Understanding the Five-Phase Design Thinking Methodology · 2016. 6. 6. · EMPATHIZE DEFINE IDEATE...
Transcript of Understanding the Five-Phase Design Thinking Methodology · 2016. 6. 6. · EMPATHIZE DEFINE IDEATE...
Understanding the Five-Phase Design Thinking Methodology
EMPATHIZE D
EFINE
IDEATE
PRO
TOTY
PE
TEST
Graphic adapted from Stanford University Institute of Design (d.school).
Understanding the Five-Phase Design Thinking Methodology
Graphic adapted from Stanford University Institute of Design (d.school).
EMPATHIZEUnderstand the Needs of Your Audience
- Who is your audience?- What do people in your audience see?- What do they think and feel?- What do they say and do?- What insights de�ne what their problems really are?
DEFINEFrame the Problem
- What problems are your customers or users really trying to solve?- What are their needs?- What roadblocks do they face?
IDEATEGenerate a Range of Solutions
- Come up with as many solutions as possible.- Don’t be constrained by “We-can’t-do-that-because” thinking.- Be open to all ideas.- Focus on quantity of ideas, then quality.
Understanding the Five-Phase Design Thinking Methodology
Graphic adapted from Stanford University Institute of Design (d.school).
Note: It is not necessary to run the �ve phases in a linear, sequential fashion; phases canoccur simultaneously and/or be repeated using various feedback loops.
PROTOTYPEBuild and Share Your Solution
- Communicate the core elements of your solution to others.- Simple, fast, low-cost creative expression.- Learn through design and testing.- Rapidly iterate design.
TESTLearn
- Quickly test your prototyped solutions with users.- Shift from “idea to learning” by building on and learning from responses.- Gradually increase �delity.
Potential Design Thinking Tools
EMPATHIZE D
EFINE
IDEATE
PRO
TOTY
PE
TEST
Graphic adapted from Stanford University Institute of Design (d.school).
TESTPROTOTYPE
EMPATHIZE
DEFINE
IDEATE
- Observation- Interviews- Focus Groups- Semantic Panels- A Day in the Life- Benchmark
- Brainstorming- Co-creation- Selection of Ideas
- Storyboard- Role Playing- Paper Prototyping- Physical Prototyping
- Primary- Secondary- Proprietary
- Customer’s Journey- Insight Cards- Personas- Touch Points- Camera Journal- Secondary Research- Extreme Users