Design Thinking

Description

Informática Mind Map on Design Thinking, created by Luis Mauricio Falla Guiulfo on 25/05/2019.
Luis Mauricio Falla Guiulfo
Mind Map by Luis Mauricio Falla Guiulfo, updated more than 1 year ago
Luis Mauricio Falla Guiulfo
Created by Luis Mauricio Falla Guiulfo about 5 years ago
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Resource summary

Design Thinking
  1. Mindsets
    1. Show Don't Tell
      1. Use impactful and meaningful ways to illustrate your story
      2. Focus on human values
        1. Empathy and feedback from the users
        2. Craft Clarity
          1. Coherent STRUCTURE WILL MAKE YOUR MESSAGE CLEAR AND MAY inspire others
          2. Embrace Experimentation
            1. We build to think and learn. WE LEARN FOR MISTAKES AND ACKNOWLEDGE SUCCESS IN TRIUMPH
            2. Be Mindful Of Process
              1. KNOW HOW THE PROCESS WORKS, what methods are used in each stage and what goals you have
              2. Bias Toward Action
                1. It's more about doing than thinking, always build towards a goal or a mindset
                2. Radical Collaboration
                  1. PEOPLE WITH DIFFERENT VIEWS CAN MAKE BREAKTHROUGHS AND GIVE SOLUTIONS NEVER CONSIDERED, from the diversity
                3. Modes, THESE ARE SECUENTIAL
                  1. empathize
                    1. Empathy is the foundation of a human-centered design process, Experience what your user experiences.
                      1. TRY TO THINK "TRY TO THINK FROM THEIR PERSPECTIVE" AND A WAY TO SOLVE THEIR PROBLEM
                    2. define
                      1. AFTER THE EMPATHIZE MODE, YOU USE WHAT YOU LEARNED FROM THE USERS POINT OF VIEW AND TRY TO ADDRESS THE PROBLEM IN A WAY TO SOLVE MOST OF THEIR CONCERNS
                      2. Ideate
                        1. AFTER DEFINING THE PROBLEM, TRY TO BRAINSTORM FOR A WIDE RANGE OF SOLUTIONS FOR EACH PROBLEM, AFTERWARD WE WILL REFINE OR DISCARD OUR OPTIONS
                        2. prototype
                          1. BUILD A PROTOTYPE FOR THE SOLUTION, WE USE THE PROTOTYPE TO TEST AND LEARN FROM THE SOLUTION
                            1. DID IT SOLVE THE PROBLEM?
                              1. HOW LONG DID IT TOOK?
                                1. WAS IT THE MOST EFFECTIVE WAY TO SOLVE IT?
                                  1. DID IT CREATE ANY OTHER PROBLEMS OR FIXED MORE THAN ONE PROBLEM?
                                2. test
                                  1. WE USE TEST RUNS TO GAIN FEEDBACK FROM USERS THAT INTERACT WITH OUT PROTOTYPES, TO REFINE OUR SOLUTIONS AND TO POLISH OUR PROTOTYPES. MULTIPLE ITERATIONS MAY OCCUR.
                                3. Methods, THESE ARE CHOICES AND NOT NECESSARILY LINEAR
                                  1. assume a beginner’s mindset
                                    1. You can approach a design challenge with fresh eyes. Don't Judge, Question everything, Be Curious, Find Patterns
                                    2. What? | How? | Why?
                                      1. START WITH WHAT - WHAT ARE THEY DOING. THEN ASK HOW ARE THEY DOING IT. FINALIZE WITH WHY WHERE THEY DOING THAT
                                        1. YOU GAIN DEEPER LEVELS OF UNDERSTANDING THE USERS ACTIONS
                                      2. user camera study
                                        1. USING THE POINT OF VIEW OF A USER CAN BE INVALUABLE, YOU GAIN INSIGHT OF THE ENVIRONMENT AND HOW DECISION IMPACT THE USER
                                        2. Interview Preparation
                                          1. WHILE TIME IS LIMITED AN INTERVIEW WILL GIVE CONCISE ANSWERS AND PRECISE INFORMATION
                                          2. extreme users
                                            1. DETERMINING WHICH ARE THE "VETERAN" OR MORE EXPERIENCED USERS, THEY WILL PROVIDE THE MOST RELIABLE INFORMATION AND A GREAT INSIGHT
                                            2. Analogous Empathy
                                              1. TRY TO FIND SIMILARITIES IN THE ACTIVITIES YOUR USER DOES, AND THE ONES YOU KNOW, IT'S EASIER TO UNDERSTAND EACH OTHER WHEN SHARING SOME VIEWS
                                              2. Story Share-and-Capture
                                                1. AS A MEMBER OF A TEAM, YOU ARE NOT LIMITED TO YOUR OWN EXPERIENCE, THE OTHER MEMBERS CAN PROVIDE ANOTHER SOLUTIONS OR SOME FEEDBACK ON YOUR OWN, SHARING THE WORK AND PROVIDING A BETTER SOLUTION
                                                2. Saturate and Group
                                                  1. ORGANIZE WHAT INFORMATION YOU HAVE GATHERED AND GROUP IT SO YOU CAN PIECE TOGETHER A BETTER SOLUTION
                                                  2. Composite Character Profile
                                                    1. USING A PROFILE WILL GRANT YOU INFORMATION OF KEY POINTS IMMEDIATELY, PRECISE INFORMATION
                                                    2. Powers of Ten
                                                      1. A METHOD THAT WILL ALLOW YOU TO SEE THE LARGER CONTEXT THAT GOES INTO THE SMALLER SOLUTIONS OR DECISIONS
                                                      2. 2x2 Matrix
                                                        1. WILL ALLOW THE RAPID COMPARISON OF DATA OR SOLUTIONS AND HOW THEY DIFFER FROM EACH OTHER
                                                        2. Impose Constraints
                                                          1. WHILE GETTING CREATIVE WILL GIVE YOU A LOT OF POTENCIAL SOLUTIONS, ADDING CONSTRAINTS WILL GIVE YOU THE MORE REALISTIC OPTIONS AND THE ONE THAT CAN BE ACHIEVED
                                                          2. User-Driven Prototyping
                                                            1. AS MENTIONED THE CONSTANT NEW ITERARIONS PROVIDED BY THE USER FEEDBACK WILL HELP IMPROVE AND REFINE YOUR SOLUTIONS
                                                            2. Feedback Capture Grid
                                                              1. WILL ALLOW THE RAPID COMPARISON OF FEEDBACK AND HOW THEY DIFFER FROM EACH OTHER
                                                              2. I Like, I Wish, What If
                                                                1. THIS METHOD WILL LET YOU IF YOU ARE GOING IN THE RIGHT DIRECTION OR IF NEEDED A CHANGE OF APPROACH IS NEEDED
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