IDT Module 1 Notes
IDT Module 1 Notes
Importance of Innovation
Design-led companies such as Apple, Pepsi, Procter & Gamble and SAP have outperformed
the S&P 500 by an extraordinary 211%. This topic highlights the distinctions between design
and design thinking and how the latter, if executed properly and strategically, can impact
business outcomes and result in real competitive advantages.
When design principles are applied to strategy and innovation, the success rate for innovation
dramatically improves. Design-led companies such as Apple, Pepsi, IBM, Nike, Procter &
Gamble, and SAP have outperformed the S&P 500 over a 10-year period by an extraordinary
211% according to the 2015 Design Value Index created by the Design Management Institute
and Motive Strategies.
Designing is more than creating products and services; it can be applied to systems,
procedures, protocols, and customer experiences.
What is Design?
Design: plan of a system, its implementation and utilization for attaining a goal
(change undesired to desired)
Designing: How a design is developed (Both Goal and Plan)
Designs can be for: Technical systems, Educational systems, aesthetic systems (logo
design, advertisements), legal systems, social, religious or cultural systems, theories,
Models etc.
Designs inspired by nature
Direct Design
➢ Design or making, has been classically understood to be a process of turning ideas into
things
➢ In this design process there is a vision or an idea, it can be figured out by some drawings
work with fabrications of crafts and if everything worked out right then it be materialized.
➢ So, there is a direct correspondence between ideas, drawings, and finished products. This
design process called as Direct Design
➢ This is what most people understand design to be, and what they understand designers to
do that they turn their creative ideas into things.
Responsive design
➢Responsive design is just that it begins in a considered response of the world rather than an
idea comes from designers.
➢ Responsive design at its best shifted the focus of design way from the narrow idea of
designers and design as being focused on independently making beautiful things.
➢ Design now become about all the interactive processes needed to make anything come
into being. Responsive design came in many from environmental design to human centered
design
Design thinking
In responsive design the most popular form is “Design thinking”
➢ “Design thinking is simply a form of human centered responsive design broad name
“Design Thinking”
➢ The simplest way to understand how responsive design transforms direct design is to see
that it adds a new critical step prior to beginning of direct design called Consultation.
Responsive design does not replace direct design so much subsumes it.
➢ During consultation the design thinking variants of design asks: what are up to? What are
the problems? Then the phase of ideation becomes collective: brain storming, group
improvisation and other collaboration exercise are added to mix.
➢ Then response design works as iterative loop. This loop is significant because it allows the
object to evolve through testing and use and not come out of designers thought.
➢ Response design has had an enormous impact for good. Environmentally centered design
is of great value as is user centered design
➢ A huge part of design thinking appeals that it claims to be an exceptional source of
innovation
Definitions of Design Thinking:
Design thinking is a human- centered approach to innovation that draws from the designer’s
toolkit to integrate the needs of people, the possibilities of technology, and the requirements
for business success
or
An approach that frames problems creatively and generates innovative solutions, strategies,
systems and paradigms at the nexus of domain
or
Design thinking is a human centered innovation process that emphasizes observations,
collaboration, fast learning, visualization and rough prototyping. The objective is to solve not
only the stated problems at hand, but the real problems behind the obvious
or
Design thinking can be described as a discipline that uses the designer’s sensibility and
methods to match peoples’ needs with what is technologically feasible and what a viable
business strategy can convert into customer value and market opportunity
A design mind-set is not problem-focused, it’s solution-focused and action-oriented. It
involves both analysis and imagination.
The design thinking framework: five key steps (some time referred as 6 steps)
The design thinking framework can be divided into three distinct phases: immersion,
ideation, and implementation. This framework can be further broken down into five
actionable steps which make up the design thinking process:
1. Empathize
2. Define
3. Ideate
4. Prototype
5. Test
6. Implement
Although these steps appear to be sequential, it’s important to point out that design thinking
doesn’t follow a strictly linear process. At each stage in the process, you’re likely to make
new discoveries that require you to go back and repeat a previous step.
Step 1. Empathize
What? During the empathize phase, you’ll engage with and observe your target audience.
Why? The aim of this step is to paint a clear picture of who your end users are, what
challenges they face, and what needs and expectations must be met.
How? In order to build user empathy, you’ll conduct surveys, interviews, and observation
sessions.
For example: You want to address the issue of employee retention, so you ask each
employee to complete an anonymous survey. You then hold user interviews with as many
employees as possible to find out how they feel about retention within the company.
Step 2. Define
What? Based on what you’ve learned in the empathize phase, the next step is to define a
clear problem statement.
Why? Your problem statement sets out the specific challenge you will address. It will
guide the entire design process from here on out, giving you a fixed goal to focus on and
helping to keep the user in mind at all times.
How? When framing your problem statement, you’ll focus on the user’s needs rather than
those of the business. A good problem statement is human-centered, broad enough for
creativity, yet specific enough to provide guidance and direction.
For example: “My employees need to be able to maintain a healthy lifestyle while working
in the office” is much more user-centric than “I need to keep my employees healthy and
happy in order to boost retention.”
Step 3. Ideate
What? With a clear problem statement in mind, you’ll now aim to come up with as many
ideas and potential solutions as possible.
Why? The ideation phase gets you thinking outside the box and exploring new angles. By
focusing on quantity of ideas rather than quality, you’re more likely to free your mind and
stumble upon innovation!
How? During dedicated ideation sessions, you’ll use a range of different ideation
techniques such as body storming, reverse thinking, and worst possible idea.
For example: Based on what you’ve learned in the empathize phase, you hold several
ideation sessions with a variety of different stakeholders. With your problem statement to
hand, you come up with as many ideas as possible for how you might make your employees
happier and thus more likely to stay with the company.
Step 4. Prototype
o What? Having narrowed your ideas down to a select few, you’ll now turn them into
prototypes—or “scaled-down” versions of the product or concept you want to test.
o Why? The prototyping stage gives you something tangible that can be tested on real users.
This is crucial in maintaining a user-centric approach.
o How? Depending on what you’re testing, prototypes can take various forms—from basic
paper models to interactive, digital prototypes. When creating your prototypes, have a clear
goal in mind; know exactly what you want your prototype to represent and therefore test.
o For example: During the ideation phase, one idea that came up was to offer free yoga
classes. To prototype this idea, you set up a dedicated yoga room in the office, complete
with mats, water bottles, and hand towels.
Step 5. Test
What? The fifth step in the design thinking process will see you testing your prototypes on real or
representative users.
Why? The testing phase enables you to see where your prototype works well and where it
needs improving. Based on user feedback, you can make changes and improvements before
you spend time and money developing and/or implementing your solution.
How? You’ll run user testing sessions where you observe your target users as they interact
with your prototype. You may also gather verbal feedback. With everything you learn from
the testing phase, you’ll make changes to your design or come up with a completely new
idea altogether!
6 Implement
Work at the previous five stages should pay off here, as your launch product or service has
been optimised to meet the needs of your user audience. However, it is still important to
measure and track its success in the market as other factors come into force. Continually
looking for ways to improve or evolve the user experience will prolong the lifespan of your
solution, and ultimately the business.
The Implement stage is often forgotten by Design Thinking models that only include the five
stages from Empathise to Test.
Following these steps is important to:
• determine whether the implemented design is successful and offers a competitive advantage
for the business
• stay aware of any changes to the user audience, user needs and best practice which may
require the design and user experience to be re-visited
• maintain stakeholder awareness of the importance of user experience, in order to keep
human-centred design at the core of the business.
❖ Business:
➢ Design thinking helps in business by optimizing the process of product creation,
marketing, and renewal of contracts.
➢ All these processes require a companywide focus on the customers and hence, design
thinking helps in these processes immensely.
➢ Design thinking helps the design thinkers to develop deep empathy for their customers and
to create solutions that mach their needs exactly.
❖ Information technology:
➢ The IT industry makes a lot of products that require trials and proof of concepts.
➢ The industry needs to empathize with its users and not simply deploy technologies.
➢ IT is not only about technology or products, but also it is process.
➢ The developers, analysts, consultants, and managers have to brain storms on possible ideas
for solving the problems of the clients. This is where design thinking helps a lot.
❖ Education:
➢ The education sector can make the best use of design thinking by taking feedback from
students on their requirements, goals and challenges they are facing in the classroom.
➢ By working on their feedback, the instructors come up with solutions to address their
challenges.
❖ Health care:
➢ Design thinking helps in health care as well as the expenditure on healthcare. The cost of
healthcare facilities is growing day by day.
➢ Experts worldwide are concerned about how to bring quality healthcare to people at low
cost
➢ Using design thinking, the efficiencies in the system and the perennial crises were
addressed
Customer journey maps often expose pain points and opportunities for improvement in many
other areas along the entire user journey – not just as it relates to software applications, but
the process and overall customer service issues as well.
They spark discussions to help close knowledge gaps and provide a point of reference to help
fill in information that may be missing in the process. They also help inform valuable design
decisions and can act as a catalyst for idea sharing and generation between teams and clients.
The benefits of customer journey mapping include:
These objectives will guide the remainder of the plotting process, so be sure to think long and
hard about the who, what, and why.
Research and questionaries will likely leave you with several customer personas, different
distinct groups that interact with your brand. Your customer journey map can’t effectively
cover them all, so select one or two to focus on.
You might find that there are fewer touch points than you expected – could this mean
customers don’t hang around your site long enough to make a decision? Or, there could be
more touch points than expected – could this mean your site is too complicated and there are
too many steps to get to an end goal?
Current state. The most common type of map, the current state map allows you to
visualize the actions, thoughts, behaviors, and emotions your customers experience
when interacting with your brand right now.
Day-in-the-life: This maps your customer’s day from morning to night. It details their
habits and activities, whether that includes interacting with your brand or not.
Future state. These visualize what you predict will be the actions, thoughts, behaviors,
and emotions your customers will experience during future interactions with your
brand.
Storytelling puts the data collected in context to the different users and stakeholders by trying
to make sense of it all. The result of good storytelling is empathy for your user and in some
cases actually gain a better understanding of who the users are. You start to feel their pain,
truly understand their real needs, and maybe even uncover hidden needs. This new
perspective allows you to articulate the needs in a way your users have not been able to.
Empathy storytelling breaks down the barriers between us and reminds us that we’re all
connected through our shared humanity.
Step 1: Start by identifying what brands or storytelling resonates with you
It may sound counter-intuitive. This is about your audience, after all.
But it helps to start somewhere you know well: yourself, and the things that move you
towards making choices.
Step 2: Understand what your audience — and the world — wants and needs NOW
It all starts by listening — really listening — and showing up in a way that makes your
customers feel seen and heard.
Because while we can’t walk in our customer’s shoes, we *can* be present with them and
listen.
Step 3: Identify your Empathy Story
Picture the scene: one minute you’re in the office, the next you find yourself on national news
with the opportunity to reach thousands of potential customers. What do you say to them?
Or, more importantly, how do you want them to feel?
Step 4: Make your story human and show that you’re listening
RIP service with a smile.
Putting a polished face on your branding will no longer cut it.
We’re operating in a post-filter era, where consumers are crying out for emotional
connection.
Step 5: Know that you can’t afford to do marketing without meaning
A meaningful brand is defined by its impact on our personal and collective wellbeing, along
with its functional benefits.
Module -2
Define the Problem
An integral part of the Design Thinking process is the definition of a meaningful and
actionable problem statement, which the design thinker will focus on solving. This is perhaps
the most challenging part of the Design Thinking process, as the definition of a problem (also
called a design challenge) will require you to synthesise your observations about your users
from the first stage in the Design Thinking process, which is called the Empathise stage.
When you learn how to master the definition of your problem, problem statement, or
design challenge, it will greatly improve your Design Thinking process and result.
Why? A great definition of your problem statement will guide you and your team’s
work and kick start the ideation process in the right direction.
It will bring about clarity and focus to the design space. On the contrary, if you don’t
pay enough attention to defining your problem, you will work like a person stumbling
in the dark.
Before we go into what makes a great problem statement, it’s useful to first gain an
understanding of the relationship between analysis and synthesis that many design thinkers
will go through in their projects. Tim Brown, CEO of the international design consultancy
firm IDEO, wrote in his book Change by Design: How Design Thinking Transforms
Organizations and Inspires Innovation, that analysis and synthesis are “equally important, and
each plays an essential role in the process of creating options and making choices.”
Analysis is about breaking down complex concepts and problems into smaller, easier-to-
understand constituents. We do that, for instance, during the first stage of the Design
Thinking process, the Empathise stage, when we observe and document details that relate to
our users. Synthesis, on the other hand, involves creatively piecing the puzzle together to
form whole ideas. This happens during the Define stage when we organise, interpret, and
make sense of the data we have gathered to create a problem statement.
Although analysis takes place during the Empathise stage and synthesis takes place during
the Define stage, they do not only happen in the distinct stages of Design Thinking. In fact,
analysis and synthesis often happen consecutively throughout all stages of the Design
Thinking process. Design thinkers often analyse a situation before synthesising new insights,
and then analyse their synthesised findings once more to create more detailed syntheses.
Synthesis
Involves putting these pieces back together to form the whole problem statement.
For example, the problem could be —The changing world with social distance norms has
affected the mental well being of people.
Now we have to consider, Who is being affected by the problem? Who are we empathizing
with? — People who are staying away from home, working remotely, and are unable to meet
their friends, family, and go out to make new connections.
A defined problem statement after considering the details would be, "We need to provide a
way of easy connection for the extroverts, extroverted introverts who miss going out and
one's who are used to going to work every day".
Now, is more information need to be observed? like the environment of the problem, where
are the users located?
A more defined problem statement would be "We need to build an app for people in urban
and sub-urban cities who feel alone and need to feel connected while also creating a new
connection, while they stay at home and work remotely".
There are other points that could be factored in while defining the problem further. Why does
it matter? What will this problem solve? A more defined problem statement after factoring all
aspects would be, "People who are used to being social and active on a daily basis, need an
app where they can interact, indulge in group discussions, play games, join groups and go
live to stay connected to people with similar interests and ideals because shared experiences
can bring people closer and create a sense of belongingness all over again".
Not all points are required to be implemented in a single problem statement but it's important
to ask questions and consider as many factors. By the end of the define phase, the phase of
empathy turns into a workable and user-centered problem statement.
