DT Question Bank With Answerkey
DT Question Bank With Answerkey
DT Question Bank With Answerkey
➢ Desirable (people want it) ,feasible ( what can actually do it) and it has to
be viable( don’t go break)
➢ Desirability tests whether the innovation is solving the customer problems rightly.
➢ Feasibility tests whether the innovation strengthens the business or not .
➢ Viability tests the value chain for long term sustainability.
The Venn diagram of Design Thinking revolves around three core concepts: Desirability,
Feasibility, and Viability. These concepts are essential for developing innovative and successful
design solutions. Here's a detailed explanation of each concept and their intersections:
Desirability (Human)
Feasibility (Technology)
Viability (Business)
Desirability + Feasibility: The overlap between what users want and what is
technically possible. This intersection ensures that the solution is both user-friendly and
technically implementable. For example, a mobile app that users find intuitive and easy
to use, and that can be built with existing technology.
Feasibility + Viability: The overlap between technical capabilities and business
sustainability. This ensures that the solution can be built with available technology and
resources and that it makes economic sense. For example, a product that can be
manufactured using existing processes and materials at a cost that allows for a profitable
business model.
Viability + Desirability: The overlap between business goals and user needs. This
ensures that the solution is not only desirable to users but also aligns with and supports
business objectives. For example, a service that users love and that also aligns with the
company's strategic direction and profitability goals.
Desirability + Feasibility + Viability: The center of the Venn diagram is the sweet
spot where all three components intersect. This is where the most successful and
innovative design solutions emerge, as they are desirable to users, technically feasible
to implement, and viable from a business perspective. For example, a new product that
meets a critical user need, can be built with current technology, and aligns with the
company's business model to ensure profitability.
ANS:
Application of Design thinking:
User-Centric Products: Design Thinking helps in creating products and services that
are tailored to meet the specific needs and preferences of users. It involves
understanding user pain points, conducting empathy interviews, and ideating solutions
that address those needs.
7. Environmental Sustainability
Policy Design: DT methodologies like design sprints and co-creation workshops are
used to design and iterate public policies, regulations, and programs in a more user-
centric and inclusive manner
These applications highlight the versatility and impact of Design Thinking across diverse
fields, emphasizing its effectiveness in driving innovation, solving complex problems, and
creating meaningful experiences for users and communities.
QNO-5: What are the concept models for comparing design thinking and engineering
systems thinking?
ANS:
Concept models for comparing design thinking and engineering
systems thinking:
❖ Design thinking and engineering systems thinking are using four general
themes: history, values, applications and methods.
❖ By organizing these themes into models called “concept models”.
❖ Concept models visually represent different perspectives on the
relationship between design thinking and engineering systems thinking.
❖ The models are
I. Distinctive concept model
II. Comparative concept model
III. Inclusive concept model
IV. Integrative concept model
➢The Distinctive concept model, positions design thinking (DT) and
Engineering system thinking (EST) as separate concepts, each with
unique history, set of values, practical application and methods
➢The comparative concept model, suggests that design thinking(DT)
and Engineering system thinking(EST) are similar underlying
concepts with different applications and methods.
➢The inclusive concept model describes engineering systems thinking
as a specific application of design thinking, in which design thinking
principles, methods and processes are applied to complex systems
design problems.
10. Scalability: The iterative approach can be scaled to fit different project
sizes and complexities. Whether it's a small feature update or a large-scale
innovation project, the iterative process can be adapted to suit various contexts
and constraints.
Overall, the iterative nature of design thinking creates a dynamic and responsive
process that enhances problem-solving effectiveness, drives user satisfaction, and
promotes innovation.
1.User-Centered Focus:
Empathy: Understanding the user's needs, experiences, and emotions is central. This involves
techniques like user interviews, observations, and empathy mapping.
Personas: Creating detailed profiles of typical users to guide design decisions.
Diverse Teams: Involves team members from different disciplines to bring various
perspectives and expertise.
Co-Creation: Engaging stakeholders and users in the design process.
3.Iterative Process:
Prototyping: Building quick, low-fidelity prototypes to test ideas early and often.
Testing: Continuously testing prototypes with users to gather feedback and refine solutions.
5.Structured Framework:
Stages: Typically follows stages such as Empathize, Define, Ideate, Prototype, and Test.
Flexibility: While structured, the process is flexible and iterative, allowing teams to revisit and
refine stages as needed.
6. Visual Thinking:
Sketching and Storyboarding: Using visual tools to communicate ideas and concepts.
Mind Mapping: Organizing thoughts and ideas visually to uncover connections and insights.
7.Hands-On Approach:
Tangible Prototypes: Creating physical models or interactive simulations to visualize and test
ideas.
Experimentation: Encouraging experimentation to explore possibilities and constraints.
1.Product Development:
New Products: Designing innovative products that address unmet user needs.
Product Improvement: Enhancing existing products based on user feedback and insights.
2.Service Design:
Customer Experience: Improving the overall customer journey and experience across
touchpoints.
Service Processes: Streamlining and optimizing service delivery processes.
3.Business Strategy:
4. Social Innovation:
Non-Profit Sector: Creating impactful solutions for social issues, such as healthcare,
education, and community development.
Public Services: Enhancing public services to better meet the needs of citizens.
5.Education:
5. Healthcare:
Patient Experience: Improving patient care and experience through user-centered healthcare
solutions.
User Experience (UX) Design: Designing user-friendly interfaces and interactions for digital
products.
Agile Development: Integrating design thinking with agile methodologies for iterative
software development.
7.Organizational Change:
A. People :
1. The individuals that are needed are those who are willing and able to adopt the
design –thinking mindset. So the people working on a design thinking are critical
to its success
2. These people are experts in system or field or area of the business. They are
observant and they listen
3. They have the ability to frame problems and solve them.
4. They can think strategically and execute tactically.
5. They are both creative and analytical
6. They are communicative and comfortable to flexibility
7. The team that emerges from assembling theses people should have a spirit of
shared purpose, flexibility, collaboration, and mutual support.
B. Place:
1. A space needs to be located that facilitates collaboration and imagination.
2. Design thinking produces many physical artifacts. These artifacts are most
useful when they are accessible and visible.
3. Design thinking requires the content under consideration be visible. This
translates to the need for stationary and mobile white boards, pin boards display
screens, storage buddies and large surfaces on which to hang
4. Flexibility of furniture is essential.
5. According to Lewrick he recommended that 5m2 per participant be used as
sizing parameter for good space
6. Space, like money and tine is often a scare resource
7. The actual size of the space may become a limiting factor on how large the
team and collaborative activities can be.
C. Materials :
1. Making and visual idea transfer are essential elements of design thinking, for
that materials are needed
2. list of materials typically needed are:
i. white boards
ii. whiteboard markers
iii. colored pencils
iv. sticky notes of various shapes and colors
v. Hanging strings
vi. colored sheets
vii. flip charts
viii. large rolls of
ix. paper
x. Glue
xi. Lego blocks
xii. Scissors
xiii. index cards ,audio and video capture tools and analyzers
xiv. Paper
xv. play dough
xvi. popsicle sticks
xvii. foam core
D Organizations:
Locating and accessing design thinking people may require the organization to
permit the functional structure to relent and allow enterprise benefit to supersede
design thinking objectives.
