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Design Synthesis
Jon Kolko
Director & Founder, Austin Center for Design
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0/ Today
What is Synthesis, and why is it important?
What are methods I can use?
Lets try it: Method Process Flow DiagrammingLets try it: Method Concept Mapping
Lets try it: Method Insight CombinationLets try it: Method Reframing
How can I use this in real life?
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0/ Rules
We will go extremely fast.
Turn off the inner voice.
Make fun of everything.
Get your moneys worth.
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Theory
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Well-
Structured
Problems
Ill-Structured
Problems
Wicked
Problems
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Well-
Structured
Problems
Ill-Structured
Problems
Wicked
Problems
In a well structured problem, all of these are true:
We can test our solution.We can identify problem, goal, and interim states.We can identify solution steps.We can identify domain knowledge.We can solve the problem while obeying the laws of nature.We can solve the problem using only practical levels of effort.
Herb Simon, 1973
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Well-
Structured
Problems
Ill-
Structured
Problems
Wicked
Problems
In an ill-structured problem, some of these are true:
We cannot test our solution, or cannot test it easily.We cannot easily identify problem, goal, or interim states.We cannot identify all of the solution steps.We cannot identify domain knowledge (it may be tacit).We may be constrained by the laws of nature.Solutioning may outweigh practical efforts.
Herb Simon, 1973
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Well-
Structured
Problems
Ill-
Structured
Problems
Wicked
Problems
In a wicked problem, the following are true:
Wicked problems have no definitive formulation.Wicked problems have no criteria upon which to determine solving.Solutions to wicked problems can only be good or bad.There are no complete list of applicable "moves" for a solution.There are always more than one explanation for a wicked problem.Every wicked problem is a symptom of another problem.No solution of a wicked problem has a definitive, scientific test.Every wicked problem is unique.
Horst Rittel, 1973
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Well-
Structured
Problems
Ill-
Structured
Problems
Wicked
Problems
Designers solve problems using a process.
Design Synthesis is the magical part of the process.*
* ** *
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Ethnography Synthesis Prototyping
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Immersion gathering data andunderstanding of a unique situation
Ethnography Synthesis Prototyping
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Immersion gathering data andunderstanding of a unique situation
Hypothesis validation throughgenerative form giving
Ethnography Synthesis Prototyping
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Immersion gathering data andunderstanding of a unique situation
Hypothesis validation throughgenerative form giving
Synthesis is the process of making meaning through
inference-based sensemaking.
Ethnography Synthesis Prototyping
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Synthesis is the process of making meaning through
inference-based sensemaking.
Ethnography Synthesis Prototyping
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abductivedeductive inductive
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abductivedeductive inductive
The output is guaranteed to be true,if the premise is true.
Jon is a Designer.
All Designers are Arrogant Bastards.
Therefore, Jon is an Arrogant Bastard.
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abductivedeductive inductive
The output is guaranteed to be true,if the premise is true.
Jon is a Designer.
All Designers are Arrogant Bastards.
Therefore, Jon is an Arrogant Bastard.
Gives good evidencethat a conclusion is true.
All of the designers Ive ever seen wearblack t-shirts.
Therefore, the next designer I will seewill be wearing a black t-shirt.
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abductivedeductive inductive
The output is guaranteed to be true,if the premise is true.
Jon is a Designer.
All Designers are Arrogant Bastards.
Therefore, Jon is an Arrogant Bastard.
Gives good evidencethat a conclusion is true.
All of the designers Ive ever seen wearblack t-shirts.
Therefore, the next designer I will seewill be wearing a black t-shirt.
The argument from best explanation,depending on circumstances and
experience an inference.
When a designer works on a project,they often draw diagrams of things. Itseems to help them learn about a new
topic.
Ive seen grade school studentsstruggle to learn complex topics of
math or science.
I can abduct that students might beable to learn better by drawing
diagrams in a classroom setting.
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Synthesis is the process of making meaning through
inference-based sensemaking.
Ethnography Synthesis Prototyping
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Synthesis is the process of making meaning through
inference-based sensemaking.
Ethnography Synthesis Prototyping
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David Snowden
We have found that [our sensemakingframework] helps people to break out of oldways of thinking and to consider intractable
problems in new ways it is designed to allowshared understandings to emerge through themultiple discourses of the decision-makinggroup.
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Karl Weick
Sensemaking is, importantly, an issue oflanguage, talk, and communication.Situations, organizations, and environments
are talked into existence Sensemaking isabout the interplay of action andinterpretation rather than the influence ofevaluation on choice.
