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Esce Paris, design thinking flipped classrooms

Classes about design Thinking @ ESCE Paris (Ecole Supérieure de Commerce Extérieur) in year 5.
Principles of flipped classrooms applied to the students, to improve participation and pleasure practicing design thinking tools.

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Esce Paris, design thinking flipped classrooms

  1. 1. DESIGN THINKING: WHAT THE HELL IS THAT FOR? SYLVAIN LOUBRADOU BET@LEADERSHIP ESCE 1
  2. 2. WHO AM I? 2 Twitter : @sylvainpam18 or @betaleadership #ESCEDesignThinking
  3. 3. OUR PURPOSE • Practice in team • Apply Self Organized Learning • Know what is design thinking and what kind of philosophy it is • Use some tools 3
  4. 4. SPRINT 0 BUILD TEAMS 1. Create teams of 5-7 people 2. Choose a name for the team and a problem to solve (5 min) 3. Explain to the others the problem you want to solve and why (1 min for each team) 4
  5. 5. SPRINT 1 WHY DESIGN THINKING 5
  6. 6. IN EVERY MARKET, WE’RE EXPERIMENTING A PARADIGM CHANGE 6 MARKETS AND CLIENTS INTERNAL ORGANIZATION PRODUCT DEVELOPMENT CYNEFIN DIAGRAM
  7. 7. RAPID DISRUPTIONS IN MARKETS, ECO SYSTEMS AND TOOLS 7
  8. 8. STARTUP HOCKEYSTICK 8
  9. 9. WHY DESIGN THINKING • To develop or adapt new products and / or services • In a complex world • With a high degree of disruption and velocity • At low cost and scalable You must use a: • Value-centric • Customer-centric • Cultural and methodological approach 9
  10. 10. SPRINT 2 WHAT IS DESIGN THINKING 10
  11. 11. 4 STEPS IN ACCORDION 11 Based on Facts and Feelings Empathetical Process
  12. 12. SPRINT 3 YOUR CHALLENGE Use the Business Model Canvas to put the first ideas of your Project (10 min) Team name / Challenge / Value Proposition / Customer Segments 12 1 2
  13. 13. SPRINT 4 : DISCOVER 13 IN EACH TEAM: 1. Choose a tool 2. Search how to use it 3. Apply it to your Project (20 min) 4. Present the results to the classroom (2 min)
  14. 14. TOOLS TO DISCOVER • SWOT • 5 Why’s • Customer Journey • Empathy Map • System Mapping • Role Play • Customer Value Canvas 14 Sources : Designpedia, Wikipedia…
  15. 15. SWOT BASED ON FACTS 15
  16. 16. 5 WHY’S BASED ON FACTS PROBLEM-CENTRIC 16
  17. 17. CUSTOMER JOURNEY (EMOTIONAL) DEFINE A START AND AN END TO THE JOURNEY EMOTIONAL EVALUATION ON THE JOURNEY 17
  18. 18. EMPATHY MAP (EMOTIONAL) FIRST DEFINE WELL THE SUBJECT 18
  19. 19. SYSTEM MAPPING FACTS 19
  20. 20. ROLE PLAY (EMOTIONAL) FIRST DEFINE THE ROLE PLAY AND PLAY IT THEN DEBRIEF ON IT 20
  21. 21. CUSTOMER VALUE CANVAS 21
  22. 22. CATEGORIZE INSIGHTS 22
  23. 23. IMPACTS ON YOUR BUSINESS MODEL CANVAS Complement your ideas on the business canvas 23 1 2
  24. 24. SPRINT 5 : CREATE 24 IN EACH TEAM: 1. Choose a tool 2. Search how to use it 3. Apply it to your Project (20 min) 4. Present the results to the classroom (2 min)
  25. 25. TOOLS TO CREATE • Brainstorming • Story Board • Story Telling • Design Challenge 25 Sources : Designpedia, Wikipedia…
  26. 26. BRAINSTORMING Rules : 1- Set the question 2- Let people think 2 minutes about it alone writing ideas on post-it 3- Share ideas quickly without long explanations writing or putting it on post its on a paper board or Wall 4- Set an award for the amount of ideas 5- Set a “soft” punishment for censorship (“Not Good” “Won´t work…”) 6- If the rythm gets slow, change a Word in the question (replace client for comunity, or tool for service…) 26
  27. 27. STORY BOARD 27
  28. 28. STORY TELLING 28
  29. 29. DESIGN CHALLENGE 29
  30. 30. CHOOSE THE BEST IDEA(S) 30
  31. 31. IMPACTS ON YOUR BUSINESS MODEL CANVAS Complement your ideas on the business canvas 31 1 2 3 45
  32. 32. SPRINT 6 : PROTOTYPE 32 IN EACH TEAM: 1. Choose a tool 2. Search how to use it 3. Apply it to your Project (20 min) 4. Present the results to the classroom (2 min)
  33. 33. TOOLS TO PROTOTYPE • Minimum Viable Product • Customer Journey • Story Board • Role Play • Paper Prototyping 33 Sources : Designpedia, Wikipedia…
  34. 34. PAPER PROTOTYPING DESIGN FIRST THE PRODUCT ON PAPER AND INTERACT WITH CLIENTS 34
  35. 35. MINIMUM VIABLE PRODUCT MAIN POINT, AT EACH STEP DEFINE THE METRICS AND MEASURE THE RESULTS  LEARNING TOOL 35
  36. 36. THE IMPORTANCE OF THE LEAN STARTUP LOOP 36
  37. 37. IMPACTS ON YOUR BUSINESS MODEL CANVAS Complement your ideas on the business canvas 37 1 2 3 45
  38. 38. SPRINT 7 : IMPLEMENT THE LESSON ;) 38 IN EACH TEAM: 1. What I’ve learned 2. What would I use 3. What would I not use 4. It was really great
  39. 39. TO REMEMBER DESIGN THINKING IS AN ITERATIVE PROCESS IT IS CLIENT CENTRIC AND VALUE ORIENTED EACH STEP MUST BE RESPECTED THE STEPS CAN BE COMBINED IN LOOPS THE MORE COLLECTIVE THE PROCESS IS, THE BEST IDEAS WE CAN PRODUCE 39

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