Case Study
Problem Statement − Suppose the problem statement at hand is to contain the attrition that
happens in companies worldwide. High quality employees leave the organization, mainly
after the appraisal cycle. As a result, an average company loses its valuable human resources
and suffers from an overhead of transferring the knowledge to a new employee. This takes
time and additional human resource in the form of a trainer, which adds to the company’s
costs. Devise a plan to contain attrition in the company.
Analysis − Now, let’s break down the problem statement into various constituent parts.
Following are the subparts of the same problem statement, broken down to elementary levels.
The employees are not motivated anymore to work in the company.
Appraisal cycle has something to do with attrition.
Knowledge transfer is necessary for new employees.
Knowledge transfer adds to the cost of the company.
Synthesis − Now, let's start solving each problem individually. In this step, we will do
synthesis. Let's look at one problem at a time and try to find a solution only for that problem
statement, without thinking of other problem statements.
To solve the problem of lack of motivation, the management can plan some sort of
incentives that can be given on a regular basis. The efforts put in by the employees
must be rewarded well. This will keep the employees motivated.
To solve the issue of occurrence of attrition during appraisal cycle, the management
can conduct a meeting with the employees leaving the organization, and take their
insight as to what led them to leave the company.
For knowledge transfer, the management can hire only those people who are experts
in a domain.
Regarding concerns for budget of knowledge transfer, the management can have a
document prepared by experts in a domain and this document can be uploaded on
intranet. This can be made available to new joinees. Hence, additional human
resource is not required for knowledge transfer and this will reduce the figures in the
company's budget.
Now, if we observe carefully, the third solution may not be feasible all the time. We cannot
be assured of expert professionals coming for interviews all the time. Moreover, expert
professionals demand more compensation than not-so-expert professionals. This will increase
the company's budget.
Hence, we will now combine the other three solutions to form a coherent one. The final
solution will be for the management to first have a talk with the employees leaving the
organization to know the reasons behind attrition, then come up with awards in suitable
categories and then, create an easily and universally accessible document in the organization
for knowledge transfer.
This way, analysis and synthesis together help in design thinking process. Design thinkers
start with breaking down a problem into smaller problems that can be handled and studied
easily. Then, the different solutions are combined to form a coherent single solution.
Empathy map
Definition: An empathy map is a collaborative visualization used to articulate what we know
about a particular type of user. It externalizes knowledge about users in order to 1) create a
shared understanding of user needs, and 2) aid in decision making.
Format
Traditional empathy maps are split into 4 quadrants (Says, Thinks, Does, and Feels), with the
user or persona in the middle. Empathy maps provide a glance into who a user is as a whole
and are not chronological or sequential.
The Says quadrant contains what the user says out loud in an interview or some other
usability study. Ideally, it contains verbatim and direct quotes from research.
“I am allegiant to Delta because I never have a bad experience.”
“I want something reliable.”
“I don’t understand what to do from here.”
The Thinks quadrant captures what the user is thinking throughout the experience. Ask
yourself (from the qualitative research gathered): what occupies the user’s thoughts? What
matters to the user? It is possible to have the same content in both Says and Thinks. However,
pay special attention to what users think, but may not be willing to vocalize. Try to
understand why they are reluctant to share — are they unsure, self-conscious, polite, or afraid
to tell others something?
“This is really annoying.”
“Am I dumb for not understanding this?”
The Does quadrant encloses the actions the user takes. From the research, what does the user
physically do? How does the user go about doing it?
Refreshes page several times.
Shops around to compare prices.
The Feels quadrant is the user’s emotional state, often represented as an adjective plus a short
sentence for context. Ask yourself: what worries the user? What does the user get excited
about? How does the user feel about the experience?
Impatient: pages load too slowly
Confused: too many contradictory prices
Worried: they are doing something wrong
Our users are complex humans. It is natural (and extremely beneficial) to see juxtaposition
between quadrants. You will also encounter inconsistencies — for example, seemingly
positive actions but negative quotes or emotions coming from the same user. This is when
empathy maps become treasure maps that can uncover nuggets of understanding about our
user. It is our job as UX professionals to investigate the cause of the conflict and resolve it.
Some of these quadrants may seem ambiguous or overlapping — for example, it may be
difficult to distinguish between Thinks and Feels. Do not focus too much on being precise: if
an item may fit into multiple quadrants, just pick one. The 4 quadrants exist only to push our
knowledge about users and to ensure we don’t leave out any important dimension. (If you
don’t have anything to put into a certain quadrant, it’s a strong signal that you need more user
research before proceeding in the design process.)
Problem Statement
1. What is the define stage and why is it necessary?
As the second step in the Design Thinking process, the define stage is dedicated to defining
the problem: what user problem will you be trying to solve? In other words, what is your
design challenge?
The define stage is preceded by the empathize phase, where you’ll have learned as much
about your users as possible, conducting interviews and using a variety of immersion and
observation techniques. Once you have a good idea of who your users are and, most
importantly, their wants, needs, and pain-points, you’re ready to turn this empathy into an
actionable problem statement.
The relationship between the empathize and define stages can best be described in terms of
analysis and synthesis. In the empathize phase, we use analysis to break down everything we
observe and discover about our users into smaller, more manageable components—dividing
their actions and behaviour into “what”, “why” and “how” categories, for example. In the
define stage, we piece these components back together, synthesising our findings to create a
detailed overall picture.
Why is the define stage so important?
The define stage ensures you fully understand the goal of your design project. It helps you to
articulate your design problem, and provides a clear-cut objective to work towards. A
meaningful, actionable problem statement will steer you in the right direction, helping you to
kick-start the ideation process (see Stage Three of the Design Thinking process) and work
your way towards a solution.
Without a well-defined problem statement, it’s hard to know what you’re aiming for. Your
work will lack focus, and the final design will suffer. Not only that: in the absence of a clear
problem statement, it’s extremely difficult to explain to stakeholders and team members
exactly what you are trying to achieve.
With this in mind, let’s take a closer look at problem statements and how you can go about
defining them.
2. What is a problem statement?
A problem statement identifies the gap between the current state (i.e. the problem) and the
desired state (i.e. the goal) of a process or product. Within the design context, you can think
of the user problem as an unmet need. By designing a solution that meets this need, you can
satisfy the user and ensure a pleasant user experience.
A problem statement, or point of view (POV) statement, frames this problem (or need) in a
way that is actionable for designers. It provides a clear description of the issue that the
designer seeks to address, keeping the focus on the user at all times.
Problem or POV statements can take various formats, but the end goal is always the same: to
guide the design team towards a feasible solution. Let’s take a look at some of the ways you
might frame your design problem:
From the user’s perspective: “I am a young working professional trying to eat healthily, but
I’m struggling because I work long hours and don’t always have time to go grocery shopping
and prepare my meals. This makes me feel frustrated and bad about myself.”
From a user research perspective: “Busy working professionals need an easy, time-efficient
way to eat healthily because they often work long hours and don’t have time to shop and
meal prep.”
Based on the four Ws—who, what, where, and why: “Our young working professional
struggles to eat healthily during the week because she is working long hours. Our solution
should deliver a quick and easy way for her to procure ingredients and prepare healthy meals
that she can take to work.”
As you can see, each of these statements addresses the same issue—just in a slightly different
way. As long as you focus on the user, what they need and why, it’s up to you how you
choose to present and frame your design problem.
We’ll look at how to form your problem statement a little later on. Before we do, let’s
consider some problem statement “do”s and “don’t”s.
If you find yourself using negative verbs like ‘reduce,’ ‘remove,’ ‘prevent,’ ask yourself if
you can frame things more positively by using positive action verbs, like ‘increase,’ ‘create,’
‘enhance,’ ‘promote’ and so on.
Problem Users find the return process difficult.
HMW (poor) How might we make the return process less difficult?
HMW (good) How might we make the return process quick and intuitive?
Stanford’s d.school suggests ways to make the most of “How Might We” by changing the
questions’ goal. Here are their question suggestions, plus examples for an airport-centric
experience:
Amp up the good: How might we use the kids’ energy to entertain fellow passengers?
Remove the bad: How might we separate the kids from fellow passengers?
Explore the opposite: How might we make the wait the most exciting part of the trip?
Question an assumption: How might we entirely remove the wait time at the airport?
Go after adjectives: How might we make the rush refreshing instead of harrying?
ID unexpected resources: How might we leverage free time of fellow passengers to share the
load?
Create an analogy from need or context: How might we make the airport like a spa? Like a
playground?
Play against the challenge: How might we make the airport a place that kids want to go?
Change a status quo: How might we make playful, loud kids less annoying?
Break POV into pieces: How might we entertain kids? How might we slow a mom down?
How might we mollify delayed passengers?
2. Generate Solutions
Once you’ve picked one to three “How Might We” questions of an appropriate scope, begin
brainstorming solutions with Post-it notes. Ask for one idea or solution per Post-it, and
encourage quantity over quality. Have the group generate as many ideas as possible during
this time.
Once the allotted time has passed, review all of the ideas and trim them down to the best ones
(with another activity like Affinity Mapping or Dot Voting).
Use this simple phrase as a launchpad for your team’s next brainstorming session, and leave a
comment below if you’re a veteran facilitator of “How Might We.”
Real-time Interaction
What is the Real Time Interaction?
Real-time interaction is the ability to provide an optimized real-time response to a customer
event. Forrester defined RTIM as: “Enterprise marketing technology that offers contextually
relevant experiences, value and usefulness at the appropriate point in the customer’s lifecycle
through the customer’s preferred touch points.” The main applications of RTIM today are in
the generation of contextually relevant content and personalized messages and offers, in the
context of an interaction with the customer.
Customers have different expectations these days. They expect to be helped even before their
question arises. This is where Real-time Interaction Management (RTIM) helps to anticipate
those customer needs. RTIM depends on real-time data instream, allowing you to engage
with your customers in real-time. Note that there is a big difference between receiving data
insights in real-time, and the capability to also react to those insights in real-time.
Some platforms can process and calculate scores in real-time as new data comes, yet, they
rely on other systems to regularly fetch the updated information and define what
communication the customer should be presented through which channel. The context of the
customer could have changed already when the message reaches him as this requires a
process for transferring data and interpreting scores by another system. So they miss the end-
to-end real-time actionability from receiving through calculation to response.
Before starting to look for ideas, team needs a clearly defined problem to tackle – a focused problem
statement or point of view (POV) to inspire and guide everyone. “How might we…?” questions—e.g.,
“How might we design an app finding cheap hotels in safe neighborhoods?”—help in reframing
issues and prompting effective collaboration towards potential solutions. To bring people together
to conjure ideas and bypass established frontiers, you need a skilled facilitator and a creative
environment, including a prepared space, featuring posters of personas, relevant information, etc.
Your team also requires rules – e.g., a 2-hour time limit, quantity-over-quality focus, ban on
distractions such as phones, and “There are no bad ideas” mindset. By being bold and curious,
participants can challenge commonly held beliefs and explore possibilities past these obstacles.
Team members should take each other's ideas and build on them, find ways to link concepts,
recognize patterns and flip seemingly impossible notions over to reveal new insights.
Brainstorming – You build good ideas from each other’s wild ideas.
Brainwriting – This is like brainstorming, but everyone writes down and passes ideas for others to
add to before discussing these.
Brainwalking – This is like brainwriting, but members walk about the room, adding to others’ ideas.
Worst Possible Idea – You take an inverted brainstorming approach, emboldening more reserved
individuals to produce bad ideas and yielding valuable threads.
Challenging Assumptions – You overturn established beliefs about problems, revealing fresh
perspectives.
Mindmapping – You use this graphical technique to connect ideas to problems’ major and minor
qualities.
SCAMPER – You question problems through action verbs (“Substitute”, “Combine”, “Adapt”,
“Modify”, “Put to another use”, “Eliminate”, “Reverse”) to produce solutions.
Provocation – You use an extreme lateral-thinking technique to challenge established beliefs and
explore paths beyond.
Movement – You take a “what if?” approach to overcoming obstacles in ideation and finding
themes/trends/attributes towards reliable solutions.
Crowdstorming – Your target audiences generate and validate ideas through feedback (e.g., social
media) to provide valuable solution insights.
Other methods for ideation include co-creation workshops (combining user empathy research,
ideation and prototyping), gamestorming (gamification-oriented ideation methods) and prototyping.
The beauty of ideation is its unbounded freedom, although structured environments are critical. If
you get stuck, you have fallbacks: e.g., “breaking the law” (listing constraints to see if you can
overcome them), “stealing” ideas (emulating applicable concepts from other industries), inverting
the problem and laddering (moving problems between the abstract and the concrete).
It’s important to understand that the aim of this process is not - to come up with a solution. We only
wish to arrive at a set of ideas that could then be taken forward.
Context: Before you start to think outside the box, you first need to identify the right box. The mind
tends to move from one topic to another and soon you may be solving a problem that you originally
did not intend to solve.
Action: The objective in this example, would be to design a solution that would help me find my keys
easily while leaving my house.
Context: We must set a target for the number of ideas that are to be generated. If we fail to do so,
we may be overly cautious even while thinking of our first idea. However, if we set a target, say 5,
we may be assured of at least 2-3 workable ideas.
Suspending judgment
Context: Lateral thinking is generative by nature, so we must not be selective during the ideation
process. In spite of it being common knowledge, we are often very critical of our ideas at an early
stage and dismiss them, without adequate consideration. There are 3 reasons why we must fight our
impulse to do so.
One might be unknowingly wrong (at that moment) to dismiss the idea
Infeasible ideas could lead to an interesting perspective and potentially pave the way to another
idea.
Context: Pick the first idea that comes to your mind. The idea can be anything, there isn’t just one
way to go about this, so don’t be afraid. The purpose of the idea is just to help us get started.
Action: One of the most common solutions is to use a key stand, something that is mounted on a
wall, or perhaps placed on a table.
Context: We need to identify the assumptions involved in the first idea. Try to link the assumption to
the objective and rank them based on how essential they are to achieving the objective.
Action: The key stand idea assumes that the key (or set of keys) is an individual object which
requires to be placed in an appropriate location. However, the key does not need to be an individual
object and hence is not a necessary condition to reach our objective. In fact, if the key was attached
to something else, then there is no requirement for a key stand.
Context: We can generate ideas by challenging the assumptions of the problem. Often, just a simple
act of reversing the assumptions can help us arrive at an idea.
Action: Let’s reverse the assumption and look for solutions where the keys are attached to another
object rather than being kept individually. Some ideas that we can generate around this concept are:
Wallet: Most people don’t forget their wallets, so the keys could be attached to the wallet physically.
Door: We could also devise a solution where the keys don’t leave the door’s lock. In this solution, the
full length of the key could be completely inserted into the door when you enter the house so that
you don’t have to worry about keeping it anywhere. And, when you leave the house, the key could
pop out of the door.
Context: If we were to continue with the same classification of themes, we could generate more
ideas around these themes by using these following techniques suggested by Edward de Bono:
Changing the entry point: Switching the order in which you receive new information can sometimes
lead to new ideas
Random Simulation: Drawing inspiration from random words to spark a new idea
Context: If one is not satisfied with the current classification of themes, they could regroup the
themes and form another type of classification. Edward de Bono uses a method called “the reversal”
which reverses the perspective of the problem (turns the subject into the object and vice-versa) and
helps in forming a new classification of themes.
Action: In the current example, I am looking for ways to find the key easily. Using the reversal
technique, instead of personally putting in all the effort to locate the key, rather we could ask how
the key could help me locate it?
A GPS tracker integrated with the key could reveal its location via a mobile app.
Similarly, a key with a micro-speaker module could emit noise when triggered remotely.
A more futuristic solution could involve the key automatically being flown to the owner on a small
drone while leaving the house (Exhibit 3, Theme set B).
Creative thinkers
Creative thinkers tend to be balls of energy and productivity machines. Think of Richard Branson and
Elon Musk. Another is Yoshiro Nakamatso, a Japanese inventor who claims to have his best ideas
while underwater suffering from oxygen starvation. He invented the floppy disk in 1952, apparently
seconds away from death by drowning.
Creativity is generally perceived to be something external, out of our control, or an inherent talent
for a chosen few. But consider that creativity is fundamentally about ideas (the Oxford Dictionary
defines a creative state as relating to or involving imagination or original ideas). Ideas are generated
by thinking, and skills for thinking can be learned. Therefore, creativity, thinking and idea generation
are skills that can be learned.
Generating Ideas A fundamental stage in product development is concept generation – the ability to
come up with new ideas for products. Typically, a business will create a range of ideas and options,
before selecting the best one, which is then taken forward and developed. Ideas are normally
evaluated and the top one selected against the specification. They are rated by reviewing which idea
best meets the specification criteria. Idea generation may also involve identifying a range of
advantageous new features, functions or assemblies, which may then be developed-up to enhance
an existing product.
Ideas are the key to innovation. Without them, there isn't much to execute and because execution is
the key to learning, new ideas are necessary for making any kind of improvement.
It's obvious that ideas alone won't make innovation happen, as you need to be able to build a
systematic process for managing those ideas. The point of ideation isn't just about generating tons of
them but about paying attention to the quality of those as well.
We agree that it can sometimes be difficult to come up with more of those high-quality ideas. It’s
not unusual to get stuck in our old habits and routines when we’re supposed to be creating
something new.
1. Brainstorm
2. Braindump
3. Brainwrite
4. Brainwalk
5. Challenge Assumptions
6. SCAMPER
7. Mindmap
8. Sketch or Sketchstorm
9. Storyboard
10. Analogies
11. Provocation
12. Movement
13. Bodystorm
14. Gamestorming
15. Cheatstorm
16. Crowdstorm
17. Co-Creation Workshops
18. Prototype
19. Creative Pause
These methods can help you select the best idea at the end of an Ideation session:
1. Post-it Voting or Dot Voting.
2. Four Categories Method
3. Bingo Selection
4. Idea Affinity Maps
5. Now Wow How Matrix
6. Six Thinking Hats
7. Lean Startup Machine Idea Validation Board
What is Lateral Thinking?
Many problems (e.g., mathematical ones) require the vertical, analytical, step-by-step
approach we’re so familiar with. Called linear thinking, it’s based on logic, existing solutions
and experience: You know where to start and what to do to reach a solution, like following a
recipe. However, many design problems—particularly, wicked problems—are too complex
for this critical path of reasoning. They may have several potential solutions. Also, they
won’t offer clues; unless we realize our way of thinking is usually locked into a tight space
and we need a completely different approach.
That’s where lateral thinking comes in – essentially thinking outside the box. “The box”
refers to the apparent constraints of the design space and our limited perspective from
habitually meeting problems head-on and linearly. Designers often don’t realize what their
limitations are when considering problems – hence why lateral thinking is invaluable in (e.g.)
the design thinking process. Rather than be trapped by logic and assumptions, you learn to
stand back and use your imagination to see the big picture when you:
When you do this, you tap into disruptive thinking and can turn an existing paradigm on its
head. Notable examples include:
The mobile defibrillator and mobile coronary care – Instead of trying to resuscitate heart-
attack victims once they’re in hospital, treat them at the scene.
Uber – Instead of investing in a fleet of taxicabs, have drivers use their own cars.
Rather than focus on channeling more resources into established solutions to improve
them, these innovators assessed their problems creatively and uncovered game-changing
(and life-changing) insights.
1. Use an analogy.
To avoid getting trapped by the obvious when looking for creative ideas and solutions, use
an analogy to shift your thinking. Imagine searching for a solution to find car keys. Consider
different scenarios: being lost in fog, a vision-impaired person finding their way around, a
stranger in a foreign location. You will see the problem in different ways and approach it
with fresh solutions.
Break the natural pattern of order. For example, the aim of online marketing is to direct
traffic to websites. Reverse and consider: How do you take the website to the traffic? Or
reject the obvious, which will force the brain to consider alternatives. For example, when
considering how to increase the online visibility of a website, imagine that search engines
didn’t exist.
3. Oppose elements.
Another pattern-breaker is to take two random and opposing items and connect them (a
classic technique for humor); for example, a fish riding a bicycle, a ballet-dancing hippo, a
toad singing opera. Brainstorm and create a mind map of keywords related to your theme,
which could throw up a lot of possible connections that suggest creative ideas.
Ways to Improve our Lateral Thinking
Distortion: When you think something will work, think of extreme situations.
Exposure: Consider things unrelated to the problem. Could a soccer team be related
to our organizational problems? How?
Cross-fertilization: Ask experts in other areas how they might solve a problem.
Problem switching: Don’t get stuck. Switch back and forward between different
problems.
Challenge: Assume there may be different ways to do something, even if there is no
apparent problem with the current way of doing it.
Review things taken for granted: Constructively challenge the status quo to enable
new ideas to appear.
Think of problems as opportunities.
Brainstorming: This technique is excellent for new ways of dealing with problems.
Be constructive, not disruptive: Listen to ideas and opinions no matter how awful
they sound at first. Encourage feedback. Creativity can be fed anywhere by anyone.
Analogies
An analogy is a comparison between two things—for instance, a comparison of a heart to a pump.
We communicate in analogies all the time, as they allow us to express our ideas or to explain
complex matters in an understandable and motivating way.
In reality, Analogies are used to explain complex realities to young children by their parents. Things
may be different in the design world; the concept is pretty much the same. You use analogies to,
As we are talking about effective Ideation techniques, let’s focus only on ‘Generating new and
innovative ideas with the user of analogies’ area.
The concept of Analogies is used to explore unrelated concepts to gain new insights into your design
problems. These insights may help you to reshape a known concept into a whole different one
within a different context. Purposely looking into analogies gets the design team thinking on a
different level which will help to find new inspiration and new ideas on a specific concept. Analogies
can help the team to seek inspiration on problem-solving as well as redesign the design problem to
come up with uncommon design solutions.
Using analogies will give you a fresh aspect to look at your design problems. There are 6 simple steps
to come up with analogies,
First, check if you can make connections within the scenarios of the problem where these attributes
exist. Afterward, check for similar objects that provide an innovative use of resources. To create
better analogies by learning through a completely different industry. You can conduct interviews or
observations to get more information needed to create your analogy and then to come up with the
analogies you can conduct brainstorming sessions with your team members. After you have a
definite set of analogies you can create an analogous board with photos, quotes, and scenarios to
help with inspiration and insights for better design solutions.
Examples of analogy
Look towards nature: Look for similar objects, systems, scenarios, and creatures and their behaviors.
They all have some insight to offer in terms of innovative use of resources, space and time.
Biomimicry applies learning from natural systems towards problem solving, essentially copying or
borrowing from nature and building this into new technology. Think of how a flower opens with the
first rays of sunshine, or how the honeycomb pattern is one of the strongest for use in structures, for
instance.
Look towards an industry completely unrelated to yours. You could benefit from creating analogies
to and learning from completely different industries—as Henry Ford did when he found inspiration
for the creation of the assembly line by observing systems within slaughterhouses and grain
warehouses.
Look for specific people you could interview about these analogous scenarios, systems, objects or
spaces, or how you might do a quick observation.
Use brainstorming or brainwriting methods to help the team come up with analogies.
Create an analogous inspiration board: Create a board of quotes, photos and key insights from your
analogous space, scenario, system or object. This will help your team share inspiration and help keep
the analogous insights in mind later in the process.
Brainstorming
This is the most common technique that is used within the Ideation process. During a Brainstorm
session, you always leverage the other team member’s ideas and build upon them. For this session
to be conducted, you must build an environment where a person will be comfortable speaking
without any criticism. To conduct a successful Brainstorm session, it is best to switch between group
and individual Brainstorm sessions.
Brainstorming which is a group session has 3 siblings known as
Not every person will be comfortable participating in these sessions. Introverts would be more
tempted to sit in the back of the room and reflect on these ideas on their own whereas Extroverts
would be more dominant and controlling of the session. To avoid such situations, the sibling
techniques of Brainstorming can be put into use,
Braindumping
This method is very similar to Brainstorm but it is conducted individually. This session is conducted
where members of the design team would write their ideas on post-it notes and later share them
within the team itself.
Brainwriting
This method too is like a Brainstorm session but in this session, the individual will write their idea on
a piece of paper and pass it onto another participant who will elaborate on the first person’s idea.
This process is continued within the entire team and afterward, all the papers will be collected for an
instant discussion to see which idea would be the best.
Brainwalking
Brainwalk is like Brainwriting but instead of passing around the paper, the participants would walk
around the room to find ‘ideation stations’ where they could discuss and elaborate on the other
individuals’ ideas.
Each of these techniques under Brainstorming has its own perks. Therefore, it is best to conduct
braindumping, brainwriting, and brainwalking before and after a brainstorming group session. This
brainstorming group session is mostly like a discussion among you and your peers therefore it is best
to have it right in the middle of the entire session.
Before you start brainstorming, give your group the information they need to be successful. Some of
that information relates to the brainstorming process—and some to personal comfort! Be sure to
cover these bases:
Set the scene by presenting your goals, describing the brainstorming process and expectations for
activities following the meeting, and clearly outlining the schedule by which they will be achieved.
Share critical information that your team will need: location of bathrooms, plans for food breaks,
anticipated completion time, assumptions regarding use of cell phones, availability of coffee, etc. If
you fail to provide this information, there’s a good chance your participants will spend much of their
time trying to get the answers from one another!
Tell participants—literally—where to sit. Bear in mind that it’s often a good idea to split up social
and/or work groups, both to increase creativity and also to reduce kibitzing in the corners.
Introduce the facilitator and describe their role. If that person is you, explain your own role. Make it
clear that the facilitator’s word is law: if the facilitator says “time’s up,” then the time is up!
Write, post, and answer questions about rules and procedures. This may include a repetition of the
“hold your critique” rule, limits on speaking time, limits on critical comments, procedures for asking
for the floor, etc. Tell people whether you intend to ask each person to speak, or whether you’re
open to raised hands.
Nominate a note-taker and provide them with a whiteboard, flipchart, or other tools needed.
Now with the scene set, goals and ground rules in place, it's time to begin. Here are a few actions to
get started and move the brainstorming session forward:
In brainstorming, everyone is equal. Icebreaking sessions are a good way to establish this idea by
playing games in which everyone has an equal role. It’s also a great way to start creative juices
flowing.
Icebreakers can include games such as “if you could choose a superpower, which would it be, and
why?” or “what animal best represents you, and why?” The key to success with such icebreakers is
to include everyone: no one gets to “pass” because they think the idea is silly!
Action 2. Limber Up
Start the brainstorming process with a low-risk, project-related question that allows everyone to
toss in an idea without serious concerns about “looking silly.” Be sure everyone speaks up at least
once. For example, ask “if you could ask a genie to solve our problem or complete our project, etc.,
then what would you ask the genie to do?” You may discover that people have very different ideas
about what to wish for—and it’s those different ideas you’re searching for through the
brainstorming process.
Action 3. Get Started
Allow the facilitator to take over completely (unless you are the facilitator, of course). Be sure the
facilitator remembers to reiterate the “all ideas are good ideas” rule, and encourages everyone to
speak. Follow the rules and schedule you’ve set up.
In addition to having your note taker take notes, do record the session using either audio or video
(depending upon your preference, needs, and setup).
As you get into the brainstorming process, you may run into one or more common challenges.
Here’s how to recognize and resolve them:
At some point, your group will have a hard time coming up with additional ideas. Sometimes that’s
because they’ve really expressed all their thoughts. Often, though, they may need a coffee break or
a little time to think. If a break doesn’t result in additional creativity, try going back to a few of the
ideas that have already been expressed. Does anyone have an idea that relates to or builds on one of
these?
Too little creative thinking or too much off-the-charts imagination can be problematic to effective
brainstorming. While it’s great to think creatively, ridiculous suggestions intended to get a laugh
(Let’s deal with the Martians instead of our clients!) can steer things off topic. By the same token,
extremely conservative ideas (Let’s do what we did last time, but give it a red trim instead of a blue
trim) can stifle creative thinking.
Use your facilitation skills to steer people back on course. Maybe the Martians aren’t an option, but
should we be thinking about reaching out to a completely different group of clients? Maybe trim
isn’t the issue, but design may be. How can we expand our graphical approach?
It’s very easy for discussion to steer itself away from vision and ideation and into practical issues. For
example, “It’s great to say you want new sales material, but we’d need more staff to create that
material and...” or “We tried that idea five years ago, and it didn’t work because...”
These discussions will be important as you move from brainstorming into working groups, so let your
team know this. Ask them to make notes and volunteer to be part of the working group that
addresses practical issues such as staffing, logistics, etc.
Having one person monopolize the discussion or several people “opting out” of the discussion are
both problematic. Every group has its outspoken and shy members, but brainstorming requires
universal participation.
If you anticipate or see a problem with certain people dominating or avoiding involvement, change
your approach. Try using a round-robin technique in which each individual is asked to present their
ideas, one after the other. To avoid the problem of people spending all their time waiting to speak,
call on people in an unpredictable sequence.
Problem 5. Boredom
When people get bored, off-topic chatting, cell phone use, and doodling become more interesting
than the brainstorming itself. You have a few options for avoiding boredom. First, of course, keep
your brainstorming sessions to a reasonable length. Two days of brainstorming can leave anyone
bored to tears. Second, vary your procedures. Rather than simply asking for ideas for several hours
straight, try using multiple brainstorming techniques such as brainwriting, starbursting, etc. If you
still see restlessness in the ranks, consider the possibility that it’s time for a break.
4. Ranking Ideas
When the brainstorming ends, the planning process gets started. Your next move will be to select
the best ideas for action. To do that, you’ll need to facilitate a discussion that includes shifting topics
into good/better/best categories. Depending upon the size of the group and your particular needs,
you may:
Break the group into smaller teams, ask each team to rank ideas, and then ask each team to report.
Point to each idea on the board and ask the entire group to vote on which they like best.
Take a break during which you personally rank ideas, and then ask the group to comment on your
choices.
Ask each group member to put a mark next to their top three ideas, and then calculate the results.
Put the list of ideas into an accessible location and ask individuals to post their comments about
each idea over the course of several days (this can be done with post it notes and poster paper).
SCAMPER
This lateral thinking technique refers to a set of actions that can be carried out to help with the
innovation process. There are 7 inspirational elements in this technique,
Substitute
Combine
Adapt
Modify/ Magnify/ Minify
Put to another use
Eliminate
Reverse
You can use SCAMPER on an existing product or service to improve it. What you can do is to ask
questions with regards to the 7 elements to help generate new ideas within each of these areas. By
going through these elements, you can ask 7 different types of questions that will help innovate and
improve the existing product or service.
How to Use the Tool- SCAMPER
First, take an existing product or service. This could be one that you want to improve, one that
you're currently having problems with, or one that you think could be a good starting point for
future development.
Then, ask questions about the product you've identified, using the mnemonic to guide you.
Brainstorm as many questions and answers as you can. (We've included some example questions,
below.)
Some ideas that you generate using the tool may be impractical or may not suit your circumstances.
Don't worry about this – the aim is to generate as many ideas as you can.
Finally, look at the answers that you came up with. Do any stand out as viable solutions? Could you
use any of them to create a new product, or develop an existing one? If any of your ideas seem
viable, then you can explore them further.
The SCAMPER method helps you generate ideas for new products and services by encouraging you
to ask seven different types of questions, which will help you understand how you can innovate and
improve existing products, services, problems and ideas. SCAMPER is an acronym formed from the
abbreviation of: Substitute, Combine, Adapt, Modify (Also magnify and minify), Put to another use ,
Eliminate, and Reverse. SCAMPER is a lateral thinking technique which challenges the status quo and
helps you explore new possibilities.
SCAMPER Questions
Let's look at some of the questions you could ask for each letter of the mnemonic:
Substitute
What materials or resources can you substitute or swap to improve the product?
Can you use this product somewhere else, or as a substitute for something else?
What will happen if you change your feelings or attitude toward this product?
Guiding questions:
Combine
What would happen if you combine this product with another, to create something new?
How could you combine talent and resources to create a new approach to this product?
Guiding questions:
What ideas, materials, features, processes, people, products, or components can I combine?
Which are the best elements I can bring together so as to achieve a particular result?
Adapt
How could you adapt or readjust this product to serve another purpose or use?
Guiding questions:
Which ideas could I adapt, copy, or borrow from other people’s products?
What can I adapt in this or that way in order to make this result?
Modify
How could you change the shape, look, or feel of your product?
What element of this product could you strengthen to create something new?
Guiding questions:
What can you remove or make smaller, condensed, lower, shorter or lighter—or streamline, split up
or understate?
What can I change in this way or that way so as to achieve such and such a result?
Can you use this product somewhere else, perhaps in another industry?
Could you recycle the waste from this product to make something new?
Guiding questions:
Can it be used by people other than those it was originally intended for?
Eliminate
Guiding questions:
Reverse
What would happen if you reversed this process or sequenced things differently?
What if you try to do the exact opposite of what you're trying to do now?
What components could you substitute to change the order of this product?
Guiding questions:
What can I rearrange in some way – can I interchange components, the pattern, or the layout?
Example 1
To demonstrate how SCAMPER works, let's imagine that you need to improve a simple thermal flask
aimed at the morning commuter. We'll work through some of the questions above to think of ways
to develop this product.
Substitute: You could replace the metal cap with a plastic one to reduce heat loss. And perhaps
there is a more environmentally-friendly manufacturing process you could use instead, that would
make the product more appealing to green-minded consumers.
Combine: You could work with artists and designers to make the flasks more attractive and unique.
Adapt: Flasks are similar in shape to telescopes, though much shorter. Explore how you could adapt
the materials and design so that your flask could extend like an old-fashioned spyglass to hold more
liquid.
Modify: The flask isn't especially easy or comfortable to hold. You could add a rubber sleeve to aid
grip, or make the bottle thinner so that it can be held in one hand.
Put to another use: So far, you've designed the flask around individual commuters, but there are
many other groups of people who could also use the product. Take traveling couples, for example.
They won't want to carry a flask each, so think about redesigning the flask to include detachable
compartments which can be used as mugs. Then two people can share the drink from one flask.
Eliminate: You could eliminate the handle on the side of the bottle so that it fits more easily into a
work bag or backpack.
Reverse: If you tried to do the exact opposite, you'd end up with a cold drink rather than a hot one!
But this would be useful in summer months or hotter climates. So, explore ways of keeping liquid
cool in the flask instead of hot.
Mind Mapping
Have you ever studied a subject or brainstormed an idea, only to find yourself with pages of
information, but no clear view of how it fits together?
This is where Mind Mapping (also known as Mind Mapping, Concept Mapping, Spray Diagrams, and
Spider Diagrams) can help.
Mind Mapping is a useful technique that supports learning, improves information recording, shows
how different facts and ideas are related, and enhances creative problem solving. Read on to find
out more.
Mind Maps were popularized by author and consultant, Tony Buzan. They use a two-dimensional
structure, instead of the list format conventionally used to take notes. This makes information easier
to remember, as it's held in a format that our minds find easy to recall and quick to review.
A good Mind Map shows the "shape" of the subject, the relative importance of individual points, and
the ways in which facts relate to one another. Research shows that this is of particular benefit when
dealing with complex information, such as during business planning and strategy development.
Mind Maps are more compact than conventional notes, and often take up just one side of paper.
This helps you to make associations and to generate new ideas. You can also add new information
easily, even to a Mind Map that you've already drawn.
Mind Mapping can also help you to break down large projects or topics into manageable chunks, so
that you can plan effectively without getting overwhelmed and without forgetting something
important.
Mind Maps are also good for refreshing information in your mind. When you commit the shape and
structure of a Mind Map to memory, you can often get the cues you need to remember the
information it contains just by glancing quickly at the Map. Studies have shown that this makes them
highly valuable when you're learning a language, for example.
You can really get inventive with Mind Maps, so they are great for boosting creativity, too. When you
include colors, images or drawings, they can even resemble a work of art!
Step 1. Write the title of the subject or project that you're exploring in the center of a page and draw
a circle around it, as shown in figure 1, below.
(Our simple example shows a Mind Map of the actions needed to deliver a successful presentation.)
Blue Circle containing the words " Making a Presentation", denoting the central theme of the Mind
Map
Step 2. Draw lines out from this circle as you think of subheadings of the topic or important facts or
tasks that relate to your subject. Label these lines with your subheadings. (See figure 2, below.)
Step 3. Dive deeper into the subject to uncover the next level of information (related sub-topics,
tasks or facts, for example). Then, link these to the relevant subheadings. (See figure 3, below.)
Step 4. Repeat the process for the next level of facts, tasks and ideas. Draw lines out from the
appropriate headings and label them, as shown in figure 4, below.
Step 5. As you discover new information or think of additional tasks, add them to your Mind Map in
the appropriate places.
A complete Mind Map may have main topic lines radiating in all directions from the center, with sub-
topics forking off these like branches and twigs from the trunk of a tree. You don't need to worry
about the structure you produce – this will evolve of its own accord.
Example 2
Analytical Thinking
Being able to think analytically was top in the World Economic Forum’s list of sought-after future
skills. In fact, the ability to problem solve effectively is a common theme across all the skills
mentioned in the list.
Employers look for employees with the ability to investigate a problem and find the ideal solution in
a timely, efficient manner. The skills required to solve problems are known as analytical skills.
You use analytical skills when detecting patterns, brainstorming, observing, interpreting data,
integrating new information, theorizing, and making decisions based on the multiple factors and
options available.
They’re able to turn noisy data and information into action. As critical thinkers, they help teams
make informed decisions based on collected data and identified goals. Analytical thinkers also help
their team embrace new ideas and develop a growth mindset.
There are 7 Steps To Improve Your Analytical Thinking Skills
If you think your analytical thinking skills need some brushing up or you just want to improve it, here
are some strategies you can do:
1. Be Observant
Take a walk outside or observe people in your office. Use as many of your senses, see what’s
happening around you. Is there anything that interests you? Remember you have to actively engage
your mind.
2. Read Books
Once again, the key to improving your analytical thinking skill is to keep your mind active and
running. Read books and try to work on an active reading strategy: proactively read and digest and
question what you’re reading. You can highlight, raise questions, read aloud or make predictions to
stay engaged with your reading material.
Don’t just find the solution but know how exactly certain things work. By scrutinizing how things
work, you will have a better understanding of the process which is vital in stimulating your analytical
skills.
4. Ask Questions
Did you know that curiosity makes us smarter? According to Neuroscientist Aracelli Carmago, “The
more curious we are about a subject, the more it engages our cognitive functions, such as attention
and memory.” With that said, asking more questions can help develop better problem-solving skills,
retention, and memory of a subject. So don’t be shy to ask questions, especially if your query is valid.
If you want to improve your analytical thinking skills, it may be time to play Sudoku or other brain
games like puzzles, chess, or crosswords. The best part of working on brain games to develop your
analytical skill set is it is fun and doesn’t require a lot of motivation to get started.
Keep in mind that for every problem, there is a solution. Visualize and be articulate in the
presentation of a particular concept. Prepare two, three or even more solutions to a problem. And, if
possible, do test runs on those solutions. See which one is the best and the most logical.
Making important decisions at work is very common. Thus, think hard and rationalize your decisions.
What are the pros and cons of your decision? Ask for an expert opinion if available or do extensive
research. Ask yourself, is this the best solution for this problem? Take a step back to rethink it a bit
more, and then you can finally decide.
At the end of the day, like any skill development, you have to a lot of practice and application. Learn
from your everyday experiences. Then, practice your analytical skills until it comes naturally.
Module -4
What is a prototype?
Long story short, a prototype is an early sample created to test a concept or process. They’re
typically created to evaluate the accuracy of assumptions made by the designers in the design
process.
Prototyping is a crucial part of the design process and is practiced widely across design
disciplines. Many designers make prototypes to test their designs before investing in the final
product. Because of this, creating a prototype is really the step between the formalization and
evaluation of an idea.
The point of a prototype is to have a tangible visual representation of the solutions discussed
throughout the design process. Instead of repeating the information discussed in the ideation
phase - a prototype acts as a model that takes into consideration everything discussed. This
way the design team can see the beginning of the ideas brought to life. Having this model
allows designers to validate their concepts by sharing their prototypes with users quickly - so
they can resolve any concerns that might still be present.
The feedback from users is crucial and often shows flaws in the prototype which can then be
reworked for a stronger final product. Rather than working off assumptions, the user testing
phase on the prototype gives the designer facts, so they can rework and alter their product.
Prototypes send designers “back to the drawing process” to refine their work and strengthen
their ideas. Because they fail early, prototypes are incredibly important. Creating and testing
a prototype can save a business energy and large costs.
Prototyping allows you to determine whether or not the design (or changes) work the way
you intended them to—before they’re out in the world and in the hands of your users.
Before releasing a product to market, you want to make sure that it works as intended. Does it
solve the user’s problem exactly as planned? Is it user-friendly and intuitive? Ideally, you’ll
find these things out before you spend time and money developing the final product.
*Put simply, a prototype is a scaled-down version of your product; a simulation or sample
version which enables you to test your ideas and designs *before investing time and money
into actually developing the product. *
So, if you’re designing an app, you might create a digital prototype and test it on real users
before handing it off to the developers.
Prototypes come in all different shapes and sizes, ranging from simple paper models to fully
functional, interactive digital prototypes. We’ll look at some of the different types of
prototype in section four. First, though, it’s important to understand the value of prototyping
—which brings us to section three.
Why use prototypes?
Prototyping is an extremely valuable step in the design thinking process. Putting the user at
the heart of the process requires you to test your designs on real users—and prototypes make
this possible without spending loads of time and money.
Why not test with a finished product?
It’s a valid question, but all in all it would be pretty pointless to produce a finished product
for the users to test. By the time a finished product is completed - a lot of time, money and
energy has been spent. If a designer were to test the completed product, and discovers
negative feedback, they would then be stuck with the very difficult task of implementing
these new findings.
Whereas, with a simple, scaled down version of the product, the designer can observe, record,
judge and measure the responses, behaviour and reactions of the user. If the observation is
not what the designer had hoped for, or there are flaws - the designer still has the ability to go
back, alter and fix, which would not be possible with an end product.
Prototypes allow designers to think about their solutions as a tangible product rather than an
abstract idea. Prototypes also encourage learning from failing, as failures are quick and
cheap. This also promotes excitement and risk as less time and money is invested into bad
ideas.
Prototypes can help you to:
Gain first-hand insights into how your users will interact with, and react to, the product
you’re designing. Seeing an early version of the product in action shows you if, and how, it’ll
work in the real world.
Identify any usability issues or design flaws before it’s too late. If an idea or design is
destined for failure, you’d rather find out in the early stages. Prototypes enable you to fail
early and cheaply; they’ll expose a weak or unsuitable approach before you’ve invested too
much time or money.
Make informed design decisions. Can’t decide where a certain button should go on your app
home screen? Torn between two different layouts for your website? Test a few versions in the
form of prototypes and see which works best.
No matter how thorough your UX research is, many people find it difficult to truly
conceptualize a product until they have it in front of them. Prototypes allow you to iterate,
refine, rework, and make improvements until you have a market-ready product.
How does a prototype help you create human-centred design solution?
Early research isn’t everything. While empathising with users by learning about the problem
and experimenting with ideation sessions may generate what seems like a world-class
solution, testing is still crucial for success.
Design teams can easily become fixated on the research they have conducted but this can
curse them with knowledge and create a bias towards their ideas. This means that they might
miss crucial information because they are so involved in what they are doing. A fresh pair of
eyes on the product - especially someone who would be the end user - can fill in most of the
gaps that a designer could experience when creating their product.
By prototyping and then testing, designers can reveal the assumptions that they have made
and uncover helpful insights that they can then use to improve their solution.
They can also use prototyping as a form of research earlier on in the process. By prototyping
earlier on, designers can explore problem areas, products, services and so much more.
Guidelines for Prototyping
It is important to remember that prototypes are supposed to be quick and easy tests of design
solutions. Here are a few guidelines that will help you in the Prototyping stage:
Just start building
Design Thinking has a bias towards action: that means if you have any uncertainties about
what you are trying to achieve, your best bet is to just make something. Creating a prototype
will help you to think about your idea in a concrete manner, and potentially allow you to gain
insights into ways you can improve your idea.
What is fidelity?
Prototypes don’t necessarily look like final products — they can have different fidelity. The
fidelity of a prototype refers to how it conveys the look-and-feel of the final product
(basically, its level of detail and realism).
Fidelity can vary in the areas of:
Visual design
Content
Interactivity
There are many types of prototypes, ranging anywhere between these two extremes:
1. Low-Fidelity
2. High-Fidelity
Product teams choose a prototype’s fidelity based on the goals of prototyping, completeness
of design, and available resources.
Low-fidelity prototyping
Low-fidelity (lo-fi) prototyping is a quick and easy way to translate high-level design
concepts into tangible and testable artifacts. The first and most important role of lo-fi
prototypes is to check and test functionality rather than the visual appearance of the product.
Paper prototyping
Paper prototyping allows you to prototype a digital product interface without using digital
software. The technique is based on creating hand drawings of different screens that represent
user interfaces of a product. While this is a relatively simple technique, it can be useful when
a product team needs to explore different ideas and refine designs quickly. This is especially
true in the early stages of design when the team is trying different approaches.
A task list on paper.
Simple screens are drawn on paper. A common practice for testing these prototypes is to have
one person play ‘computer,’ switching the sketches around according to user choices. Image
source: UX Playground
The benefits of using this technique include:
Leverage common design skills. Everyone can sketch (even those who say they can’t) and
this means that everyone can build paper prototypes.
Allow early testing. Testing prototypes early lets product teams find big-picture problems —
such as unclear information architecture — before they become too difficult to handle.
Support rapid experimentation. Different user interface elements can be drawn, cut out,
copied to make extras, and then assembled on a new piece of paper. With paper prototypes,
it’s also possible to mimic complex interactions, such as scrolling.
User interface prototyped.
User interfaces can be quickly prototyped and tested. Image source: Vimeo
Serve as documentation. Unlike digital prototypes, paper prototypes can be used as a
reference for future iterations. Notes and revisions can be written either directly on the
prototype or on sticky notes attached to the pages.
Stack of paper prototypes.
Paper prototypes can assist in documentation. Notes and revisions will support designers and
developers when they will create an actual product. Image source: inesnorman
Facilitate adjustments. Using paper prototypes, it’s possible to make changes during the
testing session. If designers need to add a change to the prototype they can quickly sketch a
response or erase part of the design.
If you want to use paper prototyping for usability testing it’s important to consider the natural
limitations of this technique:
An additional person is required to conduct the test session. You’ll need at least two people to
conduct the test. One person will be the facilitator (‘computer’) that’s helping the test
participant walk through the design and the other person will be actually testing the app.
It’s hard to convey complicated operations. Paper prototypes are less suitable for visually-
complex or highly-interactive interfaces.
Considering the advantages and disadvantages, it’s recommended to use paper prototyping
during the early stages of design only, when a project is still abstract or in the process of
forming. The further the team gets into the design process, the more significant the gap
between paper prototypes and the final product will be.
Clickable wireframes
A wireframe is a visual representation of a product page that the designer can use to arrange
page elements. Wireframes can be used as a foundation for lo-fi prototypes. Clickable
wireframes are the simplest form of interactive prototype — created by linking static
wireframes together.
Just like paper prototypes, clickable wireframes often don’t look like the finished product, but
they do have one significant advantage over paper prototypes — they don’t require a separate
person to work as a facilitator during the testing session.
The benefits of using this technique include:
Existing design deliverables can be reused. During a particular phase of the design process
you’ll have wireframes or sketches that represent your product’s UI design. In most cases, it’s
possible to use them to create a clickable flow.
Layouts can be easily changed. Designers can easily adapt wireframes based on user
feedback and repeat the testing process. With the right tool, it’s easy to create or modify
click-through prototypes without spending a lot of extra time.
Low-fidelity prototypes can be created using tools for presentation (such as PowerPoint or
Keynote):
A basic prototype.
By linking together different pages, you can create a very basic prototype in software like
PowerPoint and Keynote.
They can also be created using tools made specifically for prototyping. Using such tools has
one crucial advantage: you can move from a low-fidelity to a high-fidelity prototype without
switching the prototyping tool.
Low-fidelity prototype made in Adobe XD.
An example of a low-fidelity prototype made in Adobe XD.
High-fidelity prototyping
High-fidelity (hi-fi) prototypes appear and function as similar as possible to the actual
product that will ship. Teams usually create high-fidelity prototypes when they have a solid
understanding of what they are going to build and they need to either test it with real users or
get final-design approval from stakeholders.
The basic characteristics of high-fidelity prototyping include:
Visual design: Realistic and detailed design — all interface elements, spacing, and graphics
look just like a real app or website.
Content: Designers use real or similar-to-real content. The prototype includes most or all of
the content that will appear in the final design.
Interactivity: Prototypes are highly realistic in their interactions.
Pros
Meaningful feedback during usability testing. High-fidelity prototypes often look like real
products to users. This means that during usability testing sessions, test participants will be
more likely to behave naturally — as if they were interacting with the real product.
Testability of specific UI elements or interactions. With hi-fi interactivity, it’s possible to test
graphical elements like affordance or specific interactions, such as animated transitions and
microinteractions.
Easy buy-in from clients and stakeholders. This type of prototype is also good for
demonstrations to stakeholders. It gives clients and potential investors a clear idea of how a
product is supposed to work. An excellent high-fidelity prototype gets people excited about
your design in ways a lo-fi, bare-bones prototype can’t.
Cons
Higher costs. In comparison with low-fidelity prototypes, creating high-fidelity prototypes
implies higher costs, both temporal and financial.
Popular techniques
A digital prototype created using a special tool
Digital prototypes are the most common form of hi-fi prototyping. Nowadays, the variety of
specialized software allows designers to create visually rich, powerful prototypes full of
interactive effects and complex animations.
High-fidelity prototype made in Adobe XD.
A high-fidelity interactive prototype created in Adobe XD and mirrored on an iPhone.
The benefits of using this technique include:
Optimization for devices. Specialized software allows designers to preview a prototype in a
web browser or on any desktop or mobile device. This helps UX and UI designers achieve
optimal layouts on different types of devices.
Less clarification during usability testing. High-fidelity interactivity frees the designer from
having to clarify concepts during testing, allowing the designer to focus on observation
instead.
Coded prototypes
A hi-fi, coded prototype is a solution that is pretty close to the ready-to-release version of a
product. An example of such prototype would be a rich interactive sandbox that allows test
participants to explore a product’s different features. This type of prototyping is
recommended for designers who are confident in their coding skills.
The benefits of using this technique include:
Familiarity with the platform’s constraints. Coding allows designers to understand the true
capabilities and constraints of the platform they’re designing for.
Efficiency. A coded prototype can be a good foundation for a fully-functioning app.
Assuming you’re not building a one-time throwaway prototype, what you build will provide
the groundwork for the final product. If it’s possible to use prototype code in the final
product, you’ll save a huge amount of time and energy down the road. At the same time, it’s
important to understand that prototyping is largely about speed — the goal is not to create
reusable code, it’s to implement a design in a way that people can interact with as quickly as
possible.
If delivering a good user experience is the goal of your project —and it should be — then
prototyping must be a part of your UX design process. It’s crucial to choose the most
effective method of prototyping — minimizing work and maximizing learning — based on
your product’s need. The end result will be overall improved design that is based on
prototype testing.
Different kinds of prototypes
Now let’s take a look at some of the different kinds of prototypes you might use. Prototypes
can vary in terms of their form, fidelity, interactivity, and lifecycle:
Form: Is it a hand-drawn prototype, or a digital one? Is it for mobile or desktop?
Fidelity: How detailed and polished is the prototype? You’ll often hear the terms high-fidelity
and low-fidelity in relation to prototypes.
Interactivity: How functional is the prototype? Can the user click on it or interact with it, or
is it view-only?
Lifecycle: Is the prototype a quick, disposable version that will be replaced with a new and
improved version? Or is it a more enduring creation that can be built and improved upon,
potentially ending up as the final product?
Generally, prototypes can be divided into low-fidelity and high-fidelity. Fidelity simply
describes how similar to the final product the prototype is; whether it’s an accurate
representation of the final product, or more of a basic, early-stage model. Here’s an example
of how a prototype for one screen would look from low to high fideltity:
Mid-fidelity prototypes can also be inexpensive to create (depending on the tools you
choose), and don’t require much design knowledge or experience. These are great if you want
to test broad functional features, such as the user flow for one particular use case (i.e., the
user taps this button, which leads them here, then here then here). This is a great approach to
take if you’re short on time and/or just need to get an overview across screens to be sure that
the solutions youve designed actually work and don’t overlook any key considerations.
Some of the most common low- and mid-fidelity prototyping techniques include paper
prototyping and clickable wireframes. These methods are particularly useful for iterating on
initial design ideas, and getting the designers and stakeholders aligned on basic design
elements. Let’s explore each of these techniques in more detail.
Paper prototyping
Believe it or not, you can create prototypes using nothing more than pen and paper. Paper
prototypes are usually low-fidelity. You simply draw different screens of a digital product
interface onto sheets of paper—no fancy software needed. You can even simulate
interactivity during testing by moving the screens (or sheets of paper) around based on how
the user navigates the paper prototype. Check out how Google does paper prototyping.
Paper prototyping does have its advantages—it’s quick and affordable, and can be used to
document the evolution of your design, giving you tangible artefacts to refer back to.
However, paper prototypes can be limited; you won’t be able to convey visually complex
interfaces, nor high levels of interactivity. They are best kept to the very early stages of the
design process when you need to quickly explore a variety of broader ideas or concepts.
Clickable wireframes
Clickable wireframes can also be used as low-fidelity prototypes. A clickable wireframe not
only represents the visual layout of a digital interface, but also offers a certain degree of
interactivity. You can simulate the journey a user might go through by including hyperlinked
buttons which lead to another wireframe.
Clickable wireframes are still very much a bare-bones representation of the finished product,
including things like image and text placeholders together with buttons and navigational
elements. They can be created using special wireframing software, or even with a
presentation tool like PowerPoint or Keynote.
The great thing about clickable wireframes is that they can be quickly and easily modified.
Unlike a paper prototype where you’ll need to redraw the entire screen if you want to make
changes, you can make minor edits without starting from scratch. Still, low-fidelity
wireframes are best suited for prototyping in the early stages of the project.
2 Types of prototyping
Prototyping is generally separated into 2 main categories. These categories are low-fidelity
prototyping and high-fidelity prototyping.
Low-fidelity prototyping
Low-fidelity prototyping can be considered the more basic of the two categories. The model
created might be incomplete or only incorporate a few of the features that the end product
would have. Low-fidelity prototypes quite often won't be made of the same material as the
finished product, instead they’ll be made of wood, paper or plastic. These prototypes are
cheaply and easily made or simply just visualisations of the end product.
Examples of low-fidelity prototypes:
Storyboarding
Sketching
Wizard of Oz
Pros of low-fidelity prototypes
Quick
Cheap
Can change them very quickly
Disposable
Allows the designer to see a whole overview with minimal effort
Not resource heavy - anyone can make a low-fidelity prototype regardless of
experience level
Fosters design thinking
Cons of low-fidelity prototypes
Not realistic
Prototypes that lack the look or feel of the product may lack validity
May not be appropriate for what you are creating for
May remove control from the user as the designer would probably have to explain
certain parts
High-fidelity prototyping
High-fidelity prototypes look much closer to the end result. An example of a high-fidelity
prototype could be a 3D plastic model that has moving parts and allows the users to feel the
function of the product. This would be considered high-fidelity rather than low-fidelity
because this would give the user a closer experience to the end product than let’s say, a block
of wood. As for software prototypes, a depiction of the product made in Sketch or Adobe
Illustrator would be considered high-fidelity rather than a storyboard.
10 types of prototyping
Here are some of the most common ways that prototypes are created for both digital and
physical products:
1. Sketches and diagrams
Whether you're in a lunch meeting and sketch an initial idea on a napkin or make a more
formalized picture using a ruler and ink, a paper prototype can be useful for beginning the
process of conceptualizing and forming a new product. This is perhaps the most basic form of
prototyping, but using a paper drawing is still a widely used way to share a concept.
2. 3D printing or rapid model
Three-dimensional printing allows engineers to quickly create a realistic model of a design
using a computer and printing machine. This prototype allows businesses to move from
design to production phase quicker because they can use the 3D model to identify flaws or
areas that need adjustment. Once the design is complete, it can be easily modified based on
observations and testing. The prototype file simply needs to be digitally reprogrammed. 3D
prototypes are used to simplify big designs like engines and aircraft parts.
3. Physical model
A prototype model can be made with anything from building bricks to craft paper. It doesn't
need to have working parts—it just gives a rough idea of the design. This prototype works
well for creating scaled concepts before producing a large-scale model. Physical model
prototypes can be useful for smaller crafted objects or even architectural designs.
4. Wireframe
A wireframe acts as a digital diagram or layout of the product. This is a common prototype
used for websites, software or other digital tools. It can be used by anyone working on the
project — from copywriters to developers — to navigate the structure and placement of
different content.
5. Role-play through virtual or augmented reality
Certain designs benefit from a visualization tool like virtual or augmented reality. Imagine
presenting the initial design for a new theme park. You can test development by "walking"
through the park as if construction has already finished using VR goggles or even a
smartphone.
6. Feasibility
Feasibility prototypes are used to test certain features that are added at a later stage in the
design process. Used both digitally and for physical models, these allow designers to
augment a design after creating an initial prototype. If a designer suddenly realizes they are
missing an essential part of the product, a feasibility model is made to be adapted as new
ideas arise.
7. Working model
A working model prototype allows you to test the idea of a product to see if it actually
functions the way you intended. This is useful for mechanized inventions or other designs
with features that need to move or fit a certain way. The idea is to follow initial plans to see if
the design really works.
8. Video prototype
Video prototypes are often used to present a product in the form of an animated video or even
a simulation that explains and graphically represents a project. They often show films of
other prototypes to help others—like fellow designers, the management or even consumers—
visualize the product.
9. Horizontal
A horizontal prototype shows a design from the user end. It's used mostly in software design
to help engineers understand the human interface of a project. Horizontal prototypes show
menus, windows and screens on a computer to test how users interact with the product.
10. Vertical
These prototypes are digitally created to improve a database design. They are considered
"back end" models used to test important functions in software before it moves on to another
design phase.
Before you can actually write anything about the possible scenario, there’s a fair amount of
user research needed. You’ll want to have a clear definition of who your users are by the time
you start wondering when they’ll use your product or what they’d do with it. Most teams tend
to have a clear user persona (or two) before they start creating user scenarios, for example.
Mapping out scenarios for ux design
Discover our list of presentation techniques to showcase your work in the best possible way.
The process of writing user scenarios can be described as scenario mapping. This means that
in order to have a realistic user scenario, the design team has to consider the possible goals
and tasks, along with what that means for the user experience. This process doesn’t have to
be complex but it does require a lot of consideration on possible scenarios and outcomes.
Here’s a few things you can find in user scenarios:
Who the user is
The situation that drives users to seek the product
A specific task or goal the user has
Information regarding user’s income and spending
The path to completion of a task
Points of friction or stress in daily life or in the user experience
User scenario examples to learn from
1. Social Security platform user scenario
This is a long and detailed user scenario that includes much more information than a user’s
identifying trait and final goal. Depending on the project, this type of user scenario can add a
lot of value in setting the right environment and context of use for the product. This from our
friends over at Usability.gov on user scenarios.
“Mr. and Mrs. Macomb are retired school teachers who are now in their 70s. Their Social
Security checks are an important part of their income. They’ve just sold their big house and
moved to a small apartment. They know that one of the many chores they need to do now is
tell the Social Security Administration that they have moved. They don’t know where the
nearest Social Security office is and it’s getting harder for them to do a lot of walking or
driving.
Scenario based Prototyping,User scenario example of social security
If it is easy and safe enough, they would like to use the computer to notify the Social Security
Administration of their move. However, they are somewhat nervous about doing a task like
this by computer. They never used computers in their jobs.
However, their son, Steve, gave them a computer last year, set it up for them, and showed
them how to use email and go to websites. They have never been to the Social Security
Administration’s website, so they don’t know how it is organized. Also, they are reluctant to
give out personal information online, so they want to know how safe it is to tell the agency
about their new address this way.”
2. Supply management user scenario example
This is another rather complete user scenario from our friends at IDF. It perfectly captures the
real-life struggles that motivate the user to seek a solution – as well as the main benefit he
would get from it.
“Jeremy, 52, a senior manager for a medical supplies company, needs constantly updated
information on purchasing-related issues while he travels between work and hospital sites so
he can use/allocate resources optimally. He’s highly skilled, organized and diligent.
However, with recent layoffs he now struggles to manage his workload and is too drained to
enjoy his career. He strains to handle tasks which his former assistant previously performed,
stays current with issues and investigates supply-chain problems, while he tries to find
alternatives that would be more economical in the financial climate.
He wants something convenient like an app to take him straight to only the most relevant
updates and industry news, including current information feeds about share prices, tariffs on
foreign suppliers, budget decisions in local hospitals and innovations in the medical devices
he handles (mostly lung and cardiovascular products).
Instead of continuing to liaise with three other managers and spending an hour generating one
end-of-day report through the company intranet, he’d love to have all the information he
needs securely on his smartphone and be able to easily send real-time screenshots for junior
staff to action and file and corporate heads to examine and advise him about.”
3. A user scenario within a user persona
Another fine user scenario example from IDF, but this one is much more visual and concise.
We love that this approach makes the scenario much easier to read while still delivering a lot
of detail. It covers a lot of ground and keeps things easy to take in.
4. User scenario mapping example
UX design may be an industry of the future, but it still allows for some things to be done by
hand. While we always encourage design teams to make use of software to both make the
writing process easier and pool all the information together – but scenario mapping doesn’t
need to be done in a fancy platform. It just needs to be done with care, attention to detail and
plenty of empathy.
5. Pete the avid reader: user scenario
This is a very complete user scenario created by Usabilla on Pete, an avid reader. It highlights
how users’ motivations and goals may change according to their daily life, and how that can
impact the website in question. Let’s check it out.
“Pete Haller (32, single) works for the corporate communication department of Daimler
Chrysler. He loved it in the beginning, but his job is no longer a challenge for him. However,
he is scared to reorient because his status and financial security is very important to him. Pete
is very organized and can’t stand chaos or inconvenience.
In his free time, he reads a lot of books. Books help him to keep his mind busy and especially
professional literature offers him the challenges he misses at work. The last couple of weeks,
Pete has really been into medical books. Because of a family history, he is especially
interested in kidney diseases.
Pete is looking for an easy to read book for non-professionals that explains different kidney
diseases including symptoms, methods of treatment, and possible long-term effects. He does
not want to spend more than $30 and if available he prefers used books to save money. He
visits Amazon.com to find the right book.
Pete is handy with computers but since working with them all day long, he wants to use them
as little as possible when he is at home. Convenience is very important for Pete. He knows
exactly what he wants and he expects to quickly find several options that he can choose from.
He does not expect the payment process to be difficult or the shipping to take longer than two
days. Pete likes to read expert statements and short recev ssions from other users to find out
which book is the right one.
Pete used to go to his local book dealer. He enjoys walking through town after work and pick
up his purchases. Lately a friend has recommended amazon.com to him. His friend was very
enthusiastic about all the features Amazon offers and above all how convenient it works. This
made Pete curious and he wanted to try it out. He also sees the advantages of going home
directly after work, and even if he likes going to the bookstore, ordering his books from his
desk at home is way more convenient. He wants to try and order his next book online.”
MVP V/s Prototype: Make the Right Choice for Your Project
MVP and prototype are considered as two effective approaches that you can opt for for
product launch; however, they work at different stages of development. Many a time people
get confused between both terms. When you will use both of them in the right manner you
will be able to ensure that your business concept is accepted well by the stakeholders and the
target audience. Additionally, this will even make sure that your product launch is a complete
success.
Here in this article we will try to know MVP and prototype approaches in a better way and
learn when you can use them in your product development.
What is the MVP?
MVP or Minimum Viable Product is the product with the basic features to get started with.
Here the further development takes place based on the feedback received.
Even if you are planning to come up with a product prototype, you need to understand its
worth first. This is where you need to come up with MVP as it will save you money and time
all the while coming up with a functional product in a cost-effective manner. Unlike the
prototype, MVP is a complete product that you can release in the market. By introducing
MVP in the market you will be able to know whether it seems to have value for the customers
or not. In the case of MVP, functionality can be added later as the requirement arises and so it
is open for technical development.
Features of MVP
A low budget project with higher user retention.
Developing a project with high value by learning from continuous user feedback.
You can choose to have just the essential features that may attract users when
developing the product.
It can save you a lot in terms of time and money during project development.
It can be released in the market quickly.
Less risky, when trying to know the market and user needs.
It helps you verify the assumptions and the viability of the idea.
Let’s you know the market demands better.
What is project prototyping?
In simple words, a prototype can be called a simple model of the product which is in its early
stage. It is normally build to test the idea before it can be developed for commercial purposes.
Once you have an idea about a product on the mind, you need to check its viability and
feasibility first. The best way to get it done fast is through product prototype. It is even the
cheapest way to know whether the product can go with further development or not. This will
give you an idea about how your future product will look like and how it will function.
This means that the prototype can be called as the basic version of the full-fledged product
that you will develop in the future. However, you need to understand that the prototype is not
functional and operational as MVP is. You can even state that the prototype is the sketch you
make to explain your idea to the investors in the live form. This will help the investors to
understand the idea in a better way with its technicalities.
Now based on the feedback from the clients and stakeholders, the development team can
make the needed changes in the prototype or altogether come up with a new one.
Features of project prototyping
Business users get to validate the flow of the application.
Can get early feedback on the developed product.
Complex ideas can be presented in a format that is easy to understand.
Issues in the design and development phase can be identified.
It can work well when you are looking for seed funding.
Compared to full-fledged development, it is less expensive and time-saving.
Benefits of MVP
Cost efficiency
Products with all the needed and extra features take years of effort, time and money. Here
development iteratively takes place for a longer period. So the revenue received from the
earlier version can be used by them to build newer versions.
Test the business concepts with a core set of functionalities
MVP helps you get a primitive version of your product which you can test first to ensure your
business concept is acceptable in the market. MVP is all about offering core features at first
rather than coming up with a product with full-fledged features. This helps the business to
quickly market the product and keep on making improvements based on the user information.
Moreover, it also helps to come up with a product in a cost-effective manner.
Product evolution is driven by the iterative process
MVP is all about coming up with a product that has core functionalities and features. This
helps to build a specific user base for you and then work further to know what clicks with
them and whatnot. Collecting such information is very crucial for the development team as it
lets them decide what to include in future iterations. They can decide which features to add in
and what to drop and accordingly plan out the development budget.
Benefits of project prototyping
Find new product ideas and work on improvements
You can validate a new idea with prototyping and even have opportunities to find new ideas
during the process of development. Any new areas of improvement can be found in the
product during the testing phase.
Involvement of stakeholders and client
When you are carrying out project prototyping, it would be wise enough that you involve the
presence of stakeholders in the planning process. This will make sure that the design ideas
and the decisions taken in there will have co-ownership of the stakeholders. Bringing the
right stakeholders in the designing process will broaden the perspective of the team and will
help to make decisions that are efficient and cost-effective for the project.
Cost-efficiency
When you go ahead with project prototyping, you will be working towards saving money in
the long run. When it comes to project development, it is wise enough to resolve the issues at
the earliest than getting it done in the end.
UX validation
It is not easy to come up with a product that works well in terms of user engagement. One of
the best ways to validate the UX and usability of the project is running the prototype through
a user test. Several users tend to leave the app after one use and it is important that users just
not stop at downloading the app. You need to provide continuous value to the users if you
want to retain them. This can only be accomplished when you excel at app engagement.
Reasons to use MVP
Reduces development costs: MVP development needs less amount of money unlike
developing a full-fledged project. So even if your MVP fails to impress the users and
stakeholders, you will end up losing only a small amount of money.
Gets you the first set of customers: Developing an MVP will help you interact with the first
set of users. Once they will like the app they will spread the word. So by the time your app is
completely developed, you will have your first set of customers ready to use them.
Test the business idea: Whether your business idea will work in the market or not can be
known by building an MVP. Building MVP will let you know whether the users are
interested to use it or not. This will help you plan your further development process.
Attract investors: Having a business idea is one thing but to make it happen, you need to have
enough budget. You should look for investors if you have no money to invest in your project.
You need to build an MVP to explain your idea to the investors in a better way. Building an
MVP will let you have a better chance to get noticed.
Don’t put in your efforts unnecessarily: Building MVP will save you a lot of money and time,
and at the same time, will save you from unnecessary efforts. MVP will help you scale your
project based on user feedback.
Save your time: What will be your response if you find that the app you developed by
spending all your years of effort and money does not mean anything? What if your app failed
drastically? There cannot be the worst nightmare, right? You can avoid this situation
completely by taking a different step. Build an MVP for your app and collect user feedback.
This will help you make the right changes and improvements.
Reasons to use the prototype
Helps you know the issue better: People generally skip prototyping just because they think
that they know the correct solution. So stop thinking that way and start working on your
prototype. Remember that your first developed prototype may not be the perfect solution but
it will lead to more questions for improvement.
Saves you money: Prototyping will help you save a lot of money during the development
process. This means you will have a shorter development cycle. Again, compared to complete
project designing and development, you will need fewer resources for project prototyping. In
the beginning, you can have a single person to build the prototype and later once it is
approved, you can have the whole team to work on project development.
Saves you time: When compared with the real-life implementation, prototyping is faster. So
try to stay in this mode as much as you can. Build your project in prototype and keep on
testing and evaluating it continuously. This will help you know more about the issues in
design and solve them quickly. This will lead to faster implementation later.
Start working quickly: When you are working on something at the organizational level it
involves a lot of ideas and many opinions. All such issues get resolved with prototyping.
They help you get started on the project quickly. Even if your first developed prototype may
not come out as expected, it will help you know what can’t work for your project. With
continuous prototyping, you will be able to get a good result.
Get feedback fast: For the success of any project, feedback plays a key role. Feedback can
be collected from clients, customers, and stakeholders. The sooner you will be able to collect
the feedback; you will be able to start implementing them in the project. It is important to
collect the feedback as you are developing the project for the users.
Build a better product through several iterations: It is true that the more you work on
something, you will make better changes. When you are developing a product you will have
to go through multiple iterations of “development-testing-improving”. The more you do that,
the better you will develop your project.
Difference between a prototype and a minimum viable product
Both of them are used by the development team before the development phase of the project
to decide its viability. The prototype is more like a draft while MVP is kind of a product
itself. MVP is a product with minimum features that you can release in the market directly.
On the other hand, you need to start working on a prototype once it has been approved by all
stakeholders.
Uber launched in 2009 as an MVP app called “Ubercab” that only worked on iPhones and
SMS in one location, San Francisco. The original idea from the founders was to pair drivers
with people who wanted a ride.
The MVP helped them test their ride-sharing idea in the market. As their user base grew, they
added more features like GPS integration, real-time driver tracking, ratings and reviews, and
more. The end result? Uber is now the #1 ride-sharing app in the world.
Dropbox
Dropbox founders had a great idea to create online storage for files. They wanted people to
get a feel of the app before the actual development process.
Instead of investing and building the hardware right away, they started as a demo video
MVP. The simple video explained how the first iteration of their product would look and
work.
When you test your ideas and prototypes, remember that negative feedback is an important
way to learn and improve. You might feel a sting in the moment when you hear a person
complain about how difficult your prototype is to use, but try to get used to the idea that such
feedback will help you in the long run. You will uncover problems that you and your team
might not have even considered. Always remember that:
What exactly is user testing and why is it so important?
Testing is, quite simply, the process of testing your prototype on real users. During the test
phase, you’ll see how your target users interact with your prototype, and gather valuable
feedback. You’ll learn where your prototype succeeds and where it needs to be improved.
The insights gathered during the testing phase will enable you to iterate on your prototype.
User testing improves user satisfaction: Design Thinking is all about putting the user first. By
gathering first-hand user feedback, you can make informed design decisions—improving user
satisfaction in the long run. As a designer, prototyping and testing will keep you focused on
the user at all times. Of course, satisfied customers are good for business, too!
As you can see, prototyping and testing makes sense for everyone involved! Now let’s
consider when might be the best time to conduct user tests.
When should you carry out user testing?
You’d be forgiven for thinking that user testing belongs right at the end of the design process,
just before you’re getting ready to launch. However, user testing should actually be
incorporated throughout. Be sure to test early and often!
In the early stages of the process, testing will help you to get feedback on your initial ideas.
At this point, you’ll use low-fidelity prototypes—such as a very basic paper model—to test
out a concept.
As your design starts to take shape, you’ll move onto digital prototypes. Low and mid-fidelity
clickable prototypes can be used to test things like layout and information architecture,
without distracting the user with too many visuals.
Towards the end of the process, you’ll seek to fine-tune the details of your design. You’ll test
the overall usability of the product with high-fidelity, fully functional digital prototypes that
look and behave just like the real thing.
Now we’ve covered the what, why, and when of user testing, let’s consider the how.
3. User testing methods
There are different methods and techniques you can use to test your prototypes. User tests can
be conducted in-person or remote, and they may be moderated or unmoderated. Before we
delve into specific user testing methods, let’s consider these differences.
Remote vs. in-person user testing
During in-person testing, you’ll be in the same room as the user while they test your
prototype. This has several advantages. Not only are you able to control the testing
environment and keep distractions to a minimum; you can also directly observe the user. You
are privy to facial expressions, body language, and any verbal commentary the user makes as
they interact with the product—giving you valuable, first-hand insight into their experience.
However, in-person testing can be expensive and time-consuming.
Remote user testing offers a less expensive, more convenient alternative, but you’ll have little
to no control over the user’s testing environment. However if you’re one of the growing
numbers now working as remote UX designers, this kind of user testing makes a lot of sense.
If you’re testing a digital prototype, you can conduct moderated or unmoderated remote user
tests. Let’s explore each of these options now.
1. Concept testing
In the very early stages of the design process, you’ll want to test out your initial concepts
before actually designing them. Low-fidelity prototypes—a simple sketch, or even static
images—can be used to communicate your idea to your target users. You’ll then interview
your users to gauge how they feel about the concept. Is it a product or feature they’d be
interested in using? Does it have the potential to solve the user’s problem?
2. A/B testing
A/B testing is used to compare two different versions of a design. This method can be used at
any stage of the design process, whether you have paper prototypes or fully clickable digital
ones. In A/B testing, you’ll create two different prototypes and test each version on a
different set of users. You might test two different layouts, for example, or different copy for
a certain CTA button on a certain screen. It’s important to only A/B test one variable at a
time so as not to skew the results. You’ll find a complete guide to A/B testing on prototypes
here.
3. Usability testing
A crucial user testing method that should be used repeatedly throughout the design process,
usability testing shows you how easy your design is to use. Usability testing is usually an
observational exercise: you’ll ask your users to complete certain tasks, and observe them as
they do so (this is part of a task analysis). Throughout the test, you’ll see which aspects of the
design caused problems for the user, as well as which aspects appear to be user-friendly. In
doing so, you’ll identify usability issues which you’ll seek to fix in the next iteration of your
prototype. You can learn more about how to conduct usability testing in this step-by-step
guide.
4. First-click testing
When designing an app or a website, you want to make sure that the user takes the intended
action whenever they land on a certain page or screen. First-click testing shows you what
your users first steps are when they encounter an interface; in other words, where do they
click first? This helps you to determine which visual elements and content should take
priority, where buttons, icons, and menu items should be located, as well as the kind of
language you should use for buttons and labels. First-click testing can be conducted using
both low and high-fidelity prototypes. You’ll find a comprehensive guide to first-click testing
here.
5. Tree testing
Once you’ve come up with the information architecture of your digital product, you can use
tree testing to see how user-friendly it really is. You’ll present the user with a “tree” of
information—representative of how your site menus would be laid out—and ask them to find
specific items. If users struggle to locate certain information, you’ll need to rethink your
information architecture—our guide to IA in UX design can help with this. Tree testing is
often conducted as a remote, unmoderated study, but it can also be done in person using
paper prototypes. The Nielsen Norman Group has put together an extensive guide to tree
testing here.
The Testing stage when conducted in an ideal setting (wherein a user is more likely to interact with
the product) does give ideal results, it isn’t always possible to do so. Thus, designers can opt to get
users to perform a task wherein they’re made to interact with the prototype. The idea behind
conducting the testing stage on a prototype is to see how end-users might interact with a product in
real-time. However, in order to achieve the best possible results of a test, the following steps can be
considered -
o Let end-users analyse multiple prototypes - By creating multiple prototypes with different variables,
end-users are able to compare the prototypes and choose the one that suits their usability needs
best. Providing multiple prototypes makes it easier for users to compare and explain why they prefer
one prototype over another.
o Allow end-users to experience the prototypes in real-time - Observe how users interact with the
product. Instead of over-explaining what the user can expect from the product, let the user figure
out how to interact with the product. This will show whether the prototype has usability issues or is
easy to work with.
o Encourage users to be vocal through their experience - As users explore and interact with the
prototype, encourage them to talk about what they feel when using the product. This will provide
valuable insight into understanding if there are minor inconveniences present in the product that
may have gone unnoticed otherwise.
o Observe while the user interacts with the prototype - By noticing how the end-user correctly or
incorrectly interacts with the prototype, valuable insight can be gained. As this is a process of testing
the prototype, observing users in real-time can help to understand how high or low the prototype
ranks on usability.
o Have follow-up queries - By questioning what the user is trying to say, designers are able to let go of
their biases of the product. Even if you believe you’ve understood what the user is conveying, asking
follow-up questions will give better clarity on the issues being faced during interaction with the
prototype.
The best relationships between product management and UX design start by performing user
research and developing use cases collaboratively. This creates a unified foundation as each
party goes off to work on their own areas of focus and ensures that the user experience is
fully informed by the business objectives and customer needs.
Product managers can also benefit from increasing their UX education and incorporating UX
design into their overall approach. This ensures the strategy they set and vision they paint
takes the user experience into full account, which is essential to the product’s ultimate
success or failure.
User experience (UX) focuses on having a deep understanding of users, what they need, what
they value, their abilities, and also their limitations. It also takes into account the business
goals and objectives of the group managing the project. UX best practices promote improving
the quality of the user’s interaction with and perceptions of your product and any related
services.
Factors that Influence UX
At the core of UX is ensuring that users find value in what you are providing to them. Peter
Morville represents this through his User Experience Honeycomb Site exit disclaimer.
Peter Morville’s User Experience Honeycomb notes in order for there to be a meaningful and
valuable user experience, information must be useful, usable, desirable, findable, accessible,
and credible.
He notes that in order for there to be a meaningful and valuable user experience, information
must be:
Useful: Your content should be original and fulfill a need
Usable: Site must be easy to use
Desirable: Image, identity, brand, and other design elements are used to evoke
emotion and appreciation
Findable: Content needs to be navigable and locatable onsite and offsite
Accessible: Content needs to be accessible to people with disabilities
Credible: Users must trust and believe what you tell them
Areas Related to Building the User Experience
UX is a growing field that is very much still being defined. Creating a successful user-
centered design encompasses the principles of human-computer interaction (HCI) and goes
further to include the following disciplines:
Project Management focuses on planning and organizing a project and its resources.
This includes identifying and managing the lifecycle to be used, applying it to the
user-centered design process, formulating the project team, and efficiently guiding the
team through all phases until project completion.
User Research focuses on understanding user behaviors, needs, and motivations
through observation techniques, task analysis, and other feedback methodologies.
Usability Evaluation focuses on how well users can learn and use a product to achieve
their goals. It also refers to how satisfied users are with that process.
Information Architecture (IA) focuses on how information is organized, structured,
and presented to users.
User Interface Design focuses on anticipating what users might need to do and
ensuring that the interface has elements that are easy to access, understand, and use to
facilitate those actions.
Interaction Design (IxD) focuses on creating engaging interactive systems with well
thought out behaviors.
Visual Design focuses on ensuring an aesthetically pleasing interface that is in line
with brand goals.
Content Strategy focuses on writing and curating useful content by planning the
creation, delivery and governance behind it.
Accessibility focuses on how a disabled individual accesses or benefits from a site,
system or application. Section 508 is the governing principal for accessibility.
Web Analytics focuses on the collection, reporting, and analysis of website data.
The first requirement for an exemplary user experience is to meet the exact needs of the
customer, without fuss or bother. Next comes simplicity and elegance that produce products
that are a joy to own, a joy to use. True user experience goes far beyond giving customers
what they say they want, or providing checklist features. In order to achieve high-quality user
experience in a company's offerings there must be a seamless merging of the services of
multiple disciplines, including engineering, marketing, graphical and industrial design, and
interface design.
It's important to distinguish the total user experience from the user interface (UI), even
though the UI is obviously an extremely important part of the design. As an example,
consider a website with movie reviews. Even if the UI for finding a film is perfect, the UX
will be poor for a user who wants information about a small independent release if the
underlying database only contains movies from the major studios.
User experience for websites
What about websites? User experience in web design and why it is so important.
Web design plays an important role in user experience. Nowadays a lot of companies interact
with clients on their website or app. Sometimes users complete the entire customer journey
on websites without even going to a brick and mortar store. All of this shows web design is
an important part of user experience. It is then definitely worth spending resources on it.
Skyscanner is a travel fare aggregator website. It makes it intuitive and simple for
users to look for cheapest flights and then buy them.
Zalando is another great example. On the famous eCommerce website, the user is
guided through a very well designed experience. Any user can get as much info,
pictures, and videos about clothes as they need without any difficulty.
Pacific Northwest X-Ray Inc. landing page is a mix of colours, fonts and patterns that
make it almost impossible for users to read the content.
Examples of products with good user experience…enough with the web already!
We thought to give you also some examples of products with good user experience. This can
help you better understand user experience.
Revolut is a digital banking alternative. Its user experience is amazing and extremely
usable. It allows users to exchange money with others and to change currencies in just
a few swipes.
Apple’s iPod is an old but gold example of perfect user experience. People would buy
the iPod in Apple stores, then they would synchronize it to iTunes and keep uploading
new music from there. Both the iPod and iTunes offered a very easy to use design and
were very well integrated.
A good user experience, as you have seen, is made of many different factors. What matters
the most is keeping the customer at the center of the designing process. At the end of the
day, it is the customers’ needs and feedback that push products towards improvement and
innovation.
5 Guidelines for Conducting a Test
1. Show, don’t tell: let your users experience the prototype
Make sure to introduce yourself. Never, ever say you are the designer, even if you are. People
will be less honest with feedback if they think you are the author and won’t want to hurt your
feelings. Explain how long the session should take, what your expectations are for them and
what they are going to be doing. Always ask if they have any questions before starting.
Avoid over-explaining how your prototype works, or how it is supposed to solve your user’s
problems. Let the users’ experience in using the prototype speak for itself, and observe their
reactions.
Testing is the fifth stage in the five-stage design thinking process. You often perform tests
together with the prototyping stage. Through testing, you can learn more about your users,
improve your prototype and even refine your problem statement. To help you plan a test,
there are a number of guidelines you can follow:
And, last but not least, the design thinking process is fluid, iterative and flexible: the different
stages often feed into one another and don’t necessarily follow any fixed sequence. That said,
the ideal end point of design thinking (when you know you’ve done a great job) is when the
product or service is desirable, feasible and viable.
Business experiments help entrepreneurs test their hypotheses. Rather than define the
problem by making too many hypotheses, a digital entrepreneur can formulate a few
assumptions, design experiments, and check them against the actions of potential customers.
Once measured, the impact, the entrepreneur, will be closer to define the problem.
The prototype must then be tested and improved via user feedback.
Though this is the final step in design thinking, it is an iterative process where the problem is
often redefined multiple times to develop a deeper understanding and empathy for the
customer.
The team should then revisit the problem statement and ensure the solution is meeting user
needs or addressing frustrations.
Key takeaways
Design thinking is an iterative, non-linear design methodology that is particularly useful in
solving complex or poorly defined problems.
Design thinking is an ideology and a process that endeavors to solve complex problems in
a user-centric fashion. Solutions must be technically feasible, economically viable, and
desirable from the point of view of the user.
Design thinking occurs via five steps: empathize, define, ideate, prototype, and test.
Teams should cycle through the fifth step until they arrive at a solution that addresses the
original problem statement.
Design Thinking
Tim Brown, Executive Chair of IDEO, defined design thinking as “a human-centered
approach to innovation that draws from the designer’s toolkit to integrate the needs of people,
the possibilities of technology, and the requirements for business success.” Therefore,
desirability, feasibility, and viability are balanced to solve critical problems.
2. Jobs-to-be Done
5. Blitzscaling Canvas
The
Blitzscaling business model canvas is a model based on the concept of Blitzscaling, which is
a particular process of massive growth under uncertainty, and that prioritizes speed over
efficiency and focuses on market domination to create a first-scaler advantage in a scenario of
uncertainty.
6. VTDF Framework
7. UI Design Pattern
Design patterns were originally used in architecture and programming to optimize solutions
known to work within specific contexts. Solutions occurring frequently enough then morphed
into formulas that could be reused as necessary. Some of the design patterns people encounter
daily include apps with tab bars, websites with top navigation, and login screens with two
input fields and a submit button. User interface (UI) design patterns are proven and reusable
solutions to commonly occurring user interface problems.
