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Desing Thinking Lab Record
Desing Thinking Lab Record
Ex.No :1
16.8.22
Mind Map : Mind Map is design thing tool used in understanding ,defining and ideating stage of design
thinking.Mind mapping is used to represent how ideas or how other elements are linked to acentral idea
and to each other. Mind maps are used to generate, visualize, structure and classify ideas to look for
patterns and insights that provide key design criteria.
Step-1 : It starts with a single idea that is represented with text, color or image.
Step-2 : Each idea should be presented with one single word and use visual elements to categorize it
such as by using colors, codes and images.
Step-3:More subsidiary ideas are added around the main idea and connect with it by branch lines. All
the branches should have connection lines that link it with the center idea.
Step-5 :Uses different visual elements to organize ideas effectively increasing understanding.
Aim & Steps (20)
Ideate/ Design(30)
Prototype/Implementation(40)
Viva(10)
Total (100)
Result : Thus the mind map design thinking technique is implemented successfully
Implementation of Fishbone /Ishikawa Diagram
Ex.No :2
16.8.22
AIM : To create a Fishbone /Ishikawa Diagram to analyze a problem
Fishbone /Ishikawa Diagram: A fishbone diagram is a visualization tool for categorizing the potential
causes of a problem.
1. Agree on a problem statement (effect). Write it at the center right. Draw a box around it and draw a
horizontal arrow running to it.
2. Brainstorm the major categories of causes of the problem. If this is difficult use generic headings:
Methods
Machines (equipment)
People (manpower)
Materials
Measurement
Environment
Result : Thus the fish bone design thinking technique is implemented successfully
Implementation of Customer Journey Mapping
Ex.No :3
16.8.22
Result : Thus the Customer Journey Mapping design thinking technique is implemented successfully
Implementation of Implementation of Persona Table
Ex.No :4.1
22.8.22
Persona: A persona is an archetype of a user that helps designers and developers empathize by
understanding their users' business and personal contexts,characteristics and needs
Ex.No :4.2
22.8.22
Persona Map: Persona mapping is the process of collecting and segmenting potential user information
to create archetypes that help your product team make informed product-led decisions. Persona
mapping helps encompass your ideal customer's characteristics, job-to-be-done, diversity needs
Step 1: Do research
Result: Thus the persona table and persona maps design thinking technique is implemented
successfully.
Implementation of Implementation of 4pt Empathy Map
Ex.No :5.1
22.8.22
Empathy Map
An empathy map is a collaborative tool teams can use to gain a deeper insight into their customers.
Much like a user persona, an empathy map can represent a group of users, such as a customer segment.
The empathy map was originally created by Dave Gray and has gained much popularity within the agile
community.
Ex.No :5.2
22.8.22
Result: Thus the 4pt and 6pt empathy map design thinking technique is implemented successfully.
Implementation of Implementation of brainwriting technique
Ex.No :6
6.9.22
Brainwriting: Brainwriting is simple. Rather than ask participants to yell out ideas (a serial process), you
ask them to write down their ideas about a particular question or problem on sheets of paper for a few
minutes; then, you have each participant pass their ideas on to someone else, who reads the ideas and
adds new ideas.
Brainwriting
Aim & Steps (20)
Ideate/ Design(30)
Prototype/Implementation(40)
Viva(10)
Total (100)
Ex.No :7
6.9.22
Reverse brainstorming : Instead of thinking about direct solutions to a problem, reverse brainstorming
works by identifying ways you could cause or worsen a problem. You then reverse these ideas to find
solutions you hadn't thought of before. Reverse brainstorming is a good technique to try when it is
difficult to identify solutions to the problem directly. It is often an engaging process, and can highlight
hidden faults in a process or product.
Ex.No :8
6.9.22
Walt Disney Method: In this method, the group of people use a specific thinking flow can be used to
generate, evaluate, critique ideas and solve problems.
"Dreamer" As a "Dreamer" you (Design thinking team) are creative, passionate, think of the big
picture, letting your imagination run, lay it all out and allow yourself to think big.
"Realist" As a "Realist" you (Design thinking team) are thinking more logically, narrow ideas to a
short list, take the best idea, create an action plan to apply idea into reality.
"Critic" As a "Critic" you ( Design thinking team) are thinking more critically, what obstacles will
you face, what things could go wrong having heard the action plan and what the dreamer
wants, break it down.
Step-2: In the first thinking style the design thinking group thinks as "outsiders" to gain an
analytical, external view of the challenge.
Step-3:Then the design thinking group then act as "dreamers" to brainstorm ideal solutions. They use
divergent thinking to conceive creative and radical ideas.
Step-4:In the next mode the design thinkine group adopts a "realiser" viewpoint. They act as
pragmatic realists and use convergent thinking to review the ideas left by the dreamers.
