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Module 7_design Thinking_mike (1)

The document expresses gratitude to various individuals and highlights the Watson College's commitment to quality education in engineering and applied sciences, emphasizing its international perspective and strong community. It outlines the importance of Design Thinking as a methodology for innovation and problem-solving, detailing its phases and techniques. Additionally, it showcases successful applications of Design Thinking in real-world scenarios, particularly in healthcare, and emphasizes the need for empathy and collaboration in the design process.
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© © All Rights Reserved
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Available Formats
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0% found this document useful (0 votes)
24 views85 pages

Module 7_design Thinking_mike (1)

The document expresses gratitude to various individuals and highlights the Watson College's commitment to quality education in engineering and applied sciences, emphasizing its international perspective and strong community. It outlines the importance of Design Thinking as a methodology for innovation and problem-solving, detailing its phases and techniques. Additionally, it showcases successful applications of Design Thinking in real-world scenarios, particularly in healthcare, and emphasizes the need for empathy and collaboration in the design process.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Acknowledgements

I wish to extend my thanks and heartfelt appreciation to all those who helped bring
me to your wonderful campus:

 Chancellor, Dr. Fr Paul Achandy

 Vice Chancellor, Dr. Fr Abraham V M

 Pro-Vice Chancellor, Fr. Joseph CC

 Fr. Lijo Thomas

 Dr. Xavier Chelladurai

 Mr. Dennison Joseph

 Ms. Lynette Nazareth

 And, special thanks to all the faculty and students for investing your time today!
2
THE WATSON COLLEGE GOAL

Watson is a world class


institution dedicated to
quality education in
engineering and applied
science with an
international perspective.
A TOP RANKED SUNY COLLEGE
Overall best public
university in the U.S.

In the world for engineering and


technology.
In the world for Computer Science.
U.S. public college for out-of-state /
international students.

Best public university for return on


investment after graduation.

Most affordable universities in the


world for international students.

Top public
college in the
U.S.
STRONG INTERNATIONAL COMMUNITY

Watson
welcomes
students from
more than
50 countries
and regions.
THE WATSON COLLEGE OF ENGINEERING
AN ENGAGED ALUMNI NETWORK
Nobel Laureate Dr. Stanley Whittingham

Binghamton University Prof. Stanley Whittingham


Won 2019 Nobel Prize in Chemistry
Prof. Whittingham won the
prize for pioneering
research leading to the
development of the
lithium-ion battery along
with John B. Goodenough,
Virginia H. Cockrell
Centennial Chair in
Engineering at the
University of Texas at
Austin and Akira Yoshino
of Meijo University in
Japan.
Lean Six Sigma Yellow Belt
By Prof. Michael V. Testani, CLSSMBB & Lean Master
Design Thinking Workshop for Christ University
How everyone can use Design Thinking can help solve really big,
real-world problems
Professor Michael V. Testani
Binghamton University – Senior Director of External Outreach and Engagement
Director of the Strategic Partnerships for Industrial Resurgence (SPIR) program
Director of the Continuing Professional Education for the Thomas J. Watson School of Engineering and Applied Technology at
Binghamton University
Co-Director of the Design Thinking & Innovation Center of Excellence for Binghamton University and Vishwakarma University
Adjunct Professor, The Watson School SSIE, at Binghamton University
Professor of Practice, Vishwakarma University
Over 30 years of industry (engineering management, operations and talent management) prior to Binghamton University
Courses Taught…
ISE 364 Engineering Project Management
ISE 491 Systems Design: Requirements Gathering and Documentation
ISE 492 System Design Capstone
SSIE 564 Engineering Project Management
SSIE 510 Enterprise Systems Engineering
Lectures: Introduction to Design Thinking, Agile Engineering, Critical Thinking, Higher Order Thinking Skills
Introduction to Design Thinking (Transdisciplinary course with Vishwakarma University)
VU-BU Design Thinking Process – a non-linear methodology for
design & innovation
1. DISCOVER – Design initiation and inspiration

2. EMPATHIZE – Gaining a deep understanding of the end-


user experience and their unmet needs

3. DEFINE – Synthesizing insights from the previous phases to


establish a design team point-of-view (PoV) regarding the problem
to be solved. How-Might-We (HMW) statement is defined

4. IDEATE – Using divergent and convergent thinking to find


the right solution or solutions to prototype

5. PROTOTYPE – Rapidly building a low-fidelity solution to


solicit end-user feedback (Build fast to learn fast)

