Design Thinking Methodology Book
Design Thinking Methodology Book
Design Thinking Methodology Book
Methodology Book
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Copyright © 2016
EMRAH YAYICI
No part of this book may be reproduced or transmitted in any form or by any means,
electronic, mechanical, photocopying, recording or otherwise, without the prior written
permission of the publisher.
ISBN: 978-605-86037-5-2
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Preface
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This book explains design thinking methodology that is applied by high-
performing enterprises, start-ups and organizations in developing
innovative
products;
technologies;
services;
business models;
marketing ideas;
processes;
spaces; and
solutions for diverse business, social, and everyday challenges.
HMW questions,
personas,
mind mapping,
empathy mapping,
affinity diagram,
value-proposition canvas,
storyboard,
cause-and-effect diagram,
brainstorming,
brain dumps,
reverse brainstorming,
benchmarking,
journey map, and
prototyping.
A real-life case study is used to introduce design thinking methodology
and techniques in a more practical way to a broad range of practitioners,
including
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project managers and IT specialists,
innovation teams,
marketing professionals and brand managers,
product managers,
designers,
consultants,
strategic planning experts,
entrepreneurs,
C-level executives, and
architects.
The book also explains how artful thinking perspectives can be applied to
enhance design thinking skills, such as
creativity,
thinking out of the box,
empathy,
visual thinking,
observation,
asking the right questions, and
pattern recognition.
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Table of Contents
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Design Thinking Methodology
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The top two agenda items at every organization are being more innovative
in
1. Definition
2. Research
Interview and observe the target audience in its own context and
identify its needs, problems and expectations associated with the
defined challenge.
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3. Interpretation
4. Idea Generation
With inspiration from the insights, generate ideas for creative solutions
that may satisfy the needs and expectations and solve the problems of
the target audience.
5. Prototyping
6. Evaluation
The famous artist Marcel Duchamp said, “I don't believe in art. I believe
in artists.” Similarly, companies that apply design thinking have realized
that this methodology unleashes its real potential when it’s applied by
teams having whole-brain thinking (both left- and right-brain) skills. In
design thinking projects
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allegories; and
the evaluation phase requires critical thinking skills.
Art is the top level of intellectuality. The word “intellect” originates from
the Latin “intellectus,” which means “to understand.” Dealing with art
makes a person an intellectual with skills such as creativity, observation,
empathy, and critical thinking. These skills help people better empathize
with others and understand the things around them.
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Artful thinking leads us to ask what if famous artists such as Picasso, Da
Vinci, Dali, and Van Gogh were business and technology professionals
and to look at business and personal life from different perspectives. As
French novelist and critic Marcel Proust said, “The real voyage of
discovery consists not in seeking new landscapes, but in having new eyes.”
Artful thinking helps us see the world with these new eyes and use this
increased awareness and mindfulness in the creation of innovative
business and technology solutions.
With this aim in mind, art fairs exhibiting important artworks of the
twentieth and twenty-first centuries are organized in Silicon Valley in
collaboration with the world’s most respected galleries and art institutions.
Therefore, the “magic” step that companies can take to unlock creativity,
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foster innovation, and develop delightful solutions that touch the hearts of
people is to apply design thinking methodology and an artful thinking
mind-set. By doing so, they can replace shallow, organizational mind-sets
with deeper ones, resulting in improved emotional intelligence and
creative empowerment.
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Phase 1: Definition
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Design thinking is not about pixels, look and feel, or visual aesthetics. It is
a designer’s approach that can also be applied by nondesigners to meet
needs and solve people’s business, social, and everyday problems.
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1. Known / Knowns: The root cause of the problem is definitely
known.
The key success factor in the definition phase is spending enough time to
frame the challenge as a specific, purpose-led, achievable, and crystal-
clear statement. As Albert Einstein said, “If I had an hour to solve a
problem, I would spend fifty-five minutes thinking about the problem and
five minutes thinking about solutions.”
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chaos theory, a small change at one place in a complex system can result
in large effects elsewhere. The formation details of a hurricane can be
influenced even by the flapping of a butterfly’s wings at a distinct location
several weeks earlier. Similarly, an ambiguous definition of a design
challenge will have an adverse rippling effect on all other design thinking
activities and will result in waste. As Ansel Adams said, “There is nothing
worse than a sharp image of a fuzzy concept.”
Skills for Definition of the Challenge
- Concretization
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Design thinking teams can use the “how might we” (HMW) questions
technique to define and frame the design challenge in a concrete way.
HMW questions should not be too broad or too narrow.
Wrong Design Challenge Definitions
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Phase 2: Research
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Innovation is the most popular buzzword of our century. In the majority of
organizations, the number-one priority of executives is to create innovative
business and technology solutions. Governments spend billions of dollars
to support organizations with incentives to stimulate innovation.
However, the ROI related to these efforts is very low. Only a small
number of organizations succeed in developing innovative solutions. Most
of them either create a similar version of an existing product or introduce a
new product that the target audience has no interest in.
Copernicus said, “What appear to us as motions of the sun arise not from
its motion but from the motion of the earth and our sphere, with which we
revolve about the sun like any other planet.”
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Organizations should realize that innovation cannot be achieved at the
technical level. Innovation is a matter of formulating solutions that best
meet user needs. Products should be regarded as tools to meet people’s
needs, not as final objectives. In other words, products should be
developed by listening to the voices of the users.
