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HITD 201
Framing Problems
Mark Billinghurst
HIT Lab NZ
December 10th 2013
Design Thinking Process

5 modes iterated through
Empathize
Define
  Expresses the problem you are addressing
  Defines your unique point of view
  Unique design vision based on Empathy outcomes

  Two Goals
  Deep understanding of users and design space
  Actionable problem statement (point of view)
Expressing the Problem
[User] needs [verb phrase] in a way that [way]
How might we [verb phrase] ?
Empathy Map
  Synthesize observations and draw out insight
  4 quadrant layout
  SAY: What are some quotes and defining words
your user said?
  DO: What actions and behaviors did you notice?
  THINK: What might your user be thinking? What
does this tell you about his or her beliefs?
  FEEL: What emotions might your subject be feeling?
Empathy Map
Stakeholder
  Identify key elements of target person
  Demographics
  Occupation
  Motivation

  Express as adjective description
  Develop typical persona
Personas
•  Personas are a design tool to help visualize who you are
designing for and imagine how person will use the product
•  A persona is an archetype that represents the behavior and
goals of a group of users
•  Based on insights and observations from customer research
•  Not real people, but synthesised from real user characteristics
•  Bring them to life with a name, characteristics, goals, background
•  Develop multiple personas
Persona

  Capture elements relevant to problem
Need
  Human emotional or physical necessities.
  Needs help define your design

  Needs are verbs not Nouns
  Verbs - (activities and desires)
  Nouns (solutions)

  Identify needs directly out of the user traits you
noted, or from contradictions between
  disconnect between what she says and what she does..
Insight
  A remarkable realization that you could leverage to
better respond to - a design challenge.
  Insights often grow from contradictions between
two user attributes
  either within a quadrant or two different quadrants

  Asking “Why?” when you notice strange behavior.
Journey Map
  To gain empathy for a person’s process
through an experience
  Consider the details of that process to illuminate
areas of potential insights

  Create diagram with multiple observations
  Organize data in timeline with significant dates
  Look for patterns
Journey Map
2 x 2 Matrix
  Use during problem synthesis process
  Organize relationships between things or people

  Process
  Pick two spectra - axes
  Draw 2 x 2 matrix
  Plot items on matrix
  Look for gaps/opportunties
Example: Breakfast Cereals
2 x 2 Matrix
Problem Definition Creates Insight
User + Need = Insight
How Might We … ?
  Short questions that launch brainstorming
Good Point of View
  Inspires your team
  Provides focus and frames the problem
  Provides a reference for evaluating ideas
  Fuels brainstorming by suggesting ‘how might we’
  Captures the hearts and minds of people
  Guides your innovation efforts
Assignment Two
  Interview people to find out what are the key
elements in a creative space for them
  Complete an empathy map and define a
problem statement with insight into how
space could be improved
  Sketch/write a list of things that could be done
to improve the class space for creative design
  Submit the empathy map and list of
improvements

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HITD 201: Design Thinking - Lecture 3: Framing Problems

  • 1. HITD 201 Framing Problems Mark Billinghurst HIT Lab NZ December 10th 2013
  • 2. Design Thinking Process 5 modes iterated through
  • 4. Define   Expresses the problem you are addressing   Defines your unique point of view   Unique design vision based on Empathy outcomes   Two Goals   Deep understanding of users and design space   Actionable problem statement (point of view)
  • 5. Expressing the Problem [User] needs [verb phrase] in a way that [way] How might we [verb phrase] ?
  • 6. Empathy Map   Synthesize observations and draw out insight   4 quadrant layout   SAY: What are some quotes and defining words your user said?   DO: What actions and behaviors did you notice?   THINK: What might your user be thinking? What does this tell you about his or her beliefs?   FEEL: What emotions might your subject be feeling?
  • 8. Stakeholder   Identify key elements of target person   Demographics   Occupation   Motivation   Express as adjective description   Develop typical persona
  • 9. Personas •  Personas are a design tool to help visualize who you are designing for and imagine how person will use the product •  A persona is an archetype that represents the behavior and goals of a group of users •  Based on insights and observations from customer research •  Not real people, but synthesised from real user characteristics •  Bring them to life with a name, characteristics, goals, background •  Develop multiple personas
  • 10. Persona   Capture elements relevant to problem
  • 11. Need   Human emotional or physical necessities.   Needs help define your design   Needs are verbs not Nouns   Verbs - (activities and desires)   Nouns (solutions)   Identify needs directly out of the user traits you noted, or from contradictions between   disconnect between what she says and what she does..
  • 12. Insight   A remarkable realization that you could leverage to better respond to - a design challenge.   Insights often grow from contradictions between two user attributes   either within a quadrant or two different quadrants   Asking “Why?” when you notice strange behavior.
  • 13. Journey Map   To gain empathy for a person’s process through an experience   Consider the details of that process to illuminate areas of potential insights   Create diagram with multiple observations   Organize data in timeline with significant dates   Look for patterns
  • 15. 2 x 2 Matrix   Use during problem synthesis process   Organize relationships between things or people   Process   Pick two spectra - axes   Draw 2 x 2 matrix   Plot items on matrix   Look for gaps/opportunties
  • 17. 2 x 2 Matrix
  • 18. Problem Definition Creates Insight User + Need = Insight
  • 19. How Might We … ?   Short questions that launch brainstorming
  • 20. Good Point of View   Inspires your team   Provides focus and frames the problem   Provides a reference for evaluating ideas   Fuels brainstorming by suggesting ‘how might we’   Captures the hearts and minds of people   Guides your innovation efforts
  • 21. Assignment Two   Interview people to find out what are the key elements in a creative space for them   Complete an empathy map and define a problem statement with insight into how space could be improved   Sketch/write a list of things that could be done to improve the class space for creative design   Submit the empathy map and list of improvements