6. EVALUATE – Test the solution with end-users and gather feedback

7. REFINE (ITERATE) – Observe, Reflect, Build, Repeat and


Release a minimum viable product (MVP) and maximum
valuable experience (MVE) to the marketplace
What is Design Thinking?

tim-brown-quote.jpg (930×318) (imgix.net)

Tim Brown, CEO of IDEO

19
Design Innovation and the Design Thinking Process

Source: Stanford d.school

20
Design Thinking: IDEO Shopping Cart Challenge

https://www.youtube.com/watch?v=M66ZU2PCIcM
Design Thinking Mindsets…the most important tool
Why is radical collaboration so important?
Shout out what you see (or type in the chat)…

31
Why is Design Thinking becoming so
important around the world?

How does Design Thinking align with the


current & future directions of our world?
Design Thinking for Everyone

The Future of Technology

By 2020, the Fourth Industrial Revolution will have brought us advanced
robotics and autonomous transport, artificial intelligence and machine
learning, advanced materials, biotechnology and genomics. Source:
World Economic Forum

© 2022 Binghamton University


WEC Top Skills

Design Thinking
Skills
Design Thinking for Everyone

New Technologies are birthed through interdisciplinary


collaboration…

© 2022 Binghamton University


Who is using Design Thinking to Innovate?
GE Healthcare: Empathetic Design at Pittsburgh Children’s Hospital

79
Design Thinking used at Pittsburgh Children’s Hospital

https://www.youtube.com/watch?v=FkJD9bYS-As&t=2s
80
GE Adventure Series: Empathetic Design at Pittsburgh
Children’s Hospital

81
Design Thinking Framework
Vishwakarma University and Binghamton University Design Thinking Process

Understand the end- Brainstorm solutions Test the solution


user’s problem to the problem with end-users

Inspire the team to Clearly articulate the


Rapidly build the
take on the challenge problem to be solved
solution

Inspiration Ideation Implementation

82
The impact of using design thinking…

GE Healthcare manufactures medial imaging


and diagnostic equipment for the
healthcare industry
GE MRI and CT Scan principle designer
was devastated to learn that 80% of the
children required medical sedation to
use their product

After redesigning the product, The Adventure


Series is a product line designed
specifically for children
Sedation rates dropped to around 2%
as a direct result of the empathic design
thinking practices
Design Thinking Framework
Vishwakarma University and Binghamton University Design Thinking Process

Understand the Brainstorm Test the


end-user’s solutions to the solution with
problem problem end-users

Inspire the team Clearly articulate


Rapidly build
to take on the the problem to be
the solution
challenge solved

Inspiration Ideation Implementation

Let’s learn how to use Design Thinking tools and methods

90
Create a Team
Social Contract

A Team Social Contract is:

• The team’s desired


behaviors
• Conduct that will help
ensure the team’s success
• Behaviors to avoid
• Based on the team’s core
values
• Developed by the team
• Enforced by the team
Design Thinking Framework
Vishwakarma University and Binghamton University Design Thinking Process

Understand Brainstorm Test the


the end- solutions to solution with
user’s the problem end-users
problem

Inspire the Clearly


Rapidly build
team to take articulate the
the solution
on the problem to be
challenge solved

Inspiration Ideation Implementation

95
The Discover Phase – Initiation and Inspiration
In the Discover phase of the design thinking process, the design challenge is first presented to the design
team. Here sponsors and key stakeholders are identified along with each stakeholder’s clearly stated
desired outcomes from the design project. The design team is organized around this problem with the
appropriate cross-disciplinary skills to solve this specific challenge. Here the team performs research from
a broad, societal perspective to understand the context within which their design solution will function. Any
design constraints; such as budget, time, resources, and specifications are identified in this phase as well.
The discovery phase also transitions the design team to discover the known from the unknown in terms of
the design space within which they will be operating. Methods and techniques used in this phase
include:
 Project Selection & Project Charter / Scoping
 Team Selection
 AEIOU and Y Chart, Ecosystem Map/Mind Map
 Stakeholder Map
 Persona Identification and Worksheets
 Secondary Research (existing state-of-the-art)
 Research Plan
 Team Social Contract
 Hopes and Fears Activity
 “50 in 15” & “Assumptions & Questions” Grid

96
AEIOU and Y (Your Observations and Interpretations)
AEIOU&Y Chart – Blank Template
List your direct observations under each section of the chart
Discuss your observations and determine key interpretations and insights
What insights are the most meaningful for your project?

