I found the book to be a great overview of DT and recommend it to anyone unfamiliar with the subject. I personally would've wished for the book to spend more time on specific techniques and less on the broader trends and high-level concepts since most of those are already familiar. I suppose there wasn't a lot of depth on the techniques because this stuff is much better learned by doing rather than reading. I did find the copious number of real-world examples where DT made a difference to be interesting.
Below are my main takeaways from the book that go beyond what I learned before or present the material from a different perspective.
Intro
- Integrating human POV with technical
- Design as hub of wheel not link in chain
- Human centered not tech centered
- Design thinking applied to many new industries and problems
- Mind maps not tables of contents (linear)
Part 1 what is design thinking
Ch 1 dt is about more than style
- IDEO work for Shimano
- Interviewed many areas of bicycling customers
- Created coasting bikes and better retail strategy
3 spaces of innovation
- No one best way
- Overlapping spaces
- 1. Inspiration
- 2. Ideation
- 3. Implementation
- Iterative, nonlinear, exploratory
- Fail early to succeed sooner
- Feels chaotic but makes sense by end
- Willing embrace of constraints actually helps
- Sometimes constraints conflict; that's ok
- Evaluate constraints on 3 overlapping criteria
- 1. Feasibility: functionally possible
- 2. Viability: sustainable as biz
- 3. Desirability: makes sense to ppl
- Find harmonious balance
- Businesses sometimes focus only on what fits in biz model (incremental improvement)
- DT uses project not problem
- Project has specific goal and beginning, middle, and end and constraints
The brief
- Like scientific hypothesis not algorithm
- Starting point
- Mental constraints by which to begin
- Benchmarks to measure progress
- Set of objectives to be realized, Price point, tech, mkt segment
- Need right balance between constraints and broadness in brief
- Interdisciplinary team
- T shaped people
Creative culture and environment
- Physical space giving permission
- Skunkworks
- Mattel
- Separate project rooms
- Visibility of project materials
- Wiki
- Flexibility in space
- DT needs to move upstream
Ch 2 converting needs into demand or putting ppl first
- Asking ppl what want doesn't work
- Articulate latent needs
- Insight, observation, empathy
Insight
- Learning from lives of others
- Myriad thoughtless acts of ppl
- Actual behaviors give clues
- Watch what ppl don't do or say
Observation
- Intense field work
- Find extreme users, OCD ppl
- Research sponsored by companies
Empathy
- translate observations into insights
- Hospital patient er experience
- Emotional understanding
- Video ethnography, computer logging
- Understand links between ppl
Consumers as part of design team
- Crowd-sourced design
- participatory design teams
- User generated content
- Collaboration between creators and consumers
Ch 3 a mental matrix or these ppl have no process
- Getting client to come backstage
Convergent and divergent thinking
- To have a good idea you must first have many ideas
- Methodical experimentation
- Ideas should not be favored based on who came up with them
- Let ideas create buzz and a following
- Bottom up experimentation
- Propagate ideas up
- Not just suggestion box
- Must gain org support
Brainstorming
- Rules
- Build on ideas of others
- Write rules on walls
- Dedicate rooms for it
Visual thinking
- Drawing practice
- Draw to express ideas and options
- Drawing forces decisions
- Post it notes best tools for convergent thinking
- Getting consensus through butterfly test
- Vote putting butterflies on post it's
- Deadlines turn options into decisions
- Exploring opposing ideas
- Complexity most reliable source of ideas
Ch 4 building to think or the power of prototyping
- Kids build
- Prototypes all over kids rooms
- Physical to abstract and back cycles
- Thinking with your hands
Quick and dirty
- Don't over invest in one prototype
- Goal is just learning and understanding
- Skits
- Foam core
- Storyboards in film
- Keeps ppl at the center
- Describing customer journey
Acting out
- Service innovation
- Kids are best role models
- Role-playing
- Tell users to add post it's to ur prototypes
- Improv acting techniques
- Takes some confidence and open-mindedness
Prototyping in the wild
DT for company reorg
- IDEO's own redesign through prototypes
- Prototypes slow us down to speed us up
- Must make own prototype instead of outsourcing
- Start with quick cycle like 1 day to first prototype
Ch 5 returning to the surface or the design of experiences
- Not just fulfilling function but having an experience
- Mayo Clinic Spark Lab design studio testing new provider experiences
- Changing behavior hard; offer new behavior
Experience blueprint
- Specs for interaction
- Described emotive elements of journey through time and space
Ch 6 spreading the message or the power of storytelling
- Cool Biz movement in Japan
- Used compelling story to spread word
- Stories give ideas meaning
Designing in fourth dimension
- Time
- Interaction design
- Designing verbs and stories
Stories as product
- Meme
- Turn audience into storytellers themselves
Design challenge
- Challenge between rival teams
- X-Prize
Part 2 where do we go from here
Ch 7 design thinking meets the corporation or teaching to fish
- Steelcase
- Dedicated spaces
- Workshops
Ch 8 new social contract or we're all In this together
- Convos with customers
Blurring between products and services
- All becoming experiences
- How might we... (HWM)
- TSA redesign
Sustainability
Ch 9 design activism or inspiring solutions with great potential
- Designing for extreme needs
- Acumen Fund
- Social enterprise
- Architecture for Humanity
Ch 10 designing tomorrow today
- Designing a life
- Observe the ordinary
- Carry a sketchpad and draw sketches

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