INTRODUCTION
TO
DESIGN THINKING
17-18-19 JANUARY 2017
2
Tuesday
Wednesday
1:00 PM to 1:45 PM
LUNCH
Thursday
2:30 Global workshop presentation
3:00 1 - Introduction to Design Thinking 3:30 Warmup
3:45 2 - Fast Forward Wallet exercise 5:15 Break
5:25 3a - Brief & Observe steps : introduction 5:55 3b - Interview guide preparation
7:15 End of day 1
1:45 Warmup
2:00 6a – Brainstorming : introduction 2:15 6b - Brainstorming
3:15 6c - Selection of one solution 3:45 7a – Prototype & tests : introduction 4:00 7b - Prototyping
5:20 7c – Tests guide preparation 5:50 7d - Testing
7:30 End of day 2
8:30 Welcome – presentation day 3 8:45 Warmup
9:00 7e – Debrief tests – prototype improvement 10:0
0 Break 10:1
0 8 – Final solution report 11:4
0 Pitch (2min presentation + 3min Q&A) 12:2
5 Selection of the best project by classroom (votes) 12:4
5 Votes and results 12:5
5 9 - Debrief with the coach 13:3
0
End of seminar
Best projets in each TD have to prepare a 2
min video to be posted before 12PM.
SUZHOU
CAMPUS
AGENDA
Simultaneous start with
Sophia
1:25 PM to 2:25 PM
LUNCH
8:30 Welcome – presentation day 2 8:35 3c-Ethnographic research 10:3
0 4a - Debrief & point of view : introduction 10:4
5 4b - Insights analysis & definition of a point of view 11:3
5 5 – Report and deliverables
Tuesday
Wednesday
1:00 PM to 2:00 PM LUNCH
1:00 PM to 2:00 PM
LUNCH
Thursday
8:30 Global workshop presentation
8:50 1 - Introduction to Design Thinking 9:15 Warmup
9:30 2 - Fast Forward Wallet exercise 11:0
0 Break 11:1
0 3a - Brief & Observe steps : introduction 11:4
0 3b - Interview guide preparation
2:00 3c-Ethnographic research 4:00 Warmup
4:15 4a - Debrief & point of view : introduction 4:30 4b - Insights analysis & definition of a point of view 5:30 5 – Report and deliverables 7:00 End of day 1
2:00 7d - Testing 3:45 Warmup
4:00 7e – Debrief tests – prototype improvement 5:00 Break
5:10 8 – Final solution report
8:30 Welcome – presentation day 3 8:45 Pitch (2min presentation + 3min Q&A) 9:30 Projects evaluation by votes 9:50 Votes and results
10:0
0 9 – Debrief with the coach 10:4
5
End of seminar
Best projets in each TD have to prepare a 2
min video to be posted before 12PM.
RALEIGH
CAMPUS
AGENDA
Simultaneous start with
Belo & Lille
8:30 Welcome – presentation day 2 9:00 Warmup
9:15 6a –Brainstorming : introduction 10:1
5 6b - Brainstorming 10:4
5 6c - Selection of one solution 11:0
5 7a – Prototype & tests : introduction 11:1
5 7b - Prototyping 12:3
4
Tuesday
Wednesday
2:00 PM to 3:00PM LUNCH
1:00 PM to 2:00PM
LUNCH
Thursday
9:30 Global workshop presentation
9:45 1 - Introduction to Design Thinking 10:1
5 Warmup 10:3
0 2 - Fast Forward Wallet exercise 12:0
0 Break 12:1
0 3a - Brief & Observe steps : introduction 12:4
0 3b - Interview guide preparation
3:00 3c-Ethnographic research 5:00 Warmup
5:15 4a - Debrief & point of view : introduction 5:30 4b - Insights analysis & definition of a point of view 6:30 5 – Report and deliverables 8:00 End of day 1
8:30 Welcome – presentation day 2 9:00 Warmup
9:15 6a –Brainstorming : introduction 10:1
5 6b - Brainstorming 10:4
5 6c - Selection of one solution 11:0
5 7a – Prototype & tests : introduction 11:1
5 7b - Prototyping 12:3
5 7c – Tests guide preparation
2:00 7d - Testing 3:45 Warmup
4:00 7e – Debrief tests – prototype improvement 5:00 Break
5:10 8 – Final solution report 7:00 End of day 2
8:30 Welcome – presentation day 3 8:45 Pitch (2min presentation + 3min Q&A) 9:30 Projects evaluation by votes 9:50 Votes and results
10:0
0 9 – Debrief with the coach 10:4
5
End of seminar
Best projets in each TD have to prepare a 2
min video to be posted before 12PM.
BELO
CAMPUS
AGENDA
Simultaneous start
with Lille & Raleigh
5
Tuesday
Wednesday
1:00 PM to 1:45 PM
LUNCH
Thursday
1:30 Global workshop presentation
2:00 1 - Introduction to Design Thinking 2:30 Warmup
2:45 2 - Fast Forward Wallet exercise 4:15 Break
4:25 3a - Brief & Observational steps : introduction 4:55 3b - Interview guide preparation
1:45 Warmup
2:00 6a – Brainstorming : introduction 2:15 6b - Brainstorming
3:15 6c - Selection of one solution 3:45 7a – Prototype & tests : introduction 4:00 7b - Prototyping
5:20 7c – Tests guide preparation 5:50 7d - Testing
7:35 End of day 2
8:30 Welcome – presentation day 3 8:45 Warmup
9:00 7e – Debrief tests – prototype improvement 10:0
0 Break 10:1
0 8 – Final solution report 11:4
0 Pitch (2min presentation + 3min Q&A) 12:2
5 Selection of the best project by classroom (votes) 12:4
5 Votes and results 12:5
5 9 - Debrief with the coach 13:2
5
End of seminar
Best projets in each TD have to prepare a 2 min video to be posted before 12PM.
