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# How to Solve any Problems?

Comparing different thinking approach: Design, Engineering, and Business to solve problem

Comparing different thinking approach: Design, Engineering, and Business to solve problem

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## Weitere Verwandte Inhalte

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### How to Solve any Problems?

1. 1. How to solve any problem? by using a human-centric approach… Image Credit: Pexels
2. 2. How do we deﬁne a Problem? Tame Problem Wicked Problem “One that can be solved by choosing and applying the correct algorithm.” “A wicked problem, however, is one for which there is no known algorithm to solve it.” Problem Solutions Problem Solutions More Problems More Solutions
3. 3. Wicked Problem Problem Characteristics Tame Problem Turn On Electric Bulb Solution: Success or Failed Designing a Mouse Solution: How do you know User need 1 or 2 buttons?
4. 4. Wicked Problem In Summary Tame Problem 1 | 0Result The problem solved entirely: Failed or Success Good Bad result Solution is not Failed or Success but Good or Bad. The problem never solved entirely. No Stopping Rule There’s an end called solution Solution can be copied: “Do not reinvent the wheel” Problem is Unique in novel ways: Solution is customized Problem Solution New Problem New Solution Problem is not understood until after formulation of solution: Therefore the Solution changed overtime. Same rule can be applied overtime Solution Same Same
5. 5. Inductive Reasoning Speciﬁc Observation => General Conclusion Observation 1: “Swan A is White” Observation 2: “Swan B is White” Observation 3: “Swan C is also White.” Conclusion : “Every Swan is White.” General Conclusion => Speciﬁc Observation X X Conclusion : “Every Man is Mortal” Hypothesis : “Socrates is a Man” Conclusion Deduced: “Socrates is Mortal” Deductive Reasoning Incomplete Observation => Best Prediction Hypothesis : “If it rained last night, it would be unsurprising that the lawn is wet” Observation : “Lawn is wet” Abduction 1 : “If we remove ‘rain last night’, would the lawn still wet?” Conclusion 1 : “Yes, because of lawn sprinklers” Abductive Reasoning What are Our Options? ? ? ?
6. 6. How Do we Solve Wicked Problem? Wicked ProblemTame Problem Design ThinkingBusiness Thinking Answer: No right answer, Optimize everything • Optimize your Revenue • Optimize your Profit • Optimize your Cost Reduction Answer: No right answer, Sneak into the future By creating Prototype and Test the solution (Synthesis) Engineering Thinking Answer: Deduct the problem (Analysis), Find the right algorithm, Not reinvent the wheel Good Bad currentplan X X ? ? ?Proﬁt Person
7. 7. How Do we Solve Wicked Problem? Design Thinking ? ? ? Source: http://uxpamagazine.org/using-your-logical-powers/ That’s right. We’re going to talk about Design Thinking…
8. 8. Myth #1: Design Thinking is only about Designer image: http://dschool.stanford.edu/our-point-of-view/#radical-collaboration
9. 9. Problem Solving Interface Experience #Desirability #Usability Art Functionality Myth #2: Design Thinking is only about Art “Design is the process of going from an existing condition to a preferred one. Observe that there’s no relationship to art.” Milton Glaser Graphic Design Legend
10. 10. Let’s talk about #Desirability de·sir·a·bil·i·ty dəˌzī(ə)rəˈbilədē/ noun the quality of being desirable. "we agree on the desirability of a negotiated settlement" synonyms: appeal, attractiveness, allure
11. 11. #Desirability: When Did It Start? Skinner’s Box Operant “It was started in 1930. In the field of Psychology…” Positive Reinforcement B.F. Skinner Father of Behaviourism
12. 12. So What Skinner’s Box means… Behaviourism 1. The operant can be anything, either it’s a Mouse or a Man 2. The box (environment) can be also anything, either it’s a Box or an App 3. Positive Reinforcement (Rewards) are needed to shape the operant’s behaviour and hooked it with the box’s behaviour source: https://www.1843magazine.com/features/the-scientists-who-make-apps-addictive “Understand the box and you understand the behaviour. Design the right box and you can control behaviour.”
13. 13. #Desirability: How to be desired? Motivation Ability Trigger Operant should want to do it Operant should be able to do it Operant should be prompted to do it The moment where Operant/Users will love you
14. 14. #Desirability: Fogg’s Behavior Model Triggers Succeed Here Ability Motivation Hard To Do Easy To Do High Motivation Low Motivation A ction Line Triggers Fails Here B = m a t B : behaviour m : motivation a : ability t : triggers source: https://www.behaviormodel.org
15. 15. Let’s go to #Usability us′a·bil′i·ty adjective Capable of being used: usable byproducts. “Computer program that is really simple and easy to use to perform desired tasks is an example of a program that has a good usability rating.” synonyms: serviceability n.practice, help, benefit enough with #Desirability