Step-5:They select the best idea and construct a plan for it.The fourth viewpoint is that of
"critics". They review the plan made by the realists in order to identify weaknesses,
obstacles or risks. They seek to improve the plan.
Walt-Disney Method
Aim & Steps (20)
Ideate/ Design(30)
Prototype/Implementation(40)
Viva(10)
Total (100)
Ex.No :9
13.9.22
6 Thinking Hats technique : The six thinking hats is a tool to boost the productivity of creative thinking
by dividing up the different styles of thinking into six "hats": logic, emotion, caution, optimism,
creativity, and control. Each person, or team, takes on the role of a hat, ensuring that all viewpoints and
styles are covered. The six thinking hats method provides a parallel thinking model to get the most out
of critical thinking discussions.
Step-1:The blue hat is owned by the facilitator who runs the session in these DT group.
Step-2:Then the team starts with the white hat answering the question, what do we know about the
product.
Step-3:Then, the team puts the yellow hat representing the positive views about the product.
Step-4:Then the team wears the black hat to discuss the fears or cautions, such as the risks and the
challenging points.
Step-5:Then the red hat is worn to reflect the emotional feelings toward the business product.
Step-6:The final hat the green is worn, representing new ideas and innovation.
Step-7:At the end of the discussion, the facilitator (blue hat) summarises the conversation and the
outcome of the meeting.
Aim & Steps (20)
Ideate/ Design(30)
Prototype/Implementation(40)
Viva(10)
Total (100)
Ex.No :10
13.9.22
SCAMPER: SCAMPER is an acronym formed from the abbreviation of: Substitute, Combine, Adapt,
Modify (Also magnify and minify), Put to another use , Eliminate, and Reverse. SCAMPER is a lateral
thinking technique which challenges the status quo and helps you explore new possibilities. This method
is also called as Osborn checklist.
Scamper Technique
Aim & Steps (20)
Ideate/ Design(30)
Prototype/Implementation(40)
Viva(10)
Total (100)
Ex.No :11
13.9.22
Lotus Blossom Method : The Lotus Blossom Technique is a very powerful structured brainstorming
exercise used to expand on a central idea or problem. Teams place the original problem statement in
the center box in a 3x3 matrix, then add related themes or elements of the problem in the 8 boxes
surrounding it. After filling out this central box, 8 new grids are created with an idea from the first grid
in the center. The process repeats, with the team adding 8 ideas for each of the 8 initial aspects from
the first grid.
Ex.No :12
13.9.22
Morphological Box : is a Creative Thinking tool for generating whole solutions to complex problems.
The approach is to logically decompose the problem into a number of variables/factors for which
solutions or ideas can be identified.
Ex.No :13
27.9.22
Result: Thus the Prototype for a children story using Sketch model is implemented successfully.
Prototype a new innovative mobile app
Ex.No :14
27.9.22
Result: Thus the Prototype a new innovative mobile app is implemented successfully.
Case Study – Implementation of Pecha Kucha Presentation
Ex.No :15
10.10.22
Aim : To Implement Pecha Kucha Presentation for innovative product/service related health or
social welfare.
Pecha Kucha Presentation : Is a storytelling format in which a presenter shows 20 slides for 20
seconds of commentary each. Individuals gather at a venue to share personal presentations
about their work. The PechaKucha format can be used, for example, in business presentations to
clients or staff.Bases on the policy "talk less, show more".
Step-2:Tell a Story With Images. Keep Slide Text to a Minimum. Use Just a Few Main
Points. Step-3:Slides change automatically after 20 seconds
Step-3:The speaker must synchronize their speech Timing for 20 seconds
Step-4:The entire presentation always lasts for exactly 6 minutes and 40 seconds.
Aim & Steps (20)
Ideate/ Design(30)
Prototype/Implementation(40)
Viva(10)
Total (100)
Result: Thus the Pecha Kucha Presentation was presented successfully within the time with clarity.
Case Study – Implementation of Kano Model Testing
Ex.No :16
11.10.22
Step 1: Articulate the Primary Goals and Specific Questions You Want Answered
Step 2: Establish Logistics Ahead of Time
Step 3: Structure the Interview
Step 4: Select potential customers
Step 5: Brief the customers accurately about the product/ service
Step 6: Keep the conversation open for follow-up or future dialogue
Step 7: Debrief with internal team to ensure customer thoughts and emotions are captured.
Result: Thus the Kano Model Testing for an innovative product /service is done.