LILLE
CAMPUS
AGENDA
Simultaneous start
with Paris, Sophia
1:25 PM to 2:25 PM
LUNCH
8:30 Welcome – presentation day 2 8:35 3c-Ethnographic research 10:3
0 4a - Debrief & point of view : introduction 10:4
5 4b - Insights analysis & definition of a point of view 11:3
5 5 – Report and deliverables
6
Tuesday
Wednesday
1:00 PM to 1:45 PM
LUNCH
Thursday
1:30 Global workshop presentation
2:00 1 - Introduction to Design Thinking 2:30 Warmup
2:45 2 - Fast Forward Wallet exercise 4:15 Break
4:25 3a - Brief & Observational steps : introduction 4:55 3b - Interview guide preparation
6:15 End of day 1
1:45 Warmup
2:00 6a – Brainstorming : introduction 2:15 6b - Brainstorming
3:15 6c - Selection of one solution 3:45 7a – Prototype & tests : introduction 4:00 7b - Prototyping
5:20 7c – Tests guide preparation 5:50 7d - Testing
7:35 End of day 2
8:30 Welcome – presentation day 3 8:45 Warmup
9:00 7e – Debrief tests – prototype improvement 10:0
0 Break 10:1
0 8 – Final solution report 11:4
0 Pitch (2min presentation + 3min Q&A) 12:2
5 Selection of the best project by classroom (votes) 12:4
5 Votes and results 12:5
5 9 - Debrief with the coach 13:2
5
End of seminar
Best projets in each TD have to prepare a 2 min video to be posted before 12PM.
1:25 PM to 2:25 PM
LUNCH
PARIS
CAMPUS
AGENDA
Simultaneous start
with Lille & Sophia
8:30 Welcome – presentation day 2 8:35 3c-Ethnographic research 10:3
0 4a - Debrief & point of view : introduction 10:4
5 4b - Insights analysis & definition of a point of view 11:3
5 5 – Report and deliverables
7
Tuesday
Wednesday
1:00 PM to 1:45 PM
LUNCH
Thursday
1:30 Global workshop presentation
2:00 1 - Introduction to Design Thinking 2:30 Warmup
2:45 2 - Fast Forward Wallet exercise 4:15 Break
4:25 3a - Brief & Observational steps : introduction 4:55 3b - Interview guide preparation
8:30 Welcome – presentation day 2 8:35 3c-Ethnographic research 10:3
0 4a - Debrief & point of view : introduction 10:4
5 4b - Insights analysis & definition of a point of view 11:3
5 5 – Report and deliverables
1:45 Warmup
2:00 6a – Brainstorming : introduction 2:15 6b - Brainstorming
3:15 6c - Selection of one solution 3:45 7a – Prototype & tests : introduction 4:00 7b - Prototyping
5:20 7c – Tests guide preparation 5:50 7d - Testing
7:35 End of day 2
8:30 Welcome – presentation day 3 8:45 Warmup
9:00 7e – Debrief tests – prototype improvement 10:0
0 Break 10:1
0 8 – Final solution report 11:4
0 Pitch (2min presentation + 3min Q&A) 12:2
5 Selection of the best project by classroom (votes) 12:4
5 Votes and results 12:5
5 9 - Debrief with the coach 13:2
5
End of seminar
Best projets in each TD have to prepare a 2
min video to be posted before 12PM.
1:25 PM to 2:25 PM
LUNCH
SOPHIA
CAMPUS
AGENDA
Simultaneous
start Lille & Paris
OBJECTIVES
This booklet is your guide to this 2-day workshop. At each main step, your coach will
give you the key elements to go further. Those elements are summarized in that
booklet.
Furthermore, the materials quoted in the booklet can be reached on the Knowledge
Platform :
DESIGN THINKING SEMINAR
http://knowledge.skema.edu/courses/DESIGNTHINKINGSEMINA/?id_session=0
The Design Thinking process is
an iterative process
, which means you have to go
back several times, change your vision and your ideas according to the feedback you
gathered.
Due to the timing constraints of this 2-day workshop, each step will only be
experimented once.
On each page of this booklet, these icons will help you to know what to do :
10
Theorical elements summarizing
the coach’s presentation
Tools to help you in you research
Team work
1 - Introductio n to Design
Thinking 2 - Fast Forward
Wallet exercise
3a - Brief & Observe steps : introductio n 3b - Interview guide preparatio n 3c-Ethnograp hic
research Debrief & 4a - point of view : introductio n 4b - Insights analysis & definition of a point
of view 5 – Report
and deliverable s 6a – Presentatio n: Brainstormi ng 6b - Brainstormi ng 6c - Selection of one solution 7a – Prototype & tests : introductio
n 7b -
Prototyping
7c – Tests guide preparatio
n
7d -
Testing 7e – Debrief
tests – prototype improveme
nt
8 – Final solution
report
9 – Debrief with the
coach
Design
thinking
can
be
described as a discipline that
uses the designer’s sensibility
and methods to match people’s
needs
with
what
is
technologically feasible and
what a viable business strategy
can convert into customer
value and market opportunity.
Tim Brown, 2009.
Video to go further:
The deep dive (IDEO)
(18min)
1/ INTRODUCTION TO DESIGN THINKING
14
1/ INTRODUCTION TO DESIGN THINKING
EMPATHIZ
E
DEFINE
IDEATE
PROTOTY
PE
TEST
Learn about the audience for whom you are designing, by observatio n and interview.Who is my
user? What
matters to
this
person?
Create a
point of view that is based on user needs and insights.
What are
their
needs?
Brainstor m and come up with as many creative solutions as possible.Wild ideas
encourage
d!
Build a
representatio n of one or more of your ideas to
show to others.
How can I
show my
idea?
WARMUP – INTERVIEW
Pair up !