97
AEIOU and Y (Your Observations and Interpretations)

AEIOU&Y Chart Example (Preventing Home & Dorm Room Fires)

Key Insights: There are a lot of opportunities for fire in student


homes and dorms (flammables and ignition sources)

98
Design Thinking – Ecosystem Map

People/Stakeholders - Things - Interactions

99
100
Be Curious – Ask “50 in 15” (Review & Do) 15
Ask questions that need to be answered about your problem. Take 15 minutes and brainstorm
individually your questions and discuss them as a team, BE CURIOUS!!!

Why? Who? How? Where? What? When? Substitute?


Combine? Adapt? Modify? Amplify? Eliminate?
Minimize? Maximize? Reverse? Salvage?
WHO performs work - Can someone else perform it?
Rearrange?
WHERE is work done - Can it be done elsewhere?
WHEN is work done - Can the timing be changed?
Ask WHY five times (5 Whys) and/or Ask WHAT outcomes is the end-user looking for.
HOW else can this be done? (Think of the most absurd idea you can)
Under what conditions work is done – How can they be changed?
How work is controlled - What is the value-added work?
What does the customer really need – What is the job to be done?
Try the“50 in 15” approach or ask 50 questions about a problem in 15 minutes
Design Thinking for Everyone

Let’s Get Started – Let’s Go to Mural and Collaborate as a Team

30

© 2022 Binghamton University


Design Thinking for Everyone

Place your Post-its in the appropriate quadrant of the grid

© 2022 Binghamton University


Design Thinking for Everyone

Create a Plan to Answer Questions and Validate Assumptions

© 2022 Binghamton University


Design Thinking for Everyone

A Stakeholder Map – Anyone who affects or is affected by your


project in your business
 Brainstorm all stakeholders using Post-its®  Affinitize (cluster), label, connect and prioritize key
stakeholders

© 2022 Binghamton University


Design Thinking for Everyone

Stakeholder Map (Step 1)

© 2022 Binghamton University


Design Thinking for Everyone

Stakeholder Map (Step 2)

© 2022 Binghamton University


Design Thinking for Everyone

Stakeholder Map (Step 3)

© 2022 Binghamton University


Design Thinking for Everyone

Design Thinking Framework


Vishwakarma University and Binghamton University Design Thinking Process

Understand Brainstorm Test the


the end- solutions to solution with
user’s the problem end-users
problem

Inspire the Clearly


Rapidly build
team to take articulate the
the solution
on the problem to be
challenge solved

Inspiration Ideation Implementation

108 © 2022 Binghamton University


Design Thinking for Everyone

The Empathize Phase – Understanding End-Users’ Needs


 In the Empathize phase, the design team researches the actual context in which the end-users
experience the product, process, or system. The design team identifies key personas, or market
segments, based on interviews and direct observations to identify the situations where end-
users experiences can be improved. The design team "puts themselves in the shoes" of the end-
user and develops true empathy for their experiences looking for ‘pains’ or ‘friction’.
 Empathize Techniques include:
– Persona Worksheets
– Empathy Map
– Experience Flow – As-Is Scenario map and/or Journey map
– End-user Journey Map
– Pain point Map – linked to the above maps
– Assumptions and Questions to be addressed
– Data collections tools – questionnaires, surveys, direct observation, interviewing and/or experiencing
– How, What, When, Why and What is stopping us? Gaining end-user insights via contextual and experiential
Inquiry (Interviewing, observing and doing)

109 © 2022 Binghamton University


Design Thinking for Everyone

Path to a Design Thinking Point of View, Start with Empathy…Identify


Physical and Latent Needs
 Shadowing: Observing what appears Easy and Not-
so-easy for end-users (LOOK)

 Interviewing: Looking for meaning and feeling Note:


surveying is not as effective, esp. for uncovering
emotions and feelings (ASK)

 Trying it yourself: Experiencing the Experience


(TRY)

•Immerse: experience what users experience.


•Observe: view users and their behaviors in the contexts of their lives.
•Engage: interact with and interview users through schedules and “intercept” encounters
- Stanford’s d.school

© 2022 Binghamton University


Design Thinking for Everyone

Why is direct observation (contextual inquiry) important?


When questioned by a design team if she had any problem opening her
prescription medication, the 85 year old grandmother with severe
rheumatoid arthritis, responded – “No, I don’t have any problems
opening my medication!”
–How can this be?

© 2022 Binghamton University


Design Thinking for Everyone

Design for the “Extremes”

 Design Thinkers look to the ‘fringes’ for design inspiration

112 © 2022 Binghamton University


What does end-user Empathy look like?

