2. Step 1 - Observe and Reflect: three key takeways/learnings
- I have usually taken into consideration the stakeholder needs when I tried to find solutions for
them, but not to the extent taught by this course. Now, I am reinforced in the conviction that the
question “for whom I will solve this problem” is essential, and must remain essential throughout the
design. However, I will also continue my efforts to be ahead of stakeholder issues, and try to create
new demand by proposing them innovative, breakthrough products, services, etc. This is one of my
goal, one of my skill and intent in life, to be a pioneer, and I would like further courses on this
aspect, in other word, apply design thinking where there isn’t a stakeholder problem to solve
(reactive approach) but instead creating a new need (pro-active), that wasn’t existing before.
Nevertheless, what I’ve learned during this course will be useful even for this, as with roleplaying
techniques and exchanges with future users, I could have valuable feedback and evaluate their
potential appreciation/how the will employ the never-seen-before product.
- I was used to go toward solution rather quickly, moderating myself on all the possible ideas i have
generated to select only the best. This course taught me to put on paper all my ideas, even those
that I find highly unlikely to develop, as it’s an important part of the design thinking progression. This
way, the process of selecting the best idea is clearer, more justified/rooted (as I compare the idea
with all the others), and I can make corrections more easily by modifying the chosen idea through
the incorporation of some elements of other listed ideas, or even switching ideas.
- Until now, the prototype phase in my projects was very short, as my workspace is limited as well as
the materials at my disposal. So I’ve somehow neglected this step, and this course taught me no
to, and gave me confidence that even if I don’t have the rubber bands and post-its and the room to
use them, I am indeed capable of doing rather elaborate prototyping with other means like software
and computer presentations.
3. Prototype and Test
I have liked making my idea more
tangible, by building a prototype. I have also
appreciated the Test step, which was
stimulating as we did some roleplaying with
the stakeholder to act as all the potential
users. Those phases were a temporary low
for me as my ideas were mostly
services, structures to build within schools
(to facilitate the transition between video
game school > job market) that weren’t
really prototype-able with post-its or plastic
and not easily testable too as it would have
required a proper real world condition
implementation. But it was also a high
thereafter as I was able, I think, to describe
my solutions through computer
presentation and prototypes of their
structures. It definitively reinforced my will
to further improve my skills in
photoshop, powerpoint, and other software
that could help me graphically represent my
ideas and prototypes.
Empathize and Define
The most important
steps in the challenge
context as it’s from
where the ideas, the
solutions, and the
prototypes, are
derived, but these were
also the most
challenging as they
require method to
interview the
stakeholder and capture
its feedback. The tools
provided by the
course, in the form of
the
SAY, DO, THINK, FEEL
map as well as the
formalized problem
statement gave me a
methodology to
Ideate
The phase that was the
most interesting for
me, as I have always liked
brainstorming novel
ideas, think of new
solutions, try to find
original answers through
my imagination, my
inspiration, and of course
by reviewing the problem
and users’ needs
involved. The course
taught me to further
unleash my productivity
through this phase, by
avoiding self-censoring
and not hesitating to
materialize at least in
words, every idea that
comes to mind.
Graphic representation of the design thinking process experienced during the challenge
4. Step 2 - Ideate and prototype ways to apply design thinking to my context
A) Design thinking in my context, start small
What pleased me the most throughout the course is the idea
generation, presentation, and subsequent consolidating (choosing the “best” and
then start prototyping them) phases. In my career, I am passionate by
innovation, especially in new technology like computers, networks, interactive
entertainment, human/machine interface, robotics, green tech, etc. I am wearing
many hats from analyst/consultant to producer and editor for these domains. I
would definitively use the aforementioned phase more often when I will build
innovative websites or games, when i will advise a start-up and try to “accelerate” it
(through accelerator companies, venture capital firms, etc.), and in any other
activity. Concretely, I will further strengthen the ideation process that I was already
using, by generating the maximum of ideas that I can and putting them on paper
without any self-hindering through conscious (or not) moderation. For example, if I
have to advise a company on cloud computing/cloud gaming solutions, instead of
being driven by the intent to find the best idea straightaway by filtering the creative
process occurring in my mind, I will materialize it on a support (likely in computer
documents), for me to better compare all the solutions raised and find even more
efficiently the most suited ones to my stakeholder needs.
5. B) Design thinking in my field, and the problems I care about
In my fields (innovation, new technology, international affairs centered on high-tech, etc.),
the creativity and design thinking are already present. But what I regret is that the process is
mostly hidden and we are often presented with the solution once it’s finished or in the final
stage before launch (with the feedback from beta-testers occurring near the end). The
considerations of rights are preventing the companies and authors behind the concepts to
really share the whole route from the beginning, to avoid seeing their ideas stolen. We
usually have to wait for post-launch interviews to have a glimpse of this development, from
the idea sparked to the release. New trends like kickstarting/crowdsourcing are involving the
users earlier, but it’s still not satisfying enough. I would like a system where the tech-
enthusiasts could share their ideas, their creative processes, more freely, with for example
automated electronic legislation allowing an idea, a concept, to be protected more
conveniently, or also crowdcontributing platforms pushing a certain level of collaboration
very early during these stages, with all the legal and right matters fairly covered. >>>>>>
6. On another note, in the innovative industries, design thinking is commonly the prerogative of
the CEOs and founders of start-ups and companies, or the creative directors and producers
for videogames, while the other type of jobs (programmers, gamedesigners, level
designers, etc.) are mostly following big bullet-point plans. I think that every position could
benefit from applying design thinking, every employee, irrelevant of its function, can have
valuable feedback and ideas on the general project and not only for his specific field, that
should be gathered, acknowledged, and used. Internal platforms, where a project could be
presented from its inception to every member involved, and where the feedback and ideas
can be exchanged, could be an asset, rather than only relying on a few “creatives”.
More generally, I really care about innovation and invention, and my opinion is that our
education system (especially in Europe), isn’t teaching us to be creative. Design thinking
classes should be taken from an early age, to empower every individual through mindset and
methods with the capacity to create, to gain a confidence in tackling problems, generate and
implement solutions. Design thinking is giving its adopters a sense of entrepreneurship and a
pro-active attitude. Instead of being overwhelmed by a difficulty, discouraged by the
apparent complexity of an issue, this method provide us the confidence to rise to the
challenge, not lose our motivation after failures, and on the contrary integrate the iteration
concept consisting of attempts and subsequent fails or wins. It’s a key skill, often considered
as “natural”, meaning either you are creative and know how to leverage it to produce
solutions, either you aren’t and become dependent of the former, whereas on the
contrary, with the right spirit, inspirations, environment, and methods, everyone can be
creative. This is a huge flaw, detrimental to the pace at which our civilization is progressing.
To correct that, creative design shouldn’t be firstly formally acquired in a specialized
University program or in a MOOC, but from the junior school.