You will have 4 minutes each to interview each other.
Here are the questions to ask :
When you were a kid, what was your dream job?
Name 3 things that inspire you most?
When do you lose track of time?
What’s your favorite color and why?
When was your first vacation without your parents?
Then take 3 minutes individually to describe your team mate
with 3 inspiring words and draw his or her face.
Share with the group !
2- FAST FORWARD WALLET
1 - Introductio n to Design
Thinking
3a - Brief & Observe steps : introductio n 3b - Interview guide preparatio n 3c-Ethnograp hic
research Debrief & 4a - point of view : introductio n 4b - Insights analysis & definition of a point
of view 5 – Report
and deliverable s 6a – Presentatio n: Brainstormi ng 6b - Brainstormi ng 6c - Selection of one solution 7a – Prototype & tests : introductio
n 7b -
Prototyping
7c – Tests guide preparatio
n
7d -
Testing 7e – Debrief
tests – prototype improveme
8 – Final solution
report
9 – Debrief with the
coach 2 - Fast
Forward Wallet exercise
18
2/ FAST FORWARD WALLET
The fast forward wallet exercise is a famous exercise developed by the
Stanford d.school, that allows you to practice Design Thinking in one hour.
Your coach will guide you during all this exercise.
For this exercise, you be working in a pair.
Before starting, define who is A and who is B in your team and take a
moment to read the instructions.
In the upcoming hour, you will work both on your own and with your
teammate. As you have to experience each role and activity, the coach
will tell you when to switch role with your partner.
2 – Let’s Try : DESIGN THE IDEAL WALLET
3
MIN
OK, let’s jump right in
Come up with some ideas for the ‘ideal’ wallet.
Go ahead and draw an idea for a better wallet.
25
2 – FALSE START: DESIGN THE IDEAL WALLET
Sketch your ideashere!
20
2 – Let’s Try: DESIGN THE IDEAL WALLET
Sketch your ideas here!
2 – STEP 1: INTERVIEW
A interviews B
4 MIN
Interview your partner:
Your challenge is to
design something useful and meaningful
to your partner
28
2 – FALSE START: DESIGN THE IDEAL WALLET
Notes fromyour 1st interview Notes fromyour 2ndinterview
1/ INTERVIEWS (4 min each) 2/ DIG DEEPER (3 min each)
YourNew mission: Design somethinguseful and meaningful for your partner. Start by gainingempathy.
22
2 – STEP 1: INTERVIEW
Switch roles: B
interviews A
4 MIN
Interview your partner:
Your challenge is to
design something useful and meaningful
to your partner
28
2 – FALSE START: DESIGN THE IDEAL WALLET
Notes fromyour 1st interview Notes fromyour 2ndinterview
1/ INTERVIEWS (4 min each) 2/ DIG DEEPER (3 min each)
YourNew mission: Design somethinguseful and meaningful for your partner. Start by gainingempathy.
2 – STEP 2: DIG DEEPER
A interviews B
again
3 MIN
Dig Deeper:
After the first interview, follow up on things that intrigued
you!
•
Dig for stories, feelings, and emotion
•
Ask ‘WHY?’ often
•
Forget about the wallet, find out what’s important to your
partner.
28
2 – FALSE START: DESIGN THE IDEAL WALLET
Notes fromyour 1st interview Notes fromyour 2ndinterview
1/ INTERVIEWS (4 min each) 2/ DIG DEEPER (3 min each)
YourNew mission: Design somethinguseful and meaningful for your partner. Start by gainingempathy.
24
2 – STEP 2: DIG DEEPER
Switch roles: B interviews A
again
3 MIN
Dig Deeper:
After the first interview, follow up on things that intrigued
you!
•
Dig for stories, feelings, and emotion
•
Ask ‘WHY?’ often
•
Forget about the wallet, find out what’s important to your
partner.
28
2 – FALSE START: DESIGN THE IDEAL WALLET
Notes fromyour 1st interview Notes fromyour 2ndinterview
1/ INTERVIEWS (4 min each) 2/ DIG DEEPER (3 min each)
YourNew mission: Design somethinguseful and meaningful for your partner. Start by gainingempathy.
2 – Let’s Try: DESIGN THE IDEAL WALLET
Notes from your 1st interview
Notes from your 2
ndinterview
1/ INTERVIEWS
(4 min each)2/ DIG DEEPER
(3 min each)Your New mission:
Design something useful and meaningful for your partner. Start by gaining empathy.
31
3/4 – REFRAME THE PROBLEM
Goals and Wishes
What isyourpartner tryingto achieve? (use verbs)
3/ CAPTURE FINDINGS 4/ TAKE A STAND WITH A POINT OF VIEW
YourNew mission: Design somethinguseful and meaningful for your partner. Start by gainingempathy.
Insights:
New learningsabout your partner’sfeelings and motivations. What’ssomethingyouseeabout your partner’sexperiencethat maybes/hedoesn’t see?*
*makeinferencesfromwhat youheard
Partner’sname/Description
User’sneed
Needsa wayto
Because(or «but…» or «Surprisingly…»)
(circleone)
Insight
26
2 – STEP 3: CAPTURE FINDINGS
3 MIN
Take 3 minutes to collect your thoughts and reflect on what you
have learned about your partner. Synthesize your learning into two
groups:
1. Your partner’s goals and wishes
•
Use
verbs
to express the goals and wishes
2. Insights you discovered
2 – STEP 4: REFRAME THE PROBLEM
3 MIN
Now, the most compelling need and most interesting insight is to
articulate a
point-of-view
31
3/4 – REFRAME THE PROBLEM
Goals and Wishes
What isyourpartner tryingto achieve? (use verbs)
3/ CAPTURE FINDINGS 4/ TAKE A STAND WITH A POINT OF VIEW
YourNew mission: Design somethinguseful and meaningful for your partner. Start by gainingempathy.
