5. Task 1. Do you think you are
creative
Draw a portrait of yourself.
6. Task 1. Do you think you are
creative
Draw a portrait of yourself.
Key Takeaways of this TASK:
Being creative is not being artistic
Ability to show unfinished work
Ability to participate in something you are not good at
This is ‘Creative Confidence’
7. Task 2: Draw to Communicate
Man
Woman
Baby
Door
House
Innovation
8. Task 2: Draw to Communicate
Man
Woman
Baby
Door
House
Innovation
Key Takeaway of this Task:
Ability to find something you don’t have a clear answer to
This is Visual Shorthand Communication
10. SOME WEIRD QUESTIONS
How to make a dripless ice cream?
How to add an iodine patch to all Indian women?
How can we have sachets which open easily but not leak?
How can we convert our TV to smart TV?
How to use Petrol cars with CNG?
How to convert old fittings to have an LED bulb?
How to use plastic and fly ash as building material?
How to leak proof ceilings with organic material?
How to make a cold chain feasible?
How to make a single port for charging & output signal
13. Design Thinking as a Process
...as per D. School Executive Education, Stanford University
1. Empathize
2. Define
3. Ideate
4. Prototype
5. Test
6. Assess
15. Process1: EMPATHIZE
D. School- Conduct Interviews, Uncover Emotions, Seek
Stories
Feel their feelings, mirror their experience
� Without judgment
� With beginner’s eyes
� With curiosity
� Optimistically
� Respectfully
16. Process2:
Define Problem Statement or
ANALYSE
D. School-
Reframe and create human centric problem statements
Identify meaningful surprises & tensions
Infer insights
17. Process2:
Define Problem Statement or
ANALYSE
D. School-
Reframe and create human centric problem statements
Identify meaningful surprises & tensions
Infer insights
Focus on Individuals and not on groups
Take care of extreme users :
CEO of OXO replaced peeler with cushy Handle to address the extreme
user.
18. Process3: Ideate or SOLVE
D. School- Brainstorming Sessions around the Problem
Brainstorm Radical Ideas
Build on others’ ideas
Suspend Judgement
19. Process3: Ideate or SOLVE
D. School- Brainstorming Sessions around the Problem
Brainstorm Radical Ideas
Build on others’ ideas
Suspend Judgement
Be visual
Stay on topic
Go for many ideas
Encourage wild ideas
One conversation only
20. Process4: Prototype (part of SOLVE)
D. School-
Create Lo-res objects and experiences
Role Pay to understand context and key features
Quickly build to think and learn
21. Process4: Prototype (part of SOLVE)
D. School-
Create Lo-res objects and experiences
Role Pay to understand context and key features
Quickly build to think and learn
Sketch 5-7 radical ways of meeting your user’s needs
Make charts
Make models
Try Simulating them
...find the ‘Best one’
22. Process 5: Test
D. School-
Test with customers to refine solution and gather data
Gain deeper empathy
Embrace failure
23. Process 5: Test
D. School-
Test with customers to refine solution and gather data
Gain deeper empathy
Embrace failure
Share your idea
Get the feedback
25. Process 6: Assess
D. School-
Guidelines for evaluating project work Critically
Openly Giving & receiving feedback
Integrating
26. Process 6: Assess
D. School-
Guidelines for evaluating project work Critically
Openly Giving & receiving feedback
Integrating
+ What went well
-What went wrong
? Questions
! Ideas
! Actionable Ideas
!!! ...and Feasible Ideas
Look for
Feedbacks
Review as part of Test...
33. PROJECT 1: Design an ideal wallet for your
buddy
Sketch your best idea:
34. Design an improved wallet:
...as per Design Process
Facts (Physical/ material/color/cost/weight/brand)
Form (shapes/size/texture/pockets/patterns)
Function (Main use/ occasion/ storage idea/ carried)
Relationship (What your buddy carries in the wallet that you don’t/
What would he or she would hate to lose/Is it the reflection of his/
her personality)
36. To Summarize
Design Thinking is a User Centric Approach.
It is :
� People Centric – empathy is the key
� Highly Creative-Integrative thinking is the key
� Hands-On – Failure is a necessary part of the process
� Iterative- A cycle of “ Understand>Create>Learn”.
37. Design Principles
...by Dieter Ram (...Data Harms)
1. Good design is innovative
2. Good design makes a product useful
3. Good design is aesthetic
4. Good design makes a product understandable
5. Good design is unobtrusive
6. Good design is honest
7. Good design is long-lasting
8. Good design is thorough down to the last detail
9. Good design is environmentally-friendly
10.Good design is as little design as possible
courtesy: https://3dstartpoint.com/design-principles-for-3d-printing/
38. drneetaa@gmail.com
BOOKS
● Soft Computing (AI & ML)
● Digital Signal Processing
● Making you placement ready
● ET for Engineers (self publication)
● AI for Engineers (self publication)
Please send your feedback about the workshop to: