Better products dont take longer to create, nor do they cost more to - - PowerPoint PPT Presentation

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Better products dont take longer to create, nor do they cost more to - - PowerPoint PPT Presentation

Better products dont take longer to create, nor do they cost more to build. The irony is that they are created differently. *The Inmates Are Running the Asylum: Why High Tech Products Drive Us Crazy and How to Restore the Sanity,


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“Better products don’t take longer to create, nor do they cost more to build”. The irony is that they are created differently.

*«The Inmates Are Running the Asylum: Why High Tech Products Drive Us Crazy and How to Restore the Sanity», Alan Cooper

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DESIGN THINKING 31.07

AALTO VENTURES PROGRAM CREATING MULTIDAMENSIONAL EXPERIENCES

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Day objectives:

  • Understand the concept of design thinking;
  • Create a focus of the research and define the interviewees;
  • Create questions for interviews;
  • Start to conduct interviews.
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Day structure Design thinking theory

  • Intro design thinking
  • Introduction to the

user’s research

Tutoring Users’ research

  • WORKSHOP to create

a focus of research and questions for interviews

  • Field research-

interviews with end- users

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Programs:

  • International Design Business

Management (design thinking)

  • Information Technology

Program (UX design)

PROJECTS:

  • Application for rental market (Sopia);
  • Futuristic shopping center for CityCon;
  • Development of new meanings for Finland National

Museum;

  • Educational ecosystem Start North;
  • Identity and Concept of the New Otaniemi Estate of

Aalto Business School (Finland);

  • UX design for customer relationship management for

ISS Finland.

AVP teacher. Startup experience and Creating Multidimensional experiences courses.

Co-founder and UX designer in Sopia; Visiting lecturer at National Research Nuclear University, Moscow (MEPhI), author’s course “Design thinking for engineers”

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10% 35-40% Windows 8

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10% 35-40% Nokia 3650

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10% 35-40% Juicero

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*https://apptimize.com/blog/2016/02/80-20-onboarding/

“71% of the

average app’s users drop off after just 1 day!”

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VS.

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WHY?

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*http://firstround.com/review/How-design-thinking-transformed-Airbnb-from-failing-startup-to-billion-dollar- business/

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Design thinking – an approach to develop product / service that definitely will meet the needs of end users!

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TRADITIONAL APPROACH DESIGN THINKING APPROACH We are confident we know what our customer needs. Let’s design the service accordingly! We want to be sure what

  • ur customer needs are.

Let’s do a research our customer needs before we start designing!

DESIGN THINKING vs. TRADITIONAL APPROACH

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  • Will people use my product / service?
  • How can I be sure that I am creating value

before I commit large resources to the project?

  • How can I acquire detailed technical

requirement for a yet nonexistent product / service?

DESIGN THINKING can help you answer these questions:

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DESIGN THINKING Design (from D) vs design (from d)

Design is not about the color or the shape of the product but it is about the user

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Des Design ign-thi thinki nking, g, servi vice-des desig ign, user ex exper perien ence des design ign, user er centr centric des design ign, , co-des design, gn, par partic ticipa pator tory y des design ign DESIGN THINKING Design (from D) vs design (from d)

Design is not about the color or the shape of the product but it is about the user

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An n appr approach

  • ach to

to de define ne end nd user ne needs eds in in or

  • rder

der to to del deliv iver a uniqu nique nic niche he sol

  • lution

tion to to fulfil said id nee needs ds;

Design-thinking, service-design, user experience design, user centric design, co-design, participatory design

DESIGN THINKING Design (from D) vs design (from d)

Design is not about the color or the shape of the product but it is about the user

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The The bas asic ic pr princ incipl ple – end end user ers ar are e invol involved in in the the de design ign pr proc

  • cess;

DESIGN THINKING Design (from D) vs design (from d)

Design-thinking, service-design, user experience design, user centric design, co-design, participatory design An approach to define end user needs in order to deliver a unique niche solution to fulfil said needs; Design is not about the color or the shape of the product but it is about the user

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The The appr approa

  • ach

ch is is univer niversal al, app pplicab icable e to to pr prob

  • blems dif

different ent in in scal cale e and nd in in var vario ious indu industr tries. DESIGN THINKING Design (from D) vs design (from d)

