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Designerly ways of knowing small

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Designerly ways of knowing small

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Σήμερα, με το πάτημα ενός κουμπιού έχουμε πρόσβαση σε όλο τον κόσμο, εξοπλισμένοι με ποικίλα εργαλεία , έχουμε την ευκαιρία, να εξερευνήσουμε νέες δυνατότητες , νέες ιδέες , νέες τελετουργίες και λύσεις . Έχουμε όμως ακόμα όνειρα; Με αφετηρία τη διαδικασία της σχεδιαστικής σκέψης ( ‘designerly’ ways of thinking), θα μελετήσουμε βήμα προς βήμα τα στάδια μετάβασης από την ιδέα στην υλοποίηση της δικής σας δράσης.

Σήμερα, με το πάτημα ενός κουμπιού έχουμε πρόσβαση σε όλο τον κόσμο, εξοπλισμένοι με ποικίλα εργαλεία , έχουμε την ευκαιρία, να εξερευνήσουμε νέες δυνατότητες , νέες ιδέες , νέες τελετουργίες και λύσεις . Έχουμε όμως ακόμα όνειρα; Με αφετηρία τη διαδικασία της σχεδιαστικής σκέψης ( ‘designerly’ ways of thinking), θα μελετήσουμε βήμα προς βήμα τα στάδια μετάβασης από την ιδέα στην υλοποίηση της δικής σας δράσης.

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Designerly ways of knowing small