The OXO GOOD GRIP product line

(Inspired by a product designer/inventor whose wife had severe rheumatoid arthritis)

113 113
Design Thinking for Everyone

Empathy Map

 Persona at the center


– Give him/her a name
 Identify the observable and
experiential behaviors
 All human senses are
considered
 Summarize the top “Pains”
and “Gains”
– Pains: Physical & Emotional
– Gains: Ditto
– Focus on identifying the
‘Latent Needs’ of the persona

114 © 2022 Binghamton University


Design Thinking for Everyone

© 2022 Binghamton University


Design Thinking for Everyone

Design Thinking Framework


Vishwakarma University and Binghamton University Design Thinking Process

Understand Brainstorm Test the


the end- solutions to solution with
user’s the problem end-users
problem

Inspire the Clearly


Rapidly build
team to take articulate the
the solution
on the problem to be
challenge solved

Inspiration Ideation Implementation

116 © 2022 Binghamton University


Design Thinking for Everyone

Reframing Example

The Elevator is too slow!!! Technology-centric


• Upgrade to a newer
What should we do? Solution(s) model
• Change the motor
• Update the algorithm
Reframing

Make the wait more


enjoyable!

Human-centric
• The wait for the
elevator is annoying!

© 2022 Binghamton University


Design Thinking for Everyone

DEFINE – Synthesizing insights to establish a design team point-of-


voice (PoV)
In the Define phase, the design team identifies the specific problem to be addressed. The
team reaches a consensus on their collective point of view in terms of the human experience
they are equipped to improve. Often, design teams 'reframe' the originally stated problem
as their direct observation of human behaviors and interactions identifies a new perspective
of the real problem that needs solving. They synthesize, analyze, and prioritize research
data gathered during their primary and secondary market research efforts.
Methods used in Define include:
• Synthesizing the analysis using all methods of primary and secondary research – Research planning, Market
analysis, Data collection, analysis, and interpretation
• Reframing – framing the problem in the end-user context and focusing on their experience
• Correct method of framing questions for – Questionnaire (or Interview Guide) or Direct Observation
• Key insights and design opportunities – Sense-making from interviews, observations, and immersion to synthesize
key insights
• User stories (End-user defining need statements including a signature experience or a
• "How Might We ..." An (HMW) is statement is created
• Design brief and design attributes

© 2022 Binghamton University


Design Thinking for Everyone

Creating a “How Might We…” Statement(s)


DEFINE

© 2022 Binghamton University


Design Thinking for Everyone

Creating a “How Might We…” Statement(s)

…so that more people can enjoy it longer at


more places”
Actions: Improve, Grow, Enhance, Enable, Empower, Redesign, Change,
Create, Build, Construct, Design, etc.

© 2022 Binghamton University


Design Thinking for Everyone

Create your statement “How Might We…”

Context: The outcomes are derived by solving the problem that your persona needs or wants
Reference: The 6 Universal User Experiences

© 2022 Binghamton University


Design Thinking for Everyone

20 Minutes

123 © 2022 Binghamton University


Design Thinking for Everyone

Design Thinking Framework


Vishwakarma University and Binghamton University Design Thinking Process

Understand Brainstorm Test the


the end- solutions to solution with
user’s the problem end-users
problem

Inspire the Clearly


Rapidly build
team to take articulate the
the solution
on the problem to be
challenge solved

Inspiration Ideation Implementation

124 © 2022 Binghamton University


Design Thinking for Everyone

IDEATE – Finding a solution (or solutions)


In the Ideate phase, the design team explores multiple layers of visualization and
its techniques to support the demand of the solution. The team uses divergent and
convergent thinking approaches and techniques to select top solutions for
prototyping.
 Ideate methods include:
• Visualizations – Sketches and conceptual designs
• Brainstorming – Team collaboration (e.g. Nominal Group Technique or NGT)
• Deriving solution – Big Ideas and Prioritization techniques (e.g. “Crazy Eights”)
• Divergent and Convergent Thinking – brainstorming, card storming, affinity analysis, theme
development, prioritization, and selection methods (multi-voting, criteria-based prioritization, and
consensus methods)
• Concept Selection Methods – Prioritization and selection (e.g. ranking and scoring)

125 © 2022 Binghamton University


Design Thinking – Creative Confidence with a Common Object

A common paperclip

How many unique ‘uses’ can you think of with the item above in 1 minute?

https://www.online-stopwatch.com/countdown-clock/full-screen/

129
Design Thinking for Everyone

Ideation: Brainstorming with Post-its (Card storming)

