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MARCH 2016 PRACTICAL DESIGN THINKING

Practical Design Thinking Workshop at City University London

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MARCH 2016

PRACTICAL DESIGN THINKING

Gabriel Fender User Experience Designer & Workshop Facilitator

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ABOUT ME

< / >

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WORKSHOP ROADMAP

Warm-up

Start

Hands-on Activity

Wrap-upMotivation

WARM-UP

PART I

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DIVERGENT THINKING EXERCISE

INDIVIDUALLY think of as many uses for these TWO objects

Rubber band

Paper Clip?

?

MOTIVATION

PART II

Reduce the friction between people and interfaces

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OUR GOAL AS EXPERIENCE DESIGNERS

▸ Door handles

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EVERYDAY FRICTION

▸ Card payment keypad

▸ Buttons in lifts link

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SMALL FRICTION

To view your revised total after discounts have been made please press ‘Finish and Pay’ and then press ‘Go Back’

Label Stuck to Self Checkout Till

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LARGE FRICTION

Pantograph on a trainPlatform 2, Farringdon Station

http://metro.co.uk/2014/01/02/trains-pantograph-crashes-into-roof-at-blackfriars-station-4247237/

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ACCESSIBILITY FRICTION

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EXPERIENCE DESIGN TOOLS

+ Design Thinking

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IDEO’S METHOD FOR DESIGN

https://www.youtube.com/watch?v=taJOV-YCieI

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HOW I’VE USED DESIGN THINKING

1. Kickstarting a Project

2. Strategy Workshops

3. Ideation for Hack Days

4. Teaching Design Thinking Skills

HANDS-ON EXERCISE

PART III

Redesign the Self Checkout Till

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YOUR CHALLENGE

▸ Wait in the queue

▸ Walk up to the till and start

▸ Scan items, place on scale

▸ Restricted items need shop assistant override

▸ Bag your items

▸ Payment

▸ Receipt

▸ Take items and leave

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REFRESHER: THE SELF CHECKOUT PROCESS

1. RESEARCH: brainstorm needs, functions, frustrations

2. AFFINITY MAPPING: group needs to find patterns

3. PRIORITISE: narrow your focus

4. IDEATION: big, disruptive, crazy ideas

5. CONVERGE: distill crazy ideas into a design to build

6. CONCEPTUALISE: shareable artefact of idea

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THE PROCESS

▸ Build on each others ideas

▸ Defer judgement

▸ Encourage wild ideas

▸ Go for quantity

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RULES

Design Thinking: https://www.ideo.com/about/

Instructions 1. Individually think about

functions, needs and problems of self checkouts

2. Write ONE item per post-it

3. Please work in Silence

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STEP 1 - RESEARCH

Problem You have been hired a supermarket to evaluate self checkout tills and advise on improvements

Go for quantity!

▸ Divide into groups of 3-4 people

▸ Read out one note at a time

▸ Place it on the board next to similar items

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STEP 2 - AFFINITY MAPPING

▸ Assign names to each group

▸ Prioritise - choose one group that is the most important

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STEP 3 - PRIORITISE

STEP 4 - IDEATION

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▸ Individually, write ONE idea per post-it

▸ Go for wild, crazy ideas e.g. A robot trolley that follows you around the store so you don’t have to push it

STEP 5 - CONVERGE

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▸ In groups, review and discuss ideas

▸ Combine, mix and add ideas

▸ Converge on ONE idea

STEP 6 - CONCEPTUALISE

Produce TWO artefacts in your teams:

1. Concept: sketch or animation or prototype or other!

2. A Story of how it’s used

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SHARE AND DISCUSS

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Volunteers to share ideas

WRAP-UP

PART IV

▸ Make time for individual thinking

▸ Post-it notes are more powerful than you think

▸ Encourage crazy ideas - give permission

▸ Quantity first, then converge

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LESSONS LEARNED

Design thinking is about Thinking Human

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ONE MORE THING…

UsersStakeholders Your Team

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RECOMMENDED READING

Design of Everyday Things by Don Norman

Creative Confidence by David & Tom Kelley

Gamestorming by Dave Gray, Sunni Brown, James Macnufo

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THANK YOU!Email: [email protected] Twitter: @gabefender