8. Business Scaling
Business Process Reengineering became popular in the 1990s after the publishing of a
Harvard Business School article titled Reengineering Work: Don’t Automate, Obliterate.
Business Process Reengineering (BPR) describes the redesign of core business processes to
improve productivity, quality, cost reduction, or cycle times.
11. Design Sprint
A design sprin
t is a proven five-day process where critical business questions are answered through
speedy design and prototyping, focusing on the end-user. A design sprint starts with a weekly
challenge that should finish with a prototype, test at the end, and therefore a lesson learned to
be iterated.
1. Empathize – in this phase, a team of individuals would conduct observation and interview
exercises to empathize with the behaviour in order to discover unmet user needs.
2. Define – after gaining a fair amount of empathy from observing/interviewing users, teams are
encouraged to capture stories of the actual tasks which would contain the user description,
the need and an insight which you may have gathered in the first phase.
3. Ideate – this is the phase where the actual brainstorming of solutions begins in earnest. You
reframe the problem based on the previous two phases and brainstorm on the possibilities and
go as wide as you could (divergent thinking). There are rules to using positive expressions in
encouraging more ideas.
4. Prototype – prototyping is about creating a minimum viable product (MVP) and to capture
the basics of experience, interactions, etc. This is the stage to produce a tangible solution that
would address the customer’s needs.
5. Test – and finally, it’s time to test that prototype with the customers and get early feedback
on the interaction and the experience, this is part of the ‘fail fast fail often’ strategy in
building user-centric products.
For more information on the process and the exercise templates for each of the 5 stages, you
could refer to this post on Medium.
3 Idea Couture
Through some patient researching, I was able to get some insight into Idea Couture’s (IC) DT
framework, a strategic design consulting firm, which draws an integrated approach. Unlike
other frameworks that I have studied, combines DT with futures thinking and applies that
wholesome methodology as a means to achieve a business strategy for customer experience
innovation. In that context alone, IC has come up with a game called ‘IMPACT – A Foresight
Game‘ for learning the basics of strategic foresight 1 thinking. Idea Couture’s DT framework
is largely derived from market research and analysis, using storytelling & observational
research to articulate unmet customer needs, and then processing that data into visuals
through rapid prototyping in visualizing tangible versions of the future. IC has branded its
distinct framework as “D-School + B-School”, in other words, a strategy which integrates the
multidisciplinary capabilities of design schools (D-School) with the strategic & analytical
thinking of business schools (B-School), in deriving a humanistic approach for creating
business value for its customers. To sum things up, Idea Couture’s DT framework combines
the fields of System Thinking, Business Strategy and Design, while also blending Futures
Thinking to make sense of tomorrow’s market for customer experience. Idea Couture was
acquired by Cognizant in 2016.
1
Strategic foresight is a process of establishing well-informed and future-oriented
perspectives that help fuel, guide, and inspire innovation, strategic planning, and critical
decision-making. Applied to product innovation, service design, or organizational
transformation, foresight helps organizations better anticipate change by equipping them with
the tools and resources needed to ask provocative questions, challenge dominant logics, test
assumptions, rethink opportunities, and reset goals. – Idea Couture
4 Frog Design
Frog has an interesting DT methodology which is fluid and allows exploration of ideas in a
non-linear fashion. It’s been dubbed the ‘Collective Action Toolkit’ or shortened as CAT and
its goal, like other DT frameworks, is to bring diverse groups of people together to
accomplish a shared vision but what makes the CAT methodology unique is its assumption
that teams might start with a shared vision but the goals would change each time they learn
and grow from an activity. Hence, the participants will continue to revisit the ‘Clarify’
portion lying at the centre of the CAT model which allows time for the team to reflect on
the shared vision and insights. From my understanding of CAT’s non-linear strategy, where
each phase ends with a confirmation on what was learned and how the new goals align with
the overarching vision of the project, it’d be interesting to apply the CAT framework to an
actual software development process that mirrors an Agile framework.
Closing Remarks
There’s an insightful pattern visible in the design frameworks throughout this compilation,
for instance, both IDEO and Frog have a methodology that is inclined in gaining insights for
social innovation. Subsequently, Stanford’s d.school has a more linear framework which
could be easily comprehensible by beginners and experts alike. Eventually, the ultimate goal
of these frameworks is to get a diverse group of individuals together in a co-creation effort
for realizing a common vision through empathy & learning. The DT frameworks which I
outlined here only signifies the journey and the phases through a process in a design lifecycle,
but each phase might use a combination of tools in order to synthesize the ideas required to
move to the next level. For instance, the activity of ‘Ethnographic Research’ might use a
combination of tools such as ‘user interviews’, ‘data analysis’, ‘contextual inquiry’, or
employ them individually. I am hoping this article might have provided a foundational
approach towards implementing a design thinking framework for your projects.
Case studies
40 Design Thinking Success Stories
Collection of design thinking success stories that have helped reinforce my conviction that
design thinking can deliver incredibly powerful results and be applicable to everyone.
10 Self-Improvement
Designing Your Life Through Design Thinking – My Personal Story
NY Times – Design Thinking for a Better You
Stanford professor’s Take on How DT Can Help You Lose Weight, Stop
Worrying, & Change Your Life
Designing Your Life – Insight into the Most Popular Class at Stanford!
CONSULTING
EDUCATION
FINANCE
1. Design for Action: Mass Mutual and Intercorp Group (Peru) - Tim Brown and
Roger Martin
2. E*Trade: From Idea to Investment in 5 Minutes.
GOVERNMENT/PUBLIC SERVICES
1. Failure to Launch: Learning About Design the Hard Way - Australian Taxation
Office
2. The US Tax Forms Simplification Project - US Government
3. Redesigning The Employment Pass Application in Singapore - Government of
Singapore
4. How is Design Thinking Reshaping Singapore - Government of Singapore
5. Design Thinking in Public Engagement: Two Case Studies in British
Columbia - Dave Roberston
6. India: Using Design Thinking to Enhance Urban Redevelopment - Indian
Government
7. Making Calgary's Downtown a more Welcoming Place - City of Calgary,
Canada
8. Capitalism Needs Design Thinking - Tim Brown and Roger Martin
9. Making Government Work Better- The White House Office of Science and
Technology Policy (OSTP)
10. Better Service Faster, a Design Case Study - The Golden Gate Regional
Center
11. Better Foodservice for the Elderly in Denmark - Hatch & Bloom
12. Applying Design Thinking to Public Service Delivery - IBM
13. The Lab at US Government, Office of Personnel Management (OPM) Field
Guide - US Government
14. The Right Way to Lead Design Thinking - Denmark
15. Design Thinking and Participation in Switzerland - Swiss Government
16. How to Stimulate Innovation in Your Organization with Design Thinking -
Municipalities of Aalborg and Rotterdam, Netherlands
HEALTHCARE
HUMAN RESOURCES
INSURANCE
K-12 EDUCATION
RETAIL
SERVICES
SOCIAL IMPACT
1. IMPACT: A case study about Design Thinking for helping who help! - Mattia
Tamborini
2. Clean Team In-Home Toilets for Ghana’s Urban Poor - IDEO
3. Reinventing Solar Energy Supply for Rural Africa
4. Asili: Addressing an Entire Ecosystem of Need in a Rural Community -
IDEO.org
SOFTWARE
TECHNOLOGY
TRANSPORTATION
https://www.designkit.org/methods
https://tutorials.one/design-thinking/#Design_Thinking_as_a_Game_Changer
https://careerfoundry.com/en/blog/ux-design/user-testing-design-thinking/
https://careerfoundry.com/en/blog/ux-design/design-thinking-stage-four-prototyping/
https://www.mindtools.com/ahlezc4/mind-maps
https://www.workshopper.com/post/guide-to-design-thinking
https://www.mindtools.com/ahlezc4/mind-maps
https://www.innovationtraining.org/online-templates-for-brainstorming/
http://gcseproductdesign.weebly.com/evaluating-ideas.html
https://www.toptal.com/designers/product-design/design-problem-statement
https://www.nngroup.com/articles/ux-mapping-cheat-sheet/
https://www.nngroup.com/articles/design-thinking-study-guide/?lm=how-might-we-
questions&pt=article
https://www.design-thinking-association.org/explore-design-thinking-topics/external-links/design-
thinking-methodology-and-examples
Quiz-1
1. Design Thinking supports in
a. Developing the product
b. Developing the strategy
c. Developing the process
d. All of the above
2. What is design considerations are not linked with?
a. Products
b. Services
c. Business
d. Computers
3. Design Thinker in an organization are
a. People
b. Employees
c. Managers
d. All of the above
4. Design thinking supports in developing product features to improve the services to the
customers
a. Yes
b. No
5. Comprehensive Principle of Design Thinking does not include
a. Relationship
b. Collaboration
c. Communication
d. Suppliers
6. Communication Skills includes
a. Speaking
b. Writing
c. Visual
d. All of the above
7. In the stages of design thinking empathy means
a. Identifying areas of concern in the business
b. Identifying from the perspective of the employees
c. Identifying from the perspective of the product
d. All of the above
8. What are the steps of Design Thinking Process?
a. Understand > Draw > Ideate > Create > Test
b. Empathize > Define > Ideate > Prototype > Test
c. Empathize > Design > Implement > Produce > Test
d. Understand > Define > Ideate > Produce > Try
9. Design Thinking is a Linear Process. True or False
a. True
b. False
10. Design Thinking typically helps in _______
a. Innovation
b. Data Analysis
c. Marketing Management
d. Operation Management
11. Which of the following well known consulting firms are offering Design Thinking as a
solution?
a. McKinsey & Co
b. BCG
c. Bain & Co
d. All of the above
12. Which one of these statements is TRUE about the Prototype?
a. Your prototype has to be exactly like the final product
b. You must not make it online
c. The objective is to have people interacting with your product
d. You can consider anyone as a potential user of your product
13. Which one of these statements is NOT a good interview practice for user testing in the
Empathy step?
a. Encourage interviewees to share personal experiences
b. Encourage interviewees to provide concise answers going straight to the point
c. Interview your target audience in their usage environment
d. Depending on interviewees, diverge from the Interview Guide to ask additional
unplanned questions
14. A Brainstorming session is____________
a. There is no rule, it is up to the Brainstorming facilitator to decide
b. A mix of individual & collective activities
c. A collective activity only
d. An individual activity only
15. The objective of a low-fidelity prototype is to…
a. Test fast and fail cheap
b. Validate final concepts among your target audience
c. Test more concepts at an early stage
d. Assess the technical feasibility of the solution
16. You can interview your target users at any step of the Design Thinking approach.
a. Yes
b. No
17. When testing a new prototype, how many people do you need to interview per
Persona to detect the main usability issues?
a. The more persons per Persona the better
b. 20 persons per Persona
c. 10 persons per Persona
d. Five persons per Persona
18. You are an Innovation Consultant helping a Team apply the Design Thinking approach.
This team is working on the Ideation step and have produced more than 100 ideas. What
would you suggest they do first?
a. To prototype some of these ideas
b. To categorise their ideas
c. To continue iterating on ideas
d. To vote for their preferred ideas
19. As an Innovation Consultant, what should you do to help a team struggling to think
outside the box during a Brainstorming session?
a. Propose to them new brainstorming techniques (e.g. Mash-up)
b. Remind the team about the Problem Statement(s) to help guide the ideation process
c. Remind the team about the Brainstorming rules
d. Give them feedback about the ideas like highlighting the good ones already proposed
20. Who bought a collaborative design philosophy?
a. Henry Ford
b. Henry Ford and Steve Jobs
c. Steve Jobs
d. None of the above
21. One needs to have professional training in design to become a design thinker. True or
False?
a. True
b. False
Quiz- 2
2. Companies can learn to empathize with customers in design thinking through all of these
options EXCEPT which?
1. Making assumptions
2. Focus groups
3. Questionnaires
4. Social media
1. True
2. False
7. Aravind Eye Care System (AECS), an Indian eye care provider for millions of low income people
has been using design thinking in its approach since a long time. Which of the below statements
are examples of design thinking at AECS?
1. AECS provides buses from remote locations to the AEC centre to provide transportation to
its users, the poor people as they can't afford these
2. AECS has developed a manufacturing facility which enables providing lenses at a fraction of
cost than the market price
3. AECS has been using telemedicine trucks to enable expert advice of doctors at hospital
4. All of the above
8. Which of the below firm is associated the most with Design Thinking?
1. Ikea
2. Ideo
3. Idea
4. Ikei
1. Innovation
2. Data analytics
3. Financial planning
4. Operational efficiency
10. One needs to have professional training in design to become a design thinker. True or False?
1. True
2. False
Quiz 3
1. Which statements are true? (2 statements)
A. Design thinking should only take place when there is a problem you are passionate to solve.
B. Design thinking can start with any part of the process because is an iterative cycle.
C. Design thinking is a methodology that focuses on users as an anchor throughout the problem
solving process.
D. You should always start design thinking with Empathy because it is the core process.
2. What is Empathy?
A. To experience a person's situation so you can tell others what it was like
B. To listen to their problems and then give them advice
C. To understand a person's situation and to pity them
D. To have a deeper appreciation and understanding of people's needs
3. Name three types of empathy approach you can do to understand your user's needs better and
gather insights.
A. Engage users in interview (engage),Experience what your user goes through(immerse), Observe
users in their natural environment (observation)
B. Engage users in debate (engage),Experience what your user goes through(immerse) Observe users
in a controlled environment (observation)
C. Engage users in opinion based discussions (engage), Assume what your user goes through
(immerse), Observe users in their natural environment(observation)
A. When observing during empathy, we should not give the user a heads up and introduce ourselves
before observing them, to ensure we observe their natural behaviour.
B. We do immersion in empathy to allow ourselves to experience the similar journey faced by the
user to help us understand better.
C. While interviewing during empathy, we should always make sure we introduce ourselves and the
intention of the interview.
D. During empathy, we should only ask questions that would validate our answers in order to get the
answers we are looking for.
5. Among the benefit of _______ is that we are able to see and pay attention to our users'
experience and interaction with the service/product, and the surrounding environment.
A. Empathy
B. Immerse
C. Interview
D. Observe
6. What should we do during Empathy: Engage? (There is more than one correct answer.)