Steve Jobs commented on this situation as follows: “You have got to start
with the customer experience and work back toward the technology—not
the other way around.” He also said, “True innovation comes from
recognizing an unmet need and designing a creative way to fill it.”
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was to decrease costs by providing more efficiency. With the increased
penetration of broadband Internet connections and mobile devices, these
alternative channels became the mainstream channels providing the
maximum customer value. As a result, financial institutions had to be more
customer-centric and started to redesign their ATM, web, and mobile-
banking applications to improve the customer experience.
Research Techniques
- Persona Technique
Personas, which are representative imaginary characters, are the best way
to define and visualize target user groups.
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Although there can be several user profiles for a product, design thinking
teams should limit the number of personas to three (at most at four, in
extreme cases) to prevent falling into the trap of “designing for
everybody.”
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An important aspect of human-centricity is emotional design. Human
beings judge things based on their left brains’ logical and right brains’
emotional capabilities.
And most of the time, emotion is the main criterion in their judgments. In
alignment with their emotions, users first create a mental model of the
products they use. This model guides them throughout their whole
experience with the product. Therefore, solutions should be based on the
mental models of users rather than of designers. To ensure this, persona
descriptions should not only have demographic information but should
also include psychological aspects such as interests, capabilities,
weaknesses, and expectations of the persona. These psychological aspects
can be defined in the scenario section of the persona description.
After personas are defined, design thinking teams find users who represent
the personas and start the research. The quality of the research data
depends on how immersive the research activities are. Therefore, design
thinking teams should spend most of their time on field work instead of
desk research.
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They should apply ethnographic research techniques such as interviews
and user observations and identify the needs, problems and expectations of
the target audience.
- Interview Technique
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Question the rationale behind the interviewees’ statements by
always asking why.
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contextual factors—such as the social, political, and ecological conditions
—of the time in which the artist created her work. For instance,
impressionist artists were interested in the context as much as in the
content. The most famous impressionist painters were Eduard Manet,
Claude Monet, Edgar Degas, Camille Pissarro, Alfred Sisley, and Pierre-
August Renoir, and they predominantly painted landscapes and scenes
from life and captured the momentary effect of light by painting en plein
air, or in the open air. In order to best perceive and present contextual
factors in their paintings, impressionist artists took leave of the studio and
went outside in nature to paint. Monet’s Impression, Sunrise painting gave
the impressionism movement its name. Monet painted the same subject on
multiple canvases at different times of the day.
In this way, he could show different views of the same content as the
context changed due to the level of light during the day. At the time,
impressionist paintings were highly criticized because they altered
conservative and traditional standards of painting, but now they are
recognized as the first modern movement in art.
This situation easily can be observed at banks where there are many
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alternative contact points with customers. User behavior is different at
each channel due to contextual factors. For example, while a live video
chat technology is an effective customer-service solution for Internet
banking users, it is not an effective feature for ATM users due to the
negative reactions of impatient customers waiting in a queue.
Research Skills
- Observation
Art teaches us how to think with our eyes and makes us better observers.
We start to see things instead of only looking at them. As Swiss-German
painter Paul Klee said, “Art does not reproduce what we see; rather, it
makes us see.”
- Asking the Right Questions
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Novelist Thomas Berger said, “The art and science of asking questions is
the source of all knowledge.”
The manner in which one asks questions is also important. The “observer
effect” in quantum mechanics states that “by the act of watching, the
observer affects the observed reality.” Similarly, asking questions in a
biased way affects the objectivity of the answers.
As they spend more time analyzing artworks, design thinking teams start
to ask more to the point questions:
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Good questioning skills also improve critical-thinking skills, which help
one to judge and evaluate situations better before assuming that they are
correct.
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Phase 3: Interpretation
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In design thinking projects, if research is surfing, then interpretation is
deep diving. The aim of the interpretation phase is to analyze research
data, detect patterns among them, and generate actionable insights that
form a basis for creative solution ideas.
Therefore, the key success factor in design thinking projects is the ability
to generate powerful insights from the research data. However, it is a
challenging task to identify insights from large sets of research data.
Interpretation Techniques
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Therefore, in generating insights, design thinking teams should consider
not only the needs and problems of the target audience but also the
emotions. They can apply the empathy mapping technique to uncover,
visualize, and better understand the target persona groups’ emotional
experience in the current situation by synthesizing the research data. It is a
very effective tool to generate insights that are not obvious.
Empathy maps should be prepared for each persona group by applying the
following steps:
The team analyzes research data about the persona and discusses
his feelings about the current situation. The team also notes the
impressions of his influencers.
Finally, they analyze all of the notes on the empathy maps and
generate actionable insights from the most prominent emotional
issues.
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- Affinity Diagram Technique
The team first writes each research finding on a separate sticky note
and places them all on a white-board.
The team analyzes the affinity diagram and explores patterns among
the research data based on similarities, dependencies and
repetitions.
Finally, the team uses these patterns to generate actionable insights.
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- Cause and Effect Diagram Technique
Insights are usually driven by the root causes of problems that were
identified during the research phase. Design thinking teams may
sometimes feel desperate when they confront tough problems. At those
times, instead of giving up early, they should keep an optimistic attitude
and remember the advice of Henry Ford, who said, “There are no big
problems; there are just a lot of little problems.”
Design thinking teams can also use the five whys technique, which is
iteratively asking questions and using the answers as the basis of the next
question until they find the root causes of a particular problem.
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The problem (effect) is written on the right side of the diagram.
The main causes of the problem are listed on the left side, under
different categories, in a fish bone structure.
Detailed root causes are listed under each associated main category.
- Mind-Mapping Technique
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Setup a whiteboard, markers, and sticky notes or download a mind
mapping tool.
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Interpretation Skills
The legendary manager of the Manchester United Football Club, Sir Alex
Ferguson, summarized this relationship between observation and
interpretation as follows: “I don’t think many people fully understand the
value of observing. I came to see observation as a critical part of my
management skills. The ability to see things is key—or, more specifically,
the ability to see things you don’t expect to see.”
Famous essayist and poet Jonathan Swift said, “Vision is the art of seeing
what is invisible to others.”
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intuition skills.
- Empathy
From the earliest times in human history, art has been the most popular
way for people to express their emotions and other people’s. This fact can
be better understood by reading the following quotes by some of the
world’s greatest artists.
The artist is a receptacle for emotions that come from all over
the place: from the sky, from the earth, from a scrap of paper,
from a passing shape, from a spider’s web. (Pablo Picasso)
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Mark Rothko)
Impressionism is the newspaper of the soul (Henri Matisse, a
leading figure in the fauvism art movement, whose objective was
to create artworks that make people happy.)
Surrealist artists such as Joan Miró, Salvador Dali, René Magritte, and
Giorgio de Chirico created paintings focused on the unconscious by
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leveraging the power of their imaginations and dreams. They were highly
affected by Freud’s theories of psychoanalysis. Their motto is best
explained by American author and philosopher Henry David Thoreau, who
said, “This world is but a canvas to our imagination.”
- Pattern Recognition
After dealing with art for a period, you start to associate objects around
you with artworks—for instance, when you
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…think a painting is extremely realistic, you think about
Caravaggio;
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…witness a perfect view, you start to think about Camille Corot
and William Turner paintings;
- Intuition
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Being able to recognize patterns results in a better understanding of the
deterministic cause-and-effect relationships among things. In time, you are
better able to predict what will happen in certain conditions. That is an
indicator of enhancement of your intuition skills. This is described as the
third and most valuable type of knowledge in Spinoza’s philosophy. This
skill helps design thinking teams in exploring root causes of problems,
identifying insights, and generating ideas for solutions.
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Phase 4: Idea Generation
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The objective of the idea generation phase is to find creative ideas that will
solve the target audience’s challenge. This is the phase in which the team’s
creativity and imagination should be at the top level. Brainstorming is the
most effective technique in this phase.
Idea Generation Techniques
- Brainstorming
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When needed, steer participants to generate solution ideas related
to the design challenge.
- Brain Dump
If the participants are hesitant to share their ideas in front of other people,
then design thinking teams can apply the brain dump technique.
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The facilitator reminds them to complete this process in a given
period.
When the time is up, participants present their ideas to each other.
- Reverse Brainstorming
If participants have difficulty generating creative ideas, design thinking
teams can apply the reverse brainstorming technique. It aims to approach
the problem in a reversed way.
Ask participants how they can cause the problem instead of how
they can solve it.
- Benchmarking Technique
Design thinking teams should focus designing not only functional and
usable solutions but also desirable solutions that have an aura. Whether it
is a product, service, space, or an art piece, desirability is the “gotta have it
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impact” that an object has on the person who confronts it.
Philosopher and cultural critic Walter Benjamin argued that desirable art
pieces have an aura, an appearance of a supernatural force surrounding that
piece. He said, “A person can feel that aura while staring at a unique,
original artwork. However, the aura does not exist on reproductions.” The
most precious and desirable works of art are “originals” that are a result of
creativity in terms of content, subject, and form. Other works of art are
“reinterpretations” and “reproductions.” If you simply copy a work of art,
you are just making a reproduction and offer no originality; however,
when you create a reinterpretation, you produce a derivative of others’
work in your own original way.
Throughout history, even great artists have reinterpreted the art of others.
Pablo Picasso summarized this when he said, “Good artists copy; great
artists steal.” For instance, Leonardo da Vinci’s masterpiece Mona Lisa
was reinterpreted even by famous artists such as Salvador Dali and Marcel
Duchamp through their own aesthetic viewpoints and techniques.
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Similar to art pieces, products, services and spaces also have auras and
their originality determines the level of the “gotta have it” impact on
people. The most original solutions are those that satisfy people’s real
needs in the most creative way. Thus, design thinking teams should focus
on creating original or at least reinterpreted solutions instead of
reproducing competitors’ solutions.
During the idea generation phase, design thinking teams should first
explore original solutions that may satisfy the needs of target customers
instead of benchmarking competitors. They should be like the sun but not
the moon and illuminate themselves with the light of users instead of
competitors.
After solution ideas are generated, the benchmarking technique can then
be used to explore what kinds of solutions competitors have too.
Nevertheless, it should also be noted that even the best competitors don’t
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always do the right things. Therefore, benchmarking should not result in
copying competitors’ mistakes.
