Entrep chap 3

Cards (63)

  • Design thinking is a constant process of finding innovative solutions to problems through deep understanding and empathy of the target user
  • Design thinking involves questioning the problem, assumptions, and implications
  • Ideas are formed through brainstorming sessions to re-structure the problem in human-centric ways
  • Solving problems in design thinking involves appropriate research, forming prototypes, and testing products/services to satisfy users' needs
  • Design thinking also involves experimentation and trying out concepts and ideas
  • Airbnb and Apple are examples of companies that have used design thinking successfully
  • Design thinking is problem-solving oriented and is beneficial for corporations and entrepreneurs aiming for customer-oriented businesses
  • Principles of design thinking:
    • Human-centricity and Empathy: Focuses on human needs and user response
    • Collaboration: Forms a pond of perspectives and ideas for innovation
    • Ideation: Encourages producing many ideas without first considering quality
    • Experimentation and Iteration: Turns ideas into prototypes, tests them, and iterates for improvement
    • A bias towards Action: Favors practical, action-oriented solutions over discussions
  • Design thinking emerged in the 50s and 60s as a way of collective problem solving for significant societal changes by engineers, architects, and industrial designers
  • Herbert A. Simon first mentioned design thinking in his 1969 book "The Sciences of the Artificial" and contributed numerous ideas to the principles of design thinking
  • In the 1970s, design thinking began to combine human, technological, strategic needs, and innovation technology
  • Simon outlined the first formal models of the design thinking process with seven major stages
  • In the 21st century, there are many variants of design thinking with different numbers of stages in the process
  • The Hasso Plattner Institute of Design at Stanford suggested a five-stage design thinking model
  • Design thinking has been strategic to the success of prominent international companies like Google, Apple, and Airbnb
  • Design thinking is now taught at distinguished universities worldwide and promoted in various types of organizations
  • The five-stage design thinking model provided by the Hasso Plattner Institute of Design at Stanford follows a flexible and non-linear fashion, occurring in parallel and being repeated iteratively
  • 2. Immersion and Observation:
    • Users should be observed in their natural environment or immersed in a certain situation while they are in action
    • Techniques: Photographing or videoing to identify users' needs, motivations, or challenges that they are not conscious of
    • Focus: Observing users as they act naturally
  • 3. Extreme Users:
    • Purpose: Restructure the problem and discover fresh insights
    • Benefit: Needs of extreme users are intensified, aiding in problem-solving
    • Comparison: Extreme users find workarounds to existing problems more than average users
  • 4. Ask what, how, and why in curiosity:
    • Considerations: The what, how, and why of users' behavior must always be taken into account
    • Questioning: Leads observation into more abstract user motivations
    • Details:
    • "What" question: Details of the action taken
    • "How" question: Manner of completion of the action
    • "Why" question: Unveils motivations and emotions as the action is completed
  • The empathy map is a method used to efficiently record information from an interview
  • The empathy map helps gather and organize data from interviews to lead to surprising insights
  • The four main components of the empathy map are:
    1. Say - what the user says loudly in an interview or usability study
    2. Think - what the user is thinking throughout the experience
    3. Do - the actions the user undergoes
    4. Feel - the user's emotional state
  • In the design thinking process, guidelines for generating questions include:
    1. Strengthen the good - intensify all positive aspects of customers' needs
    2. Eliminate the bad - remove all negative components in the problem
    3. Search the opposite - transform the problem into an opportunity
    4. Enquiry of the Assumptions - inquire about the assumptions at hand
  • Design thinking involves seeking unanticipated resources not stated by the customer for control
  • Analogies are formed in design thinking by creating relationships between the problem at hand and unconnected images
  • Breaking down the problem into pieces involves analyzing the points discussed in the 'empathize' section into elementary fragments to make the work easier
  • Ideate stage in design thinking challenges assumptions and constructs ideas
  • Ideation techniques in design thinking include Brainstorm, Brainwrite, Worst Possible Idea, and SCAMPER
  • Brainstorm:
    • Relaxed and informal way of solving a problem using imaginative thinking
    • Original and creative solutions to a problem that may seem crazy
    • Ideas generated can trigger more ideas
    • Encourages free thinking and shaking off usual ways of thinking
  • Brainwrite:
    • Serial process of asking participants to write down ideas about a specific question or problem on sheets of paper
    • Participants pass their ideas to others who add new ideas
    • Process repeats for 10 to 15 minutes before discussion
  • Worst Possible Idea:
    • Team members look for the worst solutions in ideation periods
    • Reverse way of examining ideas, contesting assumptions, and gaining insights
    • Strengthens creativity and boosts team members' confidence
  • SCAMPER:
    • Concept aimed at looking for solutions to problems
    • Focuses on discovering unfamiliar and innovative solutions
    • Improves a product or service
    • SCAMPER stands for Substitute, Combine, Adapt, Modify, Put to another use, Eliminate, Reverse
  • Combine:
    • Solutions that are already available can be combined to create a more effective outcome
  • Adapt:
    • The right solution to a problem may already exist but is not yet known
  • Modify:
    • Exaggerating a situation or problem can provide new insights or added value
    • Helps isolate the vital parts of a process or concept
  • Put to another use:
    • Making an idea or concept work in a different way than originally planned
  • Eliminate:
    • Involves eliminating waste in processes, similar to Lean Six Sigma principles
    • Removing ineffective procedures to reform them
  • Reverse:
    • Doing things that are contrary to the original purpose to gain a different perspective
  • Prototype:
    • A low-cost, scaled-down working sample of entrepreneurial ideas for new products or features