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The first stage of Design Thinking is Empathize. What do you think that means?
It means to understand how users feel and what they need!
Exactly! In this stage, we observe users in their natural environments and ask them questions. Can someone tell me an example of what observations might look like?
Maybe watching how a student uses their locker?
Correct! Youโd make notes on their actions and emotions. Let's talk about the second activityโsemi-structured interviews. Why do you think they are called 'semi-structured'?
Because you have some planned questions, but can also ask follow-ups?
Good point! This flexibility helps us gather richer insights. Remember, empathy journaling is also important. What do you think we write in those journals?
We write observations and any surprises!
Exactly! Let's remember: Empathize = observe, engage, and reflect! Now, can anyone summarize what we've learned about the Empathize stage?
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Moving on to the Define stage! What do you think the goal of this stage is?
To create a clear problem statement?
Exactly! We take our observations and insights and define the problem. How do we begin to synthesize this data into a problem statement?
Using affinity mapping to group similar insights?
Right! By clustering ideas, we can see patterns emerge. After that, we create user personas. Why are they useful?
They help us visualize who we are designing for!
Exactly! Finally, we frame our 'How Might We' questions. Can someone give me an example of one?
How might we make lockers easier for students to use?
Great job! Remember, define = synthesize insights to clarify the direction. What have we learned today?
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Now let's dive into the Ideate stage! What do we aim to do in this stage?
To come up with as many ideas as possible!
Exactly! We want to think widely without judgment. Who can tell me about brainwriting?
It's when everyone writes ideas down, and then we pass them around!
Yes! This helps build on each otherโs ideas. What about using SCAMPER? How do we apply it?
We use prompts to modify existing ideas!
Exactly! Lastly, we prioritize ideas with dot-voting. How do we know which ideas are the best?
The ones that receive the most votes?
Correct! Ideate = think broadly, refine later. What did you find interesting about this session?
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Let's discuss prototypes! Why are they important?
They help us visualize our ideas!
Exactly! We create low-fidelity prototypes from basic materials. What are some materials we might use?
Cardboard, foam, or even paper!
Right! And what does rapid testing involve?
Quickly getting feedback to improve our designs?
Correct! Documenting our prototypes is vital too. What should we log?
Materials used and time spent on each version!
Well done! Remember, Prototype = make ideas visible and test assumptions. Who can summarize what weโve learned?
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Finally, let's look at the Test stage! What's the purpose here?
To get feedback on our prototypes!
Excellent! The first step is creating a test plan. What should this plan include?
Goals for testing, the users, and tasks for them to do.
Well done! What is the Think-Aloud protocol, and why is it useful?
Itโs when users verbalize their thoughts while using the prototype. It helps us understand their reactions.
Exactly! We also catalog feedback in a matrix. Who can tell me how we classify the feedback?
In positive, negative, and suggestions!
Great job! Test = validate through real user feedback. What was the most surprising thing we learned in this session?
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This section provides an overview of the five key stages in the Design Thinking process: Empathize, Define, Ideate, Prototype, and Test. Each stage has specific goals and activities, illustrating how designers iteratively develop solutions by integrating user feedback and insights.
Design Thinking is an iterative process aimed at solving complex problems through a user-centered lens. This section delineates five stagesโEmpathize, Define, Ideate, Prototype, and Testโthat contribute to this innovative approach, demonstrating how each stage fuels the next in crafting meaningful solutions.
The importance of revisiting stages is highlighted throughout the process, underscoring the non-linear nature of Design Thinking, which enhances creativity and solution viability.
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Purpose: Explore a wide range of possible solutions without judgment, then narrow focus to the most promising ideas.
In the Ideate stage, the main goal is to generate as many ideas as possible. This phase encourages creativity, allowing participants to think freely without worrying about whether an idea is good or bad. After this brainstorming session, the group will go through the ideas and select the most promising ones to develop further. It's important to keep an open mind during this phase.
Imagine you and your friends are trying to come up with a theme for a birthday party. At first, you might suggest anything โ pirates, superheroes, space, or even a medieval feast. No idea is considered silly; the goal is to gather a large collection of fun possibilities. Later, after reflecting on the options, you can choose the one that excites you the most.