Insights:
New learningsabout your partner’sfeelings and motivations. What’ssomethingyouseeabout your partner’sexperiencethat maybes/hedoesn’t see?*
*makeinferencesfromwhat youheard
Partner’sname/Description
User’sneed
Needsa wayto
Because(or «but…» or «Surprisingly…»)
(circleone)
28
3/4 – REFRAME THE PROBLEM
Goals and Wishes
What is your partner trying to achieve? (use verbs)
3/ CAPTURE FINDINGS
4/ TAKE A STAND WITH A POINT OF VIEW
Your New mission:
Design something useful and meaningful for your partner. Start by gaining empathy.
Insights:
New learnings about your partner’s feelings and motivations. What’s something you see about your partner’s experience that maybe s/he doesn’t see?* *make inferences from what you heard
Partner’s name/Description
User’s need
Needs a way to
Because (or « but… » or « Surprisingly… »)
(circle one)
34
5/6 – IDEATE & REFRAME
IDEATE: Generatealternative to test
5/ Sketch at least 5 radical waysto meetyouruser’sneeds. (5 min)
6/ Share yoursolutions & capture feedback. (2 sessions of 5 minutes each)
Write yourproblemstatement above
Notes
2 – STEP 5: IDEATE
5 Sketch
5 MIN
•
Write your problem statement at the top of the page.
•
You have now
to create solutions
to the identified new
challenge
30
2 – STEP 6: FEEDBACK
A asks B for
feedback
5 MIN
Partner A, share your sketches with Partner B first
Note the likes/dislikes, build on the idea, but also
listen for new
insights.
Important
: Fight the urge to explain and defend your ideas!
34
5/6 – IDEATE & REFRAME
IDEATE: Generatealternative to test
5/ Sketch at least 5 radical waysto meetyouruser’sneeds. (5 min)
6/ Share yoursolutions & capture feedback. (2 sessions of 5 minutes each)
Write yourproblemstatement above
2 – STEP 6: FEEDBACK
B asks A for
feedback
5 MIN
Partner B, share your sketches with Partner A now
Note the likes/dislikes, build on the idea, but also
listen for new
insights.
Important
: Fight the urge to explain and defend your ideas!
34
5/6 – IDEATE & REFRAME
IDEATE: Generatealternative to test
5/ Sketch at least 5 radical waysto meetyouruser’sneeds. (5 min)
6/ Share yoursolutions & capture feedback. (2 sessions of 5 minutes each)
Write yourproblemstatement above
32
5/6 – IDEATE & REFRAME
IDEATE:
Generate an alternative to test
5/ Sketch at least 5 radical ways to meet your user’s needs.
(5 min)6/ Share your solutions & capture feedback.
(2 sessions of 5 minutes each)Write your problem statement above
7 – ITERATE BASED ON FEEDBACK
Sketch your big idea here, note if necessary!
39
8/9 – BUILD & TEST
Makesomethingyour partner caninteract with!
8/ Buildyoursolution (7 min)
9/ Share yoursolution and get feedback (4 min each)
Whatworked… WhatCouldbeimproved… Questions… Ideas…
34
2 – STEP 8: BUILD
7 MIN
Create a physical prototype of your solution
Create an experience that their partner can react to.
39
8/9 – BUILD & TEST
Makesomethingyour partner caninteract with!
8/ Buildyoursolution (7 min)
9/ Share yoursolution and get feedback (4 min each)
Whatworked… WhatCouldbeimproved… Questions… Ideas…
2 – STEP 9: TEST
4 MIN
Validation of the prototype is not the point—it should be an artifact that
facilitates a new, targeted conversation.
Your prototype is NOT PRECIOUS, but the feedback and new insights it
draws out are!
Take notes!
39
8/9 – BUILD & TEST
Makesomethingyour partner caninteract with!
8/ Buildyoursolution (7 min)
9/ Share yoursolution and get feedback (4 min each)
Whatworked… WhatCouldbeimproved… Questions… Ideas…
36
2 – STEP 9: TEST
4 MIN
Validation of the prototype is not the point—it should be an artifact that
facilitates a new, targeted conversation.
Your prototype is NOT PRECIOUS, but the feedback and new insights it
draws out are!
Take notes!
8/9 – BUILD & TEST
Make something your partner can interact with!
8/ Build your solution
(7 min)9/ Share your solution and get feedback
(4 min each)38
2 – TAKEAWAYS
HUMAN
CENTERED
DESIGN
EXPERIMENTATI
ON AND
PROTOTYPYING
A BIAS
TOWARDS
ACTION
SHOW
DON’T
TELL
Learn
about the audience for whom you are designing, by
observation and interview.
Who is my user? What matters to this person?
1 - Introductio n to Design
Thinking 2 - Fast Forward
Wallet exercise
3a - Brief & Observe steps : introductio n 3b - Interview guide preparatio n 3c-Ethnograp hic
research Debrief & 4a - point of view : introductio n 4b - Insights analysis & definition of a point
of view 5 – Report
and deliverable s 6a – Presentatio n: Brainstormi ng 6b - Brainstormi ng 6c - Selection of one solution 7a – Prototype & tests : introductio
n 7b -
Prototyping
7c – Tests guide preparatio
n
7d -
Testing 7e – Debrief
tests – prototype improveme
8 – Final solution
report
9 – Debrief with the
coach
42
3.a/ BRIEF
A brief is a sentence explaining what will be
your mission.
What experience do you need to rethink, what
will you have to work on, to
REINVENT
?
Few examples of Design Thinking briefs :
Redesigning
Employment Pass
Application in
Singapore
The Ministry of
Manpower’s used
design thinking to
develop a better
support
for
foreigners
applying to work
in Singapore.