- Prioritization Technique
Every project has limited resources. It usually is not possible to convert all
of the ideas into prototypes and test their effectiveness in solving the
design challenge.
value proposition
implementation difficulty
- Value Proposition Canvas Technique
Design thinking teams can use the value proposition canvas technique to
assess the effectiveness of solution ideas in satisfying the needs and wants
of target users. The value proposition canvas is a complementary
technique to the empathy map. It shows how target users can benefit from
the new solution in getting the expected gains and relieving the pains listed
on empathy maps. It also briefly explains the features of the solution and
describes what kind of a journey users will experience while employing it.
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Implementation difficulty is usually a matter of financial and technical
limitations. Throughout history, technical limitations have prevented the
implementation of many creative ideas. For instance, most of the superior
designs created by Leonardo da Vinci and designers at the Bauhaus school
could not be implemented due to the technical constraints of their eras.
Today, advances in technology allow us to realize any kind of creative
idea. However, these technologies have a cost, and most of the time this
fact makes financial considerations very important in evaluation of
alternative solution ideas.
During prioritization sessions, the ideas with high value propositions and
low implementation difficulty should be rated as high priority, whereas the
ones with low value propositions and high implementation difficulty
should be rated as low priority. Design thinking teams should first
prototype and evaluate high priority ideas and then assess the
implementation of low priority ones in an iterative manner. As Coco
Chanel said, “Luxury is a necessity that begins where necessity ends."
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results in no improvement at all.
Even artists cannot always achieve perfection despite their meticulous
characters. Throughout history, they have struggled to create masterpieces
with the highest level of detail. The most prominent example of this is the
use of the golden ratio, also known as the divine proportion, which is
applied to achieve balance and beauty in sculptures and paintings. The
golden ratio of an object is found when the longer part divided by the
smaller part is also equal to the whole length divided by the longer part.
Leonardo da Vinci applied the golden ratio to define all of the proportions
in The Last Supper, Vitruvian Man, and the Mona Lisa.
Due to his high self-esteem and his passion for perfection, Dali had trouble
in his early career. He was even expelled from school after criticizing his
teachers for not having enough talent to be able to comment on the
perfection of his artworks. But later in his career, even he accepted the
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idea that perfection has no limits. He summarized this fact as follows,
“Have no fear of perfection—you’ll never reach it.”
Similarly, Johann Wolfgang von Goethe said, “In art the best is good
enough.”
- Improvisation
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- Thinking out of the Box
As Albert Einstein said, “The problems that exist in the world now cannot
be solved by the level of thinking that created them.” For instance,
Archimedes calculated the volume and density of objects by putting them
in the bathtub and measuring how much the level of water had risen. The
object was displacing an amount of water equal to its own volume, and the
density of the object could be calculated by dividing the mass of the object
by the volume of water it displaced in the bathtub.
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Thinking out of the box requires the ability to
For instance, Pablo Picasso created some of the most influential artworks
of the twentieth century, thanks to the new artistic perspectives he applied
during his career by thinking out of the box. These new perspectives were
most evident in his cubist masterpieces.
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elements of an object at one time. Picasso’s famous painting The Weeping
Woman is a prime example of this style.
- Creativity
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beautiful has its drawbacks, and art that isn’t engineered is also less
interesting.”
Starting with the ancient drawings found in caves, nature has always been
the most influential factor triggering the creativity of artists. As
impressionist Paul Cezanne said, “Art is a harmony parallel with nature.”
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boy’s father to let him take Giotto to Florence as his apprentice. After
working with his master for a couple of years, Giotto started to acquire the
reputation as an artistic genius.
The importance of being inspired by nature holds true not only in art and
architecture but also in just about every industry. Nature is in a continuous
creativity process. Innovation is observing nature’s creative artifacts and
using them to meet specific people’s specific needs. In the world of
architecture, famous architect Antoni Gaudi has been the most prominent
example of this. When he was a child, he suffered from poor health, which
prevented him from going to school, so he spent most of his time in nature.
His observations inspired his design approach, saying, “The great book
always open and which we should make an effort to read, is that of
Nature.” With this philosophy, he designed buildings with “organic style,”
and this became an important standard in architecture.
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Steve Jobs was another important figure who was inspired by nature. He
revolutionized the high-tech industry by positioning people’s natural
behaviors at the center of the product-development process. This approach
led to the innovation of the most usable consumer electronics products
ever created. Jobs’s objective was to create natural-born users of his
products. Now, even kids can use his company’s phones and touch pads
with gestures similar to their natural behaviors. This new design approach
made his company one of the best performers in the high-tech industry.
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Phase 5: Prototyping
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Even the most experienced design thinking teams can’t design the
optimum solution on the first trial. Good design is a result of several
iterations. Iteration is a cycle of doing something, testing it, improving it,
and retesting it. The most efficient method of iterative design is
prototyping.
Prototyping Techniques
If they are creating software solutions, they can also benefit from
prototyping tools that allow mocking up the solutions and simulating them
by using a rich widget library.
Prototyping tools have features that allow interactive user actions such as
navigating among user interfaces, selecting options by clicking on radio
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buttons, and getting notifications by error messages. Sometimes graphic-
design tools are used by design thinking teams for low-fidelity
prototyping, although these tools are not suitable for this task. Since the
aim of graphic design tools is polishing user interfaces, they may mislead
the team and shift its focus from conceptual design to visual details such as
colors and font types. Designing visually aesthetic high-fidelity prototypes
is the responsibility of visual designers rather than design thinking teams.