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Robert Hoffman
By sensemaking, modern researchers seemto mean something different from creativity,comprehension, curiosity, mental modeling,
explanation, or situational awareness...Sensemaking is a motivated, continuouseffort to understand connections (which canbe among people, places, and events) in orderto anticipate their trajectories and act
effectively.
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Synthesis is the process of making meaning through
inference-based sensemaking.
Ethnography Synthesis Prototyping
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Its a process of learning.
Ethnography Synthesis Prototyping
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Making Meaningout of Data
Data Information Knowledge Wisdom
? ? ?
ExperienceFrameworking
GainingEmpathy
Ethnography Synthesis Prototyping
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Data Information Knowledge Wisdom
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It would be great if this thing was a lot bigger
Its too big, why cant they just make it smaller?
:
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Making Meaningout of Data
Data Information Knowledge Wisdom
ExperienceFrameworking
GainingEmpathy
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Making Meaningout of Data
Data Information Knowledge Wisdom
ExperienceFrameworking
GainingEmpathy
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1.Externalize the Process Get out of your laptop.
Making Meaningout of Data
Data Information Knowledge Wisdom
ExperienceFrameworking
GainingEmpathy
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Making Meaningout of Data
Data Information Knowledge Wisdom
ExperienceFrameworking
GainingEmpathy
2.Make diagrams.
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Making Meaningout of Data
Data Information Knowledge Wisdom
ExperienceFrameworking
GainingEmpathy
3.Interpret. Heavily.
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Methods:
affinity diagramminghierarchy creationflow diagramming
scenario development
Making Meaningout of Data
Data Information Knowledge Wisdom
ExperienceFrameworking
GainingEmpathy
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Making Meaningout of Data
Data Information Knowledge Wisdom
ExperienceFrameworking
GainingEmpathy
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1.
Tell a story
Making Meaningout of Data
Data Information Knowledge Wisdom
ExperienceFrameworking
GainingEmpathy
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A Cup of Coffee
Comfortable Living Room
Sitting on a Comfy Couch
Atmosphere and Culture
Multisensory
Warmth
Freshly Ground Coffee
Grinder
Roasted Coffee Beans
Green Coffee Beans
Coffee Tree
2.
Change your perspective
Making Meaningout of Data
Data Information Knowledge Wisdom
ExperienceFrameworking
GainingEmpathy
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Making Meaningout of Data
Data Information Knowledge Wisdom
ExperienceFrameworking
GainingEmpathy
A product,being used
A product,being unpacked
and set up
A product,being
purchased
A product,being assembled
A product,becoming worn
and loved
A product,becomingobsolete
A product,being discarded
A product,being upgraded
A product thatdoesnt work
A product,that was misplaced
A productaccessory
A product,being passeddown to a new
generation
A product,becoming another
product3.
Shift the context
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Methods:
concept mappingtemporal zoomsemantic zoom
storyboarding
Making Meaningout of Data
Data Information Knowledge Wisdom
ExperienceFrameworking
GainingEmpathy
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Making Meaningout of Data
Data Information Knowledge Wisdom
ExperienceFrameworking
GainingEmpathy
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1.
Consider a provocation
Wisdom
Making Meaningout of Data
Data Information Knowledge Wisdom
ExperienceFrameworking
GainingEmpathy
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2.
Force a constraint-shift
Making Meaningout of Data
Data Information Knowledge Wisdom
ExperienceFrameworking
GainingEmpathy
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3.
Walk a mile in their shoes
Making Meaningout of Data
Data Information Knowledge Wisdom
ExperienceFrameworking
GainingEmpathy
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Methods:
reframinginsight combinationparticipatory design
Making Meaningout of Data
Data Information Knowledge Wisdom
ExperienceFrameworking
GainingEmpathy
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Methods
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The Story So Far
Your colleague, Melvin, has abruptly decided to go back toschool to fulfill his lifelong dream of becoming a Taxidermist.Melvin had just finished the research phase of a project with a
large client, and all of his work on the project is gone. The onlything left are some insights hes extracted and a few of hisnotes, scribbled quickly.
Youve been assigned to the project, but no one seems to haveany background information about what he was doing; its up toyou to take what Melvin started and then move the projectforward.
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Process Flow Diagrams
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A Process Flow is
A set of steps, and the sequencing of thesteps, intended to produce a desired
result.
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A Process Flow Diagram visualizes behavior, in a
representational format, over time.
An informal scenario flow diagram:
1. Indicates the relationship andorder of actions
2. Shows major interface states
3. Helps to visualize the whole, aswell as proximity to the whole
4. Abstracts logical relationships infavor of linearity
A formal process or data flow diagram:
1. Indicates logical decision points2. Articulates major data containers,
and paths in and out of those
containers3. Can be used by engineers as an input
into coding and architecturedevelopment
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An Informal Scenario-Flow Diagram
describes progress, steps, relationships, and order.
1
2
PhoneRings
UserAnswers
PhoneStops
Ringing
PhoneRings
VoicemailAnswers
PhoneStops
Ringing
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A formal Process Flow Diagram show logical decision
points, accurate flow, and order.
Call isplaced
Is ringerturned
on?
Phone rings (ring+1)
Voice mail picks up
Doesuser
answer?
Is ring =#4?
Call isover
Yes
No
No
Yes
Yes
No
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Creating a Process Flow Diagram
is an fin pain in the ass.
1. List entities (objects, people the nouns of
the system) and operators (actions theverbs of the system) (2 hours)
2. Define things to be counted or incremented(1 hour)
3. Define boundary conditions (beginning andending, as well as sub-flows or sub-processes)(1 hour)
4. List primary actions necessary to achieveboundary condition (3 hours)
5. Begin with a walkthrough, sketching each step in a
high-level flow (10 hours)
6. Fill in the rest of the structure, revising the mainflow as necessary (20 hours)
7. Reorganize, visually, to create a coherent overall
structure (20 hours)
8. Use visual design to clarify and make the contentmore accessible (10 hours)
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Create a formal process flow diagram.
1. List entities (objects, people the nouns of the system) and operators(actions the verbs of the system)
2. Define things to be counted or incremented
3. Define boundary conditions (beginning and ending)
4. List primary actions necessary to achieve boundary condition
5. Begin with a walkthrough, sketching each step in a high-level flow
6. Fill in the rest of the structure, revising the main flow as necessary
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Concept Mapping
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A Map is
A representation of a system,intended to help someone find their way
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A Concept Map is a representation of a system.
It sacrifices accuracy for comprehensibility.
1. Visualizes both the forest and thetrees (breadth and depth)2. Rarely has a beginning and
end3. Helps people find their way (its a
map, after all): provides directionand instruction
4. Forces selectivity, abstraction,prioritization and hierarchy
5. Is visual (a tool for perception)6. Is semantic (a tool for cognition)7. Frequently represents the users
mental model of a how a systemmight work
8.Can also represent the designersmanifest model of how a systemmight appear
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Innings
2-Team Sport
Defensive Team
Baseball
Infield
Runner Catcher Left Fielder
Right Fielder
Short Stop 1st Baseman
2nd Baseman
3rd Baseman
Pitcher Mound Home Plate
Center Fielder
Offensive Team
playedby
consistsof
consistsof
throws
stands on
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Innings
2-Team Sport
Defensive Team
Baseball
Infield
Runner Catcher Left Fielder
Right Fielder
Short Stop 1st Baseman
2nd Baseman
3rd Baseman
Pitcher Mound Home Plate
Center Fielder
Offensive Team
playedby
consistsof
consistsof
throws
stands on
Nodes (nouns) are main branches
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Innings
2-Team Sport
Defensive Team
Baseball
Infield
Runner Catcher Left Fielder
Right Fielder
Short Stop 1st Baseman
2nd Baseman
3rd Baseman
Pitcher Mound Home Plate
Center Fielder
Offensive Team
playedby
consistsof
consistsof
throws
stands on
Actions (verbs) link the nodes
Concept Map
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ConceptMap
Concept Map
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ConceptMap
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Creating a Concept Map should be rigorous
after all, you are taming complexity!
1. Create a matrix showing the relations of terms:
(10 hours)
List terms. Identify the main elementsthat make up the system; lean on yourcontextual research to understand thewords that matter to the users the most.
Create empty matrix, plotting the wordsagainst themselves. Identify relationships; these are
qualitative and require interpretation.
2. Decide on main branches of the map, based on
frequency of connections as well as common sense(2 hours)
3. Fill in the rest of the structure, in order to representall of the elements in the system (5 hours)
4. Use visual design to clarify and make the contentmore accessible (10 hours)
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Wicked Problems
Whiteboards
Jon Kolko
Sarcasm
Roadmaps
ConfidenceProject
Management
Beer
Theory of Change
Impact
Branding
Founders
Strategist
MobileFun
Creativity
Behavior
Sketching
SocialEntrepreneurship
Visual Design
For example
Making a concept map of AC4D.