  1. 1. A keynote about making ideas happen ONEK _ 2017 Natasa Christou ‘DESIGNERLY’ WAYS OF THINKING
  2. 2. Today is about YOU HAVING MULTIPLE DREAMS ENVI- SIONING YOUR FUTURE Dream - What you see when you are imagining a hypothetical scenario Vision - What you see when you look to the future without hypothesizing, wishing or imagining
  3. 3. Has creative ideas Develops concepts Has the ability execute ideasExperiments through trial and error 1. 2. . 4. . Provides better alternatives to what already exists 5. . 3.
  4. 4. David Kelley , co-founderIdeo “We movedfrom thinking ofourselves as designersto thinking ofourselves as designthinkers. ”
  5. 5. We aretalking about design in its broadest meaning. WHAT + HOW = RESULT
  6. 6. Synthesize + Design Paradoxes Synthesis is orientation and is therefore giving direction. After engaging with users it’s time to transform your data into in - sights. This is a difficult mental task to work out what connects to what, which ideas are more outliers on their own, and which concepts tie to the core of the design challenge. By looking at your findings, try to link similarities, contradictions, exceptions or patterns. Common themes provide inspiration for new, improved prototypes which solve uncovered user needs. The process of focusing your needfinding and testing data enables you to create a shared understanding and team knowledge.
  7. 7. How the Design Thinking Process is... (Re)define the problem Design never ends Needfinding & Synthesis Understand the users & the design space Ideate Brainstorm Prototype Build Test Learn
  8. 8. How the Design Thinking Process feels...
  9. 9. + + KNOWLEDGE EXPERIENCE METHOD THE MAGIC RECIPE FOR SUCCESS *
  10. 10. DENTAL CARE Focus on the method
  11. 11. Designthinking is a user-centered approach to problem solving 2
  12. 12. People-centered You start from what people, users, customers, consumers, (…) need or want to do . Their motivations and the problems they are trying to solve. Empathy is key. It’s not about you. You need the ability to understand and share the feelings of others. 1
  13. 13. HighlyCreative Design thinking stimulates you to look at situations differently and come up with new solutions , that go beyond and improve existing alternatives. Integrative thinking is key. You need the ability to look at all the different aspects of a problem 2
  14. 14. Hands-on Stop discussing, start working. Make ideas tangible. Prototyping is thinking with your hands. Test your hypnotises. Failure is a (necessary) part of the process in order to succeed. Experiments with trial and error are key. 3
  15. 15. Iterative The road to success does not follow a straight line. The more you are able to loop through “understand > create > learn” cycle, the higher chance you have for good results. 4
  16. 16. Collaborative Swarm intelligence may provide key insights to some of humanity’s greatest challenges: Can the collective actions of a group of focused individuals help humanity solve its biggest crises, such as climate change and world poverty? If the ants are any example, collaboration is key to evolution and advancement. In the worlds of Helen Keller, “Alone we can do so little; together we can do so much.” 5
  17. 17. Why we are where are we now?
  18. 18. Why we are where are we now? Emergence of Collec�ve evolu�on
  19. 19. The Design Thinking journey begins with really understanding the customer….. https://vimeo.com/106505300
  20. 20. The Design Thinking journey begins with really understanding the customer…..
  21. 21. How Might We Every problem is an opportunity for design. By framing your challenge as a How Might We question, you’ll set yourself up for an innovative solution. Interview A way to understand the hopes, desires, and aspirations of those you’re designing for than by talking with them directly. Design Principles Guardrails of your solution—quick, memorable recipes that will help keep further iterations consisted NOITARIPSNINOITAEDI Create a Concept A more polished and complete than an idea. It’s more sophisticated, it’s something that you’ll want to test with the people Prototype A chance to run your solution for a couple weeks out in the real world. TNEMELPMI Pilot A longer-term test of your solution and a critical step before going to market Examples of design methods..
  22. 22. Howdoyou apply designthinking ? Keypillars , model & process 3
  23. 23. When can design thinking be helpful?
  24. 24. ‘Wicked’problems? Problems that are ill-defined: both problem and solution are unknown at the beginning. A large part of the problem solving is actually defining the problem. And/or tricky: it involves quite a bit of risk, as you are leaving the comfort zone of the organisation.
  25. 25. Not everyproblem! Design thinking (creative, intuitive, emotional) is not the answer to every single problem. For some question you will need rational thinking
  26. 26. No ‘one sizefits all’ approach ! There is not one single proces or toolkit that serves every single case. There is a wide variety of processes and tools that people customise to serve their needs. The five step process from Stanford Design School is a model that is broadly used and has proven its value.
  27. 27. Empathise Define Ideate Prototype Test An iterative cyclic proces The DesignThinking Proces by Stanford Design School
  28. 28. Empathise Understand the experience , situation and emotion of the person who you are working for • Observe users and their behaviour in the context of their lives . • Engage with people in conversations and interviews. Ask why. • Watch and listen : ask someone to complete a tas k and tell you what they are doing 1
  29. 29. Define Process and synthesise the findings in order to form a user point of view that you will address • User: develop an understanding of the type of person you are designing for • Needs: synthesise and select a limited set of needs that you think are important to fulfil • Insights : express insights you developed and define principles 2
  30. 30. Cultivate a mindset of what is possible not on what is available
  31. 31. Ideate Focus on idea generation. You translate problems into solutions. Explore a wide variety and large quantity of ideas to go beyond the obvious solutions to a problem. • Creativity: combine the un/conscious with rational thoughts and imagination • Group synergy: leverage the group to reach out new ideas an build upon other’s ideas • Separate the generation and evaluation of ideas to give imagination a voice 3
  32. 32. Ideate Ideation is the mode of generating a large quantity of diverse ideas. Mentally, it represents the process of “going wide” which enables to explore a broad solution space. Brainstorming is a renowned method to come up with a lot of ideas. It leverages collective thinking of your team by engaging with each other, listening, and building on each others ideas. Generating ideas based on specific user needs and insights provides the fuel and source material for building rapid prototypes in order to get relevant innovations into the hands of your users.
  33. 33. Go for quantity Defer judgement Encourage wild ideas Be visual Build on the ideas of others (Yes, AND...) Stay focused on topic Team up! 1. 2. 3. 4. 5. 6. Brainstorming Rules IDEATE 7.
  34. 34. Prototype Build to think. A simple, cheap and fast way to shape ideas so you can experience and interact with them. • Start building: Create an artefact in low resolution. This can be a physical object or a digital clickable sketch. Do it quick and dirty. • Storyboard: create a scenario you can role play in a physical environment and let people experience your solution 4
  35. 35. Prototypes Prototyping is a tool to deepen your understanding of the design space and your user, even at a pre-solution phase of your project. Identifying a variable to explore encourages you to break a large problem down into smaller, testable pieces. » Paper prototypes » Customer Journey » Storyboards » Graphics and interface mock-ups » Role Play » Videos » And many more
  36. 36. Test Ask for feedback on your prototypes. Learn about your user, reframe your view and refine your prototype. • Show: let people use your prototype. Give it in their hands and let them use it. Listen to what they say. • Create experiences: let people talk about how they experience it and how they feel 5
  37. 37. Test Testing is the chance to refine solutions together with the user. It is another opportunity to gain empathy through observa - tion and engagement and often yields unexpected insights. Testing is the mode in which the low-resolution artifacts are put into practice by placing the prototype in the appropriate user context. Handing over a prototype into the users’ hands, observing how they interact with it and listening to what they say, allows your team to discover new insights and gain deeper understanding of hidden user needs.
  38. 38. Albert Einstein , theoretical physicist “Ifyou always do whatyou always did, youwill always get whatyou always got .”
  39. 39. What shouldyou remember? Keytake outs !
  40. 40. Designthinking is a user-centered approachto problem solving. Empathyis key. 1
  41. 41. Designthinking is especiallyhelpful for“wicked”problems. 2
  42. 42. Designthinking is a step-by-step processthat is repeated over multiple iterations. 3
  43. 43. Designthinking is about doing. Let’s starttogethertoday. 4
  44. 44. QUESTIONS? SHOOT. Natasa Christou +357 99756409 info@tellalis.com

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