101009IT400E-DESIGN THINKING-MODULE 3&4-PPT.pdf

u2209008 47 views 122 slides Sep 11, 2024
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About This Presentation

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Slide Content

101009IT400E-DESIGN
THINKING
Prof. Kuttyamma A J
Professor, Dept. of IT, RSET
[email protected]
Mob. 9947034578

Syllabus 
•Module 1: Design Thinking
Introduction to Design Thinking - Creative and analytical thinking - Importance of
Design Thinking for business - Design Thinking for you - Iterative Design Thinking
Process Stages – Empathy: Empathize, Immersion Activity, Identify the steps
required to conduct an immersion activity
 
•Module 2: Define Problem Statements  
Creating personas, Problem statements - Identify - Defining problem statements.
Recognize the steps to create problem statements in the define phase of DT
 
•Module 3: Ideation Phase 
Recognize the steps in the ideate phase of DT - Apply the steps in the ideate phase -
Generate Ideas and Develop Concepts - Tools - Ideation games - Ideate to find
solutions – How Doodling can help to express ideas - Importance of storytelling in
presenting ideas and prototypes in DT.
•Module 4: Prototype Phase
Importance of creating a prototype phase in the design thinking - Prototype your
idea- Advantages of creating a prototype- Importance of service value proposition –
Create a value proposition statement
 
•Module 5: Testing
Testing in Design Thinking - Best practices of the testing phase in DT -- Test the
Prototype - Role of DT in your work - Recognize how DT can help in functional work -
Agile and DT complement each other to deliver customer satisfaction - Share your
Satori Project.

Module 3: Ideation Phase
Recognize the steps in the ideate
phase of DT - Apply the steps in
the ideate phase - Generate Ideas
and Develop Concepts - Tools -
Ideation games - Ideate to find
solutions – How Doodling can help
to express ideas - Importance of
storytelling in presenting ideas
and prototypes in DT.

What comes after the define phase?
By the end of the define phase, you’ll have turned
your findings from the empathize stage into a
meaningful, actionable problem statement.

•With your problem statement in hand, be
ready to move on to the  ideation phase,
where you’ll turn your problem statement
into “how might we” questions and generate
as many potential solutions as possible.
•As one move through the Design Thinking
process, you’ll constantly refer back to the
problem statement to make sure you’re
moving in the right direction.
•A well-thought-out problem statement will
keep one on track, help to communicate your
objectives to key stakeholders, and ultimately
lead you to that all-important user solution.

IDEATE
6
•“How Might We …?”
–“How Might We help Sam to come to
class on time?
–“How Might We help Sam to avoid
missing college bus?”
–“How Might We help Sam to get up
early in the morning?”
–“How Might We help Sam to reach
back home early?”
–“How Might We help Sam to support
his mother in shop?”

IDEATE
•“Ideation is the mode of the design process in
which you concentrate on idea generation.
• Mentally it represents a process of “going wide”
in terms of concepts and outcomes.
• Ideation provides both the fuel and also the
source material for building prototypes and
getting innovative solutions into the hands of
your users.”
– d.school, An Introduction to Design Thinking PROCESS GUIDE
•The main aim of the Ideation stage is to use to
creativity and innovation in order to develop solutions.
•By expanding the solution space, the design team will be
able to look beyond the usual methods of solving problems
in order to find better, more elegant, and satisfying solutions
to problems that affect a user's experience of a product.

•The main aim of the Ideation stage is to
use creativity and innovation in order to develop
solutions.
•By expanding the solution space, the design team will
be able to look beyond the usual methods of solving
problems in order to find better, more elegant, and
satisfying solutions to problems that affect a user's
experience of a product.
•In the ideation phase, one will explore and come up
with as many ideas as possible. Some of these ideas
will go on to be potential solutions to design challenge;
some will end up on the reject pile.
•At this stage, the focus is on the  number of
ideas rather than quality. The main aim of an ideation
session is to uncover and explore new angles and
avenues—to think outside the box.
•For the sake of innovation and creativity, it is essential
that the ideation phase is a judgment-free zone.

Ideation Will Help You
•Ask the right questions and innovate.
•Step beyond the obvious solutions and
therefore increase the innovation potential
of your solution.
•Bring together perspectives and strengths of
team members.
•Uncover unexpected areas of innovation.
•Create volume and variety in your
innovation options.
•Get obvious solutions out of your heads, and
drive your team beyond them.

IDEATION: Generate Ideas and Develop
Concepts. Tools used
•There are hundreds of ideation methods. Some methods
are merely renamed or slightly adapted versions of
more foundational techniques.
• Ideation sessions can indeed be fun and exciting, but
they demand a lot of preparation and team member
concentration in order to be fruitful.
•To sit the team down with a blank piece of paper and
ask them to come up with ideas will likely result in
failure. Likewise, to have everyone shout out their own
ideas is likely to result in failure.
•People need guidance, inspiration and activities, in a
physical and cognitive manner, in order to get the
process started.
•Ideation is a creative and concentrated process; those
involved should be provided with an environment that
facilitates free, open, and the non-judgemental sharing
of ideas.

Ideation Methods to Select Ideas
•Once the Ideation session is complete, the ideas
must be collected, categorized, refined, and
narrowed down, so the team is able to select the
best solutions, ideas, and strategies from a shortlist.
These methods can help you select the best idea at
the end of an Ideation session:
•Post-it Voting or Dot Voting.
•Four Categories Method
•Bingo Selection
•Idea Affinity Maps
•Now Wow How Matrix
•Six Thinking Hats
•Lean Startup Machine Idea Validation Board
•Idea Selection Criteria

•Ideation is often the most exciting stage in a
Design Thinking project because almost
unrestrained free thinking can occur within the
given field.
•In the Ideation stage, the aim is to generate a
large number of ideas — ideas that potentially
inspire newer, better ideas — which the team
can then filter and narrow down into the best,
most practical, or most innovative ones.
•There are many great methods that can help
the design team during the Ideation sessions.

1.Set a time limit
2.Start with a problem statement, 
point of view, possible questions, a plan,
or a goal and stay focused on the topic
3.Stay on Topic
4.Defer judgment or criticism, including
non-verbal
5.Encourage weird, wacky and wild ideas
6.Aim for quantity
7.Build on each others' ideas
8.Be visual
9.One conversation at a time

Groups to ideate solutions for the
problem statements you
identified (as continuation of the
immersion activity)
by applying ideation methods

IDEATION: Generate Ideas and
Develop Concepts. Tools used are:
15
•Brainstorming
•Brain Writing (6-
3-5 Method)
•Affinity Mapping
(K J Technique)
•Mind Mapping
•Six Thinking Hats
•Quality Function
Deployment
(QFD)
•Dot-Voting
•Picture Prompt
Techniques
(Directed &
Undirected)
•SCAMPER
•Morphological chart
•Random Word
Technique

Brainstorming
16
•A simple & effective technique for
generating ideas from a group of
people
•“Brainstorm” means using the brain to
storm a problem and to come up with
ideas or solutions.
•Introduced by Alex F. Osborne (known
as father of brainstorming) in 1939.

Brainstorming – Basic Rules
17
•Defer evaluation
•Fantasize freely
•Generate quantity
•Build on ideas

Brainstorming – Steps
18
•Start with a brain warm-up session
•Choose the topic
•Each member, in rotation, is asked for ideas
•Each member offers only one idea per turn,
regardless of how many he or she has in
mind
•Each member is given 5-10 seconds to
express his/her idea
•Ideas are to be recorded and displayed
•No repetition of ideas
•This continues until all the ideas have been
exhausted

•Small school children have to carry extra
heavy bags daily to school. Your start-up
would like to help school children by solving
this problem. Suggest solutions/ideas for
solving this problem.
•Note: Facilitator write down the ideas on flip chart or white board.
Also, let team members write their ideas on post-it slips (one idea
per slip).
Conduct Brainstorming
Session
19

Brain Writing (6-3-5 Method)
20
•An improvement of Brainstorming
method
•6 members, 3 ideas & 5 iterations

6-3-5 Method - Steps
21
1.Let 6 team members sit around a
table
2.Give a A4 size paper to each
member
3.Everyone to write down or sketch 3
ideas
4.Members pass their sheet to the
person sitting on his/her left side
5.He/she adds/suggest few more ideas
6.Paper is passed on to person on left
side
7.He/she also adds/suggest few more
ideas
8.Repeat the above steps until the
paper reaches the first one

22
Brain Warm-up Session
(Senam Otak – Brain Gym)

Conduct 6-3-5 Method Mock
Session
23
Team 1
1.Write down
ideas/solutions to
detect the presence of
letters/materials in
your mail box at the
gate.
Team 2
2.Write down
ideas/solutions for
‘Cleaning ceiling fans’.

Affinity Mapping
24
•A simple method to group or
classify the ideas generated
during brainstorming
•This is the first step for short-
listing the ideas for
implementation
•It is also called K J Technique
(named after Jiro Kawakita who
introduced Affinity diagram)

Affinity Mapping - Steps
25
•Explain the problem and conduct
brainstorming to collect ideas
•Write ideas on post-it slips (one
idea per slip) and paste it on the
board
•Identify the
category/classification/theme of
the ideas generated
•Group the ideas and move the
slips to the respective
category/theme

Affinity Mapping - Example
26
•Affinity Mapping for the ideas “To Facilitate
Classroom Learning including use of ICT”

Mind Mapping
27
•This is a simple tool to present
the ideas through a ‘mind-map’
diagram in a structured way

28
Mind Map – Example 1

Mind Map – Example 2
29

Mind Map – Example 3
30

Dot-Voting
31
•Sensor & SMS/Mobile App Notification
•Have a Glass Window
•Sensor & LED Indication
•Have a Mail-IN/Mail-Out Board
•Sensor & Beep Sound
•A board & marker on the box
•Paste a sticker
•Have a vacuum suction tube from mail box to
house
•Press a bell
•Train a Dog

Idea Ranking Method
32

Idea Ranking Method –
Example
(Ideas for detecting the presence of
letters)
33

Six Thinking Hats
34

Six Thinking Hats
Definition
•The six thinking hats is a method used to amplify creative
conversations, by making sure that a broad variety of
viewpoints and thinking styles are represented.
•Using six roles (or "hats"), the framework — developed
by Dr. Edward de Bono — allows teams to more easily
structure abstract thinking for productive results.
•In product development, the six thinking hats are used to
divide up the project team into different groups (the
white hat group, the red hat group, etc.).
•Each group talks about the product from their hat's
perspective, i.e., the logical components, the emotional
components, and so on.
•This allows for more focused collaboration among smaller
groups that can later rejoin with stronger ideas and goals.

•The six thinking hats were first published in
1985 by the respected psychologist Dr. Edward
de Bono. The inspiration for writing the book
came from structuring creative thinking, which
often leads to confusion and disagreement,
especially in groups of people. 
•The "hats" allow for organized and effective
group thinking.
•https://www.youtube.com/watch?v=UZ8vF8HRW
E4
•https://www.youtube.com/watch?v=yY9o2A28-9
E
•https://www.youtube.com/watch?v=la19ZNyvfLA

Six thinking hats
37

•The six hats are:
•The white hat: This is the objective hat, which
focuses on facts and logic
•The red hat: This is the intuitive hat, focusing
on emotion and instinct
•The black hat: This is the cautious hat, used
to predict negative outcomes
•The yellow hat: This is the optimistic hat,
used to look for positive outcomes
•The green hat: This is the creative hat, where
ideas are abundant and criticism spare
•The blue hat: This is the hat of control, used
for management and organization

•How to run a six thinking hats exercise and
examples
•Six Thinking Hats is the perfect technique to look
at decision-making from different perspectives. It
introduces an organized parallel thinking process
and it helps participants to be more mindfully
involved and focused during discussion. 
•This technique can be applied in many ways, both
in groups and as individuals. After deciding on the
problem or situation you need to discuss, try
these approaches:

•In groups
•Start by assigning a moderator for the group who will wear the
blue hat. The moderator should set an agenda prior to the
meeting and be familiar with the Six Thinking Hats concept.
•Then, each participant should have an easy way to see what
perspective they have to take depending on what hat they
have. A name tag with their respective hat color or a sign on
the table in front of them should do the job.
•Make sure everyone has a way to record their ideas, so they
can clearly show which hat they were wearing at that particular
time.
•If the group is large, break it into smaller groups. You can
assign a hat to each group to discuss their approach, or you
can have all groups wear the same hat to discuss the same
perspective before proceeding to the next hat.
•It’s a good idea to rotate the hats between each group to foster
as many new ideas as possible and make everyone think about
the issue from different perspectives.
•In order to improve teamwork and collaboration, you can also
make each group and sub-group wear only one hat at a time.

Individually
•When you deal with an issue, but you have
to solve it alone, it’s best to use a template
which has every hat along with a section to
record your notes.
•The straightforward way to do this is to work
your way through each hat one at a time
while making notes from each point of view.
•Try not to jump around switching from one
hat to another before you are done with it —
that can get confusing.

Example
Let’s imagine that you are holding a meeting in where you’re
discussing the introduction of a new service or product to the
market. Here’s how the Six Thinking Hats exercise will go:
•The White Hat will ask, “What are the facts that we know?” and
will present the known facts such as sales figures, market
research, and other data.
•The Red Hat will ask, “What are your gut reactions?” and will base
the arguments on feelings, hunches, and instincts.
•The Black Hat will ask, “What risks should we keep in mind?” and
will present a rather pessimistic perspective, talking about
disadvantages, risks, and problems.
•The Yellow Hat will ask, “Why should we be optimistic?” and will be
the opposite of the black hat, presenting the advantages, benefits,
and opportunities.
•The Green Hat will ask, “How can we create opportunities?” and
will be the creative perspective, coming up with ideas and
possibilities.
•The Blue Hat will ask “What systems or processes will be needed?”
and will be in charge of the overview, summary, and planning.

Six thinking hats
43

Six thinking hats
44

Doodling – how it can help in presenting ideas
•A doodle is a drawing made while a person's
attention is otherwise occupied. Doodles are
simple drawings that can have concrete
representational meaning or may just be
composed of random and abstract lines or
shapes, generally without ever lifting the
drawing device from the paper, in which case it
is usually called a scribble.
•Doodling allows you to express yourself in ways
that are beyond words and will help you tap into
other areas in your brain to help you come up
with a solution to the problem. Doodling can
also help you retain information better, grasp
new concepts, stay focused on being creative,
and end up tackling ambiguous work.

Doodling – how it can help in presenting ideas
•Doodles are simple drawings that can have
concrete representational meaning or may just
be composed of random and abstract lines or
shapes, generally without ever lifting the
drawing device from the paper, in which case it
is usually called a scribble.
•Draw a person, an animal, a plant or any objects
which are familiar for you with their own
personality/ characters. Don't use an eraser. The
idea if doodling is to go freely, turn defects into
effects, just cover the mistakes and do not spend
time on so that it is perfect. It's likely to look fun
and free.

Doodling
watch a video on doodling:
•https://www.youtube.com/watch?v=O9d_VzPZW
xY
•https://www.youtube.com/watch?v=SW7-uVzhav
s
Popular kinds of doodles include cartoon
versions of teachers or companions in a school,
famous TV or comic characters, invented
fictional beings, landscapes, geometric shapes,
patterns, textures, or phallic scenes.
Most people who doodle often remake the same
shape or type of doodle throughout their
lifetime

What is Story Telling in DT
•Design thinking storytelling involves using narratives,
anecdotes, or visual representations to communicate the
design challenge, engage stakeholders, and encourage
empathy and understanding.
•It helps to create a compelling and relatable context for the
design problem, making it more tangible and meaningful for
everyone involved.
•In the context of design thinking, storytelling can be used in
various stages of the process.
•For example, in the empathize phase, stories can be shared
to build empathy with users, understand their experiences,
and uncover unmet needs.
•During the ideation phase, stories can be used to inspire and
generate ideas, enabling participants to think outside the
box and consider different perspectives.
•In the prototyping and testing phases, storytelling can be
employed to present and evaluate design solutions, allowing
stakeholders to envision the intended user experience.

What is Storytelling in DT
•Design thinking storytelling adds a layer of emotional
connection, inspiration, and context to the design
process. It helps bridge the gap between data-driven
analysis and human-centered creativity, fostering a
deeper understanding of users and their needs.
•By incorporating storytelling techniques, designers can
effectively communicate the value and impact of their
solutions, gaining buy-in and support from
stakeholders.
•In summary, design thinking storytelling combines the
systematic and empathetic approach of design
thinking with the narrative power of storytelling. It
enhances the design process by engaging
stakeholders, fostering empathy, and communicating
ideas in a compelling and relatable manner.

Story Telling
•Empathy Building: Let's say a team is designing a new mobile
application for elderly individuals to help them stay connected with
their loved ones.
To build empathy and understand the challenges faced by this user
group, the team could share personal stories or anecdotes of
elderly individuals who struggle with isolation and limited
technological skills.
These stories would help team members connect emotionally with
the target users, leading to a deeper understanding of their needs
and informing the design process.
•Ideation and Inspiration: During the ideation phase, design
thinking storytelling can be used to inspire creative thinking and
generate innovative ideas.
For instance, a team working on a sustainable packaging solution
for a food company could share success stories of other companies
that have implemented eco-friendly packaging, highlighting the
positive environmental impact and consumer response.
These stories would spark ideas and encourage the team to think
about unique packaging concepts that align with sustainability
goals.

Story Telling
•Prototype Testing: Let's consider a team developing a new
wearable fitness device. When presenting the prototypes to
potential users, they can incorporate storytelling techniques to
create a compelling user experience.
They might develop a story or scenario where a user demonstrates
how the device helps them track their fitness progress, set goals,
and achieve a healthier lifestyle. By presenting the prototype in
the context of a story, the team can effectively communicate the
device's value and elicit feedback from users based on their
emotional engagement with the narrative.
•Stakeholder Engagement : Design thinking storytelling can also
be used to engage stakeholders and gain their support for design
solutions.
For example, if a team is redesigning a public park, they could
create a visual storyboard or a video that depicts a day in the life
of park visitors, showcasing the improved amenities, recreational
activities, and social interactions facilitated by the redesigned
space.
By presenting the story of a vibrant and lively park, the team can
generate enthusiasm among stakeholders and increase their
commitment to the project.

Story Telling
•These examples demonstrate how design
thinking storytelling can be applied at
different stages of the design process to
enhance empathy, inspire creativity,
communicate value, and engage
stakeholders.
• It adds a narrative dimension that
connects people emotionally to the design
challenge and facilitates a more impactful
and meaningful design outcome.

Storytelling can be applied in the context of
designing a website for library management.
•Empathy Building: To understand the needs and challenges of library
staff and patrons, the design team can collect stories from librarians,
students, and avid readers. These stories could highlight their
experiences, pain points, and aspirations related to library
management.
For instance, a librarian could share a story about how they struggle
to keep track of overdue books and manage reservations effectively.
These stories help the design team empathize with users and gain
valuable insights into their needs and frustrations.
•Ideation and Inspiration: Design thinking storytelling can inspire the
team to generate innovative ideas for the website's features and
functionality. They can share success stories from other libraries that
have implemented effective digital solutions.
For example, a story might be shared about a library that introduced a
personalized book recommendation system, resulting in increased
engagement and satisfaction among patrons. Such stories can inspire
the team to think creatively about incorporating similar features into
the website, tailoring recommendations based on users' interests and
preferences.

•DIGITAL LIBRARY/ E-LEARNING CENTRE
College is equipped with a digital library.
•The user can get his/ her information on
his own computer screen by using the
Internet.
•Actually it is a network of multimedia
system, which provides fingertip access.
•A brief summary of e-learning resources is
listed below
Sl.N
o
Item Quatity
1 Online Journals
(Engineering)
--- Nos
2 Online Journals
(Management)
---Nos
3 e-Books ----Nos

Outcomes of e- learning centre are
1.No physical boundary : The user of a digital library
need not to go to the library physically, people from all
over the world could gain access to the same
information, as long as an Internet connection is
available.
2.Round the clock availability: Digital libraries can be
accessed at any time. 24 hours a day and 365 days of
the year
3.Multiple accesses: The same resources can be used at
the same time by a number of users.
4.Structured approach : Digital library provides access
to much richer content in a more structured manner i.e.
we can easily move from the catalog to the particular
book then to a particular chapter and so on.
5.Information retrieval: The user is able to use any
search term bellowing to the word or phrase of the
entire collection. Digital library will provide very user
friendly interfaces, giving click able access to its
resources

6.Preservation and conservation : An exact copy of the
original can be made any number of times without any
degradation in quality.
7.Space: Whereas traditional libraries are limited by storage
space. digital libraries have the potential to store much more
information, simply because digital information requires very
little physical space to contain them. When the library had no
space for extension digitization is the only solution.
8.Networking: A particular digital library can provide the link to
any other resources of other digital library very easily thus a
seamlessly integrated resource sharing can be achieved.
9.Cost: The cost of maintaining a digital library is much lower
than that of a traditional library. A traditional library must spend
large sums of money paying for staff, book maintains, rent, and
additional books. Digital libraries do away with these fees.
Outcomes of e- learning centre are
(cont…)

Story telling can inspire ideation in the context of college
transportation facility management:
•Smart Parking System : Inspired by the story, the team might
ideate a smart parking system that utilizes sensors to monitor
parking space availability in real-time. This system can be
integrated with a mobile app or the college's website to help
students locate and reserve parking spots conveniently.
•Shuttle Service Optimization : Building upon the story, the
team could ideate on optimizing shuttle services. They might
consider implementing GPS tracking for shuttles, allowing
students to track their real-time locations through a mobile app.
Additionally, the team could explore ideas for optimizing routes
based on demand patterns and providing estimated arrival times
to reduce wait times.
•Personalized Transportation Scheduler : Drawing from the
story's emphasis on personalized planning, the team could
brainstorm ideas for a transportation scheduler. This scheduler
could consider factors like class schedules, extracurricular
activities, and preferred transportation modes to provide students
with optimized transportation plans for their daily routines.

•Integration of Alternative Transportation Modes :
Inspired by the story's focus on seamless mobility, the
team could explore ideas for integrating alternative
transportation modes.
•They might consider options like bike-sharing programs,
electric scooter rentals, or carpooling platforms to provide
students with more sustainable and flexible transportation
choices.
By leveraging design thinking storytelling, the team gains
insights into the challenges faced by students in college
transportation management.
•The story provides a relatable context and inspires
ideation for innovative solutions, focusing on improving
convenience, reducing stress, and enhancing the overall
transportation experience on campus.

•Restricted entry of vehicles
•All the vehicles of college staff/ faculty members should be
getting the emission certification before entering the
vehicle in college campus.
•The college encourages the employees and students to
frequently use public transport, bicycles, etc. to limit the
emissions.
•Use of Bicycle/ battery powered vehicles
•College uses the Battery-powered vehicles for in- house
transport.
•All electricity use within a new building space maximizes
the use of renewable energy. 3. Pedestrian-friendly
pathways
•Campus follows the Pedestrian-friendly pathways in all the
buildings.
•Pedestrian-friendly pathways are properly marked with
suitable logo/sign.
•BATTERY POWERED VEHICLES IN THE COER CAMPUS
•USAGE OF BICYCLES AND PUBLIC TRANSPORT

Story telling can inspire ideation in the context of sports
and games facility management
•Accessibility Enhancements : Inspired by the story, the team
might ideate on improving accessibility within the facility. They could
consider installing ramps, elevators, or lifts to ensure individuals with
mobility challenges can easily access various sports areas.
Additionally, they might explore ideas for modifying equipment or
introducing adaptive sports options to cater to athletes with
disabilities.
•Skill Development Zones : Building upon the story's emphasis on
skill enhancement, the team could ideate on creating dedicated
zones within the facility to cater to athletes at different skill levels.
They might consider designating spaces for beginners, providing
specialized training equipment, and offering coaching or mentorship
programs to support skill development for athletes of all abilities.
•Interactive Training Technologies : Drawing from the story's focus
on technology-enabled aids, the team could brainstorm ideas for
incorporating interactive training technologies. This could include
virtual reality simulations, motion-tracking systems, or smart
equipment that provide real-time feedback and guidance to athletes,
enhancing their training experience and skill progression.

•Flexible Facility Layout: Inspired by the story's emphasis on
inclusivity, the team could explore ideas for a flexible facility
layout.
•They might consider configurable spaces or adaptable equipment
that can be easily adjusted to accommodate different sports,
varying user needs, and promote multi-purpose usage of the
facility.
•This flexibility enables the facility to cater to a wider range of
sports and games, ensuring inclusivity and maximizing utilization.
By leveraging design thinking storytelling, the team gains insights
into the importance of inclusivity and user-centered design in
sports and games facility management.
•The story serves as a catalyst for ideation, inspiring the team to
generate ideas that focus on accessibility, skill development, and
an inclusive environment.
•These ideas contribute to the creation of a sports facility that
embraces diversity, supports athletes at different levels, and
enhances the overall sports and games experience.

•A common example of sports facilities is Sports
Complex.
•A sports complex is a group of sports facilities. For
example, there are track and field stadiums, football
stadiums, baseball stadiums, swimming pools, and
Indoor arenas.
•This area is a sports complex, for fitness and for sports
competition.
•Sports equipment management relates to organizing,
monitoring and reporting on any equipment used by
sports facilities. 
•Can host several activities, tournaments, and training
sessions.

Story telling can inspire ideation in the context of green campus development
•A Green Campus is a place where environmental friendly
practices and education combine to promote sustainable and
eco-friendly practices in the campus.
•The green campus concept offers an institution the
opportunity to take the lead in redefining its environmental
culture and developing new paradigms by creating
sustainable solutions to environmental, social and economic
needs of the mankind.
•Greening the campus is all about sweeping away wasteful
inefficiencies and using conventional sources of energies for
its daily power needs, correct disposal handling, purchase of
environment friendly supplies and effective recycling program.
•Institute has to work out the time bound strategies to
implement green campus initiatives.
•These strategies need to be incorporated into the institutional
planning and budgeting processes with the aim of developing
a clean and green campus

Major Green Campus Initiatives Possible in
Campus
• Electric powered vehicle for campus ride
• Rain water Harvesting
• Institute community Garden
• Recycling bin for e-waste
•Use renewable Energy
• Use of LED
• Digital Library/ e-learning centre
• Restricted entry of vehicles
• Restricted Parking
• Sewage treatment Plant
• Usage of bicycles and public transport
• Pedestrian friendly Road
• Paperless office
• Plastic free campus
• Plantation of exotic fruits

Canteen and Food Delivery
•Conduct a thorough ethnographic research of the entire
process —studied the kitchens where the food was made,
the delivery process, also interviewed those who had
discontinued the service and those who were to begin with
the same soon.
•Learned that for the seniors to receive such meals was
below their dignity as it happened to be associated with a
lot of stigma. But on a more positive note, the team also
discovered that this generation of seniors was very
capable in the kitchen. They often tried to customize their
meals to suit their palate.
•The kitchen employees on the other hand, felt demotivated
because their working conditions were not well maintained.
Working in such a kitchen also had an associated stigma.
These employees often wanted to do something
differently, but had no idea as to how they could.

Canteen and Food Delivery
•To explore opportunities and evaluate new avenues the
team conducted a set of three workshops with a
personal chef. The outcome of this was that they
concluded that the employees working in the kitchen
setup were as good as professional chefs. This finding
boosted the morale of the employees.
•The team also discovered that the menus being
distributed, was not up to date, the descriptions of the
menu items were not appealing enough and lastly the
vans being used to deliver the meals in were not
maintained in proper condition.
The team now started experimenting by prototyping
different options with different groups of kitchen staff as
well as seniors. They started presenting the food
differently, prototyped different styles for the menu,
food items therein and so on.

Canteen and Food Delivery
•For the kitchen employees, turned around their culture
by introducing new uniforms, new vans, they got in a
professional chef who pepped up the entire
environment therein. The kitchen staff now felt more
empowered, motivated and had a sense of drive to
serve better meals going forward.
• This exercise also yielded a new name to the service
---------- now became The Good Kitchen. The new
menu presented categories such as entrees, desserts,
and so on. The Good Kitchen employees also made
changes to the menu based on what they heard from
seniors. They were now in charge of the menu and the
ingredients used therein, the end result being a more
curated and perfected menu.

•he key element of this exercise was the radical
shift in the employees perception of
themselves and their work.  This in turn
resulted in higher consumer satisfaction, a
substantial increase in income, and Good
Kitchen win the Danish Design Prize for Service
Design.
We can hence learn that Design Thinking is not
only applicable in the sphere of Design,
Products or Technology. It can also be used for
the greater good and in improving and
elevating an experience to the individuals
involved in a system.

Syllabus 
•Module 1: Design Thinking
Introduction to Design Thinking - Creative and analytical thinking - Importance of
Design Thinking for business - Design Thinking for you - Iterative Design Thinking
Process Stages – Empathy: Empathize, Immersion Activity, Identify the steps
required to conduct an immersion activity
 
•Module 2: Define Problem Statements  
Creating personas, Problem statements - Identify - Defining problem statements.
Recognize the steps to create problem statements in the define phase of DT
 
•Module 3: Ideation Phase 
Recognize the steps in the ideate phase of DT - Apply the steps in the ideate phase -
Generate Ideas and Develop Concepts - Tools - Ideation games - Ideate to find
solutions – How Doodling can help to express ideas - Importance of storytelling in
presenting ideas and prototypes in DT.
•Module 4: Prototype Phase
Importance of creating a prototype phase in the design thinking - Prototype your
idea- Advantages of creating a prototype- Importance of service value proposition –
Create a value proposition statement
 
•Module 5: Testing
Testing in Design Thinking - Best practices of the testing phase in DT -- Test the
Prototype - Role of DT in your work - Recognize how DT can help in functional work -
Agile and DT complement each other to deliver customer satisfaction - Share your
Satori Project.

Prototype

Module 4: Prototype Phase
Importance of creating a
prototype phase in the design
thinking - Prototype your idea-
Advantages of creating a
prototype- Importance of service
value proposition –Create a value
proposition statement

Edison’s story.
He failed 1000 times to invent the
light bulb.
However, Edison would say, “I
learned 1000 times.”
https://www.coursera.org/lecture/pa
tient-safety-project-
planning/prototyping-phase-jVuQn

Prototyping
•Prototyping can be a quick and effective way of
bringing you/your client's ideas to life.
•A sample of your intended users or evaluators can
then be observed and tested, and their opinions can
be used in order to make improvements during an
iterative design process.
•Prototyping methods are generally classified under
one of two broad categories: Low-fidelity or High-
fidelity.
•In the lo-fi, simple versions are produced,
sometimes with whatever materials are available,
which can be tested immediately.
•In contrast, high-fi methods are generally closer to
the final product in terms of look, feel, and means of
interaction.
•Whilst hi-fi prototypes can help the design team gain
valuable insights into how the product will be
received when distributed.
•Hi-fi prototypes can be time-consuming and can
have the potential to significantly delay a project.

•The design team will now produce a
number of inexpensive, scaled down
versions of the product or specific
features found within the product,
so they can investigate the problem
solutions generated in the previous
stage.
•Prototypes may be shared and
tested within the team itself, in
other departments, or on a small
group of people outside the design
team.
•This is an experimental phase, and
the aim is to identify the best
possible solution for each of the
problems identified during the first
three stages.
74

•The solutions are implemented
within the prototypes, and, one
by one, they are investigated and
either accepted, improved and re-
examined, or rejected on the
basis of the users’ experiences.
•By the end of this stage, the
design team will have a better
idea of the constraints inherent to
the product and the problems that
are present, and have a clearer
view of how real users would
behave, think, and feel when
interacting with the end product.
75

Prototype is the first fully functional
model of a design. This is not a
model but a full fledged product
made as per the design.
However models are used in certain
designs to understand the specific
performance of that part or
product. (Aircraft, buildings, ships,
rockets etc.)
At times prototyping is done for
some parts of a design to check
certain requirements.
These include assembly, clamping,
etc
76

Prototyping is done using the
materials specified so that their
performance is also taken into
account.
Conventionally few prototypes are
made for a planned evaluation of
the product from various angles.
Producing a prototype is a costly
procedure as the requirements are
limited.
Regular prototyping is done by
making the design through
conventional approaches.
77

A prototype also provides other
advantages, like:
1. It enables you to test and refine
the functionality of your design.
2. It makes it possible to test the
performance of various materials.
3. It'll help you describe your
product more effectively
4. It will encourage others to take
you more seriously.
The prototyping stage is a great
time to use all your untapped
creative ability and to explore all
the possibilities that are on the
market
78

Guidelines for Prototyping
It is important to remember that prototypes are
supposed to be quick and easy tests of design
solutions. Here are a few guidelines that will help you
in the Prototyping stage:
•Just start building
Design Thinking has a bias towards action: that means
if you have any uncertainties about what you are
trying to achieve, your best bet is to just make
something. Creating a prototype will help you to think
about your idea in a concrete manner, and potentially
allow you to gain insights into ways you can improve
your idea.
•Don’t spend too much time
Prototyping is all about speed; the longer you spend
building your prototype, the more emotionally
attached you can get with your idea, thus hampering
your ability to objectively judge its merits.

Guidelines for Prototyping
•Remember what you’re testing for
All prototypes should have a central testing
issue. Do not lose sight of that issue, but at
the same time, do not get so bound to it so as
to lose sight of other lessons you could learn
from.
•Build with the user in mind
Test the prototype against your expected user
behaviours and user needs. Then, learn from
the gaps in expectations and realities, and
improve your ideas.

Prototype – Example 1
81

Prototype – Example 2
82

Prototype – Example 3
83

Types of prototyping
Prototyping is generally separated into two main
categories - low-fidelity prototyping and high-
fidelity prototyping. 
•Low-fidelity prototypes quite often won't be
made of the same material as the finished product,
instead they’ll be made of wood, paper or plastic.
These prototypes are cheaply and easily made or
simply just visualisations of the end product. 
Examples of low-fidelity prototypes: 
•Storyboarding
•Sketching 
•Wizard of Oz

low-fidelity prototypes
Pros of low-fidelity prototypes
•Quick
•Cheap
•Can change them very quickly
•Disposable
•Allows the designer to see a whole overview with
minimal effort
•Not resource heavy - anyone can make a low-fidelity
prototype regardless of experience level
•Fosters design thinking
Cons of low-fidelity prototypes
•Not realistic
•Prototypes that lack the look or feel of the product
may lack validity
•May not be appropriate for what you are creating for
•May remove control from the user as the designer
would probably have to explain certain parts 

High-fidelity prototyping
•High-fidelity prototypes look much closer to
the end result.
•An example of a high-fidelity prototype could
be a 3D plastic model that has moving parts
and allows the users to feel the function of
the product.
•This would be considered high-fidelity rather
than low-fidelity because this would give the
user a closer experience to the end product
than let’s say, a block of wood.
•As for software prototypes, a depiction of the
product made in Sketch or Adobe Illustrator
would be considered high-fidelity rather than
a storyboard. 

