Module 2
Module 2
SYLLABUS
Design Thinking Approach:-Introduction to Design Thinking,
Environment.
INTRODUCTION TO DESIGN THINKING
Some of the world’s leading brands, such as Apple, Google, Samsung and GE,
What’s more, design thinking is being taught at leading universities around the
world.
problem-solving.
Formally defined as:
By thinking from the needs of the user, a design thinking approach helps designers
bridge the gap between something that just works and something that solves a problem.
The ‘Norman Door’ phenomenon might just be the best illustration of why design
designed poorly.
A Norman Door has a handle that you can grab, so you think that you need to pull it. But
While logically thinking, placing a handle on the door is perfectly normal, in the world of
real people and real experiences, the handle is obsolete and confuses the user.
Design thinking revolves around a deep interest in developing an
products or services.
implications.
Design thinking is extremely useful in tackling problems that are ill
1. Empathy
2. Ideation
3. Experimentation
1. Empathy
Empathy is the foundation of design thinking.
Unless you get into the wants and needs of people you are designing for, what you’re
doing can’t be considered design thinking.
2. Ideation
Ideation is the core of creative activities in the design thinking process.
Simply put, it is when multiple ideas are pitted against each other, where creativity is
unleashed and innovation happens.
3. Experimentation
This involves consulting experts to find out more about the area of concern through
observing, engaging and empathizing with people to understand their experiences and
motivations, as well as immersing yourself in the physical environment so you can gain a
stage to use during the next stage and to develop the best possible understanding of the
users, their needs, and the problems that underlie the development of that particular
product.
2. DEFINE
During the Define stage, you put together the information you have created and gathered
This is where you will analyse your observations and synthesise them in order to define the
core problems that you and your team have identified up to this point.
You should seek to define the problem as a problem statement in a human-centred manner.
To illustrate, instead of defining the problem as your own wish or a
much better way to define the problem would be, “Teenage girls
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The perfect problem statement should clearly answer the following
questions:
generating ideas.
You’ve grown to understand your users and their needs in the Empathise stage, and
you’ve analysed and synthesised your observations in the Define stage, and ended up
You should pick some other Ideation techniques by the end of the
Ideation phase to help you investigate and test your ideas so you
can find the best way to either solve a problem or provide the
✔●Brainstorming
✔●Bodystorming
✔●Lightning Demos
✔● 4 Step Sketching
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Body storming
LIGHTNING DEMOS
4. PROTOTYPE
The design team will now produce a number of inexpensive, scaled
Prototypes may be shared and tested within the team itself, in other
experiences.
By the end of this stage, the design team
product.
5. TEST
Designers or evaluators rigorously test the complete product using the best solutions
This is the final stage of the 5 stage-model, but in an iterative process, the results generated
during the testing phase are often used to redefine one or more problems and inform the
understanding of the users, the conditions of use, how people think, behave, and feel, and to
empathies.
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Even during this phase, alterations and refinements are made in order to rule out
problem solutions and derive as deep an understanding of the product and its users
as possible.
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NON-LINEAR
We may have outlined a direct and linear Design Thinking process in which one stage
seemingly leads to the next with a logical conclusion at user testing.
However, in practice, the process is carried out in a more flexible and non-linear fashion.
For example, different groups within the design team may conduct more than one stage
concurrently, or the designers may collect information and prototype during the entire
project so as to enable them to bring their ideas to life and visualize the problem solutions.
Also, results from the testing phase may reveal some insights about users, which in turn
may lead to another brainstorming session (Ideate) or the development of new prototypes
(Prototype).
DESIGN THINKING AS
DIVERGENT-
CONVERGENT QUESTIONING
DESIGN THINKING AS DIVERGENT- CONVERGENT QUESTIONING
Divergent and convergent thinking are two complementary methods to explore ideas, work
work—both approaches are necessary and lead to unique solutions for challenges that
into what we do, we often don’t stop to think about the theories behind them. We often rail
against tired concepts like “think outside the box,” yet we still try to capture what that phrase
Typically, this means that everyone involved in this type of thinking will look for
unexpected combinations and connections between remote associations.
We’ll also employ divergent thinking in the process of thinking through, at a high
level, how to help make a client’s website, app, or digital tool more competitive or
Convergent thinking is best practiced at times when you need an answer and you believe
you have access to the data and information you need to guide a decision or solution.
Convergent thinking typically calls for speed, accuracy, and knowledge on a subject, so
it’s best used when the team has access to experts and relevant data.
The team will analyze and bring that information together into an educated decision.
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The design thinking process is ultimately a divergent and convergent thinking process.
To find the right problem, design thinkers conduct a series of studies to understand
people and their problems, and then translate all kinds of findings into one or a few
problem statements.
The design thinking process is ultimately a divergent and convergent thinking process.
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To find the best solution, a cross-disciplinary group of design thinkers first brainstorm a