Extreme
Bathroom Users:
Embraces the
Elderly
Lapeyre, a major
French
furniture
company
challenged
an
international
team of students
to redesign the
bathroom
experience for the
elderly.
Reinventing the
US Tax Forms
experience
This case reveals
how
design
thinking
within
the organization
must
include
members of the
whole
organization
in
the
design
process
3.a/ THE BRIEF
REINVENT THE WELCOME GIFT
FOR NEW SKEMA STUDENTS
Your team is to reinvent the welcome gift that every new student receives on his or her first
day at Skema.
To do so, you will follow the Design Thinking process and will have access to several videos
of Skema Management who provide you their points of view, needs, constraints and wishes.
Watch those videos. The experts will explain what are
their needs and requests about the
welcome gift
Videos from experts:
•
Jérôme Ars, procurement dpt
•
Anne Gérard, Student Office
•
Sophie Gay, Grandes Ecoles program dpt
•
Pascal Vidal, Programme
•
Denis Boissin, Programme
•
Katrina Panchout, Programme
•
Christine Bracaval, communication dpt
•
Laubie Li, Suzhou campus mgt
•
Elise Tosi, direction qualité & Accréditation
•
Corinne Bonnin, Student Life &
Connect to
Knowledge DESIGN
THINKING
EVALUATION
You will be evaluated during all the seminar on three deliverables and 1 Project
criteria.
Deliverables
-
A : Interview Guide (step 3a)
-
B : Ethnographic research – Inspiration report (step 5)
-
C : Prototype & tests / final solution and presentation (step 8)
You will have 3 days to reinvent a product (the brief will be explained shortly)
with your team. Each campus of Skema will work on the same brief. At the end
of the workshop, a winning team will be selected for each campus.
46
COMMUNICATION:
SHARE YOUR EXPERIENCE
The main objective of communicating around this project is to
generate
engagement
. So do not hesitate to build an effective communication
strategy during the seminar.
Capture key moments of your experience in a fun and relevant way !
(Respect social media etiquette ;)
A few suggestions:
•
Communicate via
(Weibo for Suzhou)
•
For the rest, you may use any other social media (Facebook, Instagram,
Snapchat, LinkedIn, …)
•
Please use for your posts:
#SkemaDT
for everybody, every campus, every post !
1 - Introductio n to Design
Thinking 2 - Fast Forward
Wallet exercise
3a - Brief & Observe steps : introductio n 3b - Interview guide preparatio n 3c-Ethnograp hic
research Debrief & 4a - point of view : introductio n 4b - Insights analysis & definition of a point
of view 5 – Report
and deliverable s 6a – Presentatio n: Brainstormi ng 6b - Brainstormi ng 6c - Selection of one solution 7a – Prototype & tests : introductio
n 7b -
Prototyping
7c – Tests guide preparatio
n
7d -
Testing 7e – Debrief
tests – prototype improveme
8 – Final solution
report
9 – Debrief with the
coach
48
3.a - OBSERVE
The objective of this step is to understand USER context and environment.
Developping empathy with your users is key to have a deep understanding of
THEIR needs in order to innovate FOR THEM.
Think about the
6 Ws :
o
Who
o
What
o
When
o
How
o
Why
o
Where
Videos to go further :
o
Lucky Iron Fish (3min43)
o
d.school Paris and the aging simul
ator (1min25)
Identify your users, are there any heavy
users who could ?
Interview them in situation.
Put yourself in the shoes of your users
Understand the context, observe the
users, synthetise your findings
1 - Introductio n to Design
Thinking 2 - Fast Forward
Wallet exercise
3a - Brief & Observe steps : introductio n 3b - Interview guide preparatio n 3c-Ethnograp hic
research Debrief & 4a - point of view : introductio n 4b - Insights analysis & definition of a point
of view 5 – Report
and deliverable s 6a – Presentatio n: Brainstormi ng 6b - Brainstormi ng 6c - Selection of one solution 7a – Prototype & tests : introductio
n 7b -
Prototyping
7c – Tests guide preparatio
n
7d -
Testing 7e – Debrief
tests – prototype improveme
8 – Final solution
report
9 – Debrief with the
coach
50
3.b – OBSERVE
interview guide
Before going out on the field to meet
your users,
prepare an interview
guide
:
•
Define what you want to learn, what
you need to ask (and what is the real
question).
•
Try to ask open questions.
•
Ask people to introduce themselves, to
tell you about their experience with
the product, what do they like, what do
they miss, what would they like to be
different,…
•
Create a confident context, make
people feel comfortable to talk.
•
Ask if you can take pictures
! Think out of the box !
Do not only interview people from
Skema !
Do you have friends in other schools
who might
be interesting to interview ?
Are there other schools around you
to go and meet students ?
Do not only interview students !
Make 2 teams of 3 if it’s easier !
! Think big !
Give roles to each
members of the team
:
•
Who asks questions ?
•
Who takes notes ?
•
Who
takes
pictures
/
videos ?
1H20
YOUR INTERVIEW GUIDE WILL BE
THE FIRST DELIVERABLE OF THE
3.b – OBSERVE
interview guide
Don’t forget to ask yourself :
-
Who are you users /
stakeholders
-
What are their needs and
challenges
-
What should we observe
specifically
How to drive a design thinking
interview
1 - Introductio n to Design
Thinking 2 - Fast Forward
Wallet exercise
3a - Brief & Observe steps : introductio n 3b - Interview guide preparatio n 3c-Ethnograp hic
research Debrief & 4a - point of view : introductio n 4b - Insights analysis & definition of a point
of view 5 – Report
and deliverable s 6a – Presentatio n: Brainstormi ng 6b - Brainstormi ng 6c - Selection of one solution 7a – Prototype & tests : introductio
n 7b -
Prototyping
7c – Tests guide preparatio
n
7d -
Testing 7e – Debrief
tests – prototype improveme
8 – Final solution
report
9 – Debrief with the
coach
54
3.c – ETHNOGRAPHIC RESEARCH
Now it’s time to go into the field !