CASE STUDY EXERCISE-1: 2030 SCHOOLS CHALLENGE
Ex.No:17
Date: 18.10.22
[A] The 17 sustainable development goals (SDGs) to transform our world are as follows :
GOAL 1: No Poverty
GOAL 2: Zero Hunger
GOAL 3: Good Health and Well-being
GOAL 4: Quality Education
GOAL 5: Gender Equality
GOAL 6: Clean Water and Sanitation
GOAL 7: Affordable and Clean Energy
GOAL 8: Decent Work and Economic Growth
GOAL 9: Industry, Innovation and Infrastructure
GOAL 10: Reduced Inequality
GOAL 11: Sustainable Cities and Communities
GOAL 12: Responsible Consumption and Production
GOAL 13: Climate Action
GOAL 14: Life Below Water
GOAL 15: Life on Land
GOAL 16: Peace and Justice Strong Institutions
GOAL 17: Partnerships to achieve the Goal
[B] Aims and Objectives of Design Thinking and Innovation Curriculum 2023
Design Thinking Technique used Used : Delphi Method
The Delphi method is an established survey method that uses consensus among expert opinions to
support decision-making mostly regarding the future.
Table : Delphi Process Moderator report
The overall vision of DT&I curriculum is to be able to instill the following in the students:
Idea -1 Students should be able to explore their sensory abilities, cognitive abilities, and social
abilities
Idea -2 It should create awareness in the students through observation, discovery, analysis,
experience, collaboration, and reflection
Idea -3 It should nurture their curiosity and enhance their explorative abilities
Idea -4 It should foster creativity and innovation in students
Idea -5 Students should be able to apply design thinking process and methods to solve various
problems
Ex.No:18
Date: 18.10.22
SOLUTION
General format
1. Interview your partner (4 mins): Gain empathy for your partner and find out whats
important to them.
2. Dig deeper (4 mins): Build off of the first interview and dig deeper. Now’s the time to ask
“Why?”
3. Capture Findings (3 mins): With what you already know, write down a few needs that
your user is trying to accomplish—these should be in the form of verbs. Add any
insights/discoveries that might be useful when creating solutions.
4. Define a problem statement (4 mins): Based on your findings, clearly state the problem
that you’re going to try and solve.
5. Sketch to ideate (4 mins): Sketch at least 5 potential solutions to the problem you defined
above. Be quick. Don’t worry about drawing well. Go for volume!
6. Share solutions and capture feedback (4 mins): Don’t defend your prototype.
Listening is key.
7. Reflect and generate a new solution through iteration (3 mins)
8. Build solution (10 mins): Use whatever you have around your house. Paper, foil, tape,
post-its, staples, whatever!
9. Share your solution and get feedback for testing (4 mins): Same as number 6.
10. Write down what goes well, what could be improved, and any questions or ideas
that arise.
PROBLEM STATEMENT: THE WALLET PROJECT VIA STANFORD D-SCHOOL Concept: Very similar
to the Gift Giving Project, the Wallet Project is 90-minute (plus Tentative 48 debrief) fast-paced project
through a full design cycle. Students pair up, show and tell each other about their wallets, ideate, and
make a new solution that is “useful and meaningful” to their partner.
SOLUTION
The Wallet Project is an immersive activity meant to give participants a full cycle through the design
thinking process in as short a time as possible. The project
itself gives facilitators the opportunity to touch on the fundamental values of the d.school—human-
centered design, a bias towards action, and a culture of iteration
and rapid prototyping—without attempting to communicate all of the methods and activities that the
term “design thinking” encompasses.
Why did we choose a wallet as the starting point for the introductory design challenge?
* Everyone has experience with a wallet, or another way to carry cash, cards, and ID.
* The wallet and its contents have the potential to evoke a range of meaning and the larger context of
a person’s life.
* wallet as a starting point enables a wide range of potential innovation outcomes.
* having a physical artifact in-hand allows for immediate recall of experiences.
Result: Thus the Wallet project is studied and understood.
CASE STUDY EXERCISE-4: INVENT A SPORT
Ex.No:18
Date: 31.10.22
PROBLEM STATEMENT:
INVENT A SPORT (WITH JUST THESE ITEMS) Concept: We’ve all played sports at
some point in our life. Who came up with the rules? Who created the game? Who made the
constraints? And who decided the objects to play with? Now, with limited time and resources,
your group will create and invent a new sport, and a set of directions for people to actually play
the game.
SOLUTION
The new sport - Speedgate - pulls the best of rugby, soccer, croquet and ultimate Frisbee. Elements of
goaltimate are also sprinkled in Speedgate game.
Ex.No:18
Date: 1.11.22
PROBLEM STATEMENT:
: Give a group a book (fiction or non-fiction). Then you break them up into smaller groups (or
individuals) to read different parts of the book. Each group (or person) has to read and then
create an overview/trailer of their part of the book to share chronologically with the rest of the
class. Here 58 the design really starts with the creative process driving how you share the
information, plot, characters etc. Perfect use for professional development when you want to
introduce a topic in a fun, engaging way.