Design-thinking, service-design, user experience design, user centric design, co-design, participatory design An approach to define end user needs in order to deliver a unique niche solution to fulfil said needs; The basic principle – end users are involved in the design process; Design is not about the color or the shape of the product but it is about the user

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Design thinking is not a new phenomenon

1969 Herbert Simon, The Sciences of the Artificial 1982 Article ‘How to Design a Service?" 1987 1991 1992 Peter Rowe, Design thinking IDEO

  • pening

Richard Buchanan, Wicked Problems in Design Thinking

  • G. Lynn Shostack,

2004

  • d. School
  • pening
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Retrospective of UX design

70 yy. Xerox Parc - r&d lab in Silicon

  • Valley. Bob Taylor

& team. 1995 y. Don Norman "User Experience Architect" marking the first use of the term in a job title

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*https://www.nngroup.com/

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Double-diamond model.

http://www.designcouncil.org.uk/news-opinion/design-process-what-double-diamond

t

Dis Discov

  • ver

er Def Define ine Devel Develop

  • p

Del Deliv iver

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Double-diamond model – iterative process

t

Dis Discov

  • ver

er Def Define ine Devel Develop

  • p

Del Deliv iver

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Double-diamond model – iterative process

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  • 1. Discover

Input: first assumption about problem to be solved

Research about end users and their needs Double-diamond model: discover phase

Output: raw data about users

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  • 1. Discover

Double-diamond model: tools and methodologies

  • Shareholder’s agreement
  • Lean canvas (or BMC)
  • Stakeholders mapping
  • Interviews
  • Observations
  • Surveys
  • Analogy research
  • Cultural probs
  • etc.
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  • 2. Define

Project problem is defined Output: Design brief

Analyzing data, defining end users and their needs Double-diamond model: define phase

  • 1. Discover

First assumption about problem to be solved

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  • Brainstorming

workshop(s)

  • Affinity diagram
  • Opportunity questions
  • Personas creation
  • Customer journey
  • 1. Discover
  • 2. Define

Double-diamond model: tools and methodologies.

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  • 3. Develop

Solution: product / service

Double-diamond model: develop and deliver phases

  • 4. Deliver

Solutions ideation, prototyping, testing, improvement till best solution.

  • 1. Discover
  • 2. Define

First assumption about problem to be solved Project problem is defined.

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  • 1. Discover
  • 2. Define

Double-diamond model: tools and methodologies.

  • 3. Develop
  • 4. Deliver
  • Co-creation ideation

workshop(s)

  • Idea canvas
  • New customer journey(s)
  • Sketches
  • Prototyping (any format)
  • Testing
  • Production of MVP
  • Lean canvas (or BMC)
  • Value proposition canvas
  • Service blueprint
  • MMP
  • Production of final product

Output: validated product concept Output: final product

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Elmo's Monster Maker

Experiments are one way to lower the bar in trying out an

  • idea. And the faster the

experiment, the more likely you are to try.

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Elmo's Monster Maker

Story: The prototype made 1 hour before crucial meeting with client; The prototype made with simplest materials for free. Outcome: The video was fun and endearing; It was also much more persuasive than just talking about ideas; Client accepted the feature. Long-term

  • utcome:

Designers team subscribed to the law: Never have a meeting without a prototype!

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The video Example: the one-hour prototype - prototyping for Elmo's Monster Maker iPhone App.

https://www.youtube.com/watch?v=-SOeMA3DUEs&feature=youtu.be

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*http://blog.enghouseinteractive.com/why-the-user-interface-matters/

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Design-thinking Landscape architect

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Time into design process Percent Design freedom Knowledge about design problem

DESIGN PROCESS PARADOX

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Design sprint

Monday Tuesday Wednesday Thursday Friday

You’ll map out the problem and pick an important place to focus You’ll sketch competing solutions on paper You’ll make difficult decisions and turn your ideas into a testable hypothesis You’ll hammer

  • ut a high-fidelity

prototype You’ll test it with real live humans.

*https://www.gv.com/sprint/

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Goal – to create a multi-purpose and modern learning center for students, faculty and other customers. The opening was celebrated the 4 November 2016. 40 000 visitors per month since opening.

