The document outlines the principles and methodologies of Design Thinking and Product Innovation, emphasizing a systematic approach to product development that includes empathy, collaboration, and creativity. It discusses the importance of understanding user needs, brainstorming techniques, and the application of design thinking across various fields such as healthcare and business. Additionally, it highlights the stages of the design thinking process, including empathizing, defining problems, and brainstorming solutions to drive innovation.
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Unit - Iii
The document outlines the principles and methodologies of Design Thinking and Product Innovation, emphasizing a systematic approach to product development that includes empathy, collaboration, and creativity. It discusses the importance of understanding user needs, brainstorming techniques, and the application of design thinking across various fields such as healthcare and business. Additionally, it highlights the stages of the design thinking process, including empathizing, defining problems, and brainstorming solutions to drive innovation.
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DEPARTMENT OF MECHANICAL ENGINEERING
J.N.T.U.A COLLEGE OF ENGINEERING PULIVENDULA
Design Thinking & Product Innovation-
II B.Tech- IISem UNIT - II
Dr. Y.RAMESWARA REDDY
Asst. Professor , DEPARTMENT OF MECHANICAL ENGINEERING, J.N.T.U.A COLLEGE OF ENGINEERING PULIVENDULA. Unit-III • Systematic approach to product development: Design Thinking, Innovation, Empathize Design Thinking as a systematic approach to Innovation, • brainstorming, visual thinking, design challenges, innovation, art of Innovation, strategies for idea generation, creativity, teams for innovation. • Solution finding methods: Conventional, intuitive, discursive, methods for combining solution, decision making for new design. DESIGN THINKING
• Design is a realization of a concept or idea into
a configuration, drawing or a product. • Design thinking is cognitive and practical processes by which design concepts are developed by designers. • Innovation is a new idea or a new concept. • Product development is the creation of a new or different product that offers new benefits to the end user. • Design Thinking believes (and has been proven) that the people who face problems are the ones who hold the key to their problem’s answer. • Design Thinking is Humancentered problem solving tool which emphasize on Empathy, Collaboration, Cocreation and Stakeholder feedback to unlock Creativity and Innovation, which devises feasible and viable Big Idea/solutions. • The key to the process is empathizing with the users (citizen) to uncover unmet needs by understanding their beliefs, values, motivations, behaviours, pains, gains and challenges and to provide innovative solution conce pts • Design thinking is a methodology that designers use to brainstorm and solve complex problems related to designing and design engineering. • Design thinking is used extensively in the area of healthcare and wellness, agriculture, food security, education, financial services, and environmental sustainability, to name a few. • Design thinking has helped in the digital space, contributed to the development of physical products, spurred social innovation projects and much more. • It is not just a strategy to come up with feasible solutions to a problem, but also a method to think of unimaginable solutions and then trying to make them not just feasible, but also viable. • Design thinking is a blend of logic, powerful imagination, systematic reasoning and intuition to bring to the table the ideas that promise to solve the problems of the clients with desirable outcomes. It helps to bring creativity with business insights. Features of Design Thinking • Such problems require multidimensional solutions. Design thinking helps in this regard. It not only assists a professional to come up with a solution, but it also helps the organization to gain a competitive edge over its rivals. Following are the benefits conferred by design thinking. These are incidentally also the distinguishing features of design thinking. • Finding simplicity in complexities. • Having a beautiful and aesthetically appealing product. • Improving clients’ and end user’s quality of experience. • Creating innovative, feasible, and viable solutions to real world problems. • Addressing the actual requirements of the end users. • Most of the challenges in the world do not get solved because people trying to address those problems focus too much on the problem statement. At other times, the problem statement is overlooked and there is too much stress to find a solution. • Design thinking helps to gain a balance between the problem statement and the solution developed. A design-oriented mindset is not problem focused, but solution focused and action oriented. It must involve both analysis and imagination. Design thinking is the way of resolving issues and dissolving problematic situations by the help of design. Use of Design Thinking • How to optimize the ability to innovate? • How to develop a variety of concepts, products, services, processes, etc. for end users? • How to leverage the diverse ideas of innovation? • How to convert useful data, individual insights and vague ideas into feasible reality? • How to connect with the customers and end-users by targeting their actual requirements? • How to use the different tools used by designers in their profession for solving your customers’ problems? Design Thinking - Applications • Business • Information Technology • Education • Healthcare Principles of Design Thinking • According to Christoph Meinel and Larry Leifer, there are four principles to design thinking. • The Human Rule - This rule states that all kinds of design activity are ultimately social in nature. • The Ambiguity Rule - This rule requires all design thinkers to preserve ambiguity in the process design thinking. • The Re-design Rule - The re-design rule states that all designs are basically examples of re-design. • The Tangibility Rule - The tangibility rule states that making ideas tangible always facilitates communication between design thinkers. Design Thinking process INNOVATION:
• Innovation is the practical implementation of ideas that
result in the introduction of new goods or services or improvement in offering goods or services. • Innovation is often also viewed as the application of better solutions that meet new requirements, unarticulated needs, or existing market needs. Product Innovation • When people think of innovation, often, they are thinking of product innovation. Product innovation can come in three different forms. • 1) The development of a new product, such as the Fit bit or Amazon’s Kindle. • 2) An improvement of the performance of the existing product, such as an increase in the digital camera resolution of the iPhone 11. • 3) A new feature to an existing product, such as power windows to a car. • Drivers of product innovation might be technological advancements, changes in customer requirements, or outdated product design. Product innovation is generally visible to the customer and should result in a greater demand for a product. Process Innovation • Process is the combination of facilities, skills, and technologies used to produce, deliver, and support a product or provide a service. Within these broad categories, there are countless ways process can improve. • Process innovation can include changes in the equipment and technology used in manufacturing (including the software used in product design and development), improvement in the tools, techniques, and software solutions used to help in supply chain and delivery system, changes in the tools used to sell and maintain your good, as well as methods used for accounting and customer service. Business Model Innovation • Business model innovation does not necessarily imply changes in the product or even in the production process, but in the way as it is brought to the market. • When talking about business model innovation, without a doubt, names like AirBnB, Uber, or Spotify will come up. These are perfect examples of fast-moving companies that were able to disrupt age-old markets (hotel taxi, music) by tweaking or inverting their industry’s traditional business model. Empathize: • This step involves putting oneself into the shoes of the customer or the end-user of our solution. We need to understand the problems faced by the customer and we, as design thinkers, need to empathize with the customer. • This step is carried out in the form of requirement gathering, which involves interviews and sometimes, even field visits. This step involves the process of analysis, the one which we discussed in the previous sections. There are a few points to be considered while interviewing the customer. • The interviewer must brainstorm for the questions beforehand and must be fully prepared for the interview. • The questions being asked must be open questions. No such question should be asked for which the interviewee can answer only in Yes or No. Such binary questions must be avoided. • The interviewer must have plenty of ‘why’ questions. Here, the ‘five whys’ method can help.
• The themes of the questions must not be intermingled. The
themes must be arranged properly and questions pertaining to a theme must be asked together.
• The questions must be refined thoroughly so that no trace of
ambiguity is left in them. • Let’s take a deeper look at this section using the example of DT’s problem statement. To fully understand DT’s problem, we need to engage in an interview with DT employees, those who are working and even those who are leaving. • It is important for us, as design thinkers, to observe, engage, and listen to the interviewee. To create meaningful innovations, we need to understand the needs of the customer and know how it feels. Following can be few of the questions that can be asked to the employees. • Regarding Motivation to Work • What motivates you to come at the workplace? • What is the thing that drains you off energy at workplace? • Is the factor for demoralization related to company policies or your peers? • Regarding Leaving the Company • What are your aspirations? • How is the other company fulfilling your aspirations? • Is your decision related to something other than workplace motivation? • Regarding Time of Leaving • How does this time suit your decision to leave the organization? • Does your decision has anything to do with appraisal? If yes, how? The following questions must be asked to DT’s management. • Regarding Employee Attrition • Has any pattern been observed between the employees leaving the organization and their appraisal ratings? • What are the issues that the employees have complained about in the past regarding their workplace? • Regarding Knowledge Transfer Mechanism • What does a knowledge transfer program constitute of? • How much money goes as expense of knowledge transfer program? • What is the current methodology of knowledge transfer program and how effective is it? • How can the budget allocated to knowledge transfer program be increased or decreased? • What are the indispensable resources and pre- requisites for a knowledge transfer program? • Once these questions have been answered, we can proceed to the further steps with more clarity. This way, a design thinker will be able to cover all the necessary details related to the problem, gather all the requirements and think of the solutions with an exhaustive set of facts and information in hand. This will help in converging at a solution that takes into consideration the answers to all the questions. Define Stage
• Now, we have learnt the problems of our customers and the
context as well. It is time to define our problem and arrive at a problem statement. This statement will give us the necessary direction to proceed towards the issue faced by the customer. • As a design thinker, we need to cover all the points and the answers that we got in the ‘empathize’ phase. • The first step towards defining a problem is to find who the user is, what is his/her/their needs and then develop insights from the answers. Think of ‘How might we?’ questions. • For example, ‘how might we motivate the employees in DT?’, • ‘How might we address the concern on the connection between appraisal ratings and attrition?’, ‘How might we reduce the cost of knowledge transfer program without compromising its quality and the mandatory pre-requisite resources?’ and many other questions along the similar lines. But how do we generate such questions. In short, “How might we generate the ‘how might we’ questions?” The following guidelines will help a design thinker to come up with such questions. Amplify the good: • A design thinker must think how to amplify the positive aspects of the customers’ needs. For instance, we can think of how to boost the morale of the employees who are not leaving the company or how to increase the quality of knowledge transfer program in DT. Eliminate the bad: • Design thinkers need to remove all the bad elements observed in the problem. In case of DT problem, we must remove the problem of high costs of knowledge transfer and the lack of motivation in the company. We also need to remove the negative effect that appraisal ratings have on employees. Explore the opposite: • Design thinkers need to brainstorm on how to convert the problem into an opportunity. In the case of DT, we can think of how the lack of motivation can become an opportunity for employees to ideate and suggest a way to bring more motivation and energy in the workplace. Question the Assumptions: • This step involves questioning the assumption at hand. It is assumed that DT needs knowledge transfer for its new employees. Is it indispensable to have this knowledge transfer process in place? Identify the Unexpected Resources: • Design thinkers should try to find whether some other resources not mentioned by the customer can be leveraged? In case of DT, think of how we can use some other resources to train the employees or to • motivate the employees in the organization. Create an Analogy: • Design thinking also involves, among many other things, how to create connections between the problem at hand and unrelated images. DT can think of similar cases or situations where such problem of knowledge transfer and motivation of people is at stake. DT can think how problems had been solved there. Break the Problem into Pieces: • This is where again analysis comes into picture for a short while before the problem definition can be synthesized. The points discussed from ‘empathize’ section can be broken down into elementary fragments to make the work easier. BRAINSTORMING:
• Brainstorming is a group creativity technique by which
efforts are made to find a conclusion for a specific problem by gathering a list of ideas spontaneously contributed by its members. • In other words, brainstorming is a situation where a group of people meet to generate new ideas and solutions around a specific domain of interest by removing inhibitions. People are able to think more freely and they suggest as many spontaneous new ideas as possible. All the ideas are noted down without criticism and after the brainstorming session the ideas are evaluated. Steps in Brainstorming:
• Set a time limit – Depending on the problem’s complexity,
15–60 minutes is normal. • Begin with a target problem/brief – Members should approach this sharply defined question, plan or goal and stay on topic. • Refrain from judgment/criticism – No-one should be negative (including via body language) about any idea. • Encourage weird and wacky ideas – Further to the ban on killer phrases like “too expensive”, keep the floodgates open so everyone feels free to blurt out ideas (provided they’re on topic). • Aim for quantity – Remember, “quantity breeds quality”. The sifting-and-sorting process comes later • Build on others’ ideas – It’s a process of association where members expand on others’ notions and reach new insights, allowing these ideas to trigger their own. Say “and”—rather than discourage with “but”—to get ideas closer to the problem • Stay visual – Diagrams and Post-Its help bring ideas to life and help others see things in different ways. • Allow one conversation at a time – To arrive at concrete results, it’s essential to keep on track this way and show respect for everyone’s ideas. Following is one of the techniques to brainstorm for ideas • Mind Maps • Mind map is a diagram that helps to observe and study information in a visual manner. Mind map is created around a single problem statement and all the ideas to solve the problem are written around it. The problem statement usually is written at the center of a blank page as a hub and branches shoot out in all directions representing the solutions. • The ideas can be represented as text, images, trees, and even smaller mind maps. The entire map looks like a top view of a tree, with the problem statement as the trunk and the solutions as branches. It is also known by the name of spider diagram. • However, mind map is not a mere haphazard diagram. It is a well-structured organized diagram meant to aid the thinking process and to streamline the analysis and synthesis process. Guidelines to Create Mind Maps
• Begin with the problem statement at the center
of a blank white page. • Use images, different colours, symbols, caricatures, abbreviations and codes to depict your ideas. Text can be boring, but different depictions can add an altogether different charm to your mind map. • Keywords must replace long statements. The mind map must give a hint to the design thinker about an idea quickly. Reading a long statement is waste of time. • Each and every word written in the mind map must be connected to the central hub by some or other line or set of lines. • Use multiple colours for visual stimulation. • Use radial hierarchy and make use of emphasis, italics, and underlines to stress on a point. Visual Thinking:
• Visual Thinking Strategies (VTS) is a teaching
method that improves critical thinking skills through teacher-facilitated discussions of visual images. • VTS encourages participation through a group problem-solving process. It uses art to teach thinking, communication skills, and visual literacy. • Ways to use visual thinking, and some tips on how to get the most out of them, and use them better. • Brainstorming • They are probably the most popular form of visual thinking. Brainstorming is a way in which we can separate ideas into themes and see connections not seen before. • Presentation slides • Another form of visual thinking commonly used is presentation slides. They allow us to ensure that our audience understands us coherently, and keeps everyone on the same page better than speech alone. The focus here is not on the presenter, but on how the audience takes in a presentation. • Visual thinking can also act as a way to ensure that misinterpretation is avoided. Ensuring that presentations are kept clear and concise is another way in which visual thinking can prove successful. You can keep your presentations clear every time with a slide library, and good design. • Whiteboard • Use a whiteboard when you are working with your team to come up with an idea, or even use it to keep the minutes of a meeting. This will allow your team to see connections not clear before, and keep everyone on the same track if they accidentally zoned out 10 minutes in in a simple and clear way. • Post it • Sticky notes can be more than simply a reminder. They can also function as a great way for us to organize our thoughts, plan our roadmaps, and see connections between ideas we haven’t seen before. • Sticky notes can be used by us alone to plan ideas, or can serve as a great team working tool. • Flowcharts • Flowcharts are another form of visual thinking, they allow us to be explicitly clear about processes, without having to worry that a step has been mis-communicated, or lost in translation. They work brilliantly when onboarding a new team member on a project, as they can be a constant and clear reminder of the processes which go behind everyday tasks. • Roadmaps • Last but not least is using maps in your visual thinking. We’ve probably all seen a company roadmap at some point or another. Maybe even one with doodles around it and a fancy ‘You have reached your destination’ sign. But this type of visualization can be a great tool to force you and your team to make difficult decisions, and see if you’re taking on too much. DESIGN CHALLENGES: • Material Selection • Properties of the material- suitability • Skilled labour • Complexity of model design • Availability of simulation tools • Should have sufficient acceptability to get penetrate into the market. ART OF INNOVATION • Ten Steps in Innovation: • Make meaning: of the product • Ex: Apple democratize computers, Google making information available to every one, Ebay, Youtube. • Make a mantra: why your meaning should exists. • Ex: Nike- just do it, • Jump to the next curve: • Ex: Ice business 1.0 ( Ice harvesting), Ice 2.0 ( made at localized area) and ice 3.0 ( made in refrigerator) • Roll the dice: great innovation is deep, Intelligent, complete. • • Don’t worry- be crappy: you will definitely have some crappy things in any object don’t wait yourself for the perfection. • Let 100 flowers Blossom: let define what costumers do use the product of what they want not for what is made for. • Ex: Mobile having features- GPRS, camera…. • • Polarize people: split people like one group loves HD and one not