SOLUTION
The Secret is a 2006 self-help book by Rhonda Byrne, based on the earlier film of the
same name. It is based on the belief of the pseudoscientific law of attraction, which claims
that thoughts can change a person's life directly.
The Secret is a self-help book by Rhonda Byrne that explains how the law of attraction,
which states that positive energy attracts positive things into your life, governs your
thinking and actions, and how you can use the power of positive thinking to achieve
anything you can imagine.
As you travel through these pages, and you learn The Secret, you will come to know
how you can have, be, or do anything you want. You will come to know who you really
are. You will come to know the true magnificence that awaits you.
The Secret steps only work with true self-love. Believe you are worthy of all the good
things life has to offer. There is no time or size limit for the Law of Attraction. Anything
your heart desires can be yours.
Chapter 6: The Byrne tells the story of a man who wanted Byrne says that it’s important that actions
Secret to romance but decorated his house with don’t contradict wishes.
Relationships paintings of women looking away or hiding.
Once he replaced those paintings with
artwork of loving relationships, he got just
that.
Chapter 7: The According to Dr. John Demartini, the Byrne says that disease can only remain in
Secret to Health “placebo effect” explains how the law of the body when people are holding it there
attraction applies even to your health. “You with their mind.
tell the patient that this is just as effective,
and what happens is the placebo sometimes
has the same effect, if not greater effect, than
the medication that is supposed to be
designed for that effect. They have found out
that the human mind is the biggest factor in
the healing arts, sometimes more so than the
medication.”
Chapter 8: The “What you resist persists.” Resisting actually The key is to realize what we don’t want
Secret to the pours more energy into the very thing you and then focus on the opposite
World fear.
PROBLEM STATEMENT:
SOLUTION
#1 Once upon a time there were three Billy-Goats Gruff; Little Billy-Goat, Middle-Sized Billy
Goat and Great Big Billy-Goat, who lived in a field in a green valley.
They loved to eat sweet grass, but sadly their field was now brown and barren because they
were greedy goats and they’d eaten every last blade of grass.
But they were still hungry.
In the distance, they could see a field that was full of lush sweet scrummy grass, but alas
there was only one way to get to it – over a rickety bridge over a stream.
But under the bridge lived a terrifically terrifying terrible troll called Trevor – he was
always hungry too. And there was nothing he liked better than to eat a nice juicy billy-goat.
The Little Billy-Goat was the first to reach the bridge. Gingerly, he put one hoof and then
another onto the bridge.
But because it was so rickety, however hard he tried, his hoof still went trip trap, trip trap
on the wooden planks.
Suddenly there was a huge roar.
#3 Quaking in his hooves, Middle-Sized Billy-Goat Gruff managed to say in his softest voice,
‘It’s only me. I’m following my brother, Little Billy-Goat Gruff, so I can eat the sweet
grass.’
‘Oh no you’re not! I’m going to eat you for breakfast, lunch and tea!’
‘Oh no, Mr Troll, you wouldn’t want to eat me. I’m not big enough to fill you up. Wait
until my big brother comes along – he’s much tastier than me.’
‘Oh all right,’ said the Troll and Middle-Sized Billy-Goat Gruff scampered over the bridge
and began to eat the sweet green grass with Little Billy-Goat Gruff.
#4 Big bold Billy-Goat Gruff was jealous and couldn’t wait to get across the bridge and join
his brothers.
So boldly, he put his hooves onto the bridge.
Trip, trap, trip, trap.
Suddenly the Troll loomed out from under the bridge.
‘Who’s that trip trapping over my bridge?’ he boomed.
‘It’s me. Big Billy-Goat Gruff. Who do you think you are?’
‘I’m the Troll and I’m going to eat you for breakfast, lunch and tea!’
‘Oh no, you’re not!’
‘Oh yes I am – you’ll see!’
Then the Troll rushed at Big Billy-Goat Gruff who bent his head and bravely charged at the
Troll, catching him up in his horns and tossing him into the stream below.
The Troll disappeared under the rushing water, never to be seen again.
From then on, anyone could cross the bridge and enjoy the sweet green grass with the Three
Billy-Goats Gruff.
STORY BOARD
Result: Thus the children’s story design activities activity is studied and understood.
CASE STUDY EXERCISE-7: Create pitches on how to improve
products.(New Product development process)
Ex.No:18
Date: 15.11.22
PROBLEM STATEMENT:
New Product Development Activity: Student teams were given products ranging from toys to
air fresheners. In 2 days, they had to create pitches on how to improve these products. The idea
was to give them a clear sense of the scope of what they would do in a product development.
SOLUTION: