Design Thinking Unit1-1
Design Thinking Unit1-1
Design Thinking Unit1-1
Noida
Introduction
Unit: 1
2
Course Objective
When listening:
• One hears what others say
• Try to understand what it means
Refers to one's ability to perceive sounds, by Done consciously, that involves analysis and
receiving vibrations through ears. understanding of the sounds.
An Ability A Skill
Physiological Psychological
Passive bodily process (sub-conscious level) Active mental process (conscious level)
Listening is an art that requires
attention over talent, spirit over ego,
others over self.
DeanJackson
Dialogue
Dialogue
Dialogue versus Debate
Dialogue is about deep listening to each other without biases and judgment. The process
of Dialogue enables everyone to express his/her opinion and then move towards Design
conversations. It brings multiple alternatives and it’s progressive.
Debate is about expressing ‘my’ view point. It is boxing of thoughts of ‘me’ versus
‘others’. The final outcome is ‘who’ is right.
Observation
9
Observation
9
IMMERSION &
OBSERVATION
WHAT IS IMMERSION ANDOBSERVATION?
• Active and engaged observation powered by empathy
Types of Observer
(1) Complete Observer (2) Observer as Participant
(3) Participant as Observer (4) Complete Participant
WHAT DOES IT DO?
• Allows consumers to practically demonstrate their usual habits and test new products
and services in a live environment → Lends credence to interpretations of the
observation
• Innovation
• Data analytics
• Financial planning
• Operational efficiency
Source: IDEO
Design Thinking – Definition 2
Patterns
Observing
Anti-patterns
Unearthing
Don’t know
Blind spots what I Don’t know
UNDERSTANDING REQUIREMENTS
• Human Centered
• Future Focused
• Creates Value
THE BASIC RULE OFDESIGN
charges for the food they serve. Select food is free. The customers are charged
on the time spent at the restaurant.
25
History of Design Thinking
History
Thank You!
Design Thinking
Historical Overview –Global
Perspective
• Attempts to “Scientise” Design
1960s •Technologist Buckminster Fuller called for “Design Science Revolution” to overcome
human and environmental problems
• The word “Wicked Problems” was coined
•Nobel Laureate & Cognitive Scientist Herbert Simon emphasised on Testing through
Observation & Rapid prototyping
1970s
• Engineer & Artist Robert Kim researched on Left & Right brain for Problem Solving
and incorporated Design Thinking as a holistic problem solving approach
• “Designerly Way” of Solving problems – Paper by Nigel Cross
•Prof. Bryan Lawson’s Experiment – Post Graduate Architectural Students
1980s (Designers) vs Post Graduate Science Students (Scientists)
• Solution Focused problem solvers vs Problem Focused Problem Solvers
Design-Way to address?
•Break down information into
nodes and links.
•Visualize the information.
•Collaborate and include
stakeholders in the process.
•Release solutions quickly
and gather continuous
feedback.
•Carry out multiple iterations.
The term “wicked problem” was first coined by Horst Rittel, design theorist and professor of design
methodology at the Ulm School of Design, Germany.
What Is a Wicked Problem?
A wicked problem is a social or cultural problem that’s difficult or impossible to solve—normally because
of its complex and interconnected nature. Wicked problems lack clarity in both their aims and solutions, and
are subject to real-world constraints which hinder risk-free attempts to find a solution.
Wicked problems are problems with many interdependent factors making them seem impossible to solve.
In the paper “Dilemmas in a General Theory of Planning,” he describes ten characteristics of wicked problems:
1. There is no definitive formula for a wicked problem.
2. Wicked problems have no stopping rule, as in there’s no way to know your solution is final.
3. Solutions to wicked problems are not true-or-false; they can only be good-or-bad.
4. There is no immediate test of a solution to a wicked problem.
5. Every solution to a wicked problem is a "one-shot operation"; because there is no opportunity to learn by trial-and-error,
every attempt counts significantly.
6. Wicked problems do not have a set number of potential solutions.
7. Every wicked problem is essentially unique.
8. Every wicked problem can be considered a symptom of another problem.
9. There is always more than one explanation for a wicked problem because the explanations vary greatly depending on the
individual perspective.
10. Planners/designers have no right to be wrong and must be fully responsible for their actions.
3 Core Design Thinking Principles
Design Mindset for Innovation
Design Culture Encompasses
Design Design
Mind Space
Design Design
Process Frameworks
Innovation and Creativity
Innovation and
creativity in the
workplace have
become
increasingly
important
determinants of-
1. Organizatio
nal
performance
2. Success
3. Longer-term
survival.
Creativity at different level of organization
Creativity is a complex interaction between the individual and their work situation at different levels of
organization.
1. At the individual level: individual creativity is the result of antecedent conditions (e.g., biographical
variables), cognitive style and ability (e.g., divergent thinking), personality (e.g., self-esteem), relevant
knowledge, motivation, social influences (e.g., rewards), and contextual influences (e.g., physical
environment).
2. At the team level: creativity is a consequence of individual creative behavior, the interaction between the
group members (e.g., group composition), group characteristics (e.g., norms, size), team processes, and
contextual influences (e.g., organizational culture, reward systems).
3. At the organizational level: innovation is a function of both individual and group creativity (Woodman et
al., 1993). This has been one of the most frequently used conceptual frameworks in emphasizing the
interactions between the contextual and individual factors that might enhance or inhibit creativity at work
Framework for Creativity and Innovation
Design Mindset
22-04-21
Musical
Notes
5 Forces of Growth (SEPIA)
SKILL
Imparted through Training
Developed through
Formal Education
Expertise is Depth
in Knowledge Cluster
500 ft deep
5 Forces of Growth (SEPIA)
PERSPECTIVE
Perspective - Enables
one to step above the
knowledge cluster plane
1000 feet above
5 Forces of Growth (SEPIA)
IDEA
TECHNOLOGY BUSINESS DOMAIN
Container Container
• Indecisive
APPROVAL
5 Frictional Forces(DCAFE)
CONFLICT
• PERSPECTIVE
OPINION
• EXPECTATION
• Difference of …
DIALOGUE
5 Frictional Forces (DCAFE)
ANGER
Symbol of
POWER
HELPLESSNESS
“He who angers you, conquers you!”
- Elizabeth Kenny
ACCEPTANCE
5 Frictional Forces(DCAFE)
FEAR
COURAGE
5 Frictional Forces(DCAFE)
EGO
Markets KC Behavior KC
Comfort Zone
Technology KC Business KC
10X CAPACITY
* KC - Knowledge Container
3 Capacity Levers– A
APPRECIATION
Appreciation KPs
Positive
Reinforcement
Knowledge
Network CAPACITY
10
VAL - 3 CAPACITYLEVERS©
Gillete Case
https://www.dailymail.co.uk/news/article-2443191/Gillette-spent-fortune-Indian-razor-forgetting-
countrys-running-water.html
References
https://www.customerguru.in/amazingly-shocking-customer-experience-story-ritz-carlton-does-it-
again/
Wicked Problems
https://www.interaction-design.org/literature/topics/wicked-problems