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Comparative Design thinking

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Comparative Design thinking

  1. 1. DESIGN THINKING
  2. 2. As per NASSCOM survey 2017:
  3. 3. Prerequisites... Creative Confidence Visual Shorthand Communication
  4. 4. Task 1. Do you think you are creative Draw a portrait of yourself.
  5. 5. Task 1. Do you think you are creative Draw a portrait of yourself. Key Takeaways of this TASK: Being creative is not being artistic Ability to show unfinished work Ability to participate in something you are not good at This is ‘Creative Confidence’
  6. 6. Task 2: Draw to Communicate Man Woman Baby Door House Innovation
  7. 7. Task 2: Draw to Communicate Man Woman Baby Door House Innovation Key Takeaway of this Task: Ability to find something you don’t have a clear answer to This is Visual Shorthand Communication
  8. 8. Prerequisites... Creative Confidence Visual Shorthand Communication These abilities make an individual who generates Innovative Ideas
  9. 9. SOME WEIRD QUESTIONS How to make a dripless ice cream? How to add an iodine patch to all Indian women? How can we have sachets which open easily but not leak? How can we convert our TV to smart TV? How to use Petrol cars with CNG? How to convert old fittings to have an LED bulb? How to use plastic and fly ash as building material? How to leak proof ceilings with organic material? How to make a cold chain feasible? How to make a single port for charging & output signal
  10. 10. Answer: DESIGN THINKING
  11. 11. Design Thinking as a Process ...as per D. School Executive Education, Stanford University 1. Empathize 2. Define 3. Ideate 4. Prototype 5. Test 6. Assess
  12. 12. Process1: EMPATHIZE D. School- Conduct Interviews, Uncover Emotions, Seek Stories
  13. 13. Process1: EMPATHIZE D. School- Conduct Interviews, Uncover Emotions, Seek Stories Feel their feelings, mirror their experience � Without judgment � With beginner’s eyes � With curiosity � Optimistically � Respectfully
  14. 14. Process2: Define Problem Statement or ANALYSE D. School- Reframe and create human centric problem statements Identify meaningful surprises & tensions Infer insights
  15. 15. Process2: Define Problem Statement or ANALYSE D. School- Reframe and create human centric problem statements Identify meaningful surprises & tensions Infer insights Focus on Individuals and not on groups Take care of extreme users : CEO of OXO replaced peeler with cushy Handle to address the extreme user.
  16. 16. Process3: Ideate or SOLVE D. School- Brainstorming Sessions around the Problem Brainstorm Radical Ideas Build on others’ ideas Suspend Judgement
  17. 17. Process3: Ideate or SOLVE D. School- Brainstorming Sessions around the Problem Brainstorm Radical Ideas Build on others’ ideas Suspend Judgement Be visual Stay on topic Go for many ideas Encourage wild ideas One conversation only
  18. 18. Process4: Prototype (part of SOLVE) D. School- Create Lo-res objects and experiences Role Pay to understand context and key features Quickly build to think and learn
  19. 19. Process4: Prototype (part of SOLVE) D. School- Create Lo-res objects and experiences Role Pay to understand context and key features Quickly build to think and learn Sketch 5-7 radical ways of meeting your user’s needs Make charts Make models Try Simulating them ...find the ‘Best one’
  20. 20. Process 5: Test D. School- Test with customers to refine solution and gather data Gain deeper empathy Embrace failure
  21. 21. Process 5: Test D. School- Test with customers to refine solution and gather data Gain deeper empathy Embrace failure Share your idea Get the feedback
  22. 22. Process 5: TEST
  23. 23. Process 6: Assess D. School- Guidelines for evaluating project work Critically Openly Giving & receiving feedback Integrating
  24. 24. Process 6: Assess D. School- Guidelines for evaluating project work Critically Openly Giving & receiving feedback Integrating + What went well -What went wrong ? Questions ! Ideas ! Actionable Ideas !!! ...and Feasible Ideas Look for Feedbacks Review as part of Test...
  25. 25. Design Thinking Empathise Analyse Solve Test Karmic Design Thinking Dukkha Samudaya Nirodha Marga Comparison of Design Thinking with Karmic Design Thinking Stanford Design Thinking Definition: 1. Empathize 2. Define 3. Ideate 4. Prototype 5. Test 6. Assess
  26. 26. Case Study 1: She can’t carry a bag. She would carry a suitcase with wheels to workplace: …
  27. 27. Case Study 2: A wardrobe
  28. 28. Wardrobe 1
  29. 29. Wardrobe 2
  30. 30. Wardrobe 3
  31. 31. PROJECT 1: Design an ideal wallet for your buddy Sketch your best idea:
  32. 32. Design an improved wallet: ...as per Design Process Facts (Physical/ material/color/cost/weight/brand) Form (shapes/size/texture/pockets/patterns) Function (Main use/ occasion/ storage idea/ carried) Relationship (What your buddy carries in the wallet that you don’t/ What would he or she would hate to lose/Is it the reflection of his/ her personality)
  33. 33. Project 2: Design a coconut cutter
  34. 34. To Summarize Design Thinking is a User Centric Approach. It is : � People Centric – empathy is the key � Highly Creative-Integrative thinking is the key � Hands-On – Failure is a necessary part of the process � Iterative- A cycle of “ Understand>Create>Learn”.
  35. 35. Design Principles ...by Dieter Ram (...Data Harms) 1. Good design is innovative 2. Good design makes a product useful 3. Good design is aesthetic 4. Good design makes a product understandable 5. Good design is unobtrusive 6. Good design is honest 7. Good design is long-lasting 8. Good design is thorough down to the last detail 9. Good design is environmentally-friendly 10.Good design is as little design as possible courtesy: https://3dstartpoint.com/design-principles-for-3d-printing/
  36. 36. drneetaa@gmail.com BOOKS ● Soft Computing (AI & ML) ● Digital Signal Processing ● Making you placement ready ● ET for Engineers (self publication) ● AI for Engineers (self publication) Please send your feedback about the workshop to:

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