Design aims to create aesthetically pleasing Engineering Design aims to solve technical
and user-centered solutions. problems and ensure the product is safe,
reliable, and efficient.
Design uses a holistic and creative approach, Engineering Design uses a systematic and
often involving brainstorming and exploring analytical approach, often involving detailed
multiple concepts. calculations, simulations, and analysis.
Design is often iterative and non-linear, with Engineering Design follows a more
frequent revisits to earlier stages based on structured process but can iterate during the
user feedback. testing and refinement stages.
Design employs tools for visual Engineering Design uses technical tools for
representation and prototyping such as modeling, simulation, and analysis like CAD
sketching, storyboarding, and digital design software and finite element analysis (FEA)
tools. tools.
Design projects include website design, Engineering Design projects include bridge
product packaging, and furniture design. design, aircraft design, and electronic circuit
design.
QN0-10: Elaborate about Design thinking process steps?
ANS:
The Design Thinking process can be divided into five key steps: Empathize, Define, Ideate,
Prototype, and Test.When considering the five steps of Design Thinking, it’s important to
remember that it’s not a linear process. Although we talk about the process in terms of
sequential steps, it’s a highly iterative loop.
Depending on time constraints, you will gather a substantial amount of information to use
during the next stage. The main aim of the Empathize stage is to develop the best possible
understanding of your users, their needs and the problems that underlie the development of the
product or service you want to create.
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. The solutions are implemented
within the prototypes and, one by one, they are investigated and then accepted, improved or
rejected based on the users’ experiences.
By the end of the Prototype stage, the design team will have a better idea of the product’s
limitations and the problems it faces. They’ll also have a clearer view of how real users would
behave, think and feel when they interact with the end product.
- Say: What are some of the quotes or key phrases the user has said?
-Think: What might the user be thinking? What does this tell us
about
their beliefs and feelings?
- Do: What actions and behaviours does the user exhibit?
ANS:
As a Design Thinker it need to cover all the points and answers that
got inthe Empathize Phase.
This is where the process of synthesis comes into picture.
Clubbing all the answers together and convert them into a
coherent singlestatement Called Problem statement
nothing but Define Phase
The first step towards defining a problem is to find who the
user is, what ishis/her/their needs and then develop insights
from the answers
Think of ‘How might we?’ questions
For example, ‘how might we motivate the employees in DT?’,
‘How might to reduce the cost of knowledge transfer program
without compromising its quality and the mandatory pre-
requisite resources?’
The following guidelines will help a design thinker to come
up with ‘how might we’ questions.
Amplify the good: A design thinker must think how to
amplify the positive aspects of the customers’ needs
Eliminate the bad: Design thinkers need to remove all the
bad elements observed in the problem
Explore the opposite: Design thinkers need to brainstorm
on how to convert the problem into an opportunity
Question the Assumptions: This step involves
questioning the assumption at hand
Identify the Unexpected Resources: Design thinkers
should try to find whether some other resources not
mentioned by the customer canbe leveraged
Create an Analogy: Design thinking also involves, among
manyother things, how to create connections between the
problem at hand and unrelated images
Break the Problem into Pieces: This is where again
analysis comes into picture for a short while before the
problem definition can be synthesized
The transition between the Empathize and Define stages hinges
on the concept of unpacking
unpacking tells the talking to, observing and learning about
customers and creating a system for turning those insights into
something actionable
Unpacking insights from the Empathize stage does not have to be
a complicated process
The tasks involved in synthesizing empathy and definition can
be as simple as breaking out a stack of sticky notes.\
The primary goal of the unpacking stage is sharing what that
learned with other designers and the rest of team members.
it is important that everyone on the team is on the same page
about the information gathered in the Empathize stage.
Having a complete understanding of the customer and his or her
needs will help you form a problem statement, which is a
written expression ofcustomer’s or end user’s problem
ANS:
Definition:
2. Kids Toothbrush:
Kids hold tooth brushes is totally different from an adult. so it
is harder forthem to use a toothbrush that are designer for
adults.
Tooth brush for adult
Empathy maps should be used throughout any UX process to establish common ground among team
members and to understand and prioritize user needs. In user-centered design, empathy maps are best used
from the very beginning of the design process.
Both the process of making an empathy map and the finished artifact have important benefits for the
organization.
Categorize and make sense of qualitative research (research notes, survey answers, user-interview
transcripts)
Discover gaps in your current knowledge and identify the types of research needed to address it. A
Create personas by aligning and grouping empathy maps covering individual users
An empathy map is a quick, digestible way to illustrate user attitudes and behaviors. Once created, it
should act as a source of truth throughout a project and protect it from bias or unfounded assumptions.
When empathy maps are filled in directly by users, they can act as a secondary data source and
represent a starting point for a summary of the user session. Moreover, the interviewer may glean
feelings and thoughts from the interviewee that otherwise would have remained hidden.
B)PROCESS OF EMPATHY MAP:
a. What user or persona will you map? Will you map a persona or an individual user?
Always start with a 1:1 mapping (1 user/persona per empathy map). This means that, if
you have multiple personas, there should be an empathy map for each.
b. Define your primary purpose for empathy mapping. Is it to align the team on
your user? If so, be sure everyone is present during the empathy-mapping activity. Is it
to analyze an interview transcript? If so, set a clear scope and timebox your effort to
Your purpose should dictate the medium you use to create an empathy map. If you will be
working with an entire team, have a large whiteboard, sticky notes, and markers readily
available. (The outcome will look somewhat like the illustration above.) If empathy mapping
alone, create a system that works for you. The easier to share out with the rest of the team, the
better.
3. Collect research
Gather the research you will be using to fuel your empathy map. Empathy mapping is a
qualitative method, so you will need qualitative inputs: user interviews, field studies, diary
Once you have research inputs, you can proceed to mapping as a team. In the beginning,
everybody should read through the research individually. As each team member digests the
data, they can fill out sticky notes that align to the four quadrants. Next, team members can
In this step, the team moves through the stickies on the board collaboratively and clusters
similar notes that belong to the same quadrant. Name your clusters with themes that represent
each group (for example, “validation from others” or “research”). Repeat themes in each
quadrant if necessary. The activity of clustering facilitates discussion and alignment — the
goal being to arrive at a shared understanding of your user by all team members.
Once your empathy map is clustered, you can begin to vocalize and align as a team on your
findings. What outliers (or data points that did not fit in any cluster) are there? What themes
were repeated in all the quadrants? What themes only exist in one quadrant? What gaps exist in
our understanding?
If you feel that you need more detail or you have unique needs, adapt the map by including
additional quadrants (like Goals the example below) or by increasing specificity to existing
quadrants. Depending on the purpose of your empathy map, polish and digitize the output
accordingly. Be sure to include the user, any outstanding questions, the date and version
number. Plan to circle back to the empathy map as more research is gathered or to guide UX
decisions.
