DESIGN THINKING
Technology in business
Priyanka Das
MBA-MAC
SUBMITTED:MR.PARTHAJEET SARMA
A m e t h o d o f p r o b l e m -
s o l v i n g s t r a t e g y w h e r e i n
t h e d a t a c o l l e c t e d i s
e x p r e s s e d v i s u a l l y i n o r d e r
t o c r e at e n e w s t r a t e g i e s ,
w a y s a n d m e t h o d s t o s o l v e
p r o b l e m s , c r e at e
o p p o r t u n i t i e s o r s t r e n g t h e n
w e a k n e s s e s .
Add a Footer 2
MEANING:
STAGES OF DESIGN THINKING
Designers tend to use a six-stage process to organize their fact finding and decision making: (1) Empathy, (2) Define, (3)
Ideate, (4) Prototype, (5) Test, and (6) Launch. Note, user refers to anyone who is a target of our design work.
Empathy: Empathy is the foundation of the human-centered design process. To empathize, we observe users and their behavior in
their context, interact with and interview users, and experience what users experience.
Define: Defining your problem occurs when you unpack and synthesize your empathy findings into compelling insights. You do this
defining to gain focus – an actionable point of view. By the end of this stage, you should have developed a guiding statement that
focuses on specific users, insights, and needs that you uncovered during the empathy stage. The define stage helps you move beyond
simple problem statements to a unique design vision that you crafted based on your discoveries. Note that you engage users before
defining the core challenges you are addressing. Designers trust their observational skills to learn a great deal about users. This step
helps to avoid you saying “Oh, I’ve seen this problem before and I know what to do.”
Ideate: When you ideate, you go far and wide to generate solutions to address discovered challenges. During this phase you are
searching for a large quantity of ideas and a diversity among the ideas.
Prototype: Next, you get ideas and explorations out of your mind and the minds of others into the physical world. A prototype can be
anything from post-it-notes on a wall, role playing, design mockups, or a storyboard. Prototypes are ways to demonstrate ideas and to
get feedback to build more and more prototypes; they are tools for interaction.
Test: Prior to launching, testing is done by reframing solutions and making them better. Designers usually follow this concept,
“prototype as if you know you are right; test as if you are wrong.”
Launch: Introduce your idea to markets and get feedback during the launch phase. It is like a prototype on steroids.
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STEPS OF DESIGN THINKING
DESIGN IS ALL AROUND YOU
Add a Footer 5
Flipper
Ducks swim in water with the help of
webbed feet. Studying the ducks’
webbed feet, inventors were able to
come up with the idea of flippers and
fins. So order to dive in the sea,
divers use flippers to push
themselves to move forward. These
flippers serve as oars used in boats
for movements. Flippers and oars
help divers and boat riders to change
their direction in water which
improves efficiency with less oxygen
consumption
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Creativity involves transforming your ideas, imagination, and dreams into reality. When you’re being creative,
you can see the hidden patterns, make connections between things that aren’t normally related, and come up
with new ideas. Creative ability depends on creative thinking which is part hard work but largely creative
problem-solving
Innovation is the implementation of a new or significantly improved product, service or process that creates value
for product,business, government or society.
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Creativity
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INNOVATION
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Good Design
Good design is not just what looks
good. It also needs to perform,
convert, astonish, and fulfill its
purpose. It can be innovative or it
might just get the job done. A good
design cannot be measured by a
finite way – multiple perspectives
are needed.
BAD DESIGN
It is hard to change because every
change affects too many other
parts of the system.
(Rigidity).When you make a
change, unexpected parts of the
system break. (Fragility).It is hard
to reuse in another tender because
it cannot be disentangled from
the current tender
GOOD DESIGN
V/S BAD DESIGN
UNCOMFORTABLE FOR SITTING
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THANK YOU
SUBTITLE GOES HERE
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Design thinking assignment 1

  • 1.
    DESIGN THINKING Technology inbusiness Priyanka Das MBA-MAC SUBMITTED:MR.PARTHAJEET SARMA
  • 2.
    A m et h o d o f p r o b l e m - s o l v i n g s t r a t e g y w h e r e i n t h e d a t a c o l l e c t e d i s e x p r e s s e d v i s u a l l y i n o r d e r t o c r e at e n e w s t r a t e g i e s , w a y s a n d m e t h o d s t o s o l v e p r o b l e m s , c r e at e o p p o r t u n i t i e s o r s t r e n g t h e n w e a k n e s s e s . Add a Footer 2 MEANING:
  • 3.
    STAGES OF DESIGNTHINKING Designers tend to use a six-stage process to organize their fact finding and decision making: (1) Empathy, (2) Define, (3) Ideate, (4) Prototype, (5) Test, and (6) Launch. Note, user refers to anyone who is a target of our design work. Empathy: Empathy is the foundation of the human-centered design process. To empathize, we observe users and their behavior in their context, interact with and interview users, and experience what users experience. Define: Defining your problem occurs when you unpack and synthesize your empathy findings into compelling insights. You do this defining to gain focus – an actionable point of view. By the end of this stage, you should have developed a guiding statement that focuses on specific users, insights, and needs that you uncovered during the empathy stage. The define stage helps you move beyond simple problem statements to a unique design vision that you crafted based on your discoveries. Note that you engage users before defining the core challenges you are addressing. Designers trust their observational skills to learn a great deal about users. This step helps to avoid you saying “Oh, I’ve seen this problem before and I know what to do.” Ideate: When you ideate, you go far and wide to generate solutions to address discovered challenges. During this phase you are searching for a large quantity of ideas and a diversity among the ideas. Prototype: Next, you get ideas and explorations out of your mind and the minds of others into the physical world. A prototype can be anything from post-it-notes on a wall, role playing, design mockups, or a storyboard. Prototypes are ways to demonstrate ideas and to get feedback to build more and more prototypes; they are tools for interaction. Test: Prior to launching, testing is done by reframing solutions and making them better. Designers usually follow this concept, “prototype as if you know you are right; test as if you are wrong.” Launch: Introduce your idea to markets and get feedback during the launch phase. It is like a prototype on steroids. 3
  • 4.
  • 5.
    DESIGN IS ALLAROUND YOU Add a Footer 5 Flipper Ducks swim in water with the help of webbed feet. Studying the ducks’ webbed feet, inventors were able to come up with the idea of flippers and fins. So order to dive in the sea, divers use flippers to push themselves to move forward. These flippers serve as oars used in boats for movements. Flippers and oars help divers and boat riders to change their direction in water which improves efficiency with less oxygen consumption
  • 6.
    6 6 Creativity involves transformingyour ideas, imagination, and dreams into reality. When you’re being creative, you can see the hidden patterns, make connections between things that aren’t normally related, and come up with new ideas. Creative ability depends on creative thinking which is part hard work but largely creative problem-solving Innovation is the implementation of a new or significantly improved product, service or process that creates value for product,business, government or society.
  • 7.
  • 8.
  • 9.
    Good Design Good designis not just what looks good. It also needs to perform, convert, astonish, and fulfill its purpose. It can be innovative or it might just get the job done. A good design cannot be measured by a finite way – multiple perspectives are needed. BAD DESIGN It is hard to change because every change affects too many other parts of the system. (Rigidity).When you make a change, unexpected parts of the system break. (Fragility).It is hard to reuse in another tender because it cannot be disentangled from the current tender GOOD DESIGN V/S BAD DESIGN
  • 10.
  • 11.