High-fidelity prototyping
Pros of high-fidelity prototypes
•More engaging for the user. 
•Users are more likely to navigate the product alone without
needing a step by step explanation from the designer.
•The closer the prototype is to the finished product the more
confidence the designer can have as to how users will react
to the final product. 
•Stakeholders can instantly see the end product and will be
able to judge more detail aspects of the final article. 
Cons of high-fidelity prototypes
•They take longer to produce
• Because of the realistic aspects - users will be more prone to
asking questions about characteristics that you don’t need
observing as they won’t be in the final product (e.g color)
•After spending so much time on the prototype, designers
tend to want to not implement changes that users mention
due to a lack of time.

Eight common ways to
prototype
•Sketches and Diagrams
Any sketch, even the absolute messiest can
create a wonderful low-fidelity prototype
Sketching diagrams, mind-maps or the
structure of your ideas can really help
others to get a well-rounded idea of what
you aim to achieve. With sketching you
can draw out the various touch points that
affect a user’s journey and you can  also
detail what processes happen when
different touch points are pressed.

•Anyone can sketch out an idea and it’s a
great way to run through the initial stages.
As these prototypes are disposable you
can really narrow down so much without
expending too much energy or time. 

Paper Interfaces 
•Paper interfaces are made using multiple sheets of
paper and sketching movable elements and
interactive features on different sheets to create a
more in depth look. 
•Digital products like mobile apps, websites and
screen based products often require a quantity of
prototypes in the run up to the final design. Paper
interfaces are handy in the beginning as they are
incredibly malleable. With paper interfaces you can
replace different sheets of paper, sketch over
previous ideas or cut out elements and move them
around the prototype. 

Storyboards
•Everyone loves a story and storyboarding is a great
way of guiding people through a user experience
journey. Storyboarding is a technique derived from
the film industry and allows you a quick and cheap
way of walking stakeholders and users through a
product. 
•While it’s great to be able to understand a user
journey - storyboarding isn’t great for fine tuning the
details of products as they tend to be broader in
nature and focus less on the smaller details. 

Lego prototypes
•Using lego can be incredibly helpful in creating a
prototype. It’s versatile and able to spark
imagination. It’s easy, cheap and can be put
together and taken apart in no time at all. 
•You can use Lego to simulate a users journey all
the way through to creating rough prototypes of
products. 

Role-Playing
•Role-playing is considered experiential prototyping,
meaning that it allows your design team to explore
the system you are targeting physically. Role-playing
by re-enacting scenes and situations you are
attempting to improve can help the team to get a
better understanding of what is working and what
isn’t.
•Role-playing can take many forms but the best is
when you simulate the physical environment of the
user. You can use props, use audio simulations such
as music and use objects around your workplace to
bring more realism into the scene.

Physical Models
•These are considered high-fidelity prototypes.
Physical models can be made out of a wide range of
materials, such as paper, cardboard, clay or foam
and can be a range of sizes. 
•The purpose of the physical model is to go a step
further than a sketch and bring the two-dimensional
into the three-dimensional. This brings all the detail
forward and brings a sense of realness. This allows
for much stronger user testing as it can spark
discussion about the form factor of the solution. 

Wizard of Oz Prototypes
•Wizard of Oz prototypes are illusory based
prototypes. What this means is that the functions are
faked in order to save time and expenses but to give
the same effect of a finished product.
•For example, if testing software with users, the
designer would hit computer driven responses when
the tester hit certain touch points. Here the designer
is mimicking what the final product would do but is
actually controlling it as it hasn’t yet been finalised. 
•It’s important to note that during this prototyping
method the designer is with ethical boundaries -
there is no “tricking” for immoral gain. 

User-Driven Prototypes
•Building a prototype to test on users - designers will
ask users to create something within set
constraints. 
•During this process designers can see what their
users prioritise and how their minds work, which
gives them lots of insight into the assumptions the
designers’ themselves could’ve made. Designers
can use user-driven prototypes to gain empathy
with users or to fine-tune certain details of the
product once they have an idea in place. 

What prototype should One build? 
When building a product or service and don’t know which
prototype is the best fit? Ask yourself these questions: 
•What’s your idea about? 
Make a note of the most important fundamental aspects of
your idea. Work out what needs to be tested.
•What questions do you want answered? 
Work out what you want answered. For example, if you want
the product to feel comfortable to hold, consider making a
physical model of the prototype that is the same size as what
you envision the final product to be. However, if you are
creating a software and want to see how easy the software is
to navigate consider paper interfaces. 
•What prototype fits the project best? 
For each question, think about the kind of prototype that
would fit the best. Which one would answer your questions in
a way that makes sense to time, cost, and insight. If
possible, hold a brainstorming session with your team so you
can really get to the best option. 

•Don’t deliberate too hard over what to build
and how to build, just get moving and get
testing - actually testing your prototype will
do so much more than letting yourself get
stuck on such a decision process. 
•And prepare yourself - your first few
prototypes might be total fails but that’s OK.
It’s all part of the process - and what can
feel like a step-back really is a step-forward
in terms of knowledge - and eventually
success! 

Steps to consider when
prototyping
•Take advantage of the knowledge you don’t have
Before you get familiar with you know not to be possible,
think about what you would do if there were no constraints. 
•What do you find exciting about the project? 
Think about the first thing that comes to mind and then ask
your team the same question. What makes you and the team
excited might easily be what makes a user excited too - so
keep that at the forefront of your mind. 
•Translate your excitement into prototypes
Imagine your prototype as a teaser to a product that is about
to come to life - use this thought to generate excitement for
both the team and the users. 
•Use your client's current product content as a starting point.
Having something they can easily recognise and understand
is a great way to bring them into a design conversation.