Q No 15: What is the Role of Empathy in Design Thinking and its
importance?
ANS: Role of Empathy in design thinking:
➢ As the starting point of the design process, Empathy allows a designer to understand the people
who will eventually use their product or service
➢ Empathy is a core value of design thinking .it is also the first step in the design thinking process.
➢ Empathy, draws attention to the abilities of researchers and designers to see the world through
other people’s eyes, feel what they feel, and experience things as they do
➢ Empathy allows a designer to understand the user’s physical and emotional needs.
➢ The Oxford Dictionary defines Empathy as “the ability to understand and share the feeling of
another”.
➢ Empathy is the first step in design thinking because it is a skill that allows us to understand and
share the same feelings that others feel. Through empathy, designers are able to put ourselves in
other people's shoes and connect with how they might be feeling about their problem,
circumstance, or situation Some questions to consider:
• What is the person feeling?
• What actions or words indicate this feeling?
• Can you identify their feelings through words?
➢ Empathy is the cornerstone of any successful design project. The extent to which you
understand and empathize with your users ultimately determines the outcome of your design.
➢ This means observing and engaging with people in order to understand them on a psychological and
emotional level. During this phase, the designer seeks to set aside their assumptions and gather real insights
about the user.
➢ Design Thinking cannot begin without a deeper understanding of the people that designers are designing
for. In order to gain those insights, it is important for designer as a design thinker to empathize with the
people you are designing for so that you can understand their needs, thoughts, emotions and motivations
➢ Finally, empathy shows a designer how users think about the world and what is meaningful to users.
➢ If we see people suffering or struggling, and we are able to empathize with their situation, we are
compelled to help relieve them in some way.
➢ Designers need to build empathy for their users in order to take the right course of action
➢ It’s important to understand how the user feels when interacting with a certain product or interface; does
the layout of this website evoke feelings of frustration?
➢ In building empathy, designers can create products which truly please the user and make their lives easier
➢ Without this empathy, the design process lacks that all-important usercentricity which often marks the
distinction between product success and failure.
❖ In fact, most definitions of design include some reference to crafting things that people use
❖ However, as an antidote to the one-size-fits all, mass production age of 19th and 20th century design, it
has become important to reemphasize the centrality of users to the process
❖ Design That is sensitive to and based on people’s needs and patterns of behavior will be good design.
❖ The mode of Know people, with its focus on Empathy, observation, personal engagements, and problem
solving, is an indispensable of the design process.
❖ Knowing people is about gaining an empathic understanding of thoughts, feelings, and needs by listening,
observing, interacting, and analyzing.
❖ Immersing yourself in people’s daily lives and keenly listening to their stories can reveal very valuable
insights, sometimes quite surprising and nonobvious.
❖ To get to such valuable insights we should focus on everything that people do, say, and think; we should
be in the mindset to deeply understand people’s activities, needs, motivations, and overall experiences, just
as well as we study our products when we do a product development project.
❖ Knowing people well can lead us to entirely new categories of products, services, or business strategies
that fundamentally address people’s needs and desires, create significant new value, and are very hard to
copy.
Various Mindsets:
➢ Observing Everything
➢ Building Empathy
➢ Listening openly
Observing Everything:
❖ Observe everything in the context of study, not just the people or the products in use.
❖ Notice places notice other people, notice inconsistencies between what people say and what they do.
❖ Be prepared to consider innovations that address these seemingly external factors. Even more
importantly, look at who and what is not in the field of study
• Building Empathy:
❖ Is it possible to go beyond just knowing about people’s experiences and feelings, to the point of sharing
them?
❖ e.g Spend a day with a busy mom as she struggles to organize the family’s day, share, and identify with
her daily experiences, frustrations, and challenges
❖ make a deep, direct emotional connection with end users’ needs, we will be in a far better position to
develop new ideas in tune with the customer.
❖ Spending time with people in their everyday lives can be eye opening. Use the ethnographer’s approach
to l
❖ ive with and learn about the behaviors, practices, and motivations that form the context in which people
will use the tools, artifacts, messages, and services that you intend to create
❖ Spending a day in the life of people for whom you are designing will be revealing.
• Listening Openly:
❖ We should not just prepare and follow a script for our interaction with research participants. We should
let them guide the discussion toward what is important to them; we must be students, not teachers.
❖ We ought to think of open-ended questions, suggest general solution alternatives, and be prepared to
hear things.
❖ What is not working well in the current situation and why? How are people facing challenges in their daily
lives? How are they working around the problems? Or are they just giving up since there is nothing that can
support their needs?
❖ These are great questions that we should ask to reveal opportunities for new products or services
• A mind map is an easy way to get information into and out of the brain
• A mind map is the best way of coming up with new ideas and planning projects
• A mind Map is made up of words, colours, lines, pictures, numbers, logic, rhythm and spatial awareness.
• The Mind Map ca be applied to every aspect of life where improved learning and clear thinking which
enhances human performance.
• It enables to plan routes/ make choices and know where to go and where have been
• It helps to concentrate on information structure and relationships between ideas rather than disconnected
facts
• With mind maps easy to visualize connections and similarities between various information
• Add sketches to make mind maps more memorable than conventional notes
• Mind maps are of great help when preparing essays and presentations, but they may be inappropriate as
the final piece of work
Mind Maps keeps focused on the main idea and all the additional ideas.
• Mind maps helps to ✓ Remembering Things ✓ Making better notes ✓ Coming up with ideas ✓ Saving time
✓ Concentrating ✓ Effective time utilization
• Mind Mapping links the left side of the brain that focuses on numbers, words, lists and logic to the right
creative side.
• Using Images, keywords and colour in mind maps are maximizing brain power which enhances learning
and creativity.
PRINCIPLES:
c. Write only keywords, not sentence and draw pictures where possible
d. Write keywords on the lines so text is always connected to the lines showing the whole idea structure.
draw additional lines connecting ideas wherever necessary
e. Print words. Mix lower- and upper-case letters so the text is varied, clear and easily readable.
Q No 18: Explain Divergent Thinking and Convergent Thinking with
example?
ANS:
CONVERGENT THINKING:
Convergent thinking is all about narrowing down and finding the single best solution to a
problem. It's like putting together the pieces of a puzzle to get the most complete picture.
Here are some key characteristics of convergent thinking:
Focuses on a single answer: Unlike divergent thinking where you explore many
options, convergent thinking aims for the most optimal or correct solution.
Logical and analytical: This type of thinking relies heavily on logic, reason, and
analysis of evidence to arrive at a conclusion.
Solution-oriented: The goal is to find a practical and effective solution to the
problem at hand.
Here are some examples of convergent thinking in action:
Solving a math problem: You're given a math equation and need to find the exact
answer using the appropriate formulas and calculations.
Fixing a flat tire: You identify a flat tire and need to choose the most efficient way to
fix it, like changing it yourself, calling roadside assistance, or driving to a repair shop.