- Storyboard Technique
Prototyping Skills
- Visual Thinking
Many teams can find creative ideas, but they can’t turn them into reality as
a tangible solution. Design thinking teams can benefit from prototyping to
visualize and turn imaginary solution ideas into tangible forms, with which
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they can communicate with the users to gain a better understanding of how
an idea might solve the addressed challenge.
Prototyping requires “visual thinking” skills. Even Einstein said, “If I can’t
picture it, I can’t understand it.” Visual thinking is like seeing with the
mind. It is the ability to think through visuals and create images to express
ideas.
As Aristo said, “The soul never thinks without a picture.” From the
earliest times in human history, painting has been the most effective way
to express thoughts and emotions by integrating mind and soul.
Throughout history, Leonardo da Vinci has been the best example of this.
Besides his artworks, the prototypes that he prepared for his inventions are
also masterpieces. In 1994, Bill Gates paid $31 million for the Codex
manuscript that included some of those prototypes. Design thinking teams
can also improve their visual thinking skills by painting and spending
more time with artworks.
- Simplicity
Even if a product is very elegant and functional, it cannot fully meet the
needs of its users unless it is usable. Usability is a measure of how easy a
product is for its users to apply and operate. Simplicity is the first rule of
usability.
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Having many features is not an indicator of high quality in product
development. As Antoine de Saint Exupéry said, “A designer knows he
has achieved perfection not when there is nothing left to add, but when
there is nothing left to take away.” This is even valid for artworks. Pablo
Picasso once said, “Art is the elimination of unnecessary.” However,
when simplifying product designs, the following Einstein quotation should
be noted in order to prevent false simplicity. “Everything should be made
as simple as possible, but not simpler.” The unnecessary parts of the
product should be removed to make it simpler unless these parts clear
away required functionality.
The best solutions are simplistic and intuitive ones that allow users to
easily find what they are looking for and complete tasks with minimal
effort and error. Complex solutions make an experience difficult for users.
As psychologist Barry Schwartz says in his book The Paradox of Choice:
Why More Is Less, choice overload creates decision-making paralysis,
anxiety, and stress rather than bringing more satisfaction to customers.
People fail to complete tasks when their cognitive loads reach a certain
limit.
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In designing solutions, design thinking teams should think as if they are
decorating a small house. They should not make their users feel
claustrophobic as if they’re in a small, crowded space with a lot of
furniture.
Legendary soccer player Johan Cruyff once said, “Football is simple. But
nothing is more difficult than playing simple football.”
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Phase 6: Evaluation
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Design thinking inherits an evolutionary and experimental approach rather
than a revolutionary one. It promotes taking calculated risks by failing
early and cheaply. As American scientist and author Dr. James Jay
Horning said, “Good judgment comes from experience. Experience comes
from bad judgment.”
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yet another movement was called fauvism when critic Louis
Vauxcelles called the painters as "fauves" (wild beasts) due to the
tones of colors they have used.
These artists did not give up because of critiques; instead, they used them
to improve their artistic styles and perspectives.
In the evaluation phase, users have a bias toward evaluating a new solution
according to its similarity to existing products with which they are
familiar. When they are asked to comment on the new solution, they may
say, “The old one was better. I don’t know why, but it was better!” To
overcome this baby-duck syndrome, the new solution should inherit the
main usage patterns of the existing product that users are accustomed to. In
time, people will also get used to the new solution. As Arthur
Schopenhauer said, “Every truth passes through three stages before it is
recognized. In the first it is ridiculed, in the second it is opposed, in the
third it is regarded as self-evident.”
During the evaluation phase, design thinking teams should get ready to
deal with both yes-men and no-men. Yes-men are more dangerous than
no-men are. They are silent and friendly during evaluation sessions and
usually are unhelpful in communicating the flaws of the proposed solution.
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Although no-men are usually regarded as extreme and troublemaking
users, they are more helpful in identifying the missing and problematic
points of the proposed solution. If the problems are not discussed and
resolved at this early stage of the project, they will later necessitate high-
cost fixing efforts to fix the final product.
Evaluation Techniques
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solution.
During interviews and focus groups, some users may not provide
complete, clear, and objective feedback about the solution. Some of the
users won’t want to criticize the solution, and they will hesitate to make
negative comments. To mitigate this risk, user observations should also be
conducted following interviews and focus group sessions.
This technique consists of observing users while they use the prototyped
solution. Evaluating a solution with a limited number of users who
represent the target personas is much better than testing it with many
random users. The optimum number of users that should be included in the
evaluation phase is eight to ten per persona. For example, in the evaluation
of a solution with two personas, twenty users will be more than enough.
Finding users who represent the target personas is one of the most
challenging parts of the evaluation phase. The company’s user database
should be queried in an intelligent way to find users who represent the
persona groups. Before inviting people, team members should interview
them by phone, and, if possible, analyze their social media profiles to
determine whether they really represent the personas or not. Team
members’ friends and family who represent the personas are also good
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candidates for user observation sessions. They can be easily reached and
quickly invited to tests.
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Design Thinking Best Practices
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Multidisciplinary Teams
Design thinking is best applied by multidisciplinary teams, since it inherits
perspectives and tools from diverse fields such as engineering, design,
ethnography, and art.
Optimistic Mindset
Design thinking teams should start every project by believing that they
will resolve any kind of challenge. Despite all of the limitations they
confront during the project, they should maintain this positive mind-set.