Go out of your classroom and meet students, teachers, … Tell them about your
brief and ask them the questions you have prepared.
Don’t forget to create empathy with your users, to take pictures and to ask for
stories, personal experiences…
1H5
5
Name Age
Job
What he/she said What you observed
What did surprise you
To remember about this interview
This template is avalaible on the platform
You can take notes
Create
a point of view that is based on user needs and insights.
What are their needs?
1 - Introductio n to Design
Thinking 2 - Fast Forward
Wallet exercise
3a - Brief & Observe steps : introductio n 3b - Interview guide preparatio n 3c-Ethnograp hic
research Debrief & 4a - point of view : introductio n 4b - Insights analysis & definition of a point
of view 5 – Report
and deliverable s 6a – Presentatio n: Brainstormi ng 6b - Brainstormi ng 6c - Selection of one solution 7a – Prototype & tests : introductio
n 7b -
Prototyping
7c – Tests guide preparatio
n
7d -
Testing 7e – Debrief
tests – prototype improveme
nt
8 – Final solution
report
9 – Debrief with the
coach
4.a – DEBRIEF
interview guide
Select verbatim (= meaningful quote of users)
Name
Age
Job
What he/she said
Verbatim
What you observed
What surprised you
Points to be noted
from this interview
Summarise, for each user you
interviewed :
58
4.a – DEBRIEF
interview guide
You may have noticed that sometimes, people say things during the interview but seem to
think differently, or feel ashamed of telling you the truth. This empathy map may help you to
summarise those different feelings / actions.
You can use it for your most inspiring interviews
Whatdo they
THINK
and
FEEL
?
(worries& aspirations, major preoccupations, underlying thoughs and fears…)
Whatdo they
HEAR
?
(what friends, colleagues say, what influencers, boss, guidelines say, what independent media say …)
Major PAINS
(fears, frustrations, obstacles …)
Major GAINS
(wants & needs, measures of success, goals …)
Whatdo they
SEE
?
(environment (physical / digital), behaviours of others, market offer/ competition …)
Whatdo they
SAY
and
DO
?
(attitude in public /appearance, behaviour towards others, products, brands & services they use …)
1 - Introductio n to Design
Thinking 2 - Fast Forward
Wallet exercise
3a - Brief & Observe steps : introductio n 3b - Interview guide preparatio n 3c-Ethnograp hic
research Debrief & 4a - point of view : introductio n 4b - Insights analysis & definition of a point
of view 5 – Report
and deliverable s 6a – Presentatio n: Brainstormi ng 6b - Brainstormi ng 6c - Selection of one solution 7a – Prototype & tests : introductio
n 7b -
Prototyping
7c – Tests guide preparatio
n
7d -
Testing 7e – Debrief
tests – prototype improveme
8 – Final solution
report
9 – Debrief with the
coach
60
4.b – INSIGHT & POINT OF VIEW
The Define step is critical to the design process because it results in
your point-of-view (POV): the explicit expression of the problem you are
striving to address. More importantly, your POV defines the RIGHT
challenge to address, based on your new understanding of people and the
problem space. It may seem counterintuitive but crafting a more narrowly
focused problem statement tends to yield both greater quantity and
higher quality solutions when you are generating ideas.
The Define step is also an endeavor to summarise your scattered findings
into powerful insights. It is this summary of your empathy work that gives
you the advantage that no one else has: discoveries that you can
leverage to tackle the design challenge; that is, INSIGHT.
An introduction to Design Thinking – Proces guide
d.school Stanford
4.b – INSIGHT & POINT OF VIEW
Here are some examples of how to define your point of view:
User Need Statement
Point of View Question
I am a college student and I hate
folding laundry because I can’t
seem to fold it the right way.
I am the mother of five-year-old
twins who hate vegetables of all
kinds. I am worried about their
nutritional needs.
I am a farmer who has a hard time
getting up early even though I
know I have to to take care of the
animals. I keep sleeping through
my alarm.
How might we create a tool
to help the college student
fold laundry?
How might we help the
mother succeed in getting
her children to eat
vegetables?
How might we create
something to help the farmer
wake up on time each
morning?
62
4.b – INSIGHT & POINT OF VIEW
1 - Introductio n to Design
Thinking 2 - Fast Forward
Wallet exercise
3a - Brief & Observe steps : introductio n 3b - Interview guide preparatio n 3c-Ethnograp hic
research Debrief & 4a - point of view : introductio n 4b - Insights analysis & definition of a point
of view 5 – Report
and deliverable s 6a – Presentatio n: Brainstormi ng 6b - Brainstormi ng 6c - Selection of one solution 7a – Prototype & tests : introductio
n 7b -
Prototyping
7c – Tests guide preparatio
n
7d -
Testing 7e – Debrief
tests – prototype improveme
8 – Final solution
report
9 – Debrief with the
coach
64
5 – DELIVERABLES
•
Congratulations, you are done with the first big step of the
design thinking process,
THE INSPIRATION
.
•
You have now gathered enough materials to understand the
context, your users’ needs, the constraints and the
expectations.
•
These elements will be transcribed in your
Inspiration Report
.
YOUR INSPIRATION STEP REPORT
IS THE SECOND DELIVERABLE OF
THE SEMINAR
You will find the template to use
on the platform.
Brainstorm
and come up with as many creative solutions as
possible.
Wild ideas encouraged!
1 - Introductio n to Design
Thinking 2 - Fast Forward
Wallet exercise
3a - Brief & Observe steps : introductio n 3b - Interview guide preparatio n 3c-Ethnograp hic
research Debrief & 4a - point of view : introductio n 4b - Insights analysis & definition of a point
of view 5 – Report
and deliverable s 6a – Presentatio n: Brainstormi ng 6b - Brainstormi ng 6c - Selection of one solution 7a – Prototype & tests : introductio
n 7b -
Prototyping
7c – Tests guide preparatio
n
7d -
Testing 7e – Debrief
tests – prototype improveme
nt
8 – Final solution
report
9 – Debrief with the
coach
6a – BRAINSTORMING: INTRODUCTION
•
The objective of this step is to
generate as many ideas as possible.
Don’t be afraid of wild ideas, once
again, think out of the box, go for
quantity !
•
Use your « How might we » point of
view as a question to answer during
the brainstorming.
•
Even if you are going to be very
creative, it is really important to
respect the rules described hereafter
to achieve a brainstorming !
To go further :
Method
Brainstorming
(dschool)
68
6a – BRAINSTORMING: INTRODUCTION
Different ways of brainstorming :
-
Classic
6a – BRAINSTORMING: INTRODUCTION
Different ways of brainstorming :
-
6 hats
Six distinct directions are identified and assigned a color. The six directions are:
Managing
Blue – what is the subject? what are we thinking about? what is the goal?
Can look at the big picture.
Information
White – considering purely what information is available, what are the
facts?
Emotions
Red – intuitive or instinctive gut reactions or statements of emotional
feeling (but not any justification)
Discernment
Black – logic applied to identifying reasons to be cautious and
conservative. Practical, realistic.
Optimistic response
Yellow – logic applied to identifying benefits, seeking
harmony. Sees the brighter, sunny side of situations.
70
6a – BRAINSTORMING: INTRODUCTION
Different ways of brainstorming :
-
Reverse brainstorming
Reverse the initial question in order to generate many ideas you will reverse again
at the end (i.e. : if you are working on « How might we improve train travel
experience for customers ? », the reverse question would be « How might we
transform the train travel experience into a nightmare for customers ? » After
6a – BRAINSTORMING: INTRODUCTION
Different ways of brainstorming :
-
Pictures brainstorming
Use magazines, revues, to find images that inspire you and help you to generate as
many ideas as possible answering the initial question
No matter which version you chose, everybody has to write down
its ideas on post-it notes and share them verbally with the rest of
72
6b – BRAINSTORMING
Source : Stanford d.school
60
MIN
1 - Introductio n to Design
Thinking 2 - Fast Forward
Wallet exercise
3a - Brief & Observe steps : introductio n 3b - Interview guide preparatio n 3c-Ethnograp hic
research Debrief & 4a - point of view : introductio n 4b - Insights analysis & definition of a point
of view 5 – Report
and deliverable s 6a – Presentatio n: Brainstormi ng 6b - Brainstormi ng 6c - Selection of one solution 7a – Prototype & tests : introductio
n 7b -
Prototyping
7c – Tests guide preparatio
n
7d -
Testing 7e – Debrief
tests – prototype improveme
8 – Final solution
report
9 – Debrief with the
coach
74
6c – SELECTION OF ONE SOLUTION
•
If no proposition comes out as the clear favorite, one solution might be to
vote.
•
Give each team member a total of 5 points that they can allocate to the
solutions they like (they distribute their points the way they want, giving 1
to 5 points to their favorites). The solution with the higher score is chosen!
•
If several solutions have the same amount of points, you can also draw a
matrix comparing the impact of the solution with the difficulty of
implementation (see below) :
A solution with
an easy
implementation
and
a high user
impact
is the best
one !
30
MIN
IMPACT FOR THE USERS
IM
P
LE
M
E
N
TA
T
IO
N
low
high
d
iffi
cu
lt
e
a
Build
a representation of one or more of your ideas to show to others.
How can I show my idea?
Remember : A prototype is just a rough draft!
Share
your prototyped idea with your original user for feedback.
What worked?
What didn’t?
1 - Introductio n to Design
Thinking 2 - Fast Forward
Wallet exercise
3a - Brief & Observe steps : introductio n 3b - Interview guide preparatio n 3c-Ethnograp hic
research Debrief & 4a - point of view : introductio n 4b - Insights analysis & definition of a point
of view 5 – Report
and deliverable s 6a – Presentatio n: Brainstormi ng 6b - Brainstormi ng 6c - Selection of one solution 7a – Prototype & tests : introductio
n 7b -
Prototyping
7c – Tests guide preparatio
n
7d -
Testing 7e – Debrief
tests – prototype improveme
nt
8 – Final solution
report
9 – Debrief with the
coach
7a – PROTOTYPE & TEST
The goals of the
prototype are :
•
Make an idea
tangible
•
Evaluate the
value of an idea
•
Share your
concept in a
tangible way
•
Reinforce
empathy
78
7a – PROTOTYPE & TEST
KEY TAKEAWAYS
•
Prototyping is key for clearing any
misunderstandings and clarity of ideas
•
Fail early and often
•
ITERATE!
•
Reuse existing items
1 - Introductio n to Design
Thinking 2 - Fast Forward
Wallet exercise
3a - Brief & Observe steps : introductio n 3b - Interview guide preparatio n 3c-Ethnograp hic
research Debrief & 4a - point of view : introductio n 4b - Insights analysis & definition of a point
of view 5 – Report
and deliverable s 6a – Presentatio n: Brainstormi ng 6b - Brainstormi ng 6c - Selection of one solution 7a – Prototype & tests : introductio
n 7b -
Prototyping
7c – Tests guide preparatio
n
7d -
Testing 7e – Debrief
tests – prototype improveme
8 – Final solution
report
9 – Debrief with the
coach
80
7b – PROTOTYPING
Now that you have selected one idea that you want to develop, you
will need to prototype it.
Prototyping materials are avalaible to help you. You can also use
anything you can find around you and re-use existing items, as
suggested earlier.
