Today’s event attendee is more time sensitive and commitment phobic than ever before. Their jobs mandate that one stay “connected” at all times. While this is not new, what is new is how it changes attendees' behaviors. From the “unseen” space boundaries to the appropriation of roles based upon these structures, event professionals must understand these factors when planning. This workshop will investigate:
• How multi-generational audiences are changing events
• How time constraints are affecting peoples' “interactions”
• How people behave socially in different spaces
• “Boundaries” and behavioral changes established by moving between them
• How physical space appropriates role
The document describes various methods that IDEO uses to gain insights into user needs, behaviors, and perceptions. Some of these methods include cultural probes, word-concept association studies, camera journals, card sorting exercises, cognitive mapping, and surveys. IDEO has used these methods to help design products and services across different domains such as travel systems, phones, food packaging, and online education.
Designing a human centred mindset to lead at the edgeZaana Jaclyn
Workshop delivered by Huddle Academy for ALIA Online 2015, February 2, Sydney, Australia.
Workshop outline: Customer expectations are continually increasing, demanding more personalised and customised services and experiences. As a result, understanding your customers and designing services and experiences for them is critical in drawing them to engage with your organisation. Simultaneously it is essential to understand the people in your organisation and enable them to be adaptive to changing needs and to provide them with enjoyable and meaningful work experiences. This means being in service to your customers as well as the people who work in your organisation.
This one day workshop is for those who are seeking to be more effective leaders through developing a human centred mindset. It will focus on building your understanding of the value and principles of being human centred. These principles include putting people first through being empathic, curious, collaborative, and courageous. You will learn methods for how you can better understand your customers and your organisation for the benefit of designing and delivering amazing services and experiences. We will do this through a range of practical hands on activities where you will have the opportunity to experience a set of tools you can apply within your workplace.
This was the presentation I gave at the Ross Net Impact 2011 conference at the Ross School of Business at the University of Michigan on the topic of Design Thinking for Social Innovation.
The document describes various design thinking methods used by IDEO, including anthropometric analysis, error analysis, character profiles, flow analysis, cognitive task analysis, secondary research, long-range forecasts, and competitive product surveys. For each method there is a brief explanation of how it is used and why it is helpful for design. Examples are given of how IDEO has applied several of these methods to design projects.
User experience design, service design & design thinking : A common story ?Sylvain Cottong
Design thinking, service design, and UX design share many common methods and tools, though they each also have their own media-specific modeling approaches. These fields aim to address complex modern challenges by designing user-centered experiences and services through an iterative, creative process. By taking a human-centered approach focused on empathy, these disciplines provide a strategic way for businesses to innovate and adapt to constant change.
Human-centered design (HCD) is a process that uses qualitative research methods to understand user needs and develop solutions. It involves three phases - Hear, Create, and Deliver. The Hear phase focuses on understanding user perspectives through methods like interviews and observations to capture stories and insights. The Create phase synthesizes this research into opportunities and prototypes solutions. The Deliver phase evaluates how solutions can be implemented and sustained. The document provides guidance on applying HCD through scenarios and outlines the goals and steps of each phase to move from user understanding to tangible solutions.
Globalization is increasing the flow of people, goods, cultures and ideas around the world. It is necessary for professionals to develop an interest in other cultures as people may find themselves working with international colleagues. Returning expatriates often find it difficult to adjust back home as friends, family and work have changed. Repatriation provides an opportunity for personal and professional growth by reflecting on one's international experience.
The document describes various methods that IDEO uses to gain insights into user needs, behaviors, and perceptions. Some of these methods include cultural probes, word-concept association studies, camera journals, card sorting exercises, cognitive mapping, and surveys. IDEO has used these methods to help design products and services across different domains such as travel systems, phones, food packaging, and online education.
Designing a human centred mindset to lead at the edgeZaana Jaclyn
Workshop delivered by Huddle Academy for ALIA Online 2015, February 2, Sydney, Australia.
Workshop outline: Customer expectations are continually increasing, demanding more personalised and customised services and experiences. As a result, understanding your customers and designing services and experiences for them is critical in drawing them to engage with your organisation. Simultaneously it is essential to understand the people in your organisation and enable them to be adaptive to changing needs and to provide them with enjoyable and meaningful work experiences. This means being in service to your customers as well as the people who work in your organisation.