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circumstances and remember the saying, “Creativity loves constraints.”
They can take famous artist Paul Cezanne as an example. He overcame the
challenge of creating immersive and three-dimensional paintings with a
limited tool kit of paint and canvas by forming chromatic effects, changes
of angle, and shifts in proportion.
Conflict Management
When team members have conflicts with each other, they should keep their
positive and collaborative attitudes by remembering Nobel Prize–winner
Nikolaas Tinbergen’s observation that, “there is no white or black in life;
there are different tones of gray.”
When conflicts arise, they should try hard to create win-win situations.
The first rule of creating win-win situations is to ask, “Why does the
conflict exist?” The second rule is to find an answer to this question
collaboratively by ignoring personal egos, by behaving objectively, and by
being empathic.
Allegory
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ideas and emotions with symbols. It is an effective way to communicate a
message with a minimal number of words and to convince other people
with analogies.
Design thinking teams can improve their allegory skills and express
themselves in a more concise way by the practice of analyzing artworks.
French artist Edgar Degas said, “Art is not what you see but what you
make others see.” Just about everyone has heard the adage “a picture is
worth a thousand words,” but in truth, paintings tell us much more than a
thousand words.
Conceptualization
The information age is being replaced by the conceptual age. In this new
age, people who can compose excessive amounts of information as
tangible concepts in a structured way will be successful.
A similar paradigm shift was experienced in the art world when Marcel
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Duchamp initiated conceptual art by stating that rather than the aesthetic
details, the idea behind a work and the way it is conceptualized were the
most important aspects of an artwork. His piece called Fountain, which
originally was a porcelain urinal, is the best example of this. This new way
of thinking had an important role in the emergence of today’s more
abstract and conceptual contemporary art world.
Avant-Garde Mindset
Teams that have limited expertise in the subject matter can apply design
thinking. Design thinking teams know that the real subject matter experts
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are the users who experience the needs or problems in question. Design
thinking teams apply techniques such as the customer journey and
empathy maps to articulate the needs of the target users.
However, innovation goes beyond understanding people’s needs. It is only
achieved when a creative solution that fulfills people’s needs is found.
Henry Ford illustrated this idea when he said, “If I had asked people what
they wanted, they would have said faster horses.” But he developed a car
to fulfill the need for faster transportation instead of products that made
horses faster.
When a specific need is identified even before people are aware of this
need, and it is satisfied with a creative solution, this is called a disruptive
innovation. Disruptive innovations can be only achieved by avant-garde
people with thought processes beyond those of others. Throughout history,
the most avant-garde individuals have always been artists. French-born
music composer Edgard Varése observed, “Contrary to general belief, an
artist is never ahead of his time but most people are far behind theirs.”
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approach by restructuring the relationship between form and color and
created a new visual language that conveyed emotions to the viewer.
Analyzing the works and lives of avant-garde artists such as Cezanne helps
design thinking teams look beyond the frame in an avant-garde style and
improve their innovative potential.
Hard Work
Without hard work and dedication, even design thinking teams with
advanced creativity skills cannot design great solutions. Hard work is the
secret of success not only in business, but also in all other professions,
including science and art. We can witness this by studying the lives of
most creative artists and scientists. For example, Albert Einstein once said,
“It’s not that I’m so smart, it’s just that I stay with problems longer.”
Émile Zola also summarized this fact, saying, “The artist is nothing
without the gift, but the gift is nothing without work.” Pablo Picasso was
one of the most hard-working artists of all time. He was always busy
creating different kinds of artworks such as paintings, sculptures, and
ceramics. It is claimed that during the more than seventy-five years of his
career, he created more than ten thousand paintings.
Renaissance artists were also extreme examples of hard work, passion, and
dedication. For instance, Michelangelo painted The Creation of Adam
fresco as part of the Sistine Chapel’s ceiling in four years, under extremely
uncomfortable conditions. Most of the time, he worked either lying on his
back or with his head tilted upward. Leonardo da Vinci also spent years
analyzing the anatomy of cadavers to create masterpieces such as Mona
Lisa.
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labor.”
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How to Apply Design Thinking and Lean and
Agile Methodologies Together
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According to physics theory, everything in the universe has a bias to pass
from a well-ordered state to a disordered state due to the law of entropy.
This is also valid for projects. To prevent disorder and chaos, project teams
should apply a methodology. Products and services can be developed with
either a revolutionary or an evolutionary approach. In the revolutionary
approach, the new solution is developed in a big upfront design phase and
is fully implemented after it is completed. In the evolutionary approach,
the solution is designed, developed, and implemented in an iterative way.
While waterfall is a revolutionary methodology, design thinking and lean
and agile methodologies are categorized as evolutionary ones.
Rather than an alternative, design thinking should be regarded as a
complementary methodology to lean and agile. All of these methodologies
can be applied together throughout the product development lifecycle as
follows:
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challenge. Then they should define the solution scope by applying lean
methodology. Finally, they should develop and implement the solution
with agile methodology.
2. Define the Scope of the Solution with Lean Methodology
Deploy the first release with a core version of the product, and get
customer feedback as early as possible.
The core version of a product should have a minimum set of features that
can solve the main problem of target users. Popular terms such as MVP
(minimum viable product) and MMF (minimum marketable features) are
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used to define this core version of the product.