Theme
Theme Theme Heading
Heading Heading 1
1 2

Theme
Heading Theme
3 Heading
3

Theme
Heading
4

Silently fill out several Post-its per individual, then share them with your team
 1 Idea per Post-it (easier to rearrange and move)
 Go for QUANTITY over QUALITY
 Ensure CLARITY of ideas

© 2022 Binghamton University


Design Thinking for Everyone

Ideation: Affinity Analysis or “Clustering” Related Ideas


Theme
Heading 2

Theme
Heading 1
Theme Theme
Heading 1 Heading 2

Theme
Heading 3 Theme
Heading 3

Theme
Heading 4

Each cluster receives a Theme Heading that describes the


cluster

© 2022 Binghamton University


Design Thinking for Everyone

Ideation: Prioritization Grid

© 2022 Binghamton University


Design Thinking for Everyone

Design Thinking Framework


Vishwakarma University and Binghamton University Design Thinking Process

Understand Brainstorm Test the


the end- solutions to solution with
user’s the problem end-users
problem

Inspire the Clearly


Rapidly build
team to take articulate the
the solution
on the problem to be
challenge solved

Inspiration Ideation Implementation

134 © 2022 Binghamton University


Design Thinking for Everyone

PROTOTYPE – Building the solution (Build fast to learn fast)


In the prototype phase, the design team brings their top ideas to reality. Rapid
prototyping is used to create low-fidelity mockups of design solutions to be
evaluated keeping in mind the needs of the end users.

Prototype practices include:


• Proof of principle and design concepts- Establishment of functionality. Identification of system
components (Rapid prototyping, low fidelity to high fidelity through iterations)
• Minimum Viable Product (MVP) – provides end-user value and improves end-user experience
(Minimum Viable Experience)
• Minimum Valuable Experience (MVE) -
• Evaluating features of the system, subsystem, or design components (possible functions and features)

135 © 2022 Binghamton University


Design Thinking for Everyone

Design Thinking: Prototyping

© 2022 Binghamton University


Design Thinking for Everyone

Minimum Viable Product (Plus Experience)n


Minimum Valuable Experience
Versus

© 2022 Binghamton University


Design Thinking for Everyone

Design Thinking Framework


Vishwakarma University and Binghamton University Design Thinking Process

Understand Brainstorm Test the


the end- solutions to solution with
user’s the problem end-users
problem

Inspire the Clearly


Rapidly build
team to take articulate the
the solution
on the problem to be
challenge solved

Inspiration Ideation Implementation

139 © 2022 Binghamton University


Design Thinking for Everyone

What is meant by Evaluate?


In the VU/BU Design Thinking process….Evaluate is the sixth phase of the process. It’s an essential part
of user experience (UX) and customer experience (CX) design that typically comes after or concurrently
with the Prototype phase. Evaluating or Testing solutions, in Design Thinking, involves generating user
feedback as related to the prototypes you have developed, as well as gaining a deeper understanding
of your users. When done correctly, the Evaluate stage of the design project can lead back into almost
any stage of the Design Thinking process; where it allows you to Empathize with and gain a better
understanding of your users; it may lead to insights that change the way you Define your problem
statement; it may generate new ideas in the Ideation stage; and finally, it might lead to an iteration of
your Prototype.

Source: IBM Design


Thinking, The Loop

140 © 2022 Binghamton University


Design Thinking for Everyone

EVALUATE – Test the solution with end-users


In the Evaluate phase, the design team observes the end-user and how they
relate and react with the real-life situations and end-user experiences.
6+end-user experience and design feedback are re-synthesized to realize
the desired user outcomes.

Evaluate techniques include:


• Contextual Walk-through (observation within the context of the end-
user),
• Cognitive Walk-through protocol
• Think aloud method
• Showcasing solutions (or Design sprint playbacks with key stakeholders),
• Feedback mechanisms and processes (Feedback Grid),
• To-be Scenario mapping, Storytelling and Storyboarding

141 © 2022 Binghamton University


Design Thinking for Everyone

Feedback Grid
Document the feedback you receive during your Playback on this
feedback grid…

142 © 2022 Binghamton University


Design Thinking for Everyone

Design Thinking Evaluate: Feedback Grid

The end-user feedback grid

© 2022 Binghamton University


Design Thinking for Everyone

Remember: Desirability, Feasibility and Viability


 Desirability relates to the focus on people; it’s what puts the “human” in human-centered
design. If a solution is to be desirable, it has to appeal to the needs, emotions, and behaviors of
the people we are designing for.
 Feasibility is about technology. Is your design solution technically possible, or does it depend
on a technology that’s yet to be invented (or good enough for regular use)? While we should
never base designs on technical specifications, our design solutions need to be practical and
implementable without incurring huge costs.
 (Commercial) Viability: will your design solution work as a business? Is there an
appropriate business model behind your solution, or would it collapse after a few years without
investor or donor contributions? Design Thinking solutions should always be self-sustaining —
Design Thinking is a long-term process that should ideally continue supporting and improving
itself way beyond the project deadline.

