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Design Thinking - Yugo Artono
Design Thinking - Yugo Artono
Design Thinking - Yugo Artono
Thinking
By Yugo Artono
WHY DO WE NEED AN
IDEA
DE
DECISION
DE
MAKING
1
WHY DO WE USE
DE
DESIGN
Thinking
1
DE
DESIGN
Thinking
Explanation
WHAT IS DESIGN THINKING?
Design thinking is a process for
creative problem solving.
source: www.interaction-design.org
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DESIGN
Mindsets
Human-centered design is as much
about your head as your hands.
2
Living Design Thinking Every Day
Words Matter
Show Don’t Tell Fish & Teach to Fish Seek to understand as
Communicate in an Never get too far from the much as you can and
impactful and meaningful Inspire & Be Inspired innovations, but never miss constantly ask quertions;
way by creating an opportunity to teach an never stop learning
Never forget to energize
experiences using innovator
yourself and share with
visuals and stories others to move them as
well
2
DE
DESIGN
Thinking
Success
Story
DOUG
Doug Dietz
Innovation Architect on GE Healtcare
DESIGN THINKING
[SUCCESS STORY]
DOUG Forms His DT team
OUT
3
3 DE
DESIGN
Thinking
Process
3
DESIGN THINKING PROCESS
Standford d.school Emphatize > De ne > Ideate > Prototype > Test
Design Thinker Emphatize > (Re) Frame > Ideate > Prototype > Test
Ideo Gather > Generate > Make > Share
Luma Institute Looking > Understanding > Making
IBM Observe > Re ect > Make
source: www.innovation.fsu.edu/design/2_frameworks/
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fl
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DESIGN
Thinking EXPLORATION
EMPATH
EMPATHIZE
DESIGN
Thinking
EMPATHY
EMPATH
is the key to
successful EXPLORATION
OBSERVE IMMERSE ENGAGE
Engage in conversation to
Observe in their Immerse yourself in the
understand the users better
environment user task/ environment
(look out for non verbal cues)
OBSERVE
Observe in their
environment
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OBSERVE IMMERSE ENGAGE
Engage in conversation to
Observe in their Immerse yourself in the
understand the users better
environment user task/ environment
(look out for non verbal cues)
IMMERSE
Engage in conversation to
Observe in their Immerse yourself in the
understand the users better
environment user task/ environment
(look out for non verbal cues)
ENGAGE
Engage in conversation to
understand the users better
(look out for non verbal cues)
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8 7
It's not about being right or wrong,
di erent angles will get di erent results.
Sometimes it takes an outsider to see things from a
di erent perspective. Is there anything we missed?
Anda adalah seorang detektif. Saya adalah saksi mata, tapi saya
Tugas Anda adalah menemukan hanya bisa menjawab ya dan
penyebab kematian Jessica. tidak karena saya tidak bisa
Silahkan menggali informasi dengan bicara.
bertanya kepada saksi mata.
GAME STORMING
GAME
STORMING
Jessica ditemukan tewas di sebuah tanah kosong dalam keadaan
tanpa busana.
Matanya terbelalak, kepalanya berdarah dan ada sebuah kayu besar
tergeletak di sebelah mayat Jessica.
Pada saat ditemukan, banyak tikus yang sedang mengelilingi mayat
Jessica.
Tidak jauh dari lokasi ditemukannya Jessica, ada sebuah bar kecil
yang biasa didatangi para pelaut yang tidak tahu aturan.
GAME
STORMING
@yugoartono
DESIGN
Thinking
DEFINE
DESIGN
It’s time to
Thinking
DEFINE the user problem
that we want to solve.
• Gather all of your ndings
• Find the patterns
• Formulate the problem statement
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Empathy Map User Need Insight Canvas
SAYS THINKS USER NEED INSIGHT
DOES FEELS
DESIGN
Thinking
Empathy Map
Says: SAYS THINKS
What the user says out loud in an interview or some other Kira-kira
Bingung uangnya
usability study. mau cukup ga
kemana ya?
Inget
Bagus tap jaman dulu
i
kok sepi Ini pacaran
Thinks: ya? keluarnya
lewat
What the user is thinking throughout the experience. Koleksiny
a mana sih? Kok agak
ngeri ya
banyak
k
yang rusa
A speci c persona or real Need should belong to users, What is the background to the
end-user segment you’ve should not be made up by the need.
done research on. team, and should not be
phrased as a solution.
A speci c persona or real Need should belong to users, What is the background to the
end-user segment you’ve should not be made up by the need.
done research on. team, and should not be
phrased as a solution.
A speci c persona or real Need should belong to users, What is the background to the
end-user segment you’ve should not be made up by the need.
done research on. team, and should not be
phrased as a solution.
A speci c persona or real Need should belong to users, What is the background to the
end-user segment you’ve should not be made up by the need.
done research on. team, and should not be
phrased as a solution.
b l em
Pro t
Ternyata pada saat
t e m e n
Bapak paruh baya Menghilangkan rasa
menemani istri belanja, S t a
berkacamata dan penat saat menemani
keterlibatan suami
berbaju kotak-kotak istri belanja
tidak terlalu dibutuhkan
IDEA
IDEATE
DESIGN
Thinking
IDEATION
IDEA sessions
are about
Finding New Angles
• Bring the problem statement that we have
obtained in the previous stage to solve in
this session.
How Might We Canvas
GENERAL SPECIFIC
o b le m
Pr t t r a Save
t e m e n ew a a n Trole r E x
j alan
St a Meningkatkan tingkat
Peny
untuk a n a k , yang
giku
b
t i
is
ib
a
u n ya di
Ternyata tingkat t i s m e n
keamanan untuk anak- otoma l 1 la ntai.
keamanan untuk anak m a l
anak yang sedang ikut y d en gan
kecil di mall sangat a o je k Nan n
anny
Ibunya berbelanja ke Ja s
ker u n t uk n
rendah gela n g t r a c
ya.
mall? dan A na k n
DESIGN
Thinking
PROTOTYP
PROTOTYPE
DESIGN
Thinking
Fail FAST
Fail CHEAP
Fail EARLY
But don’t fail PROTOTYPing
• Visualize our ideas so that they are easier to
understand and get immediate feedback.
LOW FIDELITY HIGH FIDELITY
Basic models or examples of Prototypes that look and operate
the product being tested. closer to the nished product.
E.g: Pro:
• Storyboard • Engaging
• Sketching • High level of validity and applicability
• Card Shorting, etc Cons:
Pro: • Take much longer to produce
• Quick and inexpensive • Cost a lot
• Easy to test new iterations. • Hard to modify
• Disposable/throw-away
DESIGN
• Minimal time and e ort, etc
Cons:
• An inherent lack of realism.
• May not be appropriate for your intended users.
• Users may not get a real interaction experience
Thinking
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DESIGN WORKS
Thinking LIKE
LOOKS INTERACT
LIKE LIKE
DESIGN
Thinking
just start BUILDING
don’t spend too much TIME
remember what you’re testing FOR
build with the USER in mind
DESIGN
Thinking
TEST
4
5 Guidelines for Conducting a Test
• Show, don’t tell: let your users experience the prototype
• Ask Participants to Talk Through Their Experience
• Observe Your Participants
• Ask Follow-Up Questions
• Negative Feedback is Your Way to Learn and Improve
DESIGN
Thinking
4
L e
DE
DESIGN
Thinking
Present
t s
lets connect
@yugoartono
Yugo Artono
yugo_artono@yahoo.com