This one day workshop is for those who are seeking to be more effective leaders through developing a human centred mindset. It will focus on building your understanding of the value and principles of being human centred. These principles include putting people first through being empathic, curious, collaborative, and courageous. You will learn methods for how you can better understand your customers and your organisation for the benefit of designing and delivering amazing services and experiences. We will do this through a range of practical hands on activities where you will have the opportunity to experience a set of tools you can apply within your workplace.
This was the presentation I gave at the Ross Net Impact 2011 conference at the Ross School of Business at the University of Michigan on the topic of Design Thinking for Social Innovation.
The document describes various design thinking methods used by IDEO, including anthropometric analysis, error analysis, character profiles, flow analysis, cognitive task analysis, secondary research, long-range forecasts, and competitive product surveys. For each method there is a brief explanation of how it is used and why it is helpful for design. Examples are given of how IDEO has applied several of these methods to design projects.
User experience design, service design & design thinking : A common story ?Sylvain Cottong
Design thinking, service design, and UX design share many common methods and tools, though they each also have their own media-specific modeling approaches. These fields aim to address complex modern challenges by designing user-centered experiences and services through an iterative, creative process. By taking a human-centered approach focused on empathy, these disciplines provide a strategic way for businesses to innovate and adapt to constant change.
Human-centered design (HCD) is a process that uses qualitative research methods to understand user needs and develop solutions. It involves three phases - Hear, Create, and Deliver. The Hear phase focuses on understanding user perspectives through methods like interviews and observations to capture stories and insights. The Create phase synthesizes this research into opportunities and prototypes solutions. The Deliver phase evaluates how solutions can be implemented and sustained. The document provides guidance on applying HCD through scenarios and outlines the goals and steps of each phase to move from user understanding to tangible solutions.
Globalization is increasing the flow of people, goods, cultures and ideas around the world. It is necessary for professionals to develop an interest in other cultures as people may find themselves working with international colleagues. Returning expatriates often find it difficult to adjust back home as friends, family and work have changed. Repatriation provides an opportunity for personal and professional growth by reflecting on one's international experience.
The keynote is the teaching material for the UOID + AHMI course in 2013. It is an multidisciplinary course for the cooperation between NTUST design and NTU IT students. The course is held on NTUST. The purpose of the course is creating assisting or supportive APPS that are needed and appropriate for underprivileged people in Taiwan. The lectures are drhhtang and Mike Chen. The content of the slide is describing the process of human-centered design process and the design brief for 2013.
This document discusses participatory design and how to conduct remote participatory design sessions during the COVID-19 pandemic. Participatory design involves stakeholders in the design process to better understand their needs. It describes common participatory design activities like generative collaging to elicit ideas and reflective card sorting to evaluate concepts. When planning remote sessions, the document recommends keeping the technology simple, designing effective recruitment, considering the at-home experience by sending materials, and being flexible with logistics like shorter sessions to avoid fatigue from long video calls. The goal is to effectively engage participants remotely to gain insights through adapted participatory design activities.
Innovation trends in humanitarian actionShiftbalance
The document discusses leveraging design thinking and human-centered design approaches to innovation in humanitarian action. It outlines three phases of the design process - Empathize, Create, and Deliver. The Empathize phase involves understanding user needs through observation, engagement, and immersion. The goals are to understand who to talk to, how to gain empathy, and how to capture stories. The Create phase takes the insights from research to identify opportunities and brainstorm solutions. The Deliver phase focuses on identifying capabilities, sustainability, piloting solutions, and measuring impact. The overall document provides guidance on applying a human-centered design process to innovation in humanitarian contexts.
This document introduces a human-centered design toolkit for organizations working in developing communities. It provides an overview of the following:
- The three phases of the human-centered design process: Hear, Create, and Deliver.
- Best practices for innovation teams, including assembling multidisciplinary teams, dedicating project spaces, and using finite timeframes.
- Four scenarios for using portions or all of the toolkit, such as week-long or multi-month deep dives, activating existing knowledge, or complementing long-term activities.
The toolkit is intended to be flexible and complement other approaches such as participatory rural appraisal. The goal is to help organizations better understand community needs and create
Participatory design is an approach that invites stakeholders into the design process to better understand and meet their needs. It involves discovering unmet needs through activities where participants generate, reflect on, and evaluate potential solutions. Examples show that participatory design can uncover latent needs that users may not be able to articulate directly. The process includes framing questions and goals, planning generative activities, facilitating participation and documentation, and analyzing the results to identify insights and opportunities. Overall, participatory design aims to give stakeholders a voice in the design process rather than just asking them what they want.
Designing Beyond Products: A Case Study in Restorative JusticeClinton Carlson
A presentation from BigDesign 2021, that explores community-activated design methods and design for micro-communities based on restorative justice circle practices.
Design Thinking & Re-imagining the role of HRVikram Bhonsle
Let`s take a look at the applications of the "Design Mindset" in tackling modern day people conundrums. How can HR use design thinking to redefine and reshape HR strategies and processes to cater to a demanding and advanced workforce. A look also at select organizations who have carried this successfully and the business benefits.
In case you require instructor notes, do send me an email to bhonslevb@gmail.com
DESIGN THINKING RESOURCES is free PDF collection with very inspirational books, tools, toolkits, blogs and companies in the subject of Design Thinking and Service Design.
Author: PLEO group, Paweł Krzciuk
http://pleogroup.com/
Design thinking for designing and delivering servicesZaana Jaclyn
This document outlines an agenda and introduction to a design thinking workshop focused on reimagining libraries. The workshop covers the core phases of design thinking - discovery, definition, development and delivery. In the discovery phase, participants share stories about libraries and build personas. In definition, they identify opportunities and frame focus questions. The development phase involves generating many ideas and prototyping a new library experience. Finally, in delivery, participants prepare pitches to present their visions for the library of tomorrow. The overall workshop aims to collaboratively solve challenges facing libraries through a human-centered design process.
Design thinking for designing and delivering servicesZaana Jaclyn
1) The document discusses design thinking as a human-centered and collaborative approach to problem solving that balances business, technology and human needs.
2) It outlines the design thinking process of discovery, definition, ideation, prototyping and testing. During discovery, researchers develop personas, map out user journeys and identify insights and challenges.
3) The document uses a case study of redesigning a library experience. Researchers explored user needs through interviews and observations. They identified challenges and developed prototypes to test solutions before refining the design.
The document outlines the design thinking process, which includes defining or redefining the problem, needfinding through research and interviews, synthesizing insights, ideating potential solutions, and prototyping ideas. It provides details on each phase, such as tips for conducting interviews and observations during needfinding, different ways to synthesize data into insights, brainstorming techniques for ideating solutions, and the goal of rapid prototyping to test ideas.
Wildwon is an experience design and event production company focused on creating socially and environmentally positive experiences. They build new business models that showcase possibilities for sustainable businesses. Wildwon helps clients have impactful experiences around sustainability, food, community, and innovation. They design end-to-end experiences and capture content to share the story and prove impact. One project was a series of "Reel Food Nights" events for the Youth Food Movement, which included a pop-up cinema screening a film about young farmers and a discussion on the future of agriculture in Australia.
The document describes several ethnographic research methods used by IDEO to understand user behaviors and design opportunities. These include personal inventories to catalog important personal items, shadowing and guided tours to observe daily routines and contexts, and behavioral mapping to track user movements and identify high traffic areas. Understanding social relationships and motivations behind certain activities provided insights for IDEO's designs.
The following slide deck was presented at the Saskatchewan chapter of the Service Design Network's kick off event in Regina, Saskatchewan. It provides a high level overview of service design, some insights into creating journey maps and an approach for design sprints.
Wireframes are an important step in the creative process & Design Thinking. It's one of the first times that your team actually sees the product come together. The presentation explores the basics of wireframes and how they fit into the process of Human-centered Design.
This deck was part of workshop held by General Assembly on the Intro to Wireframing on 2-10-2015
Discovering Unmet Needs and New Solutions with Participatory DesignJennifer Briselli
The document discusses participatory design, which involves stakeholders in the design process to better understand and meet their needs. It defines participatory design and outlines the key stages: discover needs, synthesize insights, generate solutions, and focus testing and evaluation. Participatory design fits within the discover stage to uncover latent needs. Generative methods like creating mockups can provide insights beyond what stakeholders say they want. The document provides examples of different participatory design activities for each stage, such as collaging in discover and prototyping in generate. It also offers guidance on planning, facilitating, capturing insights from, and analyzing participatory design sessions.
1. The Week-Long Deep Dive: Use all sections sequentially over one week to quickly learn about and generate solutions for a new challenge through intensive research and workshops.
2. The Several-Month Deep Dive: Use all sections over several months for a deeper examination of complex, multi-faceted challenges, allowing more locations, stakeholders to participate.
3. Activating Existing Knowledge: Use the Create and Deliver sections to analyze existing research and identify actionable solutions and plans, when an organization already has substantial data but needs help translating it.
DISTANCE Project: Using your maker's tacit knowledge to design in Virtual Rea...Ann Marie Shillito, FRSA
Ann marie Shillito is a jeweller and was one of the applied artists participating in Applied Arts Scotland's Distance Project, exploring the potential of Virtual Reality for their practice. Ann Marie focused on the practicalities of designing jewellery and getting the models 3D printed. This presentation is about using a maker' tacit knowledge to design in Virtual Reality on that journey.
The document proposes monthly seminars exploring the relationship between business and art for local business leaders. The seminars would be hosted by the Delaplaine Visual Arts Education Center and streamed online. They would feature topics like innovation, social media strategies, and grant writing to challenge attendees' thinking and strengthen Frederick's creative community. Potential partners and speakers from various local organizations are identified. Marketing strategies and incentive programs are outlined to promote participation.
Design practice for innovation: How might we use creative design approaches t...Penny Hagen
Design practice for innovation involves using creative design approaches to co-create value with users. The design process provides ways to work with users to reframe problems and identify new opportunities. It also offers ways to generate, envision, explore and test ideas with users to evaluate their potential impact and value early in the process. Prototyping allows moving ideas from abstract concepts to tangible representations to facilitate collaboration, testing and refinement.
This presentation, given at Refresh Boston, provides a short introduction to the Agile development process and reviews current design and UX practices. It examines whether Agile can work without hindering the creative process, highlighting the reasons why developers like Agile, the problems Agile poses for designers, and the ways teams can mitigate some of these issues. Lastly, the presentation reviews techniques integrated Agile development and design teams use, and evaluates which methods have worked and where they can be refined.
Taiwan CPC 2012 Workshop - Using UX Design Principles & Methodologies in Desi...MLD/Mel Lim Design
Aspiration and joyful satisfaction are intrinsic drives. They are the common denominators of all effort, beginning with design and extending to the client and user experience. What is created externally mirrors what is happening internally. To understand the whole requires learning to engage in empathic internal and external communication across cultures, teams, clients, and customers. This “practice” provides validation, adds to ideation, and forges strategies for demonstrating and building value.
The keynote is the teaching material for the UOID + AHMI course in 2013. It is an multidisciplinary course for the cooperation between NTUST design and NTU IT students. The course is held on NTUST. The purpose of the course is creating assisting or supportive APPS that are needed and appropriate for underprivileged people in Taiwan. The lectures are drhhtang and Mike Chen. The content of the slide is describing the process of human-centered design process and the design brief for 2013.
This document discusses participatory design and how to conduct remote participatory design sessions during the COVID-19 pandemic. Participatory design involves stakeholders in the design process to better understand their needs. It describes common participatory design activities like generative collaging to elicit ideas and reflective card sorting to evaluate concepts. When planning remote sessions, the document recommends keeping the technology simple, designing effective recruitment, considering the at-home experience by sending materials, and being flexible with logistics like shorter sessions to avoid fatigue from long video calls. The goal is to effectively engage participants remotely to gain insights through adapted participatory design activities.
Innovation trends in humanitarian actionShiftbalance
The document discusses leveraging design thinking and human-centered design approaches to innovation in humanitarian action. It outlines three phases of the design process - Empathize, Create, and Deliver. The Empathize phase involves understanding user needs through observation, engagement, and immersion. The goals are to understand who to talk to, how to gain empathy, and how to capture stories. The Create phase takes the insights from research to identify opportunities and brainstorm solutions. The Deliver phase focuses on identifying capabilities, sustainability, piloting solutions, and measuring impact. The overall document provides guidance on applying a human-centered design process to innovation in humanitarian contexts.
This document introduces a human-centered design toolkit for organizations working in developing communities. It provides an overview of the following:
- The three phases of the human-centered design process: Hear, Create, and Deliver.
- Best practices for innovation teams, including assembling multidisciplinary teams, dedicating project spaces, and using finite timeframes.
- Four scenarios for using portions or all of the toolkit, such as week-long or multi-month deep dives, activating existing knowledge, or complementing long-term activities.
The toolkit is intended to be flexible and complement other approaches such as participatory rural appraisal. The goal is to help organizations better understand community needs and create
Participatory design is an approach that invites stakeholders into the design process to better understand and meet their needs. It involves discovering unmet needs through activities where participants generate, reflect on, and evaluate potential solutions. Examples show that participatory design can uncover latent needs that users may not be able to articulate directly. The process includes framing questions and goals, planning generative activities, facilitating participation and documentation, and analyzing the results to identify insights and opportunities. Overall, participatory design aims to give stakeholders a voice in the design process rather than just asking them what they want.
Designing Beyond Products: A Case Study in Restorative JusticeClinton Carlson
A presentation from BigDesign 2021, that explores community-activated design methods and design for micro-communities based on restorative justice circle practices.
Design Thinking & Re-imagining the role of HRVikram Bhonsle
Let`s take a look at the applications of the "Design Mindset" in tackling modern day people conundrums. How can HR use design thinking to redefine and reshape HR strategies and processes to cater to a demanding and advanced workforce. A look also at select organizations who have carried this successfully and the business benefits.
In case you require instructor notes, do send me an email to bhonslevb@gmail.com
DESIGN THINKING RESOURCES is free PDF collection with very inspirational books, tools, toolkits, blogs and companies in the subject of Design Thinking and Service Design.
Author: PLEO group, Paweł Krzciuk
http://pleogroup.com/
Design thinking for designing and delivering servicesZaana Jaclyn
This document outlines an agenda and introduction to a design thinking workshop focused on reimagining libraries. The workshop covers the core phases of design thinking - discovery, definition, development and delivery. In the discovery phase, participants share stories about libraries and build personas. In definition, they identify opportunities and frame focus questions. The development phase involves generating many ideas and prototyping a new library experience. Finally, in delivery, participants prepare pitches to present their visions for the library of tomorrow. The overall workshop aims to collaboratively solve challenges facing libraries through a human-centered design process.
Design thinking for designing and delivering servicesZaana Jaclyn
1) The document discusses design thinking as a human-centered and collaborative approach to problem solving that balances business, technology and human needs.
2) It outlines the design thinking process of discovery, definition, ideation, prototyping and testing. During discovery, researchers develop personas, map out user journeys and identify insights and challenges.
3) The document uses a case study of redesigning a library experience. Researchers explored user needs through interviews and observations. They identified challenges and developed prototypes to test solutions before refining the design.
The document outlines the design thinking process, which includes defining or redefining the problem, needfinding through research and interviews, synthesizing insights, ideating potential solutions, and prototyping ideas. It provides details on each phase, such as tips for conducting interviews and observations during needfinding, different ways to synthesize data into insights, brainstorming techniques for ideating solutions, and the goal of rapid prototyping to test ideas.
Wildwon is an experience design and event production company focused on creating socially and environmentally positive experiences. They build new business models that showcase possibilities for sustainable businesses. Wildwon helps clients have impactful experiences around sustainability, food, community, and innovation. They design end-to-end experiences and capture content to share the story and prove impact. One project was a series of "Reel Food Nights" events for the Youth Food Movement, which included a pop-up cinema screening a film about young farmers and a discussion on the future of agriculture in Australia.
The document describes several ethnographic research methods used by IDEO to understand user behaviors and design opportunities. These include personal inventories to catalog important personal items, shadowing and guided tours to observe daily routines and contexts, and behavioral mapping to track user movements and identify high traffic areas. Understanding social relationships and motivations behind certain activities provided insights for IDEO's designs.
The following slide deck was presented at the Saskatchewan chapter of the Service Design Network's kick off event in Regina, Saskatchewan. It provides a high level overview of service design, some insights into creating journey maps and an approach for design sprints.
Wireframes are an important step in the creative process & Design Thinking. It's one of the first times that your team actually sees the product come together. The presentation explores the basics of wireframes and how they fit into the process of Human-centered Design.
This deck was part of workshop held by General Assembly on the Intro to Wireframing on 2-10-2015
Discovering Unmet Needs and New Solutions with Participatory DesignJennifer Briselli
The document discusses participatory design, which involves stakeholders in the design process to better understand and meet their needs. It defines participatory design and outlines the key stages: discover needs, synthesize insights, generate solutions, and focus testing and evaluation. Participatory design fits within the discover stage to uncover latent needs. Generative methods like creating mockups can provide insights beyond what stakeholders say they want. The document provides examples of different participatory design activities for each stage, such as collaging in discover and prototyping in generate. It also offers guidance on planning, facilitating, capturing insights from, and analyzing participatory design sessions.
1. The Week-Long Deep Dive: Use all sections sequentially over one week to quickly learn about and generate solutions for a new challenge through intensive research and workshops.
2. The Several-Month Deep Dive: Use all sections over several months for a deeper examination of complex, multi-faceted challenges, allowing more locations, stakeholders to participate.
3. Activating Existing Knowledge: Use the Create and Deliver sections to analyze existing research and identify actionable solutions and plans, when an organization already has substantial data but needs help translating it.
DISTANCE Project: Using your maker's tacit knowledge to design in Virtual Rea...Ann Marie Shillito, FRSA
Ann marie Shillito is a jeweller and was one of the applied artists participating in Applied Arts Scotland's Distance Project, exploring the potential of Virtual Reality for their practice. Ann Marie focused on the practicalities of designing jewellery and getting the models 3D printed. This presentation is about using a maker' tacit knowledge to design in Virtual Reality on that journey.
The document proposes monthly seminars exploring the relationship between business and art for local business leaders. The seminars would be hosted by the Delaplaine Visual Arts Education Center and streamed online. They would feature topics like innovation, social media strategies, and grant writing to challenge attendees' thinking and strengthen Frederick's creative community. Potential partners and speakers from various local organizations are identified. Marketing strategies and incentive programs are outlined to promote participation.
Design practice for innovation: How might we use creative design approaches t...Penny Hagen
Design practice for innovation involves using creative design approaches to co-create value with users. The design process provides ways to work with users to reframe problems and identify new opportunities. It also offers ways to generate, envision, explore and test ideas with users to evaluate their potential impact and value early in the process. Prototyping allows moving ideas from abstract concepts to tangible representations to facilitate collaboration, testing and refinement.
Design practice for innovation: How might we use creative design approaches t...
Similar a Space, Time and the Attendee: How the Attendee of Today is Affected by Physical Space and Time Constraints and What Your Event Must Know to Keep Up
This presentation, given at Refresh Boston, provides a short introduction to the Agile development process and reviews current design and UX practices. It examines whether Agile can work without hindering the creative process, highlighting the reasons why developers like Agile, the problems Agile poses for designers, and the ways teams can mitigate some of these issues. Lastly, the presentation reviews techniques integrated Agile development and design teams use, and evaluates which methods have worked and where they can be refined.
Taiwan CPC 2012 Workshop - Using UX Design Principles & Methodologies in Desi...MLD/Mel Lim Design
Aspiration and joyful satisfaction are intrinsic drives. They are the common denominators of all effort, beginning with design and extending to the client and user experience. What is created externally mirrors what is happening internally. To understand the whole requires learning to engage in empathic internal and external communication across cultures, teams, clients, and customers. This “practice” provides validation, adds to ideation, and forges strategies for demonstrating and building value.
This presentation was delivered on the second week of my Ubiquity Lab internship to introduce the development team to different Service Design and UX Tools and Methodologies.
User Experience Research: Deriving Insights for Customer DevelopmentNoreen Whysel
Workshop on deriving insights for Customer Development with user experience research techniques. Presented to Project 2.8 cohort of entrepreneur women hosted by the Columbia Venture Community.
This document discusses key concepts in user experience (UX) design including understanding users, conducting user research through methods like interviews and prototyping, and iterating a product through experimentation and repeating the process. It emphasizes starting with users, giving designers space to be inspired and collaborate, and testing ideas through experiments to drive innovation. The overall message is that innovation at Yahoo involves repeating a process of focusing on users, providing a collaborative culture, and continually experimenting with prototypes.
An Army of One? A Nation of Millions? Collaboration is not the key, it's the...Christopher Cashdollar
The document discusses collaboration at Happy Cog, an experience design agency. It provides an overview of Happy Cog's process, which values collaboration, iteration, and flexibility. The process involves pairing collaborators from different roles to work together. Examples of collaborator pairings discussed include project managers working with information architects early in the process, and designers working with front-end developers. The document also discusses challenges in collaborating with clients from different industries and the need to adapt processes accordingly.
How to Accelerate Your Digital Transformation With Design Thinkingrivetlogic
Why are leading brands around the world including Apple, Google, Starbucks, Coca Cola, and Target adopting a Design Thinking approach? By thinking like a designer, these companies are transforming the way they develop products, services, processes and strategy.
Design thinking has become a key component of digital transformation success, providing a flexible approach to tackling the complex problems that digital transformation journeys present.
By approaching problem solving through a human centered mindset, design thinking allowing organizations to discover more innovative solutions that focus on the user’s needs.
This webinar discusses:
* Common pitfalls for project failure
* Why the design thinking approach works
* The five stages of Design Thinking
* Best practices for incorporating design thinking into your digital transformation strategy
The document provides guidance on writing requirements to define a software project from concept to coding. It discusses establishing the client's needs through defining the territory, context and direction. It also covers identifying users and writing personas, user stories and acceptance tests to define features and their scope. The goal is to fully specify requirements before development through documenting the user stories, workflows, wireframes and specifications for each feature. This process aims to uncover gaps and ensure all parties share a common understanding of the project.
Innovation through Experience Design: Designers as InnovatorsJason Ulaszek
The pressure to create amazing, groundbreaking product and service experiences has intensified within just about every industry. Entire industries are now competing heavily on larger, connected ecosystems, not just individualized experiences. Competing organizations are increasingly enlisting designers to help bring clarity to decisions supporting the what, where, how and when of it all. In turn, the pressure point becomes the designer.
Designers possess the ability to influence the creation and design of new products and services. Sometimes they’re even given opportunity to influence business model transformation. But, what about innovation? Do designers possess the ability to disrupt the status quo and become the innovator? And, are they ready for it? I think so. And, after this session I think you’ll see why too.
Together, we’ll examine the role of an experience designer as an innovator and the skills designers command that can engineer new business opportunity and effect social change. We’ll share examples, models and skills that you’ll need in order to lead the charge.
Originally presented by Jason Ulaszek and Brian Winters at Webvisions Chicago on September 24, 2015.
This “brand 101″ session is designed to help nonprofit leadership and board members understand the basic concepts around developing and maintaining a strong brand:
- What it means to brand an organization
- How to identify what’s at the core of your organization’s brand
- How to build simple messaging frameworks that allow consistent communications of that brand
- How to help your organization “walk the walk” and deliver on the promise of your brand
Lesson 2 - INNOVATION AND DESIGN THINKING_2024.pdfruvabebe
Design thinking is a human-centered approach to innovation that draws from design methods and focuses on empathizing with users, defining problems based on user needs, ideating solutions, prototyping ideas, and getting user feedback to iterate on designs. It involves three key spaces: desirability from the user perspective, feasibility in terms of technical possibilities, and viability regarding business needs. The design thinking process emphasizes empathy with users through observation and engagement to understand user needs, defining problems based on pain points, ideating many solutions through brainstorming, prototyping ideas, and testing prototypes with users to iterate on the design.
Design thinking is a process centered around understanding user needs through methods like observation and interviews to define problems and generate innovative solutions. It is an iterative process involving prototyping ideas and testing them with users to refine solutions. Organizations use design thinking to develop more user-centered products and services that better meet customer needs and reduce risks, which can lead to increased profits and differentiation from competitors. The Stanford design thinking process involves the phases of empathizing, defining, ideating, prototyping, and testing to manage projects with a user-focused approach.
[Note: This is a partial preview. To download this presentation, visit:
https://www.oeconsulting.com.sg/training-presentations]
This comprehensive presentation with over 320+ slides covers 36 commonly used Design Thinking frameworks, mindsets and methods for Customer Experience innovation and redesign.
A detailed summary is provided for each design framework. The frameworks in this deck span across the inspiration, ideation and implementation phases of Design Thinking.
INCLUDED FRAMEWORKS & METHODOLOGIES:
1. Design Thinking
2. Assume a Beginner's Mindset
3. Persona
4. Empathy Map
5. Interviews
6. Extreme Users
7. Point Of View
8. "How Might We" Questions
9. Design Brief
10. Stakeholder Map
11. Customer Journey Map
12. Context Map
13. Opportunity Map
14. Brainstorming
15. SCAMPER
16. Affinity Diagram
17. Ideas Evaluation Matrix
18. Prioritization Map
19. Prototypes
20. Rapid Prototyping
21. Storyboard
22. Storytelling
23. Role Play
24. 2x2 Matrix
25. Ways to Grow Framework
26. Feedback Capture Grid
27. 70-20-10 Rule
28. Kano Model
29. Customer Profile
30. Value Proposition Map
31. Value Proposition Canvas
32. Business Model Canvas
33. The Golden Circle
34. Five Whys Analysis
35. ADKAR® Model for Individual Change
36. Kotter's Change Management Model
These frameworks and templates are used in many design firms. With this comprehensive document in your back pocket, you can find a way to address just about any problem or design challenge that can arise in your organization.
The level of detail varies by framework, depending on the nature of the model. Examples and templates are provided.
Managing The Design Process oleh Terry Lee Stones
Mengoptimalkan penggunaan design grafis dalam cara yang praktis dan nyata. Memahami bagaimana proses kolaborasi yang berlangsung akan perlu mempelajari beberapa bahasa baru, juga tools dan teknik, dalam mengaplikasikan menejemen design dan hubungannya dengan konsep kepemimpinan design
Tom Brinck discusses evolving UX processes to be more adaptive, streamlined, optimized, innovative, collaborative, and concrete. He advocates experimenting with process changes and adopting those that work while abandoning those that don't. Brinck also presents a UX capabilities model that outlines increasing levels of capability from reactive to transformative.
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Space, Time and the Attendee: How the Attendee of Today is Affected by Physical Space and Time Constraints and What Your Event Must Know to Keep Up
1. Space,, Time,, and the Attendee
p
Robert Lowe Paul Gould
Vice President—Event Architect Designer
Nth Degree Events
g MAYA Design, Inc.
g
2. Essential Learning Components
1. Consider the unique mindsets of the four distinct
generations of attendees.
2. Acknowledge and accept attendees’ time
constraints.
3. Develop personas as a way to understand and support
3D l d dd
attendee needs.
4. Pay attention to the social and behavioral impact that
Pay attention to the social and behavioral impact that
space has on event attendees.
5. Stay aware of boundaries where attendees maintain
“sense of place” and form meaningful connections.
3. Questions to keep in mind
• How have attendees evolved over the past five years?
• What drives those changes?
• How has your event development, planning, and
methodology changed in response to or anticipation of
methodology changed in response to or anticipation of
those changes?
• How do all of these changes alter the way attendees
“consume” your event?
• How do the approaches we’ll cover differ from
conventional approaches?
conventional approaches?
15. Generational Effects on Events
• Learning styles
– Events must “teach” to all learning styles
and not just in sessions
• Approach to commitment and focus
• Work vs. personal time
• Different core values
17. Understanding the Attendee Personas
• What is a persona?
• Wh i i i
Why is it important to define them?
d fi h?
• How do you do it?
Tasks
–
Goals
–
Motivations
–
Mindset
–
Context
–
Constraints
–
Capabilities
–
18. What is a persona?
• As defined by Wikipedia: “A persona is a fictitious
y p p
character created to represent different user types
within a targeted demographic…. Personas are useful
in considering the goals, desires, and limitations of
the users in order to help to guide decisions about a
product….
product ”
19. Why is it important to define them?
• Meet the expectations of attendees
• Understand attendees as people not just BISs
• Test your “design” against them
All this should be at the center of your decision‐making process.
y gp
24. The Event Attention Economic Affect
• High value vs. time spend
– Weigh perceived value of every interaction
vs. time commitment necessary
• Attendees demand the ability to consume an
event when and how they choose
29. The primary use of these
Persona Applications
personas is by the Agile 2009
conference attendee for use in
conference attendee for use in
identifying sessions appropriate
to attend. In particular
attendees that don’t have a
specific agenda may be
interested in choosing sessions
that closely match their role or
interest level.
The secondary use for personas
is for session proposers. Session
is for session proposers Session
proposers will “tag” their
session proposals as being
appropriate for one or more
appropriate for one or more
attendee personas
31. Event Attention Economic Applications
• Shrinking keynote and session presentation times
• Replay/recast
• Activity‐finding (“What’s happening now”?)
32. Measure of Success
• Measure number of hours on show floor,
number or sessions attended or number of days
b i tt d d b fd
at an event
Vs.
• Have attendees formed meaningful connections
and accomplished their goals?
34. Questions to keep in mind…
• How is the information space changing?
• Who/What are we designing for?
• How do we design spaces that enable, support, and
empower users within the constraints of an
attention economy?
35. Points of Interest
• It’s all about:
– Connections
– Designing for experiences
– Creating a shared ritual through storytelling,
spectacle, and community
38. Design Exercise
Design:
g
. . . a way for people
. . . a “way for people
to enjoy flowers in
their home”
39. Design for Experience
Experience design, or design for
Experience design, or “design for
experience” is a name for enlarging
scope to consider patterns of life, goals,
scope to consider patterns of life, goals,
activity, context, repeated use, learning,
sharing, emotion, and more…while
g, ,
applying the design process.
96. Thank You
Robert Lowe Paul Gould
Vice President—Event Architect Designer
Nth Degree Events
g MAYA Design, Inc.
g
281‐304‐9566 412‐488‐2900
rlowe@nthdegreeevents.com gould@maya.com