The term “design” is regularly connected with products’ quality and additionally stylish appearance, the principal objective of design as a discipline is to promote well being in people’s lives.
“Design thinking is a human-centered approach to innovation that draws from the designer’s toolkit to integrate the needs of people, the possibilities of technology, and the requirements for business success.”
— Tim Brown, CEO of IDEO
In my word, Design thinking is a part of what goes through a designer’s mind in every single design project. It is a very amazing thinking instrument that can drive a brand, business or a person forward emphatically and experimentation to arrive at innovative solutions. Design thinking is a way for people to define a problem find solution and face prototype their ideas.
As a simple example when you think about the process of inventing the cell phone. We discover the need and problem. how can I contact people anywhere anytime? The idea, I think it’s maybe something works like a telephone but mobile. The solution, Why can we make things like this a mobile phone?
Process of design thinking is the process from ideas of solution the part to learning work.
Design thinking requires empathy. The world can do with more than empathy and this reaching out of trying to understand another person’s perspective engenders the sense of compassion. It is applied to learn thus, It’s not just dry learning out of context. Design thinking can certainly help with learning design problems are interesting unique as well. And also, Design thinking is a help to avoiding the pitfalls of imposing the wrong solution on a community.
The design thinking process is contextual. It’s mean that the context matters when you create things that consider how user use it and how the user relate to it. And also, Design thinking is empowering everybody to be part of the solution and make the solution better more informed.
There have 5 stages in the design thinking process to follow. The five stages of Design Thinking, according to Empathise, Define, Ideate, Prototype, and Test. Let’s take a closer look at the five different stages of Design Thinking.
The first stage is that Empathize the user. This is where you’ll sit with real consumers and end-users to understand their point of view. Empathy requires understanding the pain points and the day by day truth of your target audience. It additionally requires some information about learner’s motivations and needs, which probably won’t be self-evident.
Empathy, by definition, is the intellectual identification with or vicarious experiencing of the feelings, thoughts or attitudes of another.
Designing with empathy incorporates doing the majority of that and going an additional step. It requires really envisioning the experience of work, learning, and critical thinking from the audient’s point of view. Empathy gaining is often described as ‘need-finding’ in that you are discovering people’s explicit and implicit needs so that you can meet those needs through design. A need is a physical, psychological or cultural requirement of an individual or group that is missing or not met through existing solutions.
- Assume a beginner’s mindset
- Ask What-How-Why
- Ask the 5 whys
- Conduct interviews with empathy
- Build empathy with analogies
- Use photo and video user-based studies
- Use personal photo and video journals
- Engage with extreme users
- Story share-and-capture
When you design without Empathy what happens?
Do you know about Google wearable product of Google glass? (figure 3) This is the first wearable glass launched in 2013. The glass allows users to take photos, send messages and view other information such as weather and transport directions, in any case, it does really satisfy the actual needs of users. The user needs to perform socially ungainly or inadmissible acts to have the option to utilize your product, you can make sure that few people would utilize your product. Finally, the Glass included an unremarkable camera which brought about security worries for those people around the Glass user, since there was no chance to get of knowing whether they were being recorded.
The second stage is Defined as a problem. Empathize help to define the problem. ?Therefore, This stage-based on What you have learned about your customers and the context. Therefore, This is the place you will examine your perceptions and integrate them so as to characterize the centre issues that you and your team have distinguished as yet. Designers in your team assemble incredible plans to set up highlights, functions, and whatever other components that will enable them to take care of the issues or, at any rate, enable users to determine issues themselves with the base of trouble.
During this phase, you’ll want to organize your research using a different lens, maps or frameworks.
Empathy Map — organize by consumer thinking/feeling, what they’re experiencing and pains.
Customer Journey — organize along with how the consumer shops or interacts with the product.
Experience Map — organize around consumer doing, thinking and feeling along the timeline.
Affinity Map — organized by a common theme or pattern.
Point Of View — focusses on your insights about your users and their needs.
The phrase “How might we….” is often used to define a perception, which is a statement of the:
user + need + insight
A good problem statement should thus have the following traits. It should be:
- Human-centred. This requires you to frame your problem statement according to specific users, their needs and the insights that your team has gained in the Empathise phase.
- Broad enough for creative freedom. This means that the problem statement should not focus too narrowly on a specific method regarding the implementation of the solution. The problem statement should also not list technical requirements, as this would unnecessarily restrict the team and prevent them from exploring areas that might bring unexpected value and insight to the project.
- Narrow enough to make it manageable. On the other hand, a problem statement such as, “Improve the human condition,” is too broad and will likely cause team members to easily feel daunted.
“Ideation is the mode of the design process in which you concentrate on idea generation. Mentally it represents a process of ‘going wide’ in terms of concepts and outcomes. Ideation provides both the fuel and also the source material for building prototypes and getting innovative solutions into the hands of your users.”
– d.school, An Introduction to Design Thinking PROCESS GUIDE
In this third stage Ideate. It is Brainstorm and comes up with the new creative solution. In this stage, the team should be starting to “think outside the box” to identify the new creative solution. Ideating is about inventiveness and fun. In the ideation stage, the amount is supported. Consequently, No thought is too fantastical and nobody’s thoughts are rejected. Brainstorm and Worst Possible Idea sessions are commonly used to invigorate free speculation and to grow the issue space.
Brainstorm rule is that: one conversation at a time go for a quantity encourages wild ideas to defer judgement. No blocking build on each other’s ideas be visual.
Why We Need Ideation in design thinking?
“One of my concerns has been designed education, where the focus has been centred too much upon craft skills and too little on gaining a deeper understanding of design principles, of human psychology, technology and society. As a result, designers often attempt to solve problems about which they know nothing. I have also come to believe that in such ignorance lies great power: The ability to ask stupid questions. What is a stupid question? It is one which questions the obvious. ‘Duh,’ thinks the audience, ‘this person is clueless.’ Well, guess what, the obvious is often not so obvious. Usually, it refers to some common belief or practises that have been around for so long that it has not been questioned. Once questioned, people stammer to explain: sometimes they fail. It is by questioning the obvious that we make great progress. This is where breakthroughs come from. We need to question the obvious, to reformulate our beliefs, and to redefine existing solutions, approaches, and beliefs. That is design thinking. Ask the stupid question. People who know a lot about a field seldom think to question the fundamentals of their knowledge. People from outside the discipline do question it. Many times their questions simply reveal a lack of knowledge, but that is OK, that is how to acquire the knowledge. And every so often, the question sparks a basic and important reconsideration. Hurrah for Design Thinking.
Ideation requires purposefully adopting certain characteristics, whether they are natural or whether they need to be encouraged and learnt. Adapting, Connecting, Disrupting, Flipping, Dreaming and Imagining, Experimental, Recognise Patterns, Curiosity.
After the ideation, then move on to the Prototype Stage. Design thinking is that you won’t have any answers about the feasibility of your idea until you test it with real users. This is the purpose of prototyping. A prototype can be a sketch, model, or a cardboard box. But depending on your resources, there are many ways for you to get creative in this step, using found materials or setting creative limitations on budget. The prototype is built to think and answer questions that get you closer to your final solution.
Two common categories of prototypes used by designers include the Concept Prototype and the Working Prototype. Prototypes can include any of the following
• Models of your idea made of cardboard and scrap material
• Paper mockups of apps and digital products
• Storyboards of an experience
• Digital mockups
• Skits and simulations
The final stage of the Design Thinking process is Test. The purpose of testing is to learn what works and what doesn’t and then iterate. Start building, Don’t spend too long on one prototype, Build with the user in mind. For example, prototyping can be attempted at an opportune time in the task — in front of ideation — so as to find increasingly about the user. Basic models can be created, test thoughts, yet to see increasingly about how users work once a day.
From here, specific teams or directors may further refine thoughts or even make the last move to choosing a real idea with which to push ahead. Regardless, it’s basic to team up transparently with customers and end-users. Be that as it may, in an iterative procedure, the outcomes produced during the testing stage are regularly used to reclassify at least one issues and advise the comprehension regarding the users, the states of utilization, how individuals think, act, and believe, and to sympathize.
How to plan a Test?
Create multiple prototypes, each with a change in a variable, so that your users can think about prototypes and reveal to you which they like. At the point, Avoid over-clarifying how your prototype works, or how it is supposed to solve your user’s problems. After that, When users are exploring and using the prototype, request that they disclose to you what they’re supposing. Observe how your users use — either “correctly” or “incorrectly” — your prototype. Finally, ask to catch up inquiries, regardless of whether you think you recognize what the user implies.
In this action, you will design, build, and test a prototype of your idea. It’s time to get your hands messy! By the end of this activity, you should have a designed, built, and tested the second revision of your prototype.
— Keep in your mind, You test only your prototypes not that user —
When you’re testing your solution, it may be useful to have empathy with your customer or the situation and sometimes, you need to re-define your problem in the light of the latest developments. Then, empathy ensures you to address the real problem and give meaning to your solution. the amazing thing about the five-stage Design Thinking model is that it systematises and distinguishes the 5 stages/modes you would hope to complete in a design venture and in any inventive critical thinking venture.