Design Thinking & Design Sprint: Pertemuan 2

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DESIGN THINKING &

DESIGN SPRINT

Pertemuan 2
Flexiblilities design thinking

CX

UI

Sumber : UX Specialty
1. Empathize: Conduct research in order to develop knowledge
about what your users do, say, think, and feel.

2. Define: Combine all your research and observe where your


users’ problems exist. In pinpointing your users’ needs, begin to
highlight opportunities for innovation.

3. Ideate: Brainstorm a range of crazy, creative ideas that address


the unmet user needs identified in the define phase. Give yourself
and your team total freedom; no idea is too farfetched and
quantity supersedes quality.
Prototype: Build real, tactile representations for a subset of your
ideas. The goal of this phase is to understand what components of
your ideas work, and which do not. In this phase you begin to
weigh the impact vs. feasibility of your ideas through feedback on
your prototypes.

5. Test: Return to your users for feedback. Ask yourself ‘Does this
solution meet users’ needs?’ and ‘Has it improved how they feel,
think, or do their tasks?’

6. Implement: Put the vision into effect. Ensure that your solution
is materialized and touches the lives of your end users.
FOCUS
By: Vote

FLARE
By: Yes, Lets
“Designers... don’t try to search for a
solution until they have determined the
real problem…”
“A brilliant solution to the wrong problem
can be worse than no solution at all: solve
the correct problem.”
What is design thinking and
why should you care?

visualization of 6 phases of the


design thinking process

Approaching problem solving with a


hands-on, user-centric mindset leads to
innovation, and innovation can lead to
differentiation and a competitive
advantage
1. Empathize: Conduct research in order to
develop knowledge about what your users do,
say, think, and feel.

2. Define: Combine all your research


and observe where your users’
problems exist. In pinpointing your
users’ needs, begin to highlight
opportunities for innovation.

3. Ideate: Brainstorm a range of crazy,


creative ideas that address the unmet
user needs identified in the define
phase. Give yourself and your team
total freedom; no idea is too farfetched
and quantity supersedes quality.
4. Prototype: Build real, tactile representations for a subset
of your ideas. The goal of this phase is to understand what
components of your ideas work, and which do not. In this
phase you begin to weigh the impact vs. feasibility of your
ideas through feedback on your prototypes.

5. Test: Return to your users for feedback. Ask yourself ‘Does


this solution meet users’ needs?’ and ‘Has it improved how
they feel, think, or do their tasks?’

6. Implement: Put the vision into effect. Ensure that your


solution is materialized and touches the lives of your end
users.

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