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Key Activities:
- Brainwriting: Each student writes three ideas in 5 minutes; papers rotate, and peers add variations.
- SCAMPER Exercise: Apply each SCAMPER prompt to an existing product or persona need, generating at least two ideas per prompt.
- Mind-Mapping: Starting from the central problem, branch out sub-ideas and cross-link related concepts.
- Dot-Voting: Display all sketches and notes; each student uses sticky dots to vote for top five concepts.
During the Ideate stage, several specific activities help generate ideas:
1. Brainwriting: Each person writes down their ideas on paper. After a set time, they pass their paper to the next person, who adds to those ideas. This stimulates creative thinking and builds on each other's thoughts.
2. SCAMPER: An acronym for Substitute, Combine, Adapt, Modify, Put to another use, Eliminate, and Reverse. You take an existing product and think of ways to improve or expand it using these prompts.
3. Mind-Mapping: You start with a central idea and draw branches for related concepts, helping visualize how ideas connect to the main problem.
4. Dot-Voting: At the end of the brainstorming, participants display all ideas and vote for their favorites using sticky dots, helping prioritize which concepts to explore further.
Think of brainstorming as planting seeds in different soil. In Brainwriting, each student contributes their unique seeds, allowing ideas to grow. The SCAMPER method helps you think about how to modify existing plants (products or ideas) for better harvests. Mind-Mapping is like spreading out all your seeds in a garden and showing how they all connect, while Dot-Voting is deciding together which plants (or ideas) have the best chance of success based on everyone's preferences.
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Deliverables:
- A folder of at least 25 raw ideas (sketches, notes, SCAMPER outputs).
- A ranked shortlist of 3โ5 concepts with 2โ3 sentence rationales.
At the end of the Ideate stage, participants are expected to compile their work into deliverables:
1. A collection of at least 25 raw ideas: This can include sketches, written notes, and the outcomes of the SCAMPER exercise, showcasing the breadth of thought during brainstorming.
2. A ranked shortlist of 3-5 concepts: After reviewing all ideas, teams should select the most viable ones, alongside a brief explanation for each, stating why they were chosen. This helps to ensure clarity and direction for the next stages.
Creating a menu for a food festival can provide insight into this process. After brainstorming all kinds of dishes, a chef might end up with dozens of ideas (the raw ideas). Then, they might choose their best options โ like focusing on vegetarian tacos, gourmet burgers, and artisanal ice cream โ and write down a sentence about why each dish should be featured (the shortlist).
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Key Concepts
User-Centered Design: Focusing on the needs and experiences of users.
Iteration: The cyclical process of repeating stages in response to feedback.
Divergent Thinking: Generating multiple ideas without judgment.
Convergent Thinking: Narrowing down ideas to select the best options.
Prototyping: Creating tangible representations of ideas for testing.
See how the concepts apply in real-world scenarios to understand their practical implications.
Observing students at a school cafeteria using their lockers to identify pain points.
Creating user personas based on collected data to help visualize target users.
Using SCAMPER to enhance existing solutions by prompting modifications.
Building low-fidelity prototypes with basic materials to test ideas cheaply.
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In Design Thinking, we work from A to Z; Empathize, Define, Ideate, then Prototypes we see, Test to validate, and iterate with glee!
Imagine a team of creative wizards, gathering insights from villagers. Each wizard writes down what they see and hear, turning user stories into designs sincere. They craft small models with clay and wood, testing them out like they know they should.
Every Dog Ignores Pointing Tails (Empathize, Define, Ideate, Prototype, Test).
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Review the Definitions for terms.
Term: Empathize
Definition:
The stage of understanding the user's feelings, thoughts, and actions.
Term: Define
Definition:
The stage where insights are synthesized into clear problem statements.
Term: Ideate
Definition:
The stage focused on generating a broad range of creative ideas.
Term: Prototype
Definition:
Turning abstract ideas into tangible forms for testing.
Term: Test
Definition:
The final stage where user feedback is gathered to validate or refine prototypes.