*https://learningcentre.aalto.fi/en/ https://kuudes.com/work/aalto-learning-center/

Aalto University Learning Center

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▫ Interviews with students, teachers, university guests (194 interviews)

Aalto University Learning Center

  • 1. Discover
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  • 2. Define

▫ 3 co-design workshops; ▫ 6 personas profiles:

  • Lone-wolf student;
  • Jack of all trades student;
  • Social student;
  • Teachers;
  • Researchers;
  • Company representatives;
  • Development of personas

behavior scenarios.

Aalto University Learning Center

  • 1. Discover
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  • 3. Develop

▫ Development of service concepts (23) to respond to the scenarios.

Aalto University Learning Center

  • 1. Discover
  • 2. Define
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  • 3. Develop

▫ Prototyping services in smaller scale and testing them in Aalto BIZ in Töölö; ▫ Improve ideas based on testing results; ▫ Services are implemented in Aalto University Learning Center.

  • 4. Deliver

Aalto University Learning Center

  • 1. Discover
  • 2. Define
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Services:

  • Video studio;
  • Lockers with chargers;
  • Media wall;
  • VR hub;
  • Café inside library (with alcohol);
  • Multifunctional event space;
  • Access in working zone 24/7
  • Exhibition area;
  • Quiet reading zone;
  • Space for rent for startups.

Aalto University Learning Center

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*Tim Brown, Change by Design

Marriott

Goal:

to

improve

  • verall

client’s impression from the stay in the hotel

The process: accompanying hotel guests from the airport to the room. Result: assumption was not correct. Guest gets the first impression about the hotel in the room.

Registration desk is just a pre-final point in the long guest journey, the faster she/he will pass it – the

  • better. Hotel should concentrate on room design and equipment.

Assumption:

clients gets the first impression about the hotel when she/he gets to the registration desk.

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Braun & Oral-B: IoT electric toothbrush

*https://www.fastcodesign.com/3060197/how-two-industrial-design-titans-are-helping-brands-simplify-tech

Initial brief: data-tracking tool What designers found out: a toothbrush is already loaded with guilt, that you’re not doing it properly or enough. Solution: electric toothbrush with two features - charging the toothbrush through USB hookup and ordering replacement heads - an app that the toothbrush connects to via Bluetooth.

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  • 1. Discover
  • 2. Define

Design-thinking process

  • 3. Develop
  • 4. Deliver
  • Shareholder’s agreement
  • Stakeholders mapping
  • Interviews
  • Observations
  • Surveys
  • Analogy research
  • Cultural probes
  • Market research
  • Brainstorming

workshop(s)

  • P.O.I.N.T. analysis
  • Affinity diagram
  • Persona(s) creation
  • Customer journey(s)
  • Co-creation ideation

workshop(s)

  • Idea canvas
  • New customer

journey(s)

  • Sketches
  • Prototyping (any

format)

  • Testing
  • Production of MVP
  • Lean canvas (or BMC)
  • Value proposition canvas
  • Service blueprint
  • MMP
  • Production of final

product

Product launch

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  • 1. Discover
  • 2. Define

Design-thinking process

  • 3. Develop
  • 4. Deliver
  • Shareholder’s agreement
  • Stakeholders mapping
  • Interviews
  • Observations
  • Surveys
  • Analogy research
  • Cultural probes
  • Market research
  • Brainstorming

workshop(s)

  • P.O.I.N.T. analysis
  • Affinity diagram
  • Persona(s) creation
  • Customer journey(s)
  • Co-creation ideation

workshop(s)

  • Idea canvas
  • New customer

journey(s)

  • Sketches
  • Prototyping (any

format)

  • Testing
  • Production of MVP
  • Lean canvas (or BMC)
  • Value proposition canvas
  • Service blueprint
  • MMP
  • Production of final

product

Product launch UX testing

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Basic principles of design thinking:

  • Radical cooperation
  • Empathy
  • Embrace uncertainty
  • Put user in the center of the process
  • Iterate: prototype, tests, prototype again
  • Failure is part of the journey
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Why design-thinking?

Design thinking enables:

  • Creating a product / service that will meet users’

needs – minimizing error cost;

  • Minimizing project budget when needs of end

users are simpler compared to initial assumptions;

  • Creating innovative solutions.