see problems
getting user feedback
- try to find proxy users if our ideal audience
isn’t available
- introduce your prototype and any
background on the current design problem
- come up with 2-3 tasks that you’d like them
to perform with your prototype
i like, i wish
- One way of structuring feedback: ask users
2 things they liked about the prototype,
and 1 thing they wish it did differently
iterate
Understand
Observe
Synthesize
Ideate
Prototype
Iterate
goal
- take insights gained from prototyping and
revisit your assumptions; sometimes you
might go all the way back to the Understand
phase
design thinking &
entrepreneurship
@ meebo
- at the time, 45 person company
- idea: guerilla design thinking
- introducing design process at startup
summary
- users: teenagers in Mountain View, Kansas
City, and NYC
- goal: understand teenagers’
communication & mobile phone usage
- method: 30 user interviews & observations
across 3 cities
how to communicate findings?
- Created a 30-minute video with interview
snippets organized by insight, showed it to
whole organization
lessons learned
- When faced with tight schedule & limited
resources, end up jumping around design
process & finding insights wherever
possible
- Communicating the process can be as
important as communicating the results
Q’s?
learning more
classes, etc
- d.school bootcamp on design thinking
- CS147/CS247 on human-computer
interaction
- ME377: History & Philosophy of Design
- ME classes on need-finding, good & bad
products
- Objectified by Gary Hustwit
activity
outline
- pair up with the person you know least in
the class
- for 5 minutes, describe your ideal wallet to
your partner (and show them your current
one); then, switch
- use supplies to rapidly prototype a wallet
that meets your partner’s needs

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