High-priority features on scope documents are the best candidates for the
MVP. Medium- and low-priority features can be added to later releases
based on user feedback on the core version.
In agile projects, the product owner and the development team work
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at the same location, which creates a more collaborative product
development environment compared with waterfall projects.
Agile projects’ fast delivery of working products, starting with the first
iteration, brings confidence to all stakeholders and enables the gathering of
early customer feedback.
At dynamic business environments in which change is not the exception
but the norm, applying agile methodology is more meaningful, because
waterfall has low flexibility for changes in requirements. Any possible
change to the requirements has an impact on the overall analysis and
design artifacts. In agile environments, a change to the requirements has
no effect on the parts of the product that have not been analyzed or
designed yet.
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project at a time, and
Organic Unity
In today’s highly competitive business and technology world, what is
important is the score, not how you played the game. As it was said at the
start of the movie Now You See Me, “The closer you look, the less you
see.” From start to end, product development teams should focus on the
big picture (solving the design challenge) by having a bird’s-eye, holistic
view of the project.
Throughout the project life cycle, which includes
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In this sense, the logic applied while creating a successful solution and a
precious artwork is very similar. They both have an “organic unity” in
terms of answering Why, What, and How questions.
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The practice of understanding the organic unity among content, subjects,
and forms of precious artworks helps business and technology teams
achieve the organic unity of why, what, and how questions while
developing new products and services.
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How to Implement Design Thinking
Methodology
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Rome Was Not Built in a Day
As Albert Einstein said, “Insanity is doing the same things over and over
again and expecting different results.” Organizations that have lost their
innovative spirit should apply design thinking as a fresh perspective.
However, they should think big but start small by remembering that
“Rome was not built in a day.” They should first practice design thinking
on small projects and then apply this methodology to solve more
challenging problems.
The “forming, storming, norming, and performing” model of group
development that Bruce Tuckman proposed is important when
implementing a new methodology. Each of these four consequent phases is
experienced by any organization when a new methodology is applied.
When design thinking teams confront barriers raised by peers and upper
management, they should not give up easily. Instead, they should do their
best to get buy-in from others. When they feel demotivated, they should
remember that “it is not the strength of waves that shapes the rocks but it
is their persistence.”
They should also keep in mind that “action speaks louder than words.”
Rather than repeatedly describing the benefits of design thinking, they
should apply it whenever applicable and show its ROI.
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Crafting Design Challenges
Design thinking teams should be aware that techniques are only wizards,
not magicians. They have limits. They can only help the teams do their
work in a more convenient way.
Some critics contend that using techniques in works that include design
and artistic perspectives kills creativity. This is not valid even for art.
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Renaissance artists, in particular, applied advanced techniques in creating
their artworks. For instance, they applied the following:
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the chiaroscuro technique to create soft, lifelike figures by
using a strong contrast between light and dark
Artworks from the same movement have often shared similar techniques.
The characteristics of the most famous art movements and their most
famous representatives are as follows:
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Renaissance artists increased the emphasis on realism through the
use of perspective.
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Robert Delaunay said, “It is the birth of light in painting.”
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machines.
Pop art was the art of popular culture that characterized consumers,
the globalization of pop music, and youth.
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Egyptian art is also considered a movement recognized mainly by the
usage of techniques and rules in a strictly standard way.
Egypt was one of the most civilized societies in the ancient world.
Historians have learned much about this society by analyzing its artwork.
Egyptians believed in life after death. To keep their souls alive, they
created wall paintings for the next life. The Egyptians adherence to
conservative values led to rigid painting rules for artists. These fixed rules
were called the Canon of Proportion, or the Canon. The following were
some of these Canon rules:
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These standards were applied over the course of hundreds of years. Some
historians and sociologists believe that these conservative artistic rules
negatively affected the creativity of the society as well as artistic and
scientific progress in that region.
To prevent a similar fate, design thinking teams should not fall into the
trap of over-standardization in applying techniques.
For instance
they don’t have to limit usage of the HMW (how might we)
questions only to definethe challenge ; HMW questions can also be
used at brainstorming sessions;
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Instead, they should aim to design a solution that best meets the needs of
the target audience. Techniques should be used as tools to make these
efforts more convenient.
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Case Study
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1. Definition of Challenge
ArtBizTech (www.artbiztech.org) is a multidisciplinary group of
people that helps organizations develop innovative products, technologies,
services, business models, processes, and spaces. The ArtBizTech team
applies design thinking methodology to solve any kind of business or
social challenge.
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However, two-hour art discussions are not enough to develop the creativity
skills of business and technology people. As Pablo Picasso said, “Every
child is an artist. The problem is how to remain an artist once we grow
up.” Unfortunately, as people grow up, their creativity diminishes due to
the memorization-based education systems and silo-based work
environments.
The only way to enhance creativity is to embed art into people’s personal
and business lives.
But how?
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We used the HMW questions technique and defined the challenge as
follows:
2. Research
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attended our meetups were also very insightful.
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3. Interpretation
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Based on the information in the empathy maps, we used affinity diagrams
to identify patterns and generate insights regarding each persona group’s
needs, problems and expectations.
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To fully enhance their skill sets, people should not only be creators
but also makers.
The target audience has limited free time, so they want to integrate
their family and close friends into their social activities.
4. Idea Generation
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interactive digital artworks that inspire innovative business and
technology ideas.
Among these ideas, the creators lab got the highest priority rating in
terms of value proposition and implementation difficulty. It was an idea
that satisfied almost all of the insights explored during the interpretation
phase. For instance, people who belong to the Susan persona could even
bring their kids to Creators Lab and create interactive artworks all
together. In this way, not only parents but also their kids could enhance
their creativity skills and technology knowledge.
The projects at the lab would not only awaken the creative genius inside
people but also allow them bring their ideas to life. The lab also had the
potential to foster the collective creativity of people, thanks to its
multidisciplinary structure. Its atmosphere could be like that of the House
of Medici. During the fourteenth century, businesspeople, scientists, and
artists in Florence, Italy, came together at the Medici family home and
created the most intellectual environment of the times. These individuals
were the driving forces behind the development of science, art, and
architecture in Florence.
5. Prototyping
After selecting Creators Lab as the idea to move forward with, the team
started to design a business and operating model of the lab.
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According to its conceptual model, people from diverse professions such
as business, technology, design, engineering, architecture, psychology, and
art would all meet to create interactive digital artworks that inspire
innovative business and technology ideas.
In these projects, people would go beyond their comfort zones, and start to
think out of the box. As British street artist Banksy once said, “Art should
comfort the disturbed and disturb the comfortable.”
They would be creating objects that might inspire products that satisfy
various business or social needs. In other words, they would be making art
not for art. They would be making art for inspiring innovative products.
Therefore, at the end of every project, they would evaluate which products
the artwork could inspire. Briefly, “they would aim to find what they were
not looking for at the beginning.” The approach is very similar that of
Pablo Picasso, who said “I begin with an idea, and then it becomes
something else.”
The artwork might not inspire a product today, but it might tomorrow. It
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could be like abstract mathematics. Some of the abstract formulations
created during the ancient time of Thales were not useful then, but they
were later used by scientists such as Johannes Kepler and Einstein in the
formulation of physics and astronomy theories.
Creators Lab would act as the Bauhaus school of the digital age.
Walter Gropius, the founder of the Bauhaus school, was one of the most
prominent people who proved how artistic perspectives contribute to
design thinking. His goal was “to create a new guild of craftsmen without
the class distinctions which raise an arrogant barrier between craftsman
and artist.” Bauhaus was established in Germany as an art school that
combined art and craft, and it revolutionized product design. It brought
creative expression to product design and used the slogan, “Art into
Industry.” It had the “vision of unification of the arts through craft.”
Artists such as Paul Klee and Wassily Kandinsky contributed to Bauhaus
as instructors. The curriculum included workshops on painting, sculpture,
cabinetmaking, textile, metalworking, and typography. The vision and
working principles of the Bauhaus school have always been a role model
for initiatives such as Creators Lab.
6. Evaluation:
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professions started to set up multidisciplinary teams and create interactive
digital artworks in a collaborative manner.
One of the initial projects was “Soul of the City.” This interactive artwork
aimed to make viewers feel the soul of the cities all around the world with
touch, visual, and audio effects. As the viewer moves the installation on a
plexiglass platform that is equipped with RFID (radio-frequency
identification) sensors, the Raspberry Pi micro-computer recognizes its
location and associates that location with its corresponding one on the
world map. Accordingly, the installation emits lights and sounds
resembling that city.
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When it was exhibited at a design thinking event, a group of teachers
asked the Creators Lab team if they could use this artwork in their
geography lectures. They said this artwork could be very helpful in
teaching the location of cities to the primary-school students. When the
Creators Lab team heard this question, everybody was delighted because
their motto of “finding what we are not looking for” had been realized.
As a result, the Creators Lab team has started new projects with
contributions from new members. Almost every member of the Creators
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Lab project has started to realize the benefits of being a part of this
initiative. For instance
his colleague, who was responsible for interaction design and video
animation in the same artwork, was accepted by one of the leading
design companies on the reference of an executive peer at the
Creators Lab project;
During the evaluation phase, many academics and students applied to take
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part in Creators Lab. The team had decided to extend the target audience
to include academics and students as well as business and technology
professionals. A new initiative called the Academic Creativity &
Innovation Program has been started under Creators Lab. Now academics
and students can also use the Creators Lab facilities and equipment of
Creators Lab, which are funded by sponsorships.
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Another lessons-learned during the evaluation phase was understanding of
people’s desire to present their work to other people. To satisfy this need,
Creators Lab has started to organize exhibitions in collaboration with
respected galleries and museums. The Creators Lab team also has started
to apply to international arts and technology competitions and exhibitions
to present their artworks to peers in other countries.
The team is now planning to expand the Creators Lab to new cities based
on the lessons learned during the evaluation phase. Its objective is to help
more people attain artful thinking perspectives and be more creative and
successful both in their personal and business lives.
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About Emrah Yayici
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Emrah Yayici is an ArtBizTech (www.artbiztech.org) board member.
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Indice
Design Thinking Methodology 8
Phase 1: Definition 14
Phase 2: Research 19
Phase 3: Interpretation 31
Phase 4: Idea Generation 46
Phase 5: Prototyping 62
Phase 6: Evaluation 68
Design Thinking Best Practices 74
How to Apply Design Thinking and Lean and Agile
82
Methodologies Together
How to Implement Design Thinking Methodology 90
Case Study 101
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