P Vi
Theor
Wicke W
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Soc.Ent
Founders
Confidence
ProjectMgmt
Sketching
Branding
Roadmaps
Strategist
Behavior
Impact
Sarcasm
isualDesign
Creativity
ryofChange
JonKolko
edProblems
Fun
Beer
Whiteboards
Mobile
Soc. Ent
Founders
Confidence
Project Mgmt
Sketching
Branding
Roadmaps
Strategist
Behavior
Impact
Sarcasm
Visual Design
Creativity
Theory ofChange
Jon Kolko
WickedProblems
Fun
Beer
Whiteboards
Mobile
P
Vi
Theor
Wicke W
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Soc.Ent
Founders
Confidence
rojectMgmt
Sketching
Branding
Roadmaps
Strategist
Behavior
Impact
Sarcasm
isualDesign
Creativity
ryofChange
JonKolko
edProblems
Fun
Beer
Whiteboards
Mobile
Soc. Ent
Founders
Confidence
Project Mgmt
Sketching
Branding
Roadmaps
Strategist
Behavior
Impact
Sarcasm
Visual Design
Creativity
Theory ofChange
Jon Kolko
WickedProblems
Fun
Beer
Whiteboards
Mobile
P
Vi
Theor
Wicke W
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Soc.Ent
Founders
Confidence
rojectMgmt
Sketching
Branding
Roadmaps
Strategist
Behavior
Impact
Sarcasm
sualDesign
Creativity
ryofChange
JonKolko
edProblems
Fun
Beer
Whiteboards
Mobile
Soc. Ent
Founders
Confidence
Project Mgmt
Sketching
Branding
Roadmaps
Strategist
Behavior
Impact
Sarcasm
Visual Design
Creativity
Theory ofChange
Jon Kolko
WickedProblems
Fun
Beer
Whiteboards
Mobile
Pr
Vi
Theor
Wicke W
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Soc.Ent
Founders
Confidence
rojectMgmt
Sketching
Branding
Roadmaps
Strategist
Behavior
Impact
Sarcasm
sualDesign
Creativity
yofChange
JonKolko
edProblems
Fun
Beer
Whiteboards
Mobile
Soc. Ent
Founders
Confidence
Project Mgmt
Sketching
Branding
Roadmaps
Strategist
Behavior
Impact
Sarcasm
Visual Design
Creativity
Theory ofChange
Jon Kolko
WickedProblems
Fun
Beer
Whiteboards
Mobile
Pr
Vis
Theory
Wicke W
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Soc.Ent
Founders
Confidence
rojectMgmt
Sketching
Branding
Roadmaps
Strategist
Behavior
Impact
Sarcasm
sualDesign
Creativity
yofChange
JonKolko
edProblems
Fun
Beer
Whiteboards
Mobile
Soc. Ent
Founders
Confidence
Project Mgmt
Sketching
Branding
Roadmaps
Strategist
Behavior
Impact
Sarcasm
Visual Design
Creativity
Theory ofChange
Jon Kolko
WickedProblems
Fun
Beer
Whiteboards
Mobile
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AC4D
teaches
SocialEntrepreneurship
Founders
Where students become
Impact
To drive
Wicked Problems
In the context of
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AC4D
teaches
SocialEntrepreneurship
Founders
Where students become
Impact
To drive
Wicked Problems
In the context of
Sketching
Roadmaps
Theory of Change
Using methods like
Which require
Confidence
Built through
Beer Fun Sarcasm
BehaviorBased on changing
Visual
Design
ProjectMgmt
Strategy
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AC4D
teaches
SocialEntrepreneurship
Founders
Where students become
Impact
To drive
Wicked Problems
In the context of
Sketching
Roadmaps
Theory of Change
Using methods like
Which require
Confidence
Built through
Beer Fun Sarcasm
BehaviorBased on changing
Visual
Design
ProjectMgmt
Strategy
C t t
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Create a concept map.
1. Create a matrix showing the relations of terms:
A. List terms. Identify the main elements that make up the system.B. Create empty matrix, plotting the words against themselves.C. Identify relationships.
2. Decide on main branches of the map, based on frequency of connections.
3. Fill in the rest of the structure, in order to represent all of the elements in thesystem
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Insight Combination
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Design patterns describe
possible good solutions to a commondesign problem within a certain context,by describing the invariant qualities of
all those solutions
Tidwell
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Insight Combination is a method of building on insights
and established design patterns in order to createinitial design ideas.
1. Forces a detailed examination,and organization,of each individual insight
2. Is divergent, in that it activelyproduces new ideas and expands
the entire set of insights3. Pushes ideas forward in a
nonlinear fashion, jumping overthe expected to arrive at the
unexpected
4. Allows for the combination ofexisting paradigms with new andnovel ideas (its a generativedesign activity)
5. Takes advantage of the personal
experiencesof the designers and investigators
6. Takes advantage of establisheddesign patterns
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I saw this I know this Insight+ =
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I saw this
Data gathered through
ethnography, contextual
inquiry, questionnaires,
and interviews
I know this Insight+ =
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I saw this I know this Insight
Guided by ethics & morals,
intellectual prowess, and the
accumulation of world view
and breadth of experience
Data gathered through
ethnography, contextual
inquiry, questionnaires,
and interviews
+ =
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I saw this I know this Insight
Clear, deep,
meaningful perception
into human behavior in
a particular design
context
Guided by ethics & morals,
intellectual prowess, and the
accumulation of world view
and breadth of experience
Data gathered through
ethnography, contextual
inquiry, questionnaires,
and interviews
+ =
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I saw this I know this Insight Design Pattern Design Idea
Guided by ethics & morals,
intellectual prowess, and the
accumulation of world view
and breadth of experience
Data gathered through
ethnography, contextual
inquiry, questionnaires,
and interviews
Clear, deep,
meaningful perception
into human behavior in
a particular design
context
+ =+ =
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I saw this I know this Insight Design Pattern Design Idea
A trending paradigm that describes
invariant qualities, referencing
history and similar solutions
+ =
Guided by ethics & morals,
intellectual prowess, and the
accumulation of world view
and breadth of experience
Data gathered through
ethnography, contextual
inquiry, questionnaires,
and interviews
Clear, deep,
meaningful perception
into human behavior
in a particular design
context
+ =
-
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I saw this I know this Insight Design Idea+ =
A trending paradigm that describes
invariant qualities, referencing
history and similar solutions
Design Pattern
A new, creative concept,
somewhat facilitated by
existing design paradigms
Guided by ethics & morals,
intellectual prowess, and the
accumulation of world view
and breadth of experience
Data gathered through
ethnography, contextual
inquiry, questionnaires,
and interviews
Clear, deep,
meaningful perception
into human behavior
in a particular design
context
+ =
-
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Patterns go on blue cards.
Pattern, or trending piece of
culture and society
Unique pattern letter
d d
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Design ideas go on green cards.
Design idea, built on the
combination of an insight and a
pattern
Unique insight and
pattern identifier
i h bi i
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Insight Combination
with boring old enterprise configuration software
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I saw this I know this Insight Design Idea+ =A trending paradigm that describes
invariant qualities, referencing
history and similar solutions
Design PatternA new, creative concept,
somewhat facilitated by
existing design paradigms
Guided by ethics & morals,
intellectual prowess, and the
accumulation of world view
and breadth of experience
Data gathered through
ethnography, contextual
inquiry, questionnaires,
and interviews
Clear, deep,
meaningful perception
into human behavior
in a particular design
context
+ =
Thi th d t k ti d i t tl t k
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This method takes time, and more importantly, takes
emotional energy and focus.
1. Begin to identify insights in the data youve
gathered by combining an observation (I saw this)with your knowledge (I know this); write theinsights on yellow post-it notes. Reference the linenumbers from any applicable transcripts, and giveeach yellow post-it note a unique numeric ID.(10+ hours)
2. Identify design patterns that are relevant to thediscipline you are designing for. Ideally, you beginto keep a design pattern library. Write the patternson blue post-it notes. Give each blue post-it note aunique letter ID. (2+ hours)
3. Start to combine insights and design patterns to
create design ideas by mingling the blue and yellowpost-its, moving them around physically, andactively reflecting on potential combinations. Whena combination makes sense and generates a designidea, write it in a green post-it note. Give eachgreen post-it note a unique design idea ID(referencing both the yellow and blue notes above).
(40+ hours)
4. Once you are almost done (usually when youvenearly run out of time and money), log the entireset into a spreadsheet. (3 hours)
5. Finally, pick the top ideas and start to sketch them.(3 hours)
Now, you can always trace any design idea back to aninsight, and ultimately, back to a nugget of user data.
Perform an insight combination
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Perform an insight combination.
1. Read the insights Melvin has gathered (yellow notes).
2. Quickly free-associate 10 patterns, based on trends in culture (blue notes).
3. Combine an insight at random with a pattern at random, to create a newdesign idea.
4. Draw or write the design idea on a green card.
5. Repeat.
R f i
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Reframing
A f i ti i i t
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A frame is a perspective or viewpoint:
Even though frames define what countas data, they themselves actually shapethe data (for example, a house fire will
be perceived differently by thehomeowner, the fire fighters,and the arson investigator).
Klein, Moon & Hoffman
Reframing is a method of shifting semantic perspective
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Reframing is a method of shifting semantic perspective
in order to see things in anew way.
1. Re-embeds a product, system orservice in a new (and notnecessarily logical) context
2. Explores associations and hidden
links to and from the center offocus
3. Posits a what if scenario
implicitly
4. Is primarily semantic (a tool forcognition)
5. Encourages empathy
6. Forces understanding of thevarious touchpoints
7. Identifies implications and
insights
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Consider a toothbrush
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environment perspective embodimentin the bathroom consumer object
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environment perspective embodimentin the bathroom consumer object
reframed in anew environment:
primary user goal: implications and insights:
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environment perspective embodimentin the bathroom consumer object
reframed in anew environment:
In the kitchen
In an airplane
At a conference
primary user goal: implications and insights:
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environment perspective embodimentin the bathroom consumer object
reframed in anew environment:
In the kitchen
In an airplane
At a conference
primary user goal: implications and insights:
Remove food
Remove smells
Remove lettuce beforegiving a talk
Teeth cleaning should allow for a way to quicklyget pieces out of hard to reach places, andshouldnt require a mirror
Provide a way to quickly and nonchalantlyfreshen breath in close quarters and withoutbeing offensive to other passengers
Teeth cleaning should include some form ofsharp picking object, and should clearly indicatewhen you missed a chunk
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environment perspective embodimentin the bathroom consumer object
reframed from anew perspective:
primary user goal: implications and insights:
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environment perspective embodimentin the bathroom consumer object
reframed from anew perspective:
dentist
hotel housekeeper
Blind date
primary user goal: implications and insights:
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environment perspective embodimentin the bathroom consumer object
reframed as a newembodiment:
A Plant
A Spray
A Service
primary user goal: implications and insights:
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environment perspective embodimentin the bathroom consumer object
reframed as a newembodiment:
A Plant
A Spray
A Service
primary user goal: implications and insights:
Clean teeth whilefeeling closer to nature
Clean teeth quicklywithout friction
Gain dentist visitcleanliness inbetween visits
There should be a plant with teeth cleaningproperties, that can live peacefully in one of theaforementioned environments
A portable spray should freshen breath butshould also clean teeth; instant or quick actingtimeframe, through a fine mist.
Provide a quick-stop for interim dentistappointments at the mall. Should be trustworthyand clean; legal implications
Reframing is easy and easier in teams
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Reframing is easy, and easier in teams
but requires that you perform an abduction
1. Identify the product, service or system that is being
reframed. Its not always what your client askedfor. (1+ hour)
2. Create blank reframing charts on paper, one eachfor environments, users, and embodiments.(5 minutes)
3. Free associate new items for the left column of eachchart; work on all three charts at once. There are nobad ideas: criticism is completely suspended.(1+ hour)
4. Begin to fill in Primary Goal for all items in all
charts. Try to paint a picture of a credible story;judge responses and add criticism as appropriate,but only in relationship to the primary goal column.(2 hours)
5. Begin to fill in the Implications and Insights column
in all charts. There are no bad ideas; criticism iscompletely suspended. An item can generate morethan one implication or insight; if it does, create anew row to capture it. Try to generate thirty-fiftyitems for each list. (4 hours)
6. Extract implications and insights that are relevant
based on the specific constraints of your project,and list them: these can then be integrated withthe rest of your design criteria. (1 hour)
7. Select the best ideas, and sketch them. (3 hours)
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Summary
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Ethnography Synthesis Prototyping
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Synthesis is the process of making meaning through
inference-based sensemaking.
Data Information Knowledge Wisdom
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Methods:
affinity diagramminghierarchy creationflow diagramming
scenario development
Making Meaningout of Data
ExperienceFrameworking
GainingEmpathy
Methods:
concept mappingtemporal zoomsemantic zoomstoryboarding
Methods:
reframinginsight combinationparticipatory design
Ethnography Synthesis Prototyping
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