creative thinking and innovation
Design Thinking
A method for creative problem solving and aligns ideas and solutions around the users needs.
iterate
To repeat in order to achieve, or get closer to, a desired goal.
prioritization gird
a gird that ranks which ideas would be the most feasible and important
impact grid
a grid that ranks ideas based on impact and effort
stakeholder map
a map that lists all stakeholders along with a quote expressing their thoughts, opinions, needs, or expectations
big idea vignettes
a map where you list the big ideas and you go for quantity to encourage wild ideas
participant
a researcher that participates
empathy
a respectful understanding of what others are experiencing and their point of view
define
a step in the creative process where the insight is rewritten to flip the problem into an solvable opportunity that aligns the teams around the user's needs
ideate
a step in the creative thinking process where brainstorming ideas, building off other's ideas, and clustering them in categories to show the synergy of ideas.
hopes and fears
a technique or activity used to get to know each other, expose aspirations and concern, and prepare everyone to start
next steps
a technique that identifies the next steps in the forms of milestones and steps. Ideal for large projects with many milestones and multiple tribe members or tribes working on the same project. you can add a time-line feature to make it a deliverable and accountable. also, great for identifying special skills needed, workloads, team size, and potential challenges or roadblocks
hopes and fears
a technique used to introduce the design thinking process, gets participant concerns out on the table, helps the facilitator identify participants who may need guidance or pushing, and can be sued from the users perspective.
scenarios
a type a prototype where a narrative or story about how people may experience a design in particular future context of use, used to predict or explore interactions with a concept product or service, and can be storyboards, written text, videos, or acted out in person.
role playing
a type a prototype where a researcher acts out the interaction or experience of the user with the product or service, is live storytelling, and can be used to predict future interactions with concept products or services.
body storming
a type a prototype which is a method of prototyping experience. it requires setting up and experience, complete with artifacts, and people "physically" testing it. a form of scenario testing. is good at deliver context the experience testing
collaborative fixation
a type of brain storming challenge where members conform their ideas to other members reducing the range of exploration
social matching
a type of brain storming challenge where members may become less productive to match others in the group
free-riding
a type of brain storming challenge where members may sit back and not contribute
evaluation apprehension
a type of brain storming challenge where participants may be less creative because of criticism by others
personality characteristics
a type of brain storming challenge where strong personalities may dominate the conversations
shadowing
a type of observation that allows the researcher to ask questions while observing the user, plus user experience and activities.
Convert observation
a type of observation that observe users without them being aware of the observation. they identify the purpose of the researcher that is not known to those who are being observed.
direct observation
a type of observation that occurs in real time
indirect observation
a type of observation that occurs when reviewing a past event such as a video of the process
shadowing
a type of observation where you observe people in the context while accompanying a user.
Low Fidelity Prototype
a type of prototype that is a quick cheap way of gaining insight and informing decision making without the need for costly investment. also stimulates function, not aesthetics, helps understand how people will interact and what the experience might be like. it also can help identify additional hills or pain-points
appearance prototype
a type of prototype where the appearance looks like but do not work like the final product, for show, and good for scenarios.
convergent thinking
a type of thinking that narrows the available problem solutions to determine the single best solution
extreme user
a user that wither dont use the product or service, or those who use it way beyond the normal amount, will often yield more insights then the typical user.
user hack
a user uses their insight when using the product rather than using the design.
Big Hairy Audacious Goal (BHAG)
any goal that is so big, inspiring, and outside the prevailing paradigm that it hits people in the gut and shifts their thinking
wicked problems
complex, ambiguous, uncertain, and changing problems
based on importance and feasibility
during the ideate process, how do they prioritize ideas?
divergent thinking
expands the number of possible problem solutions
how might we _____who____ _____what_____ to _____why___.
how do we define the problem.
too narrow
is this HMW statement too narrow or more open ended; how might we advertise to high school students to visit our campus to increase student enrollment?
more open ended
is this HMW statement too narrow or more open ended; how might we engage high school students to visit our campus to increase WSU enrollment?
customers, potential customers, employees/staff/team members, vendors, and anyone connected to your brand
list some users
poverty, rural healthcare, climate change, world hunger, obesity, homelessness, terrorism, income disparity, and racism
list some wicked problems
"day in the life"
one of the seven types of observation where they know you are there and it is okay to ask questions
fly-on-the-wall
one of the seven types of observation where they may or may not know you are there. you are to be as unobtrusive as possible and are silently observing
prototype
one of the steps of creative thinking process where you build a prototype capable of conveying the idea to the consumer. they should understand the concept enough to make honeys evaluations regarding if it solves their need, is desired and has a perceived value.e
non-participant
someone who is a observer that is not part of the situation being observed.
synthesis
the convergent part of the design process where you review research, make connections, uncover insights, distill data to better understand, and make sense of it
playbacks
the team plays backs "the user experience for a defines scenario to foster collaboration, encourage feedback, and achieve alignment around the user value that the team will deliver.
AS IS Scenario Map
these maps are used to create a collective understanding of where the process, product or issue stands today. it helps identify pain points and opportunities
empathy map
this activity is used to rapidly put your team in the users shoes and align on pains and gains - whether the beginning of a project or mid-stream when you need to re-focus on your user
journey map
this map shows a drawn version of the user experience in a sequence of steps, can show a complete experience or focus on a portion of the experience, and can be used at any time in the process to help understand what the user is going through.
assumptions and questions
this technique is designed to help separate what is known for sure (usually from data or testing) from what is really just assumed without verification, and identifies what questions that still need answering.
true
true or false, when we find a problem many people have in common, we find an opportunity to innovate around.
insights
understanding on an issue; point of view
playbacks
use to align teams, stakeholders, and clients around the user values. they want to deliver as a team rather than project line times.
unmet needs, user hacks, dissatisfaction, disruptive technologies, stale industries, and declining market share
what are 6 ways to gain insights?
collaborative fixation, evolution apprehension, free-riding, personality characteristics, and social matching
what are some brainstorming challenges?
physical sustenance, security, leisure/relaxation, affection, understanding, autonomy, meaning/purpose, mattering, community, sense of self, transcendence, , and dignity.
what are some unmet needs?
day in the life, fly-on-the-wall, focus groups, card sorting, camera journal, video journal, and behavioral mapping.
what are the 7 types of observation?
sketch, storyboard, wire framing, Venn diagram, map, role play, and scenario
what are the 7 types of prototypes?
people, environment, business, and technology
what are the categories where design thinking must seek balance between?
observing, persons, focus groups, and interviewing
what are the five different ways to build empathy?
empathize, define, ideate, prototype, and test
what are the five steps in the creative thinking process?
complex problem solving, critical thinking, and creativity
what are the tope 3 most important work skills?
creative thinking/divergent thinking and analytical thinking/convergent thinking.
what are the two modes of thinking that design thinking seeks to find a balance between?
pains and gains, facts, and body language
what are you looking for when observing?
desirable, viable, and feasible
what does design thinking seek to bring alignment to?
it is a place to put any topics, thoughts, or questions that you want to remember and address later.
what is a parking lot used for?
is a human-centric innovation and problem solving process.
what is design thinking?
understanding is what leads to insights.
what is the eighth lesson of design thinking?
with every iteration you reduce risk
what is the fifth lesson of design thinking?
it is not about you!
what is the first lesson of design thinking?
design thinking is an iterative process
what is the fourth lesson of design thinking?
go for quantity and WILD ideas
what is the ninth lesson of design thinking?
to create innovative solutions through creative and collaborative practices.
what is the purpose of the human center design?
you are in it together! design thinking is collaborative! build on each others ideas. yes, and ...
what is the second lesson of design thinking?
when them align around the user, it brings together their different perspectives and collective knowledge as a unified force.
what is the seventh lesson of design thinking?
design thinking seems alignment
what is the sixth lesson of design thinking?
dont be married to your ideas. collaborate! build on the ideas of others
what is the tenth lesson of design thinking?
there is a story behind every drawing. stories communicate! drawing communicates!
what is the third lesson of design thinking?
empathy
what is understanding?
(BHAGS) Big hairy audacious goals, wicked problems, uncertain outcomes, and poorly defined problems
when should we use design thinking?
anyone who uses or comes in contact with any of your brand experiences
who are the users?
people
who does design thinking focus on putting first?
the user
who is the focus in every step of the design process?
the work environment today is team-based and collaborative
why is design thinking relevant to you?
improving each iteration gets you closers to a functional representation of the final product.
why should I continue to iterate my prototype?