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Design Thinking Workshop for Hyper Island

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Design Thinking Workshop for Hyper Island

  1. 1. DESIGN THINKING: A DANGEROUS METHOD ALEX & RYO FOR HYPER ISLAND 2015
  2. 2. HI. WE ARE ALEX & RYO. THETEAMCANVAS.COM IAD 13 IDEO MGD 13
  3. 3. TODAY WE ARE GOING TO GET SOME HANDS-ON EXPERIENCE WITH DESIGN THINKING
  4. 4. A → B
  5. 5. START WITH HUMANS
  6. 6. DESIRABILITY (HUMANS) VIABILITY (ORGANIZATION) FEASIBILITY (TECHNOLOGY) START HERE. THE APPROACH
  7. 7. DESIRABILITY (HUMANS) VIABILITY (ORGANIZATION) FEASIBILITY (TECHNOLOGY) AIM HERE THE APPROACH
  8. 8. 1. INSIGHT 2. STRATEGY 3. DESIGN 4.COMMUNICATION THE PROCESS IS USUALLY DESCRIBED LIKE THIS:
  9. 9. BUT IN REALITY IT IS LIKE THIS:
  10. 10. BEFORE WE START: 1. TEAMS 2. HANDOUTS 3. TIMING & PACE
  11. 11. THE CHALLENGE FOR TODAY HOW MIGHT WE ENGAGE HYPER ISLAND STUDENTS FROM DIFFERENT PROGRAMS TO COLLABORATE MORE?
  12. 12. 1. EXPLORE EMPATHICALLY
  13. 13. DESIGN THINKING: A DANGEROUS METHOD 1 How might we engage Hyper Island students from different programs to collaborate more? STEP 1. INTERVIEW 25 MINUTES Put here everything important that you get from the interviews. Focus on needs, problems, pains, frustrations. Ask ‘Why?’ a lot. Show empathy and get deeper. Gather valuable insights.
  14. 14. 2. UNDERSTAND NEEDS BEHIND FRUSTRATIONS
  15. 15. DESIGN THINKING: A DANGEROUS METHOD 2 STEP 2. LIST THE KEY NEEDS AND THE KEY INSIGHTS 10 MIN STUDENT’S NEEDS INSIGHTS AND REAL MOTIVATIONS Start with a verb. E.g.: to create side projects for his/her portfolios Whatever interesting you discover while interviewing. E.g. people just want to hang out together more, but are a bit afraid because they are not familiar with each other
  16. 16. 3. FRAME THE REAL PROBLEM SO YOU CAN SOLVE IT
  17. 17. DESIGN THINKING: A DANGEROUS METHOD 3 STEP 3. DEFINE THE PROBLEM 5 MIN Students are looking for a way to… ____________________________________________________________________ The key need that you observed ______________________________________________________________________ at the same time… , ______________________________________________________________________ ______________________________________________________________________ All the valuable insights that you got ____________________________________________________________________
  18. 18. 4. IDEATE
  19. 19. 7 RULES OF BRAINSTORMING FROM IDEO
  20. 20. RULE #1. DEFER JUDGMENT
  21. 21. RULE #2. ENCOURAGE WILD IDEAS
  22. 22. RULE #3. BUILD ON IDEAS OF OTHERS
  23. 23. RULE #4. STAY FOCUSED ON THE TOPIC
  24. 24. RULE #5. ONE CONVERSATION AT A TIME
  25. 25. RULE #6. BE VISUAL
  26. 26. RULE #7. GO FOR QUANTITY
  27. 27. DESIGN THINKING: A DANGEROUS METHOD 4 STEP 4. SKETCH 6 DIFFERENT SOLUTIONS TO THE PROBLEM 10 MIN _____________________________________________________________________________ You can put the problem from step 3 here ↑
  28. 28. 5. GATHER INSIGHTS FOR YOUR IDEAS WITH SHORT FEEDBACK LOOPS
  29. 29. DESIGN THINKING: A DANGEROUS METHOD 5 STEP 5. SHOW YOUR SOLUTIONS + GATHER FEEDBACK 20 MINUTES Don’t try to sell your solution, rather show what you got and empathically listen to the feedback. Write down the key insights: what resonates with people, what doesn’t work for them, what are the ways they see to enhance the solutions.
  30. 30. 6. NARROW DOWN YOUR IDEAS INTO ONE SINGLE SOLUTION
  31. 31. DESIGN THINKING: A DANGEROUS METHOD 6 STEP 6. REFLECT AND COME DOWN TO A SINGLE SOLUTION 10 MIN Sketch your solution here
  32. 32. 7. CREATE A PROTOTYPE: SOMETHING TANGIBLE THAT PEOPLE CAN USE OR EASILY IMAGINE USING
  33. 33. DESIGN THINKING: A DANGEROUS METHOD 7 STEP 7. PROTOTYPE 30 MINUTES Not here. It’s time to get your hands dirty!
  34. 34. 8. SHOW YOUR PROTOTYPE TO PEOPLE, LET THEM USE IT AND THEN HONESTLY COLLECT THEIR FEEDBACK
  35. 35. DESIGN THINKING: A DANGEROUS METHOD 8 STEP 8. SHOW YOUR PROTOTYPE, GATHER FEEDBACK 20 MINUTES + What works well: – What could be improved: Questions: Ideas:
  36. 36. 9. ITERATE
  37. 37. DESIGN THINKING: A DANGEROUS METHOD 9 STEP 9. ITERATE 15 MINUTES Get your hands dirty again!
  38. 38. 10. Deliver
  39. 39. Create a story based on your journey
  40. 40. DESIGN THINKING: A DANGEROUS METHOD 10 STEP 10. PRESENT 6 MINUTES TO GET READY + 4 MINUTES PER GROUP Present your journey and the solution
  41. 41. REFLECTION TIME
  42. 42. QUESTIONS • How involving real people changed the way you worked? • How did it feel to show unfinished prototype to someone? • How does it feel to work in a really fast tempo? • What would be one single thing from today that you would take to your next project?
  43. 43. WHY IS IT A DANGEROUS METHOD?
  44. 44. BE BRAVE. BE DANGEROUS. BE THE CHANGE YOU WANT TO SEE IN THE WORLD
  45. 45. ××× ALEX IVANOV & RYO TAKAHASHI @HELLOALEXIVANOV DESIGN THINKING: A DANGEROUS METHOD

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