2. 1.1.- Design Thinking
It’s a problem-solving methodology applicable to any field of
innovation that requires a creative approach. It is based on these
principles:
1.
EMPATHY: A deep observation of the
needs of users, including emotions
2.
IMAGINATION: "optimistic" search of
solutions.
3.
EXPERIMENTATION: Visualization of
solutions through collaborative
prototyping
4.
ITERATIVE LEARNING: the
continuous iteration of the process of
observing-create-prototype-validate
to learn from each step, until you find
the best solution.
3. 1.1.- Design Thinking
Today
everything is
design…
Design of strategies
Design of services
Design of products
Design of experiences
Diseño de businesses
iseño de Estrategia
Diseño de Servicio
Diseño d
4. Methodology
1.1.- UNDERSTAND
2.2.- OBSERVE EMPATHY
Definition of the problem
Observe the
users
Conclusions
3.3.- SYNTHESIS
4.4.- IDEATE
Generation of
ideas
12 IDEAS
5.5.- PROTOTYPE
6.6.- TEST
Drafts, sketching, models,
storyboard, represent,etc.
Test and
implement
corrections
5. OBSERVE & EMPATHY
Design thinking is a human-centered approach that integrates the needs of people,
the possibilities of technology, and the requirements for business success
6. OBSERVE & EMPATHY
empathy
Observe and listen to the
user. Live users’
experiences.
Empathy: A deep observation of the
needs of users, including emotions
Don’t focus on the
product/service, focus on the
user needs.
8. EXPERIMENTATION
When we were kids, we all were designers
EXPERIMENT: Visualization of solutions
through collaborative prototyping
9. PROTOTYPE
Experiment, visualize and build prototypes
The prototype is the main
validation tool
1. UNDERSTAND BETTER
THE PROBLEM
2. LEARN BY DOING
3. SHOW, NOT JUST TELL
4. VISUALIZE IDEAS
10. ITERATIVE LEARNING
ITERATIVE LEARNING: the continuous iteration of the
process of observing-create-prototype-validate to learn
from each step, until you find the best solution.
11. UNDERSTAND (15’)
1. Define the group of people you are addressing. Who is the
“user”? Who will benefit from the solution?
2. Deepper understanding of the context of the
problem/challenge.
14. INSIGHTS (10’)
Conclusions from
the process of
understanding the
user and specific
problems you want
to solve.
(1 – 3 specific
needs/motivations)
Foto: dixquatre on Flicrk
15. QUESTIONS (20’)
Choose one or two insights and ask:
How could we improve or solve….?
Find the right questions NOT THE ANSWERS
17. IDEATION (25’)
Generate SOLUTIONS
1. Generate as many ideas as possible to serve
these identified needs.
2. Use one POST-IT for each Idea
3. Do not judge or debate ideas.
4. During brainstorming, have one conversation
at a time.
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19. PROTOTYPING (1h45’)
Time to
finish
12:45
1. Combine, expand, and refine ideas. BUILD to THINK and LEARN
2. Create and present actual working prototype. BUILD to
COMMUNICATE
3. Seek feedback from a diverse group of people
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20. PROTOTYPE
THE CHALLENGE:
The improvement of the sustainability of EOI UNIVERSITY staff and students
THE SOLUTION:
The EOI ecoGreen bus. The latest-fashion fully-equipped bus with charges, WiFi, coffee &
tea, fast & cheap, comfortable, fun and clean!
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21. PROTOTYPE
THE CHALLENGE:
The improvement of the sustainability of EOI staff and students
THE SOLUTION:
The EOI ecoGreen bus. The latest-fashion fully-equipped bus with charges, WiFi, coffee &
tea, fast & cheap, comfortable, fun and clean!
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