Don’t create any attachment to your prototype. When you test it,
don’t try to explain or to justify why you made it. Accept positive and
negative feedback.
YOUR PROTOTYPE IS A WAY TO PRESENT YOUR IDEA TO
USERS
IN A TANGIBLE WAY.
1 - Introductio n to Design
Thinking 2 - Fast Forward
Wallet exercise
3a - Brief & Observe steps : introductio n 3b - Interview guide preparatio n 3c-Ethnograp hic
research Debrief & 4a - point of view : introductio n 4b - Insights analysis & definition of a point
of view 5 – Report
and deliverable s 6a – Presentatio n: Brainstormi ng 6b - Brainstormi ng 6c - Selection of one solution 7a – Prototype & tests : introductio
n 7b -
Prototyping
7c – Tests guide preparatio
n
7d -
Testing 7e – Debrief
tests – prototype improveme
8 – Final solution
report
9 – Debrief with the
coach
82
7c – TESTING GUIDE
Before going back to the field to test your prototype with your
users, you need to define what exactly you want to learn from
your prototype and what questions you will ask the users.
LIKE THE INTERVIEW GUIDE, YOU NEED TO WRITE A
TESTING GUIDE.
Observe let your users interact with your prototype without any
instructions to see if and how they understand it !
As for the interviews, divide the roles between the team
members and don’t forget to take pictures !
1 - Introductio n to Design
Thinking 2 - Fast Forward
Wallet exercise
3a - Brief & Observe steps : introductio n 3b - Interview guide preparatio n 3c-Ethnograp hic
research Debrief & 4a - point of view : introductio n 4b - Insights analysis & definition of a point
of view 5 – Report
and deliverable s 6a – Presentatio n: Brainstormi ng 6b - Brainstormi ng 6c - Selection of one solution 7a – Prototype & tests : introductio
n 7b -
Prototyping
7c – Tests guide preparatio
n
7d -
Testing 7e – Debrief
tests – prototype improveme
8 – Final solution
report
9 – Debrief with the
coach
84
7d – TESTING
You can capture feedback on your prototype by using
this table
What worked
To be improved
Questions
New ideas
1 - Introductio n to Design
Thinking 2 - Fast Forward
Wallet exercise
3a - Brief & Observe steps : introductio n 3b - Interview guide preparatio n 3c-Ethnograp hic
research Debrief & 4a - point of view : introductio n 4b - Insights analysis & definition of a point
of view 5 – Report
and deliverable s 6a – Presentatio n: Brainstormi ng 6b - Brainstormi ng 6c - Selection of one solution 7a – Prototype & tests : introductio
n 7b -
Prototyping
7c – Tests guide preparatio
n
7d -
Testing 7e – Debrief
tests – prototype improveme
8 – Final solution
report
9 – Debrief with the
coach
86
7e – DEBRIEF TEST & PROTO IMPROVEMENT
Thanks to all the feedback you received, and maybe the
new insights that emerged from meeting new users
during your tests, you are now able to see what worked
and what didn’t in the first idea prototype.
Take some time to debrief with your team
all the information you gathered during
your tests.
1 - Introductio n to Design
Thinking 2 - Fast Forward
Wallet exercise
3a - Brief & Observe steps : introductio n 3b - Interview guide preparatio n 3c-Ethnograp hic
research Debrief & 4a - point of view : introductio n 4b - Insights analysis & definition of a point
of view 5 – Report
and deliverable s 6a – Presentatio n: Brainstormi ng 6b - Brainstormi ng 6c - Selection of one solution 7a – Prototype & tests : introductio
n 7b -
Prototyping
7c – Tests guide preparatio
n
7d -
Testing 7e – Debrief
tests – prototype improveme
nt
8 – Final solution
report
9 – Debrief with the
coach
8 – THE SOLUTION
Based on the information, define how to improve
both your idea and your prototype.
By using the template « Final solution » on the
platform, justify why is it for you the best solution
to fit your user’s needs and explain how you have
improved your first prototype thanks to the
feedback.
Take pictures of your final prototype !
1H30
THIS FINAL SOLUTION REPORT
WILL BE THE THIRD DELIVERABLE
PITCH
PITCH
Prepare, as a team, a two-minute presentation of
your work and your project.
Which
problems
have
you
identified
concerning the welcome gift ?
What are the students needs ?
What have you decided to do to answer
those problems ?
What is the reaction of your users ?
What is your final solution ?
92
PITCH – winning teams
In each TD group, the winning team will have
to film a 2 min video
of
their pitch, after having received comments from their coach and
colleagues.
The video has to be uploaded
before the end of day #
3 to the
Chewchunk platform using the following link:
1 - Introductio n to Design
Thinking 2 - Fast Forward
Wallet exercise
3a - Brief & Observe steps : introductio n 3b - Interview guide preparatio n 3c-Ethnograp hic
research Debrief & 4a - point of view : introductio n 4b - Insights analysis & definition of a point
of view 5 – Report
and deliverable s 6a – Presentatio n: Brainstormi ng 6b - Brainstormi ng 6c - Selection of one solution 7a – Prototype & tests : introductio
n 7b -
Prototyping
7c – Tests guide preparatio
n
7d -
Testing 7e – Debrief
tests – prototype improveme
nt
8 – Final solution
report
9 – Debrief with the
coach
9 – DEBRIEFING WITH THE COACH
CONGRATULATIONS, YOU HAVE DONE THE
ENTIRE DESIGN THINKING PROCESS !
After those two intensive days of work, you have
discovered the Design thinking process, a new way of
creating value and you may have built your first (but not
last !) innovative product.
Take some time with your coach to debrief.
To do so, you can tell yourself
-
I liked …
-
I wished …
96
TO GO FURTHER
You can find materials (PDF,
videos, books, …) to go
further on Design Thinking on
the platform.
Don’t forget to
think outside the
box and to get out
of your office !