APRD 1000 FINAL

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Hold up, what the f are wicked problems?

"A class of social problems that are ill-formulated, where the information is confusing, where there are many clients and decision makers with conflicting values, and where the ramifications in the whole system are thoroughly confusing."

What is design thinking?

-Design as a way of thinking -an iterative process of creative problem solving, solution focused. -"A human centered approach to innovation that draws from the designers toolkit to integrate the needs of people, the possibilities of technology, and the requirements for business success" Tim Brown

Buchanan (1992). Wicked Problems in Design Thinking, Design Issues, 8(2), 5-21 [PDF available on D2L]

-Design process is divided into 2 distinct phases: problem definition and problem solution 1-Problem Definition: An analytic sequence in which the designer determines all of the elements of the problem and specifies all of the requirements that a successful design solution must have 2-Problem Solution: A synthetic sequence in which the various requirements are combined and balanced against each other, yielding a final plan to be carried in production -Wicked Problems approach was formulated by Horst Rittel in 1960s

TED talk—Tim Brown: Designers--think big!

-Design thinking actually can make a difference-- help create new ideas and new innovations -take a more expansive view of design, less a domain of professional priesthood -focusing on the needs of humans and by using prototypes to move ideas along quickly by getting the process out of the hands of designers -active participation of the community -focusing on systems-- bigger impact

Common traits of design thinking

-curiosity -empathy -creativity -left & right brain thinking -teamwork -position outlook

TED talk David Kelly: How to build your creative confidence

-referenced Albert Bandura - psychologist -sense you can change the world and attain what you set out to do à self efficacy -80% of pediatric patients need to be sedated when getting a MRI --> true -used design thinking to transform MRI experience by painting walls like children's museum (went from 80% down to 10% sedation)

Definition, origins, Stanford d.school & IDEO

-stanford d. school and ideo made design thinking popular.

10 properties of Wicked Problems:

1- WP have no definitive formulation, but every formulation of WP corresponds to a formulation of a solution 2- WP have no stopping rules 3- Solutions to WP cannot be true or false, only good or bad 4-In solving WP there is no exhaustive list of admissible (accepted or valid) operations 5-For every WP there is always more than one possible explanation 6-Every WP is a symptom of another, "higher level" problem 7-No formulation & solution of a WP has a definitive test 8-Solving a WP is a "one shot" operation, with no room for trial and error 9-Every WP is unique 10-The WP solver has no right to be wrong-they're fully responsible for their actions

5 stages of design thinking

1-Empathize (understand your users) 2-Define (the problem) 3-Ideate (brainstorm) 4-Prototype (potential solution) 5-Test & Learn (does it solve?)

4 broad areas of design

1. Symbolic and Visual Communication 2. Material Objects -how to design something that is sleek and useful 3. Activities and Services 4. Environments for living, working, playing and learning

UI

UI (User interface): process of visually guiding the user through a product's interface via interactive elements and across all sizes/platforms. (UI) is everything designed into an information device with which a human being may interact -- including display screen, keyboard, mouse, etc

UX

UX(User experience): process of enhancing customer satisfaction and loyalty by improving the usability, ease of use, and pleasure provided in the interaction between the customer and the product. -Always needed -Even if time and budget are limited -It costs more to fix problems later than avoiding them in the first place -UX's role is to balance the needs of the business and technology

The design thinking process

Viability = business Desirability = people Feasibility = technology.... *** The three overlap. business and technology makes process innovation, people and technology makes functional innovation, people and business makes emotional innovation. all three make experience innovation!


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