Did you “Wow!” the end-


user?

144 © 2022 Binghamton University


Design Thinking for Everyone

Design Thinking Framework


Vishwakarma University and Binghamton University Design Thinking Process

Understand Brainstorm Test the


the end- solutions to solution with
user’s the problem end-users
problem

Inspire the Clearly


Rapidly build
team to take articulate the
the solution
on the problem to be
challenge solved

Inspiration Ideation Implementation

145 © 2022 Binghamton University


Design Thinking for Everyone

REFINE (ITERATE) – Observe, Reflect and Build


In the Refine phase, the design team systematically improves upon their product, process, or
service until it is ready for implementation to the marketplace. Techno-commercially viable
solutions are released to society for the betterment of usability.

Refine methods include:


• Low fidelity to high fidelity design realization
• MVP and Experienced-based Roadmap
• Visual narration
• Storyboard and storytelling
• Techno-commercial viability estimation (Business Model Canvas) – meeting needs, value proposition,
unique features, hardware and/or software requirement, and features definition could be considered

146 © 2022 Binghamton University


Design Thinking for Everyone

A Design Thinking Storyboard

 The Storyboard has a Beginning, Middle and End (6 – 9 ‘vignettes’)


 Helps to ‘pitch’ the ideas and concepts to others outside the team
 Everyone should collaborate on the Storyboard

147 © 2022 Binghamton University


Design Thinking for Everyone

Remember: Desirability, Feasibility and Viability


 Desirability relates to the focus on people; it’s what puts the “human” in human-centered design. If
a solution is to be desirable, it has to appeal to the needs, emotions, and behaviors of the people we
are designing for.
 Feasibility is about technology. Is your design solution technically possible, or does it depend on a
technology that’s yet to be invented (or good enough for regular use)? While we should never base
designs on technical specifications, our design solutions need to be practical and implementable
without incurring huge costs.
 (Commercial) Viability: will your design solution work as a business? Is there an appropriate
business model behind your solution, or would it collapse after a few years without investor or donor
contributions? Design Thinking solutions should always be self-sustaining — Design Thinking is a
long-term process that should ideally continue supporting and improving itself way beyond the project
deadline.

Did you “Wow!” the end-user?

Can you make it…in mass?


Can you make money with it?

148 © 2022 Binghamton University


Congratulations on Completing the Design Thinking Workshop
1. DISCOVER – Design initiation and inspiration

2. EMPATHIZE – Gaining a deep understanding of the end-


user experience and their unmet needs

3. DEFINE – Synthesizing insights from the previous phases to


establish a design team point-of-view (PoV) regarding the
problem to be solved. How-Might-We (HMW) statement is
defined
4. IDEATE – Using divergent and convergent thinking to find
the right solution or solutions to prototype

5. PROTOTYPE – Rapidly building a low-fidelity solution to


solicit end-user feedback (Build fast to learn fast)

6. EVALUATE – Test the solution with end-users and gather feedback

7. REFINE (ITERATE) – Observe, Reflect, Build, Repeat and


Release a minimum viable product (MVP) and minimum
valuable experience (MVE) to the marketplace
What questions do you have? Please don’t hesitate to contact me!

[email protected]
Next Steps

 Identify design challenges (problem


statements) and teams for application
 Prepare for tomorrow’s session
Do some research on your team’s
problem statement
Bring an open mind to our meeting
Bring some writing instruments and
post-its
 Prepare for follow-up sessions to review
and discuss the actions and results
Reference Materials

IBM Design Thinking: https://design.ibm.com/index.html

User Centered Design Services CoC: w3.ibm.com/ucd

Stanford Institute of Design: https://dschool.stanford.edu/

Hasso Plattner Institute of Design: https://hpi.de/en.html

IDEO U: https://www.ideou.com/pages/design-thinking-certificate

Institute of Healthcare Design Thinking:


http://healthcaredesignthinking.com

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