Value Proposition Statement
•Leaders often work tirelessly to improve their
company’s product or service, thinking that it’s the
most valuable role they can play. But for your business
to “click” with your target audience, you need to stay
just as close to your customers as you do to your
offerings.
•The details of customers’ needs and wants should be
just as familiar to you as the features of your product
or the details of the service that you provide. A value
proposition serves as the bridge between these two
aspects of your work. It’s a mantra that unites the two
halves of the whole business.
•We’ve demystified the nuts and bolts of how to write a
value proposition, complete with examples, to ensure
that all the hard work manifests in value for the
customers every day.

What is a value proposition?
•A value proposition is a simple statement that
summarizes why a customer would choose your
product or service.
It's more than just a product or service description — it's
the specific solution that your business provides and the
promise of value that a customer can expect you to deliver.
•It communicates the clearest benefit that customers
receive by giving you their business.
•Every value proposition should speak to a customer’s
challenge and make the case for your company as the
problem-solver.
•A great value proposition may highlight what makes you
different from competitors, but it should always focus
on how customers define your value. Likewise,
conversations around brand strategy and taglines should
stem from a value proposition, but they aren’t one and the
same.

2. Apple iPhone – The Experience IS the Product

•Value proposition is like investing in the foundation of a
house. One may not see the foundation, but everything
you do see — and the long-term safety and security of
the home — rest on it having a strong place to start from.
•Your value proposition is a unique identifier for your
business. Without it, buyers won't have a reason to
purchase what you sell. They may even choose a
competitor simply because that business communicates
its value proposition clearly in its marketing
campaigns and sales process.
•A company's value proposition is the core of its
competitive advantage. It clearly articulates why
someone would want to buy from your company instead
of a competitor.
•So how do you actually write a value proposition
statement that's strong enough to lift conversion rates
and sales?

Value Proposition vs Mission Statement
•Your value proposition details what you offer
customers and why they should choose you,
while a mission statement details your objective
as an organization.
•While the two can have points in common, a
value prop is more product- and service-oriented
while a mission statement is more goal-oriented.
•Here are two examples for HubSpot and CRM
platform:
•Value Proposition: "An easy-to-use CRM."
•Mission Statement:  "To help businesses grow
better."

Business’s value proposition
•Business’s value proposition is
arguably the most important element
of your overall marketing
messaging. 
•A value proposition tells
prospects why they should do
business with you rather than
your competitors, and makes the
benefits of your products or
services crystal clear from the
outset.

1. Uber – The Smartest Way to Get Around
•Without explicitly saying so, Uber expertly
highlights everything that sucks about taking a
traditional taxi and points out how its service is
superior.
•The simple (yet highly effective) copy above,
taken from the Uber homepage, excellently
conveys the simplicity and ease that lies at the
heart of what makes it such a tempting service:
•One tap and a car comes directly to you
•Your driver knows exactly where to go
•Payment is completely cashless

2. Apple iPhone – The Experience IS the Product

3. Unbounce – A/B Testing Without Tech
Headaches

4. Slack – Be More Productive at Work with Less Effort

5. Digit – Save Money Without
Thinking About It

How to Write a Value
Proposition
•Identify your customer's main problem.
•Identify all the benefits your product offers.
•Describe what makes these benefits
valuable.
•Connect this value to your buyer's problem.
•Differentiate yourself as the preferred
provider of this value.
•Use a template to help you brainstorm.

Steve Blank Method
•Instead of focusing on the features
themselves, Blank saw the need to
emphasize the benefits derived from
the features in a simple sentence. By
following this formula you'll connect
the target market and their pain
points to the solution:
•"We help (X) do (Y) by doing (Z)"

Geoff Moore Method
•Moore provides a template that's
more specific in identifying the
industry categories alongside the
benefits customers value. This makes
a more clear value proposition
formula as follows:
•"For [target customer] who [needs or
wants X], our [product/service] is
[category of industry] that [benefits]"

Harvard Business School Method
According to HBS a value proposition is
executed best when it answers the following
questions:
•"What is my brand offering?"
•"What job does the customer hire my brand
to do?"
•"What companies and products compete
with my brand to do this job for the
customer?"
•"What sets my brand apart from
competitors?"

Value Proposition Canvas
•A value proposition canvas is a visual tool that
helps you position your business's product or
service around your customers' needs.
•The goal of the value proposition canvas is to
identify how your business provides value
within the market.
•You can use one when introducing a new offer
into the market or when enhancing an existing
one.
•The value proposition canvas is made up of two
major components: the customer profile and
the value map.

•Venture Well supports the creation of
an emerging generation of science
and technology inventors and the
innovation and entrepreneurship
ecosystems that are critical to their
success. We build communities of
practice among faculty and help
early-stage innovators develop
products and ventures that improve
life for people and planet.

Evaluation Marks
Total CIE ESE
Attendan
ce
Internal
Examinatio
n
Assignment/Quiz/
Course Project
Total
150 10 2 x 20 = 40 20 + 30 = 50 100 50
Assignment/ Course Project mark split-up
Assignment Marks
Maintaining course book -5 marks
Assignment 1 presentation – 5 marks
Immersion activity presentation and report - 10
marks
Course Project
Final project demo, presentation and report 30
marks

Stage 5 in the Design Thinking Process: Test
watch a YouTube video: FHIL | Stages of Design Thinking | TESTING
https://vimeo.com/194418980
•Employ a wide range of testing methods during the design
thinking process, many of which are also used in human-
computer interaction (HCI) and user-centered design (UCD)
processes.
•At the heart of these methods is the need to test our
solutions so that we can improve them.
•User feedback is priceless—without it, the iterative design
process will fail.
•Therefore, one must seek feedback whenever possible, use
real people in your tests and analyze results to determine
what is right (and wrong) with your design.
•That’s how one can create a solution that is desirable to
people, feasible to implement and viable for long-term
success.
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