Taking a standardized test: These tests typically have a single best answer for
each question, requiring you to analyze the information and select the most logical
choice.
Choosing a college: You research different colleges, compare their programs,
costs, and locations, and ultimately decide on the one that best suits your needs.
Convergent thinking is a valuable skill for many situations, especially when there's a clear-
cut answer or a specific goal you need to achieve. It helps you make well-informed
decisions, solve problems efficiently, and navigate situations that require a logical
approach.
DIVERGENT THINKING:
Divergent thinking is all about unleashing your creativity and generating a wide range of
ideas. It's like a brainstorming fireworks show – the more sparks you ignite, the more
possibilities you have to explore. Here are some key aspects of divergent thinking:
Quantity over Quality: In this phase, the focus is on coming up with as many ideas
as possible, regardless of how practical or realistic they seem at first. Wild and
wacky ideas are welcome!
Free-flowing and Non-linear: There are no wrong answers, and you can explore
any avenue that sparks your interest. Don't be afraid to make connections that seem
unusual or illogical.
Building on Ideas: One idea can trigger another, so bounce off each other's
thoughts and see where the conversation leads.
Here's an example of divergent thinking in action:
Challenge: Design a new type of playground equipment.
Let's Brainstorm! Think beyond the typical swings and slides. Some ideas might be:
o A giant human hamster wheel
o A climbing structure that looks like a tree
o A musical playground where kids can create sounds by running and jumping
o A zero-gravity trampoline that uses bungee cords
Notice how these ideas are all quite different and some might even seem a bit out there.
That's the beauty of divergent thinking – it allows you to explore all possibilities before
narrowing down your focus.
Q No 19: Can you explain the key stages of the Human-Centered Design
(HCD) process?
ANS: Human-Centred Design (HCD) process
Definition:
• It has been championed by Nobel Prize Laureate Herbert Simon, Developed by Stanford university Design
school
• Human-centered design is distinguishes other problem solving approaches by its intensive focus on
understanding the perspective of the person who experiences a problem and needs.
• The solution that has been designed for the end users is truly meeting their needs effectively.
The end users are constant part of design process and become part of the design team itself in this human
centered design. • Human-centered design process has many forms, the model developed by Stanford
design school has 5 Key phases.
• The phases are 1. Empathize 2. Define 3. Ideate 4. Prototype 5. Test and iterate
• For general understanding Human-centered design consists of three phases. 1. Inspiration Phase 2.
Ideation phase 3. Implementation Phase
• In the Ideation Phase designer make sense of what he learned, identify opportunities for his design, and
prototype possible solutions
• And in the Implementation Phase designer will bring solution to life, and eventually, to market. And the
solution will be a success because it kept the people looking to serve at the heart of the process
• Human-centered design is all about building a deep empathy with the people designing for; generating
tons of ideas; building a bunch of prototypes; sharing with the people, and eventually putting a new
innovative solution out in the world.
• . Human-centered design (HCD) is a term product creators use to describe a process of designing for
people
• HCD develops solutions to problems by involving the human perspective in all steps of the problem-solving
process
ANS: Designers can utilize a toolbox of methods to truly immerse themselves in the users'
experiences and build empathy. Here are some effective strategies:
1. Observe users in their natural environment: This goes beyond simply watching them
use a product. Shadowing users as they go about their day can reveal hidden aspects of
their workflow, challenges, and thought processes. Observe a teacher in a classroom to
understand their daily struggles, or shadow a delivery person to witness their logistical
hurdles.
2. Conduct empathy interviews: These aren't your typical question-and-answer sessions.
Focus on open-ended questions and active listening to understand the user's motivations,
frustrations, and emotional responses to situations. Ask "why" frequently to delve deeper
and avoid leading questions.
3. User testing: While a controlled environment, user testing allows designers to witness
firsthand how users interact with a product or prototype. Observe their body language, facial
expressions, and hear their unfiltered thoughts as they navigate the experience.
4. Journey mapping: Create a visual representation of the user's journey, including their
touchpoints, emotions, and pain points throughout the process. This helps designers
identify areas for improvement and design solutions that address user needs across various
stages.
5. Persona building: Develop fictional characters that embody the target user group. Give
them a backstory, goals, and challenges to personalize the user and make them relatable.
This can help designers make design decisions with the user persona in mind.
6. Use technology for immersion: Virtual Reality (VR) experiences can place designers
directly in the user's shoes, simulating their environment and tasks. This can be particularly
valuable for understanding complex situations or geographically distant users.
7. Analyze user data: While not a replacement for direct interaction, user data like website
analytics or app usage patterns can reveal insights into user behavior and preferences.
Remember: Empathy is a continuous process. Don't just gather information – actively
analyze it and use it to inform design decisions. Regularly revisit your understanding of the
user to ensure your solutions remain relevant and user-centered.
UNIT-3
Ans:Brainstorming:
Variants of brainstorming:
1. Step by step brainstorming: After a rst printing session, the
most interesting idea is used as a starting point for another
brainstorming session. This allows you to nd ideas from a general
solution to a special one.
2. Anonymous brainstorming: The idea written by the
participant in block letters on a card called brain cards. A
moderator read the anonymous ideas aloud and, on this basis,
they are brainstorm further or ideas are clustered and evaluate.
3.Visual brainstorming/ brain painting: Recorded graphically
with paper and pencil (or digitally). Discrete sketch like images in
the form of spontaneous scribbles, which do not have to be
perfect, these can be abstract later.
4. Blind Storming: The brainstorming takes place using face
mask or in a complete darkness so the participants or not
distracted by visual stimuli or gestures /mimics of other
participants.
5. Brain Walking: The spontaneous ideas for the participants are
written on white board or posters distributed throughout the room.
6. Speed storming: Participants exchange questions in pairs for
a few minutes and then change chairs to talk to another persons.
7. Stop and go brainstorming: The brainstorming session is
deliberated interrupted at a xed time and lled with the passes are
other techniques in the meantime. alternatively, phases of Idea
generation can be altered with the phases of valuation.
8. Body storming/ role storming: During the brainstorming
session, the participants to take on a certain role and Associate/
formulate their contributions/ ideas from the point of view. The
roles can be speci c customers/ user who have been characterized
by the persona technique.
9. Brain station: Groups of participants work on di erent
questions at di erent stations (rooms without separate work areas)
using brainstorming. The participants change stations after xed
period.
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10. E-Brainstorming: Ideas are communicated electronically via
chat/ instant messaging systems so that people can participate at
di erent locations.
11.Reverse Brainstorming: There is also talked of reverse
brainstorming and only negative aspects are sought. Here the
di erent aspects of the question and problem can be considered.
What is currently bad about the situation? Why can't the problem
be solved? What should go wrong?
12.Headstand method: The question is completely reversible
also speaks of the headstand method. How can we make X worse?
Make it as complicated as possible? Increase in price? To
discourage customers as much as possible? in the next step all
ideas can be turned back into positive.
Ans:
Prototype:
A prototype is a draft version of a product that allows designers to
explore ideas and show the intention behind a feature or the overall
design concept to users before investing time and money into
development.
• The Goal of a prototype is the test products and services then its
ideas before spending lots of time and money into creating the
nal version of the sellable product.
• The word “prototype” comes from the Greek Prototypos, a
compound of protos(“ rst”) and typos (“mold, “pattern”,
“impression”)
• Prototypes are one of the most important steps in the design
process, yet it is very confusing to create and execute.
• Prototyping as a creative tool requires the design team to clarify
a solution concept’s intentions and make decisions regarding
what the concept is and is not.
• By being forced to shape the solution concept into something
that can be experienced, constraints and dependencies of logical
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ow, time and space, human dynamics, and other principles and
conventions force concepts to transform into designs.
• Prototyping causes the solution concept to evolve before the rst
stakeholder encounter.
In prototyping stage three things are mainly taken care of
1. Creation of experience
2. Getting Feedback
3. iteration
• In this stage, designers move from the abstract idea to a more
tangible product
Ans:
In the ideate phase of the design thinking process that initial ideas
for problem solving are developed.
3.Analyse:
1.Representation
2.Precision
3.Interactivity
4.Evolution
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Representation: This form of the prototype is mainly structured for
presentation and keynote uses. That may be a paper-pen, digital or
code.
precision: The delity of the prototype is de ned here. It explains
the level of details, realism, and nal design. Such as Low- delity
and high- delity.
Interactivity:The functionality opens for the user. i.e fully functional,
partially functional or no interactions at all .
Evolution:The life cycle of the prototype. some are built to re iterate
and reiterate until it is precisely done, and some are just designed
and thrown it away after the certain outcome is made.
Testing:
The testing phase allows the designers to gain the feedback and
insights that may not be possible without testing their prototypes.
• Through these tests, designers will be able to identify aspects of
their prototype that did not work well, or the end user did not nd
the functional or pleasing.
• These failures give the designers the opportunity to x and
improve the aspects of their prototypes.
• However, failing can be di cult to accept for most of the
designers. Not only does it make uncomfortable and insecure,
failing can also be embarrassing, painful, and annoying and
sometimes even anger.
• Despite, these designers overcome their fear of failure and
embrace it as a learning opportunity.
• Time to try out new things, and innovate, even if this means
pursuing the unconventional.
• In the testing phase, Design thinking teams tests prototyped
solution with users representing the target personas.
• Update the solution in an iterative manner until the solution in an
iterative manner until the solution satis es the user needs and
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overcomes the challenges that is de ned in the initial phase of the
project.
• Design thinking team members should always appreciate user’s
Critiques of the solution.
• The critique is natural part of any e ort, including Design.
• Design Thinking teams should regard the critiques of their
solution positively and constructively.
• “The Customer is not always right but always having a point.”
when designers test with end users, it is another chance for them
to empathize and learn something new that could be used to re ne
their prototypes.
• Testing brings the focus back to end users to reveal hidden
insights that the designers would have never foreseen without the
end users experiencing their prototype.
• According to d.school there are four aspects that designers need
to consider when testing with end users
1.The prototype
2.Context and scenario
3. The interaction between the user and designer
4. The process and method used to observe, capture feedback,
and re ect.
• Before testing session, it was important to prepare the users for
their interaction so that designers proceeded in in the right
testing mindset.
• The testing phase requires designers to not get defensive about
the feedback they receive about their prototype or justify the
reasoning behind their design, but instead to be attentive to
feedback and surprising insights.
• One of the methods the designers captured their observational
ndings and user feedback through a simple tool called
FEEDBACK CAPTURE GRID.
• This grid consists of four quadrants.
• In the rst quadrant, designers wrote down their users’ feedback
on what they liked about the prototype.
• The second quadrant contains the user’s constructive feedback.
• The third quadrant contained the questions that arose during the
testing.
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• The fourth quadrant contained new ideas or improvements that
emerged from the tests.
Brainstorming Techniques:
1.Freewriting:
• Write down whatever comes into mind.
• Do not judge the quality of writing.
• Do not worry about style, spelling, grammar, or punctuation.
• When you have nished your writing and have reached your
goal ,read back over the text ,decide the solution.
4.Individual Braınstorming:
• It typically includes such techniques as free writing, free
speaking, word association,and drawing a mind map . Individual
brainstorming is useful method in creative wiriting.
5.Question Braınstormıng:
• This process involves brainstorming the questions,rather than
trying to come up with immediate answers and short term
solution.
- Six Key Questions:
• What?
• When?
• Where?
• How?
• Why?
Low-Fidelity Prototyping:
• Low-Fidelity prototyping is intended to provide designers with
Basic model or example of the product that requires testing.
• With a low-Fidelity prototype, it is likely going to be incomplete or
utilize a limited number of its intended features.
• The low- delity prototype-Known as low-tech, low- or lo-
prototype, is a semi- nished prototype that focus on function,
structure, process, and provides the simplest framework and
elements of web/app.
• It can even be constructed using materials such as wood, paper,
and metal that are not intended to be used for the nished article.
• Low -Fidelity prototypes are usually simple and in-expensive
ways to communicate, explore and modify ideas in the early
stages of developments and their purpose is to support and
provide answer to the question of the designers.
• Low -Fidelity prototyping is used generally show the overall
shape of the design idea and the primary functionalities, which
are required to work fully but rather serve as the proof of concept
and to help generate insight about the nal look.
Contextual interview:
• since most of the products or services are used individually, one-
onone interviews are usually more e ective. o Tips for interviews
I. where and how to nd customer for the experiments?
•new ideas and
•questions improvemenst
•constructive feedback
•likes rst second fourth third
• First try for physical meeting for eye-to-eye contact for
understanding the customer emotions and thoughts
• Use social network (contact on Facebook, twitter, phone
LinkedIn,) for the survey.
• Ask for recommendations for friends to friends (so called
seconddegree connections) to do this create redirectable mails
with request.
• If designer do not have a clear idea of the exact target
customers, start broadly, but focus on the potential target group
as quickly as possible.
• Search for studies, news articles, reports about the target group,
and collect statements, contacts data or other relevant
information.
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• With already existing, similar products or predecessor products,
designer can address existing customers directly.
3. First-click testing:
With rst-click testing methods, teams observe users to see
where they click rst on an interface when trying to complete
certain tasks.
4. Card sorting:
Card sorting tests the design, usability, and information
architecture of your site or product page. You’ll ask
participants to move cards into the themes or topics they
think is the right t and you may ask them to come up with
labels. The cards can be physical cards or virtual card-
sorting software.
5. Tree testing:
To run tree testing, start by showing participants a pared-
down product map that branches out into tree-like
hierarchies. Next, ask them to do speci c tasks on this
model, to see how usable and accessible they nd the core
product experience (PX).
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6. User feedback:
If you want to really understand why users behave the way
they do: ask them. Controlled, analytic testing methods can
unearth valuable patterns and quantitative data you can use
to make design decisions. But for a deeper view, you’ll need
to use open-ended research methods, like asking users for
direct feedback on particular aspects of the product or their
overall user experience (UX) through surveys or user
interviews.
7. Split testing :
With split testing methods, you divide users into two or more
groups and provide each group with a different version of a
product page or website element.
In A/B testing, you work with just two user group segments
and offer them two options at a time. It’s important to ensure
there’s only a single variable at play—for example, you
might give each group a page that’s identical except for the
position of the call-to-action (CTA) button.
NOTE: Before starting the answer write Innovation definition for each and every
question.
Definition: Innovation can be defined as the application of new ideas to the products,
processes, or other aspects of the activities of a firm that lead to increased “value.”
This “value” is defined in a broad way to include higher value added for the firm and also
benefits to consumers or other firms.
Types of innovation:
2. Process innovation
3. Organizational innovation
1) Product innovation: It involves new product and new characteristics of old products.
A product innovation is the act of bringing a new to the market place that improves the
range and quality of products on offer.
1.Apple : Apple is probably one of the companies which have the most well known
product innovations. Starting from the role that the company had in evolution of the first
personal computer in 70’s, to all the types of smart phones they released in the last
10years.
2) Process innovation: It refers to new way of doing something. The products may be
the same but the way of producing is new, better, more efficient or more reliable.
Going to visit the doctor and recording that arrived for appointments by touching a screen
instead of talking to a receptionist. Computer-aided designs and computer aided
manufacturing are process innovations.
3) Organizational innovation: It finds new ways of structuring and managing people.
The product and process may be same but the way of organizing the people has
changed.
In traditionally organized companies, ideation, idea generation and business
innovation often fail due to structural problems.
Organization innovation provide the solution for structural problems. With the help
organizational innovation procedures, HR department, Maintenance department
and other department working together for a common output.
Characteristics:
Relative advantage: It is the degree to which an innovation is perceived as better than the
idea it supersedes.
Compatibility: It is the degree to which an innovation perceived as consistent with the
existing values, past experiences and needs.
Observability: It is the degree to which the results of an innovation are visible to others.
When a product from technology comes it changes the social behaviour that
means the socio-economic structure will change.
From the society again new need will occur.
If the technology reacted to the new need then a new product will come then it
impacts the society.
If the technology not reacted to the new product then the old product become
obsolete.
The cycle repeats and innovation are associated with it.
Why innovation:
Improves productivity.
Improve process and organizational efficiency
Increases revenue
Increases market share
Faster speed to market for products and services
b) levels of innovation:
Incremental innovation:
Typically, this level involves replacing old products with new ones, introducing line
extensions, making improvements to current products or services, bringing some
newness to the market in order to stay in the game.
Contributing to fairly small improvements to products or to the way things are done
e.g Samsung s1 to s20 series.
Breakout innovation:
These are innovations by which companies break out from the crowd, taking the
lead within an existing category. These types of innovation often require some
degree of internal changes within organization.
Causing a fundamental transformation in the resulting products or services and or
the process technology of an entire industry.
E.g Nike shoe (light weight, breathable, supportive)
Breakthrough innovation:
2) Process innovation: It refers to new way of doing something. The products may be
the same but the way of producing is new, better, more efficient or more reliable.
3)Analysis and Insights: As depicted in the process diagram, this step focuses on
thoroughly analyzing the gathered data, observations, and insights to uncover underlying
patterns, motivations, and opportunities for innovation. It's about making sense of the
context and user needs to inform the design brief.
4)Design Brief: This step involves creating a clear and concise design brief that outlines
the objectives, requirements, and constraints for the innovation project. The design brief
acts as a guiding document based on the analysis and insights, aligning with the "Design
Brief" stage in the process.
5)Concept Generation: This step is about generating a diverse range of potential solutions
and ideas to address the user needs and design brief. It's a creative exploration phase
where designers ideate and conceptualize various approaches, represented by the
"concept Generation" stage in the process diagram.
6)Prototyping and Production: Once promising concepts have been identified, this step
involves creating tangible prototypes and models to further refine and test the proposed
solutions. It's about bringing the concepts to life and validating them with users,
corresponding to the "prototyping & testing" stage in the process.
7)Reach to Customer: The final step is about successfully implementing and launching
the validated solution to reach the target customers or users. It involves effectively
delivering the innovative offering to the market, gathering real-world feedback, and
continuously improving the solution, aligning with the "Reach to Customer" stage in the
process diagram.
34) Illustrate the case study of design intervention for Livelihood and hygiene for
street vending of food items (panipuri)
I
35) Refer question number 31.
36) Refer question number 32b.
The types of product innovation are not mutually exclusive, and they can often overlap or
be combined to varying degrees. The specific type of innovation pursued by a company
depends on its strategic goals, market dynamics, available resources, and the nature of
the industry in which it operates.
Incremental Innovation:
Radical innovation refers to the development of entirely new products or technologies that
disrupt existing markets or create new ones. It involves significant departures from
existing products and can result in transformative changes in industries. Radical
innovation often requires high levels of risk-taking, technological advancements, and
long-term investments.
Disruptive Innovation:
While not directly related to the product itself, process innovation focuses on improving
the methods, systems, or techniques used in the production, delivery, or support of
products. It aims to enhance efficiency, reduce costs, streamline operations, and improve
quality. Process innovation can have a significant impact on the overall competitiveness
and performance of a product.
Architectural Innovation:
why innovation:
Improves productivity
Improve process and organizational efficiency
Increases revenue
Increases market share
Faster speed to market for products and services
Enhances employee engagement and retention
Increases customer loyalty
Reduce the risk of disruption by competitors
And also mention types and characteristics of innovatons(only headings), if needed write
one or two lines of each.
39) b. What are the skills needed for successful innovation?
Five skills of successful innovators
Observations
Experimentation
Association
Questioning
Networking
Observations:
Innovators possess a keen sense of observation. They are able to notice patterns, trends,
and opportunities that others might overlook. By closely observing user behaviors, market
dynamics, and emerging technologies, innovators can identify unmet needs or potential
areas for improvement. This skill enables them to spot gaps or inefficiencies that can be
addressed through innovative solutions.
Experimentation:
Successful innovators are not afraid to experiment and take calculated risks. They
understand that innovation often involves trial and error, and they embrace the iterative
process of testing, learning, and refining ideas. Experimentation allows innovators to
validate their assumptions, gather feedback, and make necessary adjustments before
committing significant resources to an idea.
Association:
Questioning:
Innovators are inherently curious and constantly question the status quo. They challenge
assumptions, ask "what if" questions, and seek to understand the underlying reasons
behind existing processes or products. This questioning mindset helps them identify
opportunities for improvement, uncover hidden pain points, and explore alternative
approaches that could lead to innovative breakthroughs.
Networking:
Successful innovators understand the value of building and maintaining a diverse network
of connections. By networking with people from various backgrounds, industries, and
disciplines, innovators can gain access to new perspectives, insights, and resources. This
exposure to different viewpoints can spark novel ideas and collaborations, leading to
innovative solutions that might not have been possible working in isolation.
Unit -5
41) a)What are business challenges?
Ans )
1) Growth
Growth is at the forefront of every business leader’s mind.
The process of redefining the boundaries of business and making explicit
decisions regarding who it will and will not serve often sparks intense
debates around any growth strategy.
Most organizations, however, aspire to grow in order to prosper, not just
survive
Growth means different things to different organizations.
There are many dimensions a company can select to measure its growth
GROWTH NEEDS A STRATEGY, AND EVERY STRATEGY NEEDS A STORY
Growth means creating a clear and compelling vision of the future.
2) Predictability :-
Business strategy is about finding the balance between two things:
predictability and malleability
Malleability is the extent to which the external environment can be
influenced and shaped by the actions of companies or industries
Predictability is the extent to which the future of the external environment
can be forecast or predicted, which depends on the degree of complexity
and speed of change
Most organizations strive to achieve a value-adding level of predictability by
implementing measurable, repeatable, familiar business processes.
Predictability allows companies to improve efficiency, effectiveness, and
productivity while gradually reducing costs.
3) Changes :-
Change is the heart of leadership, and leaders must understand its
context before designing and implementing any change program.
Organizations need to plan for change. At a minimum, they should be able
to effectively react to problems as they arise
Simply stated, an organization that not only is prepared for but expects
change is one that can overcome challenges.
Where change is reshaping industries and categories. Whether it’s the
bursting economic bubbles of the past decade, shifts in regulations,
competition from emerging markets, new consumer expectations, or the
impact of consumer conversations on the role, value, and legitimacy of
brands.
Organizational change ultimately comes down to dealing with three
components
Discrepancy
Appropriateness
Efficacy
4) Maintaining Relevance :-
Relevance is felt deeper and can create a clear divide between brands.
Over time, brands must rethink and redefine the value that they bring to
consumers
The expectations of consumers are rising at the same time that many brands
are becoming more resourceful and savvier at gaining attention and tailoring
their unique selling propositions and reasons to believe to fit the market.
But customers are becoming more demanding of companies to stay relevant
to their ever-changing lifestyles.
Relevance is extremely difficult to maintain long term
5) Extreme competition : -
Traditional competitive strategy often leads to further
commoditization.
If business decisions and their tactical approaches were
made through purely logical and analytical means, our world
would look very different
Competition would be reduced down to highly predictable
shifts
Today, navigating those paths is more challenging than ever,
thanks, in large part, to over commoditization.
Although some products and brands stand apart from the
crowd because of key factors such as craftsmanship, quality,
heritage, and long-standing semiotics of value
Innovating through experience design offers companies a
high degree of differentiation in some of the most ubiquitous
product and service categories.
6) Standardization:-
Standardization is a necessary cost driver for every company.
It is a means to achieve operational, cost, and performance efficiencies by
streamlining activities, leveraging technologies, and maintaining employee
workflow to reduce operating costs
But standardizing practices can mean losing the personal touch, reducing
the choices customers have, and disconnecting employees.
Ans)
Humankind has survived thus far because design can work well together,
communicate, empathize, anticipate, understand, and exchange. Design thinking is
a reflection of these abilities.
The culture behind its practices, principles, and process is potentially more
empathetic, human-centered, and courageous than business management.
A multifunctional and multi perspective approach to solving problems has
influenced many of the principles inherent in design thinking. The Ten Design
Thinking principles that redefine business or business management are:
Action -Oriented:
It proposes a cross-disciplinary learning-by-doing
approach to problem solving.
It allows designers to accommodate varied interests
and abilities through hands-on and applied learning
experiences between individuals.
A big part of design thinking is design doing.
Comfortable with change:
It is disruptive and provocative by nature because it
promotes new ways of looking at problems.
A large part of the design thinking process is
stepping out of conventional roles and escaping
from existing dogmas to explore new approaches to
problem solving.
Human-centric:
It is always focused on the customer or
end user’s needs, including
unarticulated, unmet, and unknown
needs.
Design Thinking employs various
observational and listening-based
research techniques to systematically
learn about the needs, tasks, steps, and
milestones of person’s process.
Integrates foresight:
Foresight opens up the future and
invites designers to explore
uncertainties.
It encourages designers to be
comfortable with working with
unknowns and expects designers to
cope with inadequate information
in the process of discovering and
creating a tangible outcome.
A Dynamic Constructive Process:
It is iterative
It requires ongoing definition,
redefinition, representation,
assessment, and visualization.
It is a continuous learning
experience arising out of a need to
obtain and apply insights to shifting
goals.
Prototyping, creating of tangible
sharable artifacts, become an
important piece of the design
thinking tool.
Promotes Empathy:
design Thinking encourages the use of
tools to help designers communicate
with people in order to better
understand their behaviors, exceptions,
values, motivations and the needs that
drive them and will improve their lives.
designers use these insights to develop
new knowledge through creative
learning and experimentation.
Reduces Risk:
Whether it is developing and launching
a new product or service, there are
many benefits in learning from small
and smart failures.
This is will always happen, but applied
design thinking practices help reduces
risk by considering all factors in
development ecosystem, including
technology, the market, competitors,
customers, and supply chain.
Create Meaning:
Creating meaning is the hardest part
of the design process, and the
communication tools used in design
thinking-maps, models, sketches
and stories -help capture and
express the information required to
form and socialize meaning.
Arriving this takes time and emerges
through multiple iterations and
conversations.
Bring Enterprise creativity to next level:
Design thinking fosters a culture that
embraces questioning, inspire frequent
reflection in action, celebrates
creativity, embraces ambiguity, and
creates visual sense making through
interactions with visualizations, physical
objects and people.
Design thinking organization creates
strong ‘inspirationalization” and
sensibility to give tangibility to the
emotional contract that employees have
with organizations.
The New Competitive Logic of Business Strategy:
Design thinking is the most
complementary practice that can be
applied side by side with Michael
porter’s theory of competitive strategy.
It allows companies to create new
products, experiences, processes and
business models beyond simply what
works.
It turns designers into desirable
products, which is a truly sustainable
competitive advantage through
innovation.
43 ) Distinguish Business model and Business Strategy?
Ans )
Ans )
Design thinking has become a pet phrase for many successful businesses today but its impacts
are very circumstantial and differ for each industry
It helps brands stay ahead of the curve by driving innovation in a business environment.
Experts use it for enhancing both physical and digital experiences of products and services.
Companies resorting to design thinking consider design much more than a phase or a
department – in fact, it shapes the entire thought behind business goals.
Building a design-optimised company culture will certainly drive more innovation and
customer satisfaction.
If designers are wondering how different industries benefit from design thinking, have
compiled a list of case studies to help designers to understand how it can be applied in each
context
Ans)
a)
1. Human-Centered Approach
Design Thinking prioritizes understanding the needs, behaviors, and experiences of the end-
users. This involves direct observation, engagement, and empathy to ensure that solutions are
tailored to real user needs.
By focusing on the user, businesses can create products and services that resonate deeply with
their customers, ensuring higher satisfaction and loyalty.
2. Iterative Process
The iterative nature of Design Thinking means that ideas are continuously tested and refined.
Prototyping is a crucial step where initial versions of a product or service are developed and then
improved based on feedback.
This reduces the risk of failure by allowing businesses to identify and rectify issues early in the
development process.
Practical Application:
Rather than just identifying problems, Design Thinking is about finding actionable solutions. It is
a practical approach that involves making decisions and taking steps towards solving identified
challenges.
This action-oriented mindset drives progress and innovation by focusing on what can be done to
improve situations rather than getting bogged down by the problems.
Encouraging Experimentation:
Creativity is celebrated, and failure is seen as a learning opportunity, which can lead to
breakthrough innovations.
5. Empathy-Driven Research
Techniques such as ethnographic research, user interviews, and journey mapping help in gaining
a deep understanding of user needs and pain points.
This empathy-driven research ensures that innovations are aligned with what users truly need
and desire.
b)
The foundation of Design Thinking is empathy, which involves gaining a deep understanding of
users' needs, pain points, and behaviors through qualitative research methods such as
interviews, observations, and ethnographic studies.
This user-centric approach ensures that strategic initiatives address real problems and create
solutions that are meaningful and relevant to users.
Reframing the problem from different perspectives can lead to new insights and innovative
approaches to addressing challenges.
3. Cross-Disciplinary Collaboration
Design Thinking encourages collaboration across various disciplines, bringing together diverse
teams from design, engineering, marketing, and business.
This cross-functional teamwork fosters a variety of perspectives and skills, leading to more
comprehensive and innovative solutions.
Prototyping is essential in Design Thinking, where ideas are transformed into tangible models
that can be tested and refined. This iterative process involves creating, testing, and improving
prototypes based on user feedback.
Iterative development allows for rapid identification and correction of issues, reducing risks and
improving the final solution's effectiveness.
Design Thinking aligns innovation efforts with the overall business strategy, ensuring that new
initiatives support long-term goals and deliver sustainable growth.
By integrating foresight and strategic planning, businesses can anticipate future trends and
opportunities, positioning themselves to respond proactively to changes in the market and
technology.
46) Explain the design thinking principles that redefine the businesses?
Ans)
(A) Growth:
People who most successfully practice design thinking are curious, imaginative, and
filled with wonder
Stories reveal the hopes, dreams, and aspirations of authors, readers, populations,
and cultures. They can also reveal the hopes, dreams, and aspirations of large
organizations
Every time a large-scale change effort fails, it’s because management fail to connect
with mid-level executives and employees in a meaningful way.
(B) Predictability
Strategic Foresight
To face the unknown, businesses must adopt a different approach to predictability.
The ability to manage the uncertainties of the future is critical to planning for growth
or survival.
Because of the rise of the innovation society, new technologies, and a rapidly
globalizing economy, business leaders are forced to deal with not only the speed of
change but also massive new complexity, uncertainty, and paradox on a global scale
Most managers appreciate and understand the value of strategic foresight but don’t
know how to make it tangible enough or integrate it into business strategy
Strategic foresight is not “planning”; it’s one of the many inputs for planning
Strategic planning needs to consider a multitude of factors in the present
competitive and operational environment and then extrapolate the data into a
possible future that is based on a rigorous reading of weak signals.
Strategic foresight is a deliberate and systematic process concerned with
establishing well-informed future-oriented perspectives that help guide and inspire
innovation, planning, and decision making
WHY DOES BUSINESS NEED STRATEGIC FORESIGHT?
To help to prevent or prepare for surprises.
To help to establish and maintain competitive advantage.
To positively influence and support innovation.
To empower and engage.
Foresight is an iterative and cumulative learning process that employs the design
thinking tool kit, which includes environmental scanning, context mapping,
archetype creation, and scenario development.
To help organizations win that race there are many foresight tools, processes, and
methods that can be employed, most of which begin with weak signals.
In the 1970s, Igor Ansoff, an applied mathematician, business manager, and the
father of strategic management, noticed that failures in strategic management were
causally linked to organizations overlooking vague, anomalous, ambiguous, yet
critical information.
To rectify that, he developed the weak signal theory
For him, weak signals represented change or the potential for it.
These signals are not facts or trends. Rather, as signs of new and emerging
capabilities that could disrupt or transform existing norms, they represent subtle
changes in reality that will manifest in individual or organizational behaviours,
needs, desires, or values.
Weak signal study :
Weak Signal Scanning
Weak Signal Processing
Weak Signal Amplification
Context Mapping
Scenario Development
48) Briefly give necessary steps to include design thinking for startups?
Ans)
1. Empathize
Engage with Users: Connect with your target audience through interviews, surveys, focus
groups, and observations. Spend time understanding their daily routines, challenges, and
motivations.
Build Empathy Maps: Create empathy maps to visualize what users say, think, do, and feel.
This helps in capturing a holistic view of their experiences and emotions.
Gather Stories and Insights: Collect detailed stories and anecdotes that highlight user
experiences. These narratives provide valuable context and depth to the data collected.
2. Define
Synthesize Findings:
Identify Patterns: Analyze the data gathered during the empathize phase to identify
common themes, pain points, and user needs.
Create Personas: Develop user personas that represent different segments of your target
audience. Personas are fictional characters based on real data that embody the key
characteristics of your users.
Articulate Problem Statements: Write clear and concise problem statements that capture
the core challenges your users face. These should be framed in a way that focuses on user
needs rather than business goals. For example, "Young professionals need a convenient
way to manage their finances on the go because they have busy lifestyles."
3. Ideate
Generate Ideas:
Use Creativity Techniques: Employ ideation techniques like mind mapping, SCAMPER
(Substitute, Combine, Adapt, Modify, Put to another use, Eliminate, Reverse), and the Six
Thinking Hats to explore a wide range of ideas.
Quantity Over Quality: Focus on generating a large number of ideas initially. The goal is to
explore all possible solutions without judgment or evaluation at this stage.
4. Prototype
Develop Prototypes:
Create Tangible Models: Start with low-fidelity prototypes like sketches, paper models, or
digital wireframes. These should be quick and inexpensive to make.
Involve Users Early: Share prototypes with potential users early and often to gather
feedback. This ensures that you are on the right track and helps to validate assumptions.
5. Test
User Testing: Conduct usability testing sessions where users interact with your prototypes.
Observe their behavior, listen to their feedback, and note any difficulties they encounter.
Gather Feedback: Use surveys, interviews, and direct observation to collect feedback from
users. Ask specific questions to understand what works well and what needs improvement.
Refine Prototypes: Use the feedback to make necessary adjustments and improvements to
your prototypes. This iterative process helps to fine-tune your solution and ensure it
effectively meets user needs.
Document Learnings: Keep detailed records of the feedback and changes made during each
iteration. This documentation helps in tracking progress and making informed decisions.
49) Illustrate the following business challenges in detail.
A) Change B) Maintenance
Ans)
A) Change
B) Maintenance
50